Post by clow on Aug 11, 2011 11:57:47 GMT -5
[/IMG] x i14.photobucket.com/albums/a308/Clow_/4997551.jpg [/IMG] x i14.photobucket.com/albums/a308/Clow_/4995981.jpg [/IMG]
Clow Arlekser
Melody of Autumn [/center]
RACE,
Kokiri.
GENDER,
Male
BATTLE ROLE,
Jack Of all trades.
BATTLE STYLE,
Casual is preferred, but I’m willing to try all of them
AGE,
48 (appears to be a child not older than ten )
ALLIANCE,
To a minor degree, his fellow Kokiri, but he’s far more loyal to friends then any group.
PERSONALITY,
Positive
- Optimistic
- Friendly
- Intelligent
- Hard Working
- Cunning
- Charming
- resourceful
Negative
- Naive
- Greedy
- Flighty
- Childish
- Harsh, wild, and cruel in certain settings.
- Clumsy
- Indecisive
Clow is a bit odd, both acting like a Kokiri, but also going against some of their norms. Do to his bookish nature; he’s able to talk in a very mature manner. And at times he demands to be treated with a certain level of respect, despite his appearance. But along with this, he doesn’t deny the conveniences of posing as a child, and will thusly use this to his advantage. The annoying part of it though, is it’s not just acting, it’s in his nature. Do to this despite himself; Clow will have childish tendencies, when he may not want too, such as being persuaded strongly by a something along the lines of candy. But he seems to be able to overcome this flaw when he set his mind to it.
Though he is well-read and intelligent, he has still had little interaction with the world, leaving him a bit naive and even a bit gullible. He may be a over trusting, but his loyalty is harder to earn; but ones he trust someone fully, he views them as family. He can also be socially awkward, and while he’s a bit educated, he has a wild nature, as he spent most of his life in the forest. Along with this, he learned most of his fighting skills from wild animals, so when a battle gets intense, he can tend to act feral.
Clow also has many passions, mostly developed due to his bookish nature. He has a love of history, cultures, and most of all, artifacts. He has a deep loves for magic of all sorts, finding it to be one of the world’s most versatile arts. Music as well has a special place in his heart. But he can also be a bit money grubbing. While he often doesn’t let this affect his judgment, he can at times be quite greedy. He also has a particular flare for overly spicy food, some of which he makes, often with rare peppers. Llike most actual children sweets are also particularly tempting. Along with this he’s also indecisive, but it’s something he’s come to cope with, simply focusing on things he likes, and hoping the most suitable choice will reveal itself along the way.
APPEARANCE,
(While not exact, I carefully chose my face claim to closely resemble the character, so while it is not the same, it IS very close
i14.photobucket.com/albums/a308/Clow_/344850.jpg
As his body hasn’t aged past childhood, Clow is notably fair skinned. He’s most certainly short, by both the standers of normal people, and maybe just a bit by the Kokiri slandered as well. He also has at least a bit more muscle tone than your average Kokiri, as he’s spent more time working then many of his kind. Along with this, Clow is pretty lean, not showing much of the fat you would see on many children. Clow’s most distinguished feature is his hair. It’s a bright shade of blond, and its length is below his knees, making it just a bit shorter then the length of his actual body. Along with that his eyes are a deep piercing blue, one of the few physical hints to more perceptive people that he’s more than just a child.
Clow also has an outfit he normally wears, while it’s not the tradition Kokiri garb, one could see its Kokiri inspiration, it also has some variation. Firstly he wears a baggy, long sleeved light green shirt, with white trim around the sleeves end and bottom of the shirt. It actually happens to be his name in old Hyrulain, but people today would most likely recognize it simply as a stylish pattern. Along with this he often wears a brown pair of shorts, reaching down to just below his knees. These clothes overall look modern enough for the times, but they also have a somewhat earthy feel. He prefers to wear orange sandals over any kind of shoe, though go bare footed in many places, his feet being rather tough.
These are the clothes he is normally seen wearing, however, whether he feels like advertising the fact that he’s a Kokiri or not, will lead to some alterations. If he’s posing as a child he would most likely simply wear his bandana along with this, to hide his extremely long hair.
However as a bold and proud Kokiri, he wears a few other articles to ascent this. His Bandana may be worn around his neck, or used to tie his long hair into a ponytail rather than hide it. He also often wears small, circular spectacles, not only to help him read, but also for the fact that people tend to take him more seriously while he wears them. He also tends to wear a cloak. It wraps around him fully, and lacks sleeves, the flaps simply being pushed to the side when needed. It can also be inversed, the “Main” Side being a dark foresty green, to show his Kokiri heritage, while the inner lining, is dark orange, to show his love of fall, the harvest season.
