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Odran (kokiri)



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#1
SageOfEarth

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  • Kokiri
  • 82 posts
  • Nationality: Hyrulean
Name: Odran, his fairy is named Mingah.

Other Aliases: "O-man", Mingah calls him this.

Gender: Male

Race: Kokiri

Archetype:

Geomancer
+1 Magic
+2 Natural Affinity
+2 Brawling
+2 Spells


Nationality: Hyrulean


Stats
  • Strength: 2
  • Agility: 2
  • Intelligence: 2
  • Magic: 4 (+1 From Geomancer) (+1 From Kokiri Bonus)
  • Charisma: 2
Skills
  • Striking: 0
  • Brawling: 4 (+2 from Geomancer, exp -7)
  • Endurance: 2
  • Athletics: 2
  • Ranged Combat: 0
  • Defensive Combat: 2
  • Medicine: 0
  • Puzzles: 0
  • Spells: 3 (+2 From Geomancer, -3 exp)
  • Casting: 4 (1 from fated, rest exp)
  • Potions: 1
  • Magical Item Use: 0
  • Sincerity: 0
  • Inspiration: 0
  • Natural Affinity: 4 (+2 From Deku, +2 From Geomancer)
Perks and Flaws
Frail +2
Bad Liar +2
Weak +3
Driven +3 (To find cure to curse)

Iconic Item - Power Bracelet (-6)
Gift Of the Great Deku Tree (-3)
Fated (-3) 8:Mage Fate-Character receives +1 to Casting Skill. Cannot take Magical Void.
Prodigy (-4)


Physical Description:

Odran is slightly taller than the average kokiri and his skin is a bit darker. His eyes are a bright mint green and almost glow, only matched by the bright green of his spiky hair. Mingah, his fairy, glows with a magenta color and his wings are pink. Often people mistake Mingah for a girl, but he is definitely a boy. Odran most distinguishing feature is his seed sized shape marking on his forehead.

He wears a long jade colored sleeveless coat that belts at his waist. Under his coat is a white tunic and dark brown shorts that reach below his knee. Although the coat, with its high collar is well decorated with decals it is a bit worn.

He wears a bracelet around his wrist, and fingerless dark brown gloves and wears a purple headband and a piercing in his upper left ear.



Personality:

Curious is probably Odran's strongest trait. Followed by a extremely sincere caring for others around him, which can render him at times gullible. Mingah follows up with wit and sarcasm and a definitely judgmentally stance. Odran and Mingah often differ in the way they approach and see people and situations but make a strong pair.

Often times, Mingah will greet people before Odran.

Family:

Kokiri are all linked to the great tree, and therefore linked to each other. Outside of his fairy who has been traveling with Odran , Odran has no brothers or sisters.

Magical Talents:

The Geomancer has abilites that differ greatly from other magical users. They strike a semi-balance between melee and magician. Skilled with hand to hand combat and magic but only better than average at both.

Geomancer's call on the power of the enviroment around them. Most of their spells are reflections of the terrain. Odran's main element is earth, but learns evenutally to manipulate water.

Besides Odran traits in geomancy, he has an ability to converse with inanimate objects such as swords, and rocks. It isn’t as useful as it sounds, because most objects unless around life have much to say or much ability to communicate understandably. Most of the time this skill helps in navigate the world of hyrule.

Weapons and Talents:

Odran moves quick and is capable of combat with his hands..but has little to no interest in weapons. In fact a slight fear to normal weapons in combat. Swords and axes are out of the question.

Strengths and Weaknesses:

Odran is quick, and his sincerity can be charming to most. What he lacks in sheer strength he tries to make up for in other talents. In a one on one battle he may not be the best bet, but add him to a team and the team will surely win.

He, like most kokiri is weaker to fire than most, and has a slight fear of it. And like most kokiri, he is frail.

Spells:
Geomancy - The main spell of Geomancers. It's a ranged spell that allows the user to gather element from around him and lauch it at his emeny. Odran's naturally affinity is earth. Things like sand, rocks, fauna, dirt can be used in this spell. After time, he learns to use things like water. It's the same spell with the same attack power, just different look.

Earth's Embrace - An attack debuff. It restricts the enemy with the elements of earth. The enemy's limbs begin to get stiff.

Hand Of Gaia - A melee magical attack. Turns his fist to power earth energy and allows him to release this energy.


History:

Odran lived the everyday life of kokiri inside the forests for many years, although lacking interest in the day to day routine. He always felt the world outside of him was calling to him. His dreams would be filled with ideas of what it felt like to leave the safety of the Deku Tree. A particular dream that recurred often was one of a tower. It was a shattered dream, of bits and pieces of a far away land, and a stone tower. It called to him, but just as quickly as the dream started it would end.

