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Kelari, The Minish

Posted: Sun Jan 14, 2007 1:01 pm
by Lost in Hyrule
STORY:
Kelari was a Minish who was in training to become an Angel, a protector of life. At his coming of age, he received this title and his charge to go into the world of men to uphold life. He and his class of 7 other Angels were preparing to go on their mission, but a strange event occured. The apprentice of a renowned Minish sage rebelled, stealing a mystic item that transformed him into a being of great evil. The new Angels tried to stop him...

Kelari awoke and suddenly remembered the battle he had been having. He looked around...but...he was no longer in the town of his birth. He moved quietly through the abnormally small flora until he came across a path. He sat their for several hours, when a couple of beings came by. They seemed to be men, but...no, men were much bigger. Maybe hundreds of times the size of a Minish. These were only maybe three times taller. Kelari recalled some of his geography lessons and headed off to a glade deep in the forest. Their was supposed to be a Minish village here...but where was it?

Kelari started to walk into the glade, but he heard several voices tell him to stop. He looked down and saw the village. But all the Minish...why were they so tiny? An elder of the village came to Kelari and conversed with him. They discovered that Kelari had been cursed by that evil apprentice. The elder had no power to undo this curse, so he told Kelari to go into the Castle Town. Maybe by exploring the world, he could find an answer to his curse. With that, Kelari set off to find a way to return to his home.

Posted: Mon Jan 15, 2007 11:29 am
by Lost in Hyrule
Image

STATS:
Body: 2 (4 BP)
Mind: 7 (14 BP)
Soul: 5 (10 BP)

Combat Value: 4
Defense Value: 2

Health Points: 15
Magic Points: 30

+2 to dodges, jumps, and climbs
-1 to melee attacks from Kelari

L1 Climbing(2 BP)
L4 Languages(8 BP)
L1 Melee Attack(6 BP) Whip
L2 Wilderness Tracking(6BP)

Posted: Mon Jan 15, 2007 11:37 am
by Lost in Hyrule
ABILITIES:
Teleport: Kelari if Kelari fails an action such as a jump or dodge, he can reroll the action with an added 1 to the roll for each 2 MP he sacrifices
Assist: If an ally fails an action such as a jump or dodge, they can reroll with a bonus from Kelari. Kelari rolls 1d6. Half of the roll, rounded up, is added to the allies roll

Mystic Seed:
Pico-lyte: Kelari can plant his seed and instantly grow a potion to heal 10 HP or MP, detirmined when created.

Whip: by using 2MP, Kelari can grow the seed into an extendable vine.
This whip can be used to help Kelari and others cross chasms or climb walls, much like a grappling hook. It can also be used as a simple whip. By adding 2 MP more, a thorn grows on the end of the vine. The damage from the vine is doubled, but only for a single attack. However, there is a 50/50 chance the enemy will be poisoned. If poisoned, the enemy takes one more damage than the previous turn(i.e. 1 then 2 then 3, for a total of 6 at the end of 3 turns) as the poison works its way to the creatures' heart. Kelari can halt the poison at anytime, if need be.