WEAPONS,
images.wikia.com/finalfantasy/images/d/d7/CatsClaws.png
Harvest Claws: Clow’s weapons of choice. Made by a grateful old smith many years ago, Clow has kept them in good condition, and despite their age, they’ve seen little combat then most weapons. (From this character creation) Most of its use has come from training, though these claws have seen some actual combat. There’s nothing too special about them, they were chosen out of necessity, as Clow has no desire to live under the protection of The Great Deku Tree his entire life. They were designed due to the fact their uses are in no way limited by Clow’s size, as quite a few other weapons would. Though these weapons currently have no mystical properties, Clow has been using them for many years, and thus using them is second nature.
Slingshot (With Bomb Flower Seeds): A sturdy sling shot made within the lost woods from a fine branch. While the slingshot is over all rather normal, the ammo is not. In the hopes to make it a more formidable weapon, Clow has made it a habit to harvest the seeds from bomb flowers. It still doesn’t have the range and power of a bow and arrow, but it’s slightly explosive kick can stand up to large enemies far better than the any normal slingshot.
ITEMS,
Clow’s Bandanna: One of Clow’s most cherished items. Appearing as a simple, stylish green bandana, it’s actually enchanted by Clow himself. It’s bigger on the inside, and thus, it allows Clow to hide his rather ridiculously long hair.
“The Travelers Bag”: A somewhat large bag, that serves much of the same purpose as the Bandana, holding an ludicrous amount of items, such as ingredients, food, books, tools, and pretty much all you would ever need if you happen to be traveling.
“Forest’s Luxury Tent”: Another one of Clow’s “Larger on the Inside” items. While it appears to be a small tent on the outside, on the inside it can comfortably hold four occupants (And uncomfortably, around eight). Clow often refers to this as one of his most crowning achievements.
Instruments: Like many of his kind, Clow happens to love music. Though he would prefer to focus on just one, he uses two of the instruments traditional to his kind, hoping one day life will more or less point him in the one he should focus on mastering (Currently he plays both rather well ,though he has had years to practice. )
Fairy Ocarina: A type of flute often passed down from stories of old. Even among the Kokiri it has its legends, such as being the instrument of choice to a Sage. Clow himself often hopes to find this particular Ocarina, as it seems to have been lost through time. He often plays this more, when wanting to keep a low key, or when posing as a child, as it seems more like the type of thing a child would play.
Kokiri Violin: A leaf violin, made from various pieces of the forest with care. Another treasured instrument of his people, often played at festivals. Due to its unusual design, Clow prefers to play this instrument among friends or other Kokiri, when he feels he wants to show the pride of his heritage.
ABILITIES,
Feral Rage: This ability sends Clow into a wild and animalistic rage, this both increases his strength, and speed to a great degree, but lowers his intellect and reasoning. While he can, somewhat distinguish a friend from a foe, it wouldn’t be farfetched for him to injure an ally by mistake during combat. He however has enough reasoning not to fatally wound and ally, a foe is more of a grey area though. For this ability to activate, at least some blood must be drawn, or the situation must be extremely stressful. This ability when activated last three posts, and has a five post cooldown once finished.
Alchemy: Far stronger than his enchantment skills, one of Clow’s most proficient magical skills is Alchemy, or as some may call it(such as Clow himself) “Potion Craft” or Brewing. A somewhat uncommon skill, Clow can make all sorts of concoctions, such as a solution to help plants grow both fast and large, or an explosive liquid. He can also create a weaker version of the Health and Mana potions one would see in the shop, and usually carries one of each. Also, should he be in an ingredient rich area, (An example would be a forest or a field, this is however not normally possible in the mountains or desert) as long as he has two post with no interruption, he can refill his vials.
RACIAL ABILITIES,[/color]
Floramancy
Clow can only use one Floramancy ability per turn (the cooldowns for the abilities, however, are separate).
Plant Attack: The Kokiri enchants a plant, be it a vine, nettle, whatever, into attacking for them. It deals moderate damage to the target, and has a cooldown of two turns.
Ensnare: The Kokiri enchants a plant, again, any plant, into holding a target in place, meaning that they can’t move in or out of range for two turns. Ensnare has a cooldown of four turns.