He eventually joined a band of kokiri's who called themselves the Kudzu Gang who prided themselves in exploration in the depths of the deku's forest. He made fast friends with the group, and saw many things. Eventually getting himself into trouble with the great deku. Odran was not a trouble maker, he just wanted to see beyond the woods. The Great Deku warned him, that there would come a time that all kokiri would have a choice, and that choice would not come easy and could alter a kokiri forever. And for a time Odran obeyed.

But the need for exploration came rushing back eventually. He rejoined the Kudzu. And a final outing would be his last with them, and in the woods. Venturing on a dare into a witches cottage on the outskirts of the forest he was caught by the witch and cursed. But not before he could get his hands on one of her bracelets. The unknown hag switched him and his fairy's minds so now mingah, his fairy is the kokiri and Odran has been locked inside a pixie shell.

Once done working her evil spells, the duo some how end up out of the forest and alone. What will they find in hyrule, and what will become of of this horrible state they're in. Can they break the curse? Will they ever get home? And will his dreams ever make sense?



Note: You do not need to complete the battle system side unless you wish to take part. You will be required to complete all other sections.

Edited by SageOfEarth, 03 February 2012 - 02:52 PM.


#2
Umbra

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Ok, first things first, your Stat bonuses based on being a Kokiri. From taking the Gift of the Great Deku Tree perk, you either get the +1 to Charisma, or the +1 to Magic, but you can't have both.

As far as your points spread goes, you've spent 36/35 points. Just fix these two things, and you're all set for approval.

(Also, due to your 3 in Spells, you can add in more Battle System spells for your character to have, but Odran can only have up to 3. You can do this later, if you want.)

#3
SageOfEarth

    Advanced Member

  • Kokiri
  • 82 posts
  • Nationality: Hyrulean
alrighty. but the spell thing I'm not quite grasping. I thought the level is casting was also the number of spells I can have. but I can have more than 3? or can I have a few more but only take 3 into battle or quest at a time.

#4
Drake D'Sicarius

    The Nomad

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Fate Roll:
  • 8:Mage Fate-Character receives +1 to Casting Skill. Cannot take Magical Void.
Intelligence determines the number of elements you can have. Traditionally, it should be the eight elements (Light/Forest/Fire/Water/Shadow/Spirit/Wind/Earth). As it stands, you can choose to have 2 elements you can master.
Spells determine the number of individual spells you can master. You have three in spells, therefore you can wield three different spells. You could have three earth based spells or two earth based and one from another element. Or one earth and two from another element.
Casting determines accuracy of your spells.

#5
SageOfEarth

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  • Kokiri
  • 82 posts
  • Nationality: Hyrulean
Thanks. Makes sense.

#6
SageOfEarth

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  • Kokiri
  • 82 posts
  • Nationality: Hyrulean
Edited.

#7
Sion

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According to my calculations you have used up 2 points too many. You can choose to lower one of your +2 skills to +1 to get this fixed. Also to avoid any complications, could you edit your casting to show that you got +1 from fated, please?

#8
SageOfEarth

    Advanced Member

  • Kokiri
  • 82 posts
  • Nationality: Hyrulean
Before my fated roll. My casting was 3. So I pushed it to 4. I guess I should have put that beside the stat. I have lowered my potion skill to 1.

#9
Sion

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By getting the fated roll you get the first +1 to the casting skill, at least that's how I think logically, otherwise it looks good. I'll wait for someone who knows more about the fated perk to give you your approval.

#10
Drake D'Sicarius

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Your fated perks gets put on first, then exp put on second. E.g.
In your case, you'd get level 1 for free, but then pay for levels 2, 3 and 4.

This is initially only during character creation. Afterwards, it'll be applied last.

#11
Umbra

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By Drake's logic of how points are counted after Fated is applied, your points check out even with none left over. So we'll just go with that.

Approved. Have fun!

Quote

Archetype:

Geomancer
+1 Magic
+2 Natural Affinity
+2 Brawling
+2 Spells


Nationality: Hyrulean


Stats
  • Strength: 2
  • Agility: 2
  • Intelligence: 2
  • Magic: 4 (+1 From Geomancer) (+1 From Kokiri Bonus)
  • Charisma: 2
Skills
  • Striking: 0
  • Brawling: 4 (+2 from Geomancer, exp -7)
  • Endurance: 2
  • Athletics: 2
  • Ranged Combat: 0
  • Defensive Combat: 2
  • Medicine: 0
  • Puzzles: 0
  • Spells: 3 (+2 From Geomancer, -3 exp)
  • Casting: 4 (1 from fated, rest exp)
  • Potions: 1
  • Magical Item Use: 0
  • Sincerity: 0
  • Inspiration: 0
  • Natural Affinity: 4 (+2 From Deku, +2 From Geomancer)
Perks and Flaws
Frail +2
Bad Liar +2
Weak +3
Driven +3 (To find cure to curse)

Iconic Item - Power Bracelet (-6)
Gift Of the Great Deku Tree (-3)
Fated (-3) 8:Mage Fate-Character receives +1 to Casting Skill. Cannot take Magical Void.

Prodigy (-4)





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