Avatar of Corporal Lance
  • Last Seen: 7 yrs ago
  • Old Guild Username: Corporal Lance
  • Joined: 11 yrs ago
  • Posts: 417 (0.11 / day)
  • VMs: 0
  • Username history
    1. Corporal Lance 11 yrs ago

Status

Recent Statuses

7 yrs ago
Current They all laughed at Billy Joe and his accent until he drew his Holy Adjudicator bathed in light and fire. The "I Reckon-ing" was upon them.
6 likes
7 yrs ago
Burn the land, boil the sea... K-I-S-S-I-N-G?
2 likes
7 yrs ago
"I wonder why my shirts have holes toward the bottom?" I think to myself, wrapping my shirt around another twist-off bottle cap for leverage.
5 likes
7 yrs ago
Feelin' like a newb again
9 yrs ago
Man, Zelda can be SCARY when you learn how to use her. Dem heels doe...

Bio

User has no bio, yet

Most Recent Posts

I'm betting that Mila would know quite a few people, but that Roruuk would obviously stand out, so she would remember him. Maybe give him some discounted or free potions out of pity if she personally knew about his curse. Yeah, I'd go with that. Maybe not know his name, though, just his appearance.
Morning Star is actually an attack, but it could also be referring to Helel, the "Morning Star". However, the Persona games can be inconsistent about which Personas are which Arcana. One of which I remember is Forneus being of the Emperor Arcana in Persona 3, and the Hermit Arcana in Persona 4.
Alright, here's my character concept.
Name: Mila (Kokiri typically do not have last names, although each Kokiri name is unique amongst other Kokiri)

Fairy's Name: Shila

Age: 137 years old, appears to be a child of 12.

Race: Kokiri

Gender: Female

Appearance



Mila appears to be a 4'8" child of rusty red hair, weighing 80lbs soaking wet. Her physique is tiny and petite, and freckles dot her face and arms. She has vibrant green eyes and pointed ears, and normally ties her hair back into a ponytail with a green ribbon. Her skin is on the borderline between peach and tan from her time outdoors, allowing her to questionably pass as a Gerudo child at times.

Her attire is an offshoot of Kokiri style with Hylian influences. She typically chooses to wear a belted tunic, like most Kokiri, but will take after the more masculine trend of having sleeves and shorts apposed to a summer dress, although she will wear a skirt overtop her shorts. Her boots are styled as riding boots are, with a more solid part of the boot around her foot designed for hiking and a looser leather material fastening just below the knee for trekking through water and mud. Leather arm warmers similarly make their way from her wrists to past her elbow, although these are more for form rather than function. The only jewelry she happens to wear comes in the form of earring appearing to be made of snail shell. In cold or wet weather, she will don a cloak made of real leaves sewn to leather. The cloak includes a hood and a clasp at the front stylized after the Kokiri Emerald.

A Sprite Orb Fairy accompanies her. Typical of all fairies in shape, Shila is a round glowing orb with wings of a dull yellow color.

Theme Song:

Personality: Energetic, passionate, clever, emotional, adventurous, kind

Fairy's Personality: Worrisome, compassionate, caring, cautious, diligent, sometimes spiteful

Backstory: Mila was born in Kokiri Forest, given life by the Great Deku Tree, although much like all Kokiri the details of her birth and first few years of her life are unknown to her. Even with the mystery surrounding her birth, she was aware that she was the youngest of three sisters. Efa, the oldest by three hundred years, is brash and confident and enjoyed sports and other physical activities. Sola, the middle child and older than Mila by almost two hundred years, is a self-absorbed beauty queen, and loves sewing, cooking, and playing "house". Mila, the youngest of the three, is a curious and gifted little girl that loves to learn, and fills her time exploring or challenging her mind. Mila was a given a fairy on her 27th birthday by the Great Deku Tree, a golden orb of light named Shila. During the majority of her earlier years, Mila would do as all Kokiri children did and played games, explore the forest, and have fun as all children are want to do. But quickly her curious nature had taken the better of her. Mila was quickly seen as strange and foreign, for she would explore the Lost Woods often for potion ingredients, her favorite hobby. Only the boys tended to go deep into the woods to prove how brave they were, but Mila was unafraid and did so out of wonder more than for pride. In her fifties, Mila left the Kokiri Forest for the first time, wandering out into Hyrule Field. She was promptly attacked by a Peahat, and was so rattled by the experience that she did not attempt to leave again for another ten years.

