Freeja (Finished)

Discussion in 'Accepted Characters' started by Chaos James, Mar 27, 2011.

  1. Chaos James

    Chaos James Bastion of Debauchery vet

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    Name: Freeja
    Race: Hylian
    Class: Pyromancer
    Age: 17
    Gender: Female
    Place of Origin: Northern Civilian, Resident of Mido
    Statistics/PWC:
    1/5/3
    Power *
    Wisdom *****
    Courage ***
    Height:[/B] 5'7
    Weight: 132
    Instrument: Vocals
    Profession: None
    Rupees: 50

    Equipment:
    Weapons: Freeja carries with her a thin iron staff, the top of the staff having a simple circle design with the top missing, making it appear much like a pair of horns. Along the side of the circle are three small metal bars on each side, which chime and ring as the staff moves and the bars hit the main part of the staff or each other. The staff has seen a lot of use over time and should be replaced soon, as it is starting to warp due to excessive heat.

    Clothing and Armor: Freeja wears really simple clothing, a salmon-colored cloth shirt, with long baggy sleeves, and the shirt is long enough that Freeja wears it like a dress. Going barefoot, Freeja has a pale red bandana wrapped around her right ankle.

    Perks:
    Fire Specialty (open)
    Specialty is a utility trait. This treasure is a universal racial perk. As such, any character can choose to gain it as a perk upon character creation. Unlike other universal perks, it can also be gained as a normal treasure.

    With this trait, the user gains a heightened knowledge and aptitude for a chosen field, but at the cost of bumbling a bit in other areas. When gaining a treasure in their chosen field, the treasure's cost is reduced by one cost level (Highest to Higher; Normal to Low; etc.), but cannot reduce it below Lowest. When gaining a treasure not of their chosen field, the cost is increased by 5 rupees. A treasure with a set cost is neither increased or decreased by a specialty. If Specialty is gained simultaneously with one or more treasures, Specialty's effect must apply to all the costs of the other treasures, as appropriate.

    Freeja is specialized in the Fire field.
    Rupee Riches (open)
    Rupee Riches is a utility trait, and a universal racial perk. As such, any character can choose to gain it as a perk upon character creation. Because this treasure is a universal perk, no character may acquire it after creation.

    A character created with this perk gains 30 additional rupees after creation. The rupees gained by Rupee Riches cannot be used towards any treasures gained during creation. Unlike most perks, Rupee Riches can be taken multiple times, granting the character an additional 30 rupees every time it is taken.

    Magic Proficiency (open)
    Due to how practicing magic is a common pastime of nobility in Hylian society, they've been able to pick up a few spells or magic trinkets rather easily. Similarly, members of the both the Twili and Zora races are often excepted to know at least a little bit of magic naturally. Finally, Wizzrobes and Great Fairies are practically defined by their proficiency in magic. As such, a member of any of these threes race can be created with additional Wisdom-based treasures by using the Magic Proficiency perk.

    Magic Proficiency is an unusual treasure, in that it can only be obtained by characters of the Hylian, Zora, Wizzrobe or Great Fairy race, and can only be obtained as one of the character's racial perks. When so obtained, the gaining character gains an additional 40 rupees to spend at character creation. These additional rupees can only be used to acquire Wisdom-based treasures. Any of these rupees that are not spent are forever lost. A character of another race can never obtain this treasure, even if such a character somehow later becomes a member of the Hylian, Zora, Wizzrobe or Great Fairy race.


    Spells:
    Fire Enchantment (open)
    Fire Enchantment is an offensive fire spell. A character whose Power is higher than its Wisdom can gain this treasure as a technique instead of a spell. For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Power.

    By channeling his power into a weapon held in his hand, the user is capable of temporarily giving the weapon an inflaming property. It will glow red, and on its next impact will release an incinerating burst of flames. Because of the magical strain, a weapon cannot impact with this spell more than once a minute. With one level of Magic Power, the spell can be used every 20 seconds. With two levels of Magic Power, the spell can be used every few seconds. Any character with a Specialty in Fire can use this spell indefinitely on any one weapon.

    Augment
    The user can gain the Distant Enchant augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A user with this augment can place a Fire Enchantment on a weapon up to 30 feet (10m) away, even if another being is holding it. The normal time limitations apply to this weapon.
    Fire (open)
    Instead of gaining this treasure as a magical item, the user may choose to gain it in the form of a spell known simply as Fire, for the same cost. Unlike Fire Rod, Fire is not part of the Cane field. A caster of Fire can shoot the same projectile from any implement or weapon he wields, not just the Fire Rod, but requires more time between castings (without sufficient levels of Magic Power).