Vegetative Wall: The Kokiri summons some plants to form a wall, that can take a total of heavy damage (e.g. it can take a couple of moderate attacks, one heavy, etc. This is a bit easier in LS). The wall lasts for two turns, and if it doesn’t receive heavy damage (two levels of damage) in the first turn, it can continue to remain active until it does (it can still take however much “damage” there is remaining in the second turn (e.g. takes low damage on the first turn, can take 1 and a ½ levels on the second). Has a cooldown of four turns.
Overgrowth: The Kokiri activates all of the Floramancy abilities currently on cooldown, at once (this does not take them out of cooldown). However, doing so doubles their remaining cooldown (no ability can ever have a cooldown of 0). Overgrowth has a cooldown of three turns.
HISTORY,
Clow’s life has been, over all favorable. Since he was actually young, he had an active imagination. And living under the protection of The Great Deku Tree allows one to live an overall worry free life if they so desire it. Clow’s only reason to really do any work was to earn Rupees to trade with the traveling merchants that sometimes wandered near the forest. Clow spent many years just living in his village, finding his own interests, spending most of his time reading, playing music, and eventually, practicing magic. While many specialize in offensive and healing magic, Clow’s was far better at more passive forms of magic. Such as enchanting, and alchemy, and of course plant based spells, as he’s naturally acclimated to it.
He spent many care free years in his little forest village, filling the air with music, and improving his magical crafts, being able to barter rather effectively with the rare merchants that wandered near, squeezing the best deals out of them. But as time dragged on, he started to grow a since of longing. He had read about so many fascinating places and things in his rather large stock pile of books, and after living well over two decades in the same forest, he was starting to feel a urge for adventure, something a bit uncommon, but not unheard of for his race.
Feeling he could wait no longer, he went to see The Great Deku Tree, voicing his desires. The guardian of the forest worries for all his children, especially those that choose to leave his protection, but he did not wish to take away the boys freedom. So the wise Tree issued a task. He could no longer provided for Clow outside of his forest, so Clow would have to prove that he was self sufficient if he was to leave with The Great Deku Tree’s blessings. While it wasn’t required to have such permission, Clow greatly respected The Great Deku Tree, and found his request to be fair.
Having an idea of the dangers the lay outside his forest, Clow didn’t rush his training, first starting with farming. While The Great Deku Tree provided much of the food his children needed, some Kokiri did farm, happy to assist there guardian. It took a year or two, but by the end Clow could raise crops in the most barren parts of the forest without The Great Deku Tree’s help, partly in thanks to his races affinity with plants.
While learning how to grow and harvest crops throughout the season took quite a bit of focusing, he found some tasks could be learned together, such as the proper means in which to fish, and making shelter, and finding water, while far harder than just living in his village peacefully, being able to do these tasks one after another filled him with a since of accomplishment.
Of course, Clow couldn’t always count on fish and vegetation to fill his belly, so as his last lesson, he had to learn to properly hunt. To do so he was presented with a Kokiri sword, a weapon for which he did not have much liking for. But none the less he was determined. One day while hunting, he came across a man being overrun by beasts. While in any other location, Clow wouldn’t be equipped to help, in this forest, the animals were soothed by music. After a sweet melody, the beasts were relaxed and submissive, and Clow led the older man away.
The man was very grateful, and asked what he could do to repay the boys kindness. Nothing came to Clow’s mind, but the man could see how uncomfortably he held his sword. The man happened to be a weapons smith, and offered to make something for the child of the forest, wanting to know what suited him. Clow told him that the only combat he had seen was from the animals in the forest. And with that the man left. Weeks later he returned with the claw’s Clow uses today.
After years of preparation Clow was ready for the outside world, it took many years, and lots of hard work, but he was no worse for the ware, it didn’t dampened his spirits, but simply made him strong, and determined. He could fend for himself, and was as ready for the outside world as anyone of his kind could be.
That day was only a few years ago. Clow has been a bit shy, understandably so, remaining rather low key, but now that he’s actually done some sightseeing, he’s ready for his next goal, though what that is, he’s not quite sure of. He’s just now starting to get over his shyness of others, so making friends is a noble enough goal. And being a fan of both history and money, he’s also toyed with the idea of becoming a treasure hunter. Whatever lies ahead for the little wandering boy from the forest, he’s ready to make his mark on the world.
EXTRAS,
Clow is not the best at naming his creations.
Clow is most likely a narcoleptic and may fall asleep at random, inappropriate moments
FACE CLAIM,
Afuro Terumi, Inazuma Eleven
OTHER CHARACTERS,
Nixes (Creation already in progress)
HOW DID YOU FIND US,
From an Email, I was a Final Mix Roleplayer[/blockquote]