In her sixties, Mila discovered a hidden passage through the Lost Woods that would take her to Goron City. She enjoyed herself greatly, immersing herself in the culture of the Gorons and visited every day for over a month entertaining them with her songs. It was when it was discovered that she had been leaving that Mila was ostracized by the rest of the Kokiri, who would verbally attack her for what they had seen as wrong or avoid her like a leper. Only her eldest sister would come to her defense. It was at this time that Mila decided to leave Kokiri Forest for good, to prove to the other children that there was an entire world out there worth experiencing. She would come back with legends and songs and books in her name, and then they would have no choice but to accept her for the free spirit that she was. Over the course of the next sixty or so years, Mila traveled all over Hyrule doing just that. She has seen the vast majority of the world many times over, learned different languages, experienced different cultures, been on many adventures, and made many new friends, selling potions and curios as she went. Mila had made a name for herself everywhere she went, good or bad. "The Little Merchant" of the Gerudo wastes to "The Witch of the Forest" in Hyrule Castle Town. "Kokiri Sister" of Goron City or "Mila, That Nice Little Potion-Selling Girl" in Ordon, Mila has been everywhere and learned a lot. She tries to visit Kokiri Forest every four years or so, but is consistently shunned as if she had left the day before, with only her sisters willing to speak to her and offer her a hot bowl of mushroom stew after her travels. One day, Mila desires to return to Kokiri Forest as a Kokiri hero of legend, one that the children tell stories of like they do of Link at night by firelight.

Skills/Talents

1. Alchemy (PS): Mila's craft and profession is brewing potions, tinctures, salves, medicines, you name it. She's had many years to hone her skills and could be considered one of the most talented in the trade. Can also make a mean stew.
2. Forest Magic (MS): As a Kokiri, Mila is tied to nature from the core of her very being, as such showing natural talent for magic such as many Kokiri do. She's spent ample time studying old books and tomes and practicing spells to be able to perform simple natural spells such as growing or whithering plants, or even some complicated ones such as improving the disposition of plant-like creatures toward her or creating snaring vines. However, the farther away from the forest she is, the weaker her power over this realm of magic. She is strongest within the Kokiri Forest or Lost Woods, and weakest within the Gerudo Desert.
.3. Magical Musician (MS/PS): Mila is fond of playing the pan flute, and over time she has learned songs with magical properties from her travels, discovering more practical ways to use her musical skills. She knows the following magical songs, and is capable of learning more:
-Saria's Song: This tune is learned by all Kokiri with or without magical or musical talent. It is used to prove their identity with the Kokiri and speak to other Kokiri across any distance through their fairies.
-Minuet of Forest: Learned from an engraving in the Lost Woods, the Minuet of Forest is capable of magically transporting the reciter to the Forest Temple. However, it takes at least three minutes of uninterrupted play that must be performed flawlessly, and cannot transport anyone except for the player of the anthem.
-Song of Storms: Taught to her by Flat, one of the Composer Brothers, before his death in exchange for blue potion. The Song of Storms calls forth a mighty torrent of rain wherever it is played.
-Bremen's March: Mila learned this after spending an evening at an animal circus. Domestic animals will instinctively wish to follow her like the Pied Piper as long as the song is being played.
4. Wit & Guile (FS/SS/PS): Mila is sharp as a tack, and as compensation for her small size usually tackles problems with knowledge and intelligence instead. She applies this to all aspects of any issue or situation she may face, such as using tools and gadgets to aid her in combat, solving puzzles in a dungeon, sneaking past guards with a disguise or distraction, or simply trying to make a hard sell of her potions.
5. Marksmanship (FS): While nothing special, Mila is competent with her slingshot and can throw a boomerang or Deku Nut to hit a mark more often than not if it's in her throwing range. However, she is unfamiliar with bows, and would prefer not to use them anyway.
6. Evasion (FS): Being as small as she is, Mila stands no chance in a fight against much larger and more dangerous foes, and so relies on avoiding combat. The majority of Kokiri learn tumbling of some sort, and she happens to be no exception. While markedly better than most Hylians, Mila is below average for a Kokiri when it comes to evasive backflips and rolls.
7. Wilderness Survival (SS): As the forest is their home, the Kokiri all naturally learn how to survive within it. Mila is capable of finding food, shelter, and water in forest environments with little problem, as well as escaping danger. She also holds navigational skills of which the basics transfer over to other environments, although she'll have a tougher time surviving in them.

Goal(s): Mila hopes to one day be welcomed back into Kokiri Forest with open arms. In the meantime, she occupies herself by traveling and adventuring, hoping to do as much good along the way.