    Normally, Fire can only be cast once every 90 seconds. With one level of Magic Power, the caster can do so every 30 seconds. With two levels, it can be done every 10 seconds.

    Fire is a racial perk for both Zora and Wizzrobes. As such, a member of either race can choose to gain it as a perk upon character creation. If a Zora or Wizzrobe chooses to gain this perk at some point after creation, the perk costs 15 rupees less than the listed price. A Zora who gains Fire may gain the No Instrument Required augment of it freely. Other races acquire this treasure normally.

    To activate rod, the user merely swings it while focusing his magic energy through it. From the rod's tip will launch a small, compact orb of fire--size comparable to a Hylian's head--which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of fire inflames the impacted surface, if the target is flammable, then immediately vanishes. When aimed horizontally, the projectile can reach up to 30 feet (or 9 meters) before striking level ground.

    Normally, the wielder can use the Fire Rod's magical effect once every 20 seconds. The rod will not function until its energy is recharged.

    Augment
    The user can gain the No Instrument Required augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. This augment can only be applied to the Fire spell, not to the Fire Rod. A caster with this augment gains two benefits:
    • The caster may choose to launch Fire's projectile from their hand or mouth, rather than from a weapon or instrument.
    • The time restrictions on casting Fire may be reduced, as if the user had one more level in Magic Power. If the user already has two levels in Magic Power, the time restriction remains the same.
    Din's Burst (open)
    Din's Burst is an offensive spell. To cast it, the user stands still, holds her breath, and concentrates, and must remain in this state for the duration of the spell. After a second's time, this forms a glowing orange bead immediately in front of them, which slowly begins to travel outward, but quickly gains speed. After traveling 30 feet (or 10m), which takes roughly three seconds, the bead will abruptly burst in a fiery burst. The explosion itself is relatively weak, compared to the flames which burst forth. At any time before reaching this point, the caster may break concentration to have the bead burst prematurely.

    The user must catch her breath before casting, and remain motionless while casting, but otherwise this spell has no time restrictions on its use.
    Feather Fall (open)
    Feather Fall is a defensive spell, which requires only a brief moment of concentration to cast while the caster is airborne. Once it is cast, the caster's magical powers are projected below him, his descent is slowed to a quarter of its normal acceleration and velocity. The spell's effect ends once the caster is no longer falling.

    Augment
    The user can gain the Communal augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A caster with this augment can grant the effects of Feather Fall to any other being in his line of vision, by momentarily focusing on the being, or by touching them.
    Nayru's Affection (open)
    Nayru's Affection is a protective spell. To cast it, the caster swipes an open palm in front of herself, which after a moment creates a transparent blue wall of glass in its wake, as wide as the caster's hand. This glass remains hovering in the air for a moment, after which it shatters apart and disappears. With good timing, this glass can deflect any form of projectiles--magical or mundane--back at where it came from. Through this glass is frail, it has solid form and is extremely sharp, capable of damaging those who touch its edges--particularly after it shatters.
    Thunder (open)
    Thunder is a powerful offensive spell. This is a Major treasure. A character who has never gained a Major treasure may gain this treasure normally. Otherwise, the character must first acquire Major Gain specifically to gain this treasure.

    For just over two full seconds, the caster extends his dominant arm straight and locks it in place, with the palm held open, as his feet are held firmly against the ground. For the duration of this charging period, the palm glows increasingly bright white-yellow, until finally a bolt of lightning shoots straight out from the caster's arm, tearing viciously into anything in its path. The bolt travels at incredible speed, and is drawn to metal objects such as armor. Using this spell once causes a horrendous, but non-damaging, burning sensation in the caster's hand, preventing them from using it for a brief period as it cools down. Casting Thunder more than once per minute will usually cause extreme, permanent burns to the caster's hand and arm.


    Physical Description: Freeja stands 5'7 with long, slender legs, and lightly tanned skin. She has rose red tribal tatoos that snake up the left side of her left leg, stretching across her left hip and spreads across her back and down her arms to her elbow. She has wide, dark brown eyes and fiery red hair that cascades down her back down near her knees and strands drifting infront of her face every-so-often.

    Residence: Freeja owns a small, one room hut about a mile outside of Mido. This small hut has a simple thatched roof and dirt floors. Furnishing includes a large pile of furs and blankets in the middle of the hut, and two vases against the one wall, one filled with water and the other one with a few apples and potatoes.