Inventory
-Traveler's Rucksack
-Fairy Slingshot
-Bullet Bag (holds up to 50 Deku Seeds. For use with the Fairy Slingshot) Current amount: 33
-Deku Nuts (pouch can hold 20) Current amount: 17
-Portable Alchemy Kit (contains vials, scales, mortar & pestle, flint lighter, burner, clay bowls, and mixing utensils. Includes a bag of limited easy to obtain ingredients for crafting simple potions, although more difficult and powerful potion ingredients must be acquired to create more, and simple safety gear to include a pair of protective goggles, rawhide gloves, and a thick apron)
-Small Leather Tarp (useful for many things, but is often used as a bedroll or soaked in water for a portable cauldron)
-1 Bottle of Blue Potion
-1 Bottle of milk (regular, not Lon Lon. Doesn't do anything special, it's just milk)
-2 Empty Bottles
-Small Dagger
-Wooden Canteen. Currently: Filled to the brim with well water. Safe to drink.
-Rations (2 loaves of bread, 6 apples, 4 potatoes, 3 carrots, handful of edible nuts and seeds, small bag of edible mushrooms, a hunk of brie cheese, 2 onions)
-Pan Flute (not inherently magical, but capable of performing magical songs when the user's magic is applied. Made of sturdy Deku wood)
-Kokiri Cloak (little resistance to cold, but shrugs off wet weather. The leaves on the cloak will magically change their color to more closely match other surrounding leaves in forest environments. Outside of forest environments, color varies depending on how arid the air is. Can go from dark forest green to an unhealthy brown or fall orange and yellow)
-4 Bombs

Wallet: Rupee-less
If you see anything out of place, let me know. I added in the information for her fairy as well.

I'm making Mila a little well-known, seeing as she's an ageless child that's traveled far and wide and back again selling potions of higher quality, and I assume she'd know a lot of people. If anyone wants, their character could have had prior dealings with or at least recognize Mila as the travelling potions salesgirl.
Heh, I remember that character from back in the old Guild! Hope you don't mind if I recycle mine a little?
Should that be the case, I'll post mine when I get the chance.
You've got my attention. I probably have questions... but I can't think of any right now. Looks fun. Let's see how it goes.
Sounds awesome. Mind if I cut in?
betelgeuse said
Would just the Executioner get the info on Phase Two, or would Seed share that with Wisp as well?


That even a question? :P
She'll be at the ball based on what she gets from Seeds concerning the Executioner's info and who's running/appearing at the masquerade ball. She'll probably have a few words with Ms. Carver... or at least try for it. Because of what info is on the drive, she'll know that either The Tower or Carver Industries owned the drive... and that they hired Loche Security to guard it, obviously. Unless it was stolen or something, but that's where the chain of logic goes.

If you want, you can give me the signal and I can wrap up the evening and transition into the day, and if no one else has any daytime you can start off the night. Or you can just go ahead and wrap up and I'll have a late edition. Up to you, mang.
So, apparently the Guild hates me and doesn't want me on here, considering how it lets me on to the forum and mysteriously "goes under construction" every time I attempt to post.

So I have good news and bad news. Starting with the bad news first:

The Bad News

I'm gonna be honest, I'm pretty overtaxed at the moment, which is why I haven't been able to give this the attention I should. While interesting, I can't manage several players on different missions at once, especially when half of them disappear. For that reason, there will be some changes to the game.

The Good News

For everyone still interested, I'm not letting the game die. And I have a plan to make things easier to manage. I'm suggesting a reboot, one that brings all players on the same mission. That way the group can continue even if certain players disappear. We would time warp to the arrival at the oil rig, with all characters on that mission, retconned to no longer include inactive players. Everything that would have happened up to the point where the agents received their missions would be cannon and still have happened, but we would be tackling one mission at a time as a group. I've got an IC solution for this as well. Afterwards, we'd embark on the Doppleganger mission and go from there.
So, who thinks this is a good idea? Starting from a set point so everyone can get their bearings?

I'm taking roll call in the form of a vote yea or vote nay, so active players, please let me hear you!
I think I'll have a small bit during the day, but I don't plan on Hope/Wisp interacting with anyone. It'll be more like her first night post: getting caught up with information and forming the plan, laying some groundwork for how the future will play out. Maybe a little personal drama.

But nothin' super serious or important, it could probably be a signifying post for the end of the night, like Wisp will wrap up her own night last and go into daytime, and everyone else will transition into the evening.

Don't worry, she'll be the belle of the ball! Although she lost a lot of her info, she has some that can lead her to it. Contemplating how she'll approach it, who she'll want to speak to, what she does while she's there, etc. Don't know if I want her to go undercover or not... she might be a little too poor to afford a new dress. 'Specially after taking a hit in her electronics budget.
© 2007-2024
BBCode Cheatsheet