    Personality: Freeja has a very carefree personality, never worrying about what she is doing with herself in life, and always willing to try something. Despite the fact she needs to frequently search for food and lives on a pretty low standard of life, Freeja is always smiling and never frets if something goes wrong. Freeja finds excessive living arrangements unneccassary, and tries to live in a more simpler style.

    Backstory: Freeja lived in a very nice and extravagent home in Mido in her youth, her parents running owning a fair amount of prime land used for farming by a few workers they hired. Along with that, her father also owned a few fishing vessals that brought in a lot of extra rupees for the family. Living a nice, simple life, Freeja enjoyed the life of luxury until she and her parents had a falling out. While out and about with some other kids in town, they discovered two young wolf pups, one jet black and the other silver-white, having been left by their mother it would seem as they had wandered into town and were living in some bushes near the market area. Freeja felt sorry for these little wolves and took them home, planning to keep them as cute little pets, but her parents would have nothing of the sort, keeping dangerous beasts in their nice home. After much fighting, Freeja decided to move out, leaving home with the two pups and a fair sum of valuables she could sell.

    After selling the stuff she took from home, she paid for a small shack outside of town, where she could live away from her parents and where her new pets could run free. She also bought large amounts of food, as she was not that adept at fending for herself yet. As she got older, Freeja and her two wolves, Ebony and Ivory, became much better at living on their own. They would travel to the mountain springs to gather fresh water, search the fields or mountain hills for game, and once in a while head into town to buy things they can't find in the field for what rupees Freeja has. She also began to really explore the natural magic that runs through the veins of the Hylian race, tapping into the primal powers of fire as her main fountain of energy.

    Being outside of town and also known as someone who both understands the area and can deal with most wildlife threats, Freeja became a popular choice by travellers who needed both a guide and protection and didn't want to spend a lot of rupees. To her, she lives a simple and uninteresting life, and she spends her days outside with her wolves, and her nights sleeping soundly in a pile with them. Of course, no one can ever expect when the urge to travel suddenly appears in a persons head and they finally decide to travel out into the world.
    Last edited: Feb 9, 2014
  2. Adaar

    Adaar New Member reg

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    This doth hath been accepted. Thou hast seven rupees remaining.
  3. Chaos James

    Chaos James Bastion of Debauchery vet

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    Added one point to Courage for becoming a Veteran, XD, Will pointed out that I had forgot to do this before.
  4. Chaos James

    Chaos James Bastion of Debauchery vet

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    This is a re-post of the character Freeja to update her Treasures to the new Library version. No other information has been changed in the character.

    As soon as I get the go-ahead, I'll edit it into the first post, as I'm leaving the first post at the moment for comparison sake.


    The edit has been completed.

    ---
    Freeja Update (open)

    Name: Freeja
    Race: Hylian
    Class: Pyromancer
    Age: 17
    Gender: Female
    Place of Origin: Northern Civilian, Resident of Mido
    Statistics/PWC:
    1/5/3
    Power *
    Wisdom *****
    Courage ***
    Height:
    5'7
    Weight: 132
    Instrument: Vocals
    Profession: None
    Rupees: 50

    Equipment:
    Weapons: Freeja carries with her a thin iron staff, the top of the staff having a simple circle design with the top missing, making it appear much like a pair of horns. Along the side of the circle are three small metal bars on each side, which chime and ring as the staff moves and the bars hit the main part of the staff or each other. The staff has seen a lot of use over time and should be replaced soon, as it is starting to warp due to excessive heat.

    Clothing and Armor: Freeja wears really simple clothing, a salmon-colored cloth shirt, with long baggy sleeves, and the shirt is long enough that Freeja wears it like a dress. Going barefoot, Freeja has a pale red bandana wrapped around her right ankle.

    Perks:
    Fire Specialty (open)
    Specialty is a utility trait. This treasure is a universal racial perk. As such, any character can choose to gain it as a perk upon character creation. Unlike other universal perks, it can also be gained as a normal treasure.

    With this trait, the user gains a heightened knowledge and aptitude for a chosen field, but at the cost of bumbling a bit in other areas. When gaining a treasure in their chosen field, the treasure's cost is reduced by one cost level (Highest to Higher; Normal to Low; etc.), but cannot reduce it below Lowest. When gaining a treasure not of their chosen field, the cost is increased by 5 rupees. A treasure with a set cost is neither increased or decreased by a specialty. If Specialty is gained simultaneously with one or more treasures, Specialty's effect must apply to all the costs of the other treasures, as appropriate.

    Freeja is specialized in the Fire field.

    Rupee Riches (open)
    Rupee Riches is a utility trait, and a universal racial perk. As such, any character can choose to gain it as a perk upon character creation. Because this treasure is a universal perk, no character may acquire it after creation.

    A character created with this perk gains 30 additional rupees after creation. The rupees gained by Rupee Riches cannot be used towards any treasures gained during creation. Unlike most perks, Rupee Riches can be taken multiple times, granting the character an additional 30 rupees every time it is taken.

    Magic Proficiency (open)
    Due to how practicing magic is a common pastime of nobility in Hylian society, they've been able to pick up a few spells or magic trinkets rather easily. Similarly, members of the both the Twili and Zora races are often excepted to know at least a little bit of magic naturally. Finally, Wizzrobes and Great Fairies are practically defined by their proficiency in magic. As such, a member of any of these threes race can be created with additional Wisdom-based treasures by using the Magic Proficiency perk.

    Magic Proficiency is an unusual treasure, in that it can only be obtained by characters of the Hylian, Zora, Wizzrobe or Great Fairy race, and can only be obtained as one of the character's racial perks. When so obtained, the gaining character gains an additional 40 rupees to spend at character creation. These additional rupees can only be used to acquire Wisdom-based treasures. Any of these rupees that are not spent are forever lost. A character of another race can never obtain this treasure, even if such a character somehow later becomes a member of the Hylian, Zora, Wizzrobe or Great Fairy race.



    Spells:
    Fire Enchantment (open)
    Fire Enchantment is an offensive fire spell. A character whose Power is higher than its Wisdom can gain this treasure as a technique instead of a spell. For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Power.

    By channeling his power into a weapon held in his hand, the user is capable of temporarily giving the weapon an inflaming property. It will glow red, and on its next impact will release an incinerating burst of flames. Because of the magical strain, a weapon cannot impact with this spell more than once a minute. With one level of Magic Power, the spell can be used every 20 seconds. With two levels of Magic Power, the spell can be used every few seconds. Any character with a Specialty in Fire can use this spell indefinitely on any one weapon.

    Augment
    The user can gain the Distant Enchant augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A user with this augment can place a Fire Enchantment on a weapon up to 30 feet (10m) away, even if another being is holding it. The normal time limitations apply to this weapon.

    Fire (open)
    Instead of gaining this treasure as a magical item, the user may choose to gain it in the form of a spell known simply as Fire, for the same cost. Unlike Fire Rod, Fire is not part of the Cane field. A caster of Fire can shoot the same projectile from any implement or weapon he wields, not just the Fire Rod, but requires more time between castings (without sufficient levels of Magic Power).

    Normally, Fire can only be cast once every 90 seconds. With one level of Magic Power, the caster can do so every 30 seconds. With two levels, it can be done every 10 seconds.

    Fire is a racial perk for both Zora and Wizzrobes. As such, a member of either race can choose to gain it as a perk upon character creation. If a Zora or Wizzrobe chooses to gain this perk at some point after creation, the perk costs 15 rupees less than the listed price. A Zora who gains Fire may gain the No Instrument Required augment of it freely. Other races acquire this treasure normally.

    To activate rod, the user merely swings it while focusing his magic energy through it. From the rod's tip will launch a small, compact orb of fire--size comparable to a Hylian's head--which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of fire inflames the impacted surface, if the target is flammable, then immediately vanishes. When aimed horizontally, the projectile can reach up to 30 feet (or 9 meters) before striking level ground.

    Normally, the wielder can use the Fire Rod's magical effect once every 20 seconds. The rod will not function until its energy is recharged.

    Augment
    The user can gain the No Instrument Required augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. This augment can only be applied to the Fire spell, not to the Fire Rod. A caster with this augment gains two benefits:
    • The caster may choose to launch Fire's projectile from their hand or mouth, rather than from a weapon or instrument.
    • The time restrictions on casting Fire may be reduced, as if the user had one more level in Magic Power. If the user already has two levels in Magic Power, the time restriction remains the same.
    Din's Burst (open)
    Din's Burst is an offensive spell. To cast it, the user stands still, holds her breath, and concentrates, and must remain in this state for the duration of the spell. After a second's time, this forms a glowing orange bead immediately in front of them, which slowly begins to travel outward, but quickly gains speed. After traveling 30 feet (or 10m), which takes roughly three seconds, the bead will abruptly burst in a fiery burst. The explosion itself is relatively weak, compared to the flames which burst forth. At any time before reaching this point, the caster may break concentration to have the bead burst prematurely.

    The user must catch her breath before casting, and remain motionless while casting, but otherwise this spell has no time restrictions on its use.

    Feather Fall (open)
    Feather Fall is a defensive spell, which requires only a brief moment of concentration to cast while the caster is airborne. Once it is cast, the caster's magical powers are projected below him, his descent is slowed to a quarter of its normal acceleration and velocity. The spell's effect ends once the caster is no longer falling.

    Augment
    The user can gain the Communal augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A caster with this augment can grant the effects of Feather Fall to any other being in his line of vision, by momentarily focusing on the being, or by touching them.

    Nayru's Affection (open)
    Nayru's Affection is a protective spell. To cast it, the caster swipes an open palm in front of herself, which after a moment creates a transparent blue wall of glass in its wake, as wide as the caster's hand. This glass remains hovering in the air for a moment, after which it shatters apart and disappears. With good timing, this glass can deflect any form of projectiles--magical or mundane--back at where it came from. Through this glass is frail, it has solid form and is extremely sharp, capable of damaging those who touch its edges--particularly after it shatters.

    Thunder (open)
    Thunder is a powerful offensive spell. This is a Major treasure. A character who has never gained a Major treasure may gain this treasure normally. Otherwise, the character must first acquire Major Gain specifically to gain this treasure.

    For just over two full seconds, the caster extends his dominant arm straight and locks it in place, with the palm held open, as his feet are held firmly against the ground. For the duration of this charging period, the palm glows increasingly bright white-yellow, until finally a bolt of lightning shoots straight out from the caster's arm, tearing viciously into anything in its path. The bolt travels at incredible speed, and is drawn to metal objects such as armor. Using this spell once causes a horrendous, but non-damaging, burning sensation in the caster's hand, preventing them from using it for a brief period as it cools down. Casting Thunder more than once per minute will usually cause extreme, permanent burns to the caster's hand and arm.


    Physical Description: Freeja stands 5'7 with long, slender legs, and lightly tanned skin. She has rose red tribal tatoos that snake up the left side of her left leg, stretching across her left hip and spreads across her back and down her arms to her elbow. She has wide, dark brown eyes and fiery red hair that cascades down her back down near her knees and strands drifting infront of her face every-so-often.

    Residence: Freeja owns a small, one room hut about a mile outside of Mido. This small hut has a simple thatched roof and dirt floors. Furnishing includes a large pile of furs and blankets in the middle of the hut, and two vases against the one wall, one filled with water and the other one with a few apples and potatoes.

    Personality: Freeja has a very carefree personality, never worrying about what she is doing with herself in life, and always willing to try something. Despite the fact she needs to frequently search for food and lives on a pretty low standard of life, Freeja is always smiling and never frets if something goes wrong. Freeja finds excessive living arrangements unneccassary, and tries to live in a more simpler style.

    Backstory: Freeja lived in a very nice and extravagent home in Mido in her youth, her parents running owning a fair amount of prime land used for farming by a few workers they hired. Along with that, her father also owned a few fishing vessals that brought in a lot of extra rupees for the family. Living a nice, simple life, Freeja enjoyed the life of luxury until she and her parents had a falling out. While out and about with some other kids in town, they discovered two young wolf pups, one jet black and the other silver-white, having been left by their mother it would seem as they had wandered into town and were living in some bushes near the market area. Freeja felt sorry for these little wolves and took them home, planning to keep them as cute little pets, but her parents would have nothing of the sort, keeping dangerous beasts in their nice home. After much fighting, Freeja decided to move out, leaving home with the two pups and a fair sum of valuables she could sell.

    After selling the stuff she took from home, she paid for a small shack outside of town, where she could live away from her parents and where her new pets could run free. She also bought large amounts of food, as she was not that adept at fending for herself yet. As she got older, Freeja and her two wolves, Ebony and Ivory, became much better at living on their own. They would travel to the mountain springs to gather fresh water, search the fields or mountain hills for game, and once in a while head into town to buy things they can't find in the field for what rupees Freeja has. She also began to really explore the natural magic that runs through the veins of the Hylian race, tapping into the primal powers of fire as her main fountain of energy.

    Being outside of town and also known as someone who both understands the area and can deal with most wildlife threats, Freeja became a popular choice by travellers who needed both a guide and protection and didn't want to spend a lot of rupees. To her, she lives a simple and uninteresting life, and she spends her days outside with her wolves, and her nights sleeping soundly in a pile with them. Of course, no one can ever expect when the urge to travel suddenly appears in a persons head and they finally decide to travel out into the world.
    Last edited: Feb 9, 2014
  5. WillowtheWhisp

    WillowtheWhisp Admin admin

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    Alright, seems good.