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Pyralin's Profile
Posted: Sun Apr 23, 2006 6:48 pm
by Pabru
Updated!
TP earned: 17
(Marin's cow quest)
(The link doll quest)
(Trophy and Mayor quest)
(Din's Braclet quest)
(Deku Wood Spoke quest)
(Bird Man quest)
(Cake quest)
(Cake quest)
(Syrup the Witch quest)
(first level up)
(second level up)
(third level up)
(fourth level up)
(fifth level up)
(sixth level up)
(seventh level up)
(Rper of the month for March!)
TP spent: 17
(1 TP for Disarm Trap)
(1 TP for Calm Beast)
(1 TP for Track)
(2 TP for Dual Wield)
(1 TP for Elemental Burst)
(1 TP for Hylian Intelligence)
(1 TP for Hylian Intelligence L2)
(1 TP for Goron Strength)
(1 TP for Deku Agility)
(1 TP for Deku Agility L2)
(1 TP for Execpetional Health)
(3 TP for Execpetional Health L2)
(2 TP for Spear Wielding)
TP left: 0
Name : Pyralin
Nickname: Pyre
Age : 15
Race : Hylian
Class : Vagabond
Alignment : Neutral
Stats.
Str : 2 (Base) + 1 (Goron Strength L1) = 3
Def : 1 (Base) + 3 (Deku Shield) + 12 (Jerkin) = 16
Agi : 3 (Base) + 2 (Deku Agility) = 5
Int : 3 (Base) + 3 (Race) + 1 (Hylian Intelligence L1) = 7
Spi : 1 (Base) = 1
Spl : (8 (Level) X 2 (Base)) + 1 (Spi) = 17
HP : 30 (Base) + 1 (Spi) + 30 (Exceptional Health L2) = 61
Willpower : 1 (Spi) + 8 (level) = 9
Magic DMG : (2 (base) + 8 (level)) + 8 (Int) = 18
Physical DMG : 5 (Deku Dagger) + 3 (Str) = 8
Physical DMG : 12 (Deku Spear) + 3 (Str) = 15
Abilities:
Dual Wield—Wield two weapons at once, with a DMG penalty on the off-hand weapon (off-hand does 50% of normal DMG). When checking if you hit, you only do so once: for both arms at the same time.
Note: Available to Grunts and Vagabonds only (TP cost is +1 for Vagabonds)
L1 Can dual wield 1 TP
Disarm Trap—Allows you to deactivate any trap you detect using an awareness check with a successful Innate check.
Restricted to Thieves and Rangers only
L1 Can disarm traps 1 TP
Calm Beast—Allows you to remove a beast enemy from battle (as long as it is not struck for the duration) for three turns upon a successful Innate check.
Restricted to Rangers and Nomads only
L1 Can calm beasts 1 TP
Track—Allows you to search a room for tracks to determine the movement of enemies through the room and what may lie in the rooms beyond. Requires a successful Innate check.
Restricted to Rangers and Nomads
L1 Can track 1 TP
Spells:
Favor of the Goddesses – Free healing spell (equal to L1 Life) Heal an ally for half their total HP
Light
Cost: 8 SPL
Hylian only
Elemental Burst—Launch an attack at an enemy with a random element.
Element varies
Cost: 6 SPL
Anyone can learn
L1 Can cast 1 TP
Appearance
Posted: Sat Nov 11, 2006 5:01 pm
by Pabru
~~~The young hylian stands at about 5'5". He isn't lanky or stocky, but in the middle, and isn't overly strong. What he lacks in strength, he makes up in agility, and prefers to use his speed to press his advantage in battle. He has scarlet hair, and doesn't like to mess with it, so it usually ends up looking slightly wild. He still likes to stay clean however. He has light brown skin, though you can tell he is a hylian by his skin tone. He has the pointy ears and the intelligence of the hylian race. He has dark brown eyes, but they are known to turn an icy blue when Pyre is REALLY angry.
He doesn't like tight clothing. The hylian wears a red tunic made out of hardened leather. It is still flexible though, and doesn't impede on his movement. Under his tunic, he wears a white shirt, and usually has a dagger or two slipped up his sleeve. He likes to wear a black cloak with the star and moon symbol of the gerudo in red on it. The inside of the gerudo cloak is bright scarlet cloth, instead of just pure black. He has leather gloves, and boots. On the knuckles of the gloves, red gems are incrusted. He uses these to store magic power, so he doesn't have to take as much time to activate his spells. Around his neck, and slid between his tunic and shirt is a silver chain. At the end of the chain are three small gems. One red, one blue, and one green. These are holy gems that show his service to the goddesses.
See pic below..
Story
Posted: Sun Mar 04, 2007 8:37 pm
by Pabru
The small scraps of my story so far. Things will get rolling eventually, but for now this is all.
The Twisted Realm
Temple of Stone Arc:
The Temple of Stone to the southwest has been a base for a group of goron theives. These rogues are part of a large organization. The sheikan part of this organization has broken away, and the goron are on the look out for sheikah attempting to infilatrate the base, because of a message sent to the goron leader about sheikan theives.
Junter meets with a member of this sheikan society, and agrees to work with him for money. He is sent with orders to go to a temple designated by posters that will show up in the courtyard.
Pyre and Shadow show up in the temple, and fight against the goron rogues standing in there way. Posters are hung up in the courtyard about the temple, and the goron activity, asking adventures to help clean it out. Junter, Luna and Marin answer the call, and go to the temple. They meet up with Shadow and Pyre. The goron general proceeds to go after the party to kill them, but they find a hidden labryinth, leading deeper into the earth. In these tunnels they find a large room, and an old book. A sheikah however shows up, stealing the book and sealing them in the room. Pyre is caught behind, and is captured by a group of sheikah.
After a while of trying to find a way out of the room, pushing trapped switchs, and lighting torches, an Earth Lion appears to fight them. They fight with the construct, and defeat it for now, escaping from the room, while the lion hides under the earth.
On the other side of the now opened door is the sheikah, who runs off. Junter sees him give the signal to betray the others, and waits to carry out his orders. The sheikah is gone.
The signal is given and Junter attacks. The Black Seer comes and attacks Junter. Farn teleports him to the desert. The Black Seer then leads the party out of the temple, explaining what Farn is after, and what book the sheikah stole.
The party meets a strange fairy, and with his help goes off tracking the sheikah, but they loses him, and give up the chase.
Pyre's Arc:
Pyre has been kidnapped by Sheikah in the Temple of Stone, and the Tome of Earth has been stolen which seems to have the power to control things of the earthly element. Meanwhile, a cloaked desert traveller appears at the gates to the North Castle, looking for people to help him out. He finds a number of travelers, and asks them to help him fight against sheikah traitors in Tantari. This man reveals that he is a Gerudo male named Varen Dragmire, and is part of the large thieves guild that is spread throughout Hyrule. He then leads them to Tantari Desert where the Black Fortress lies, the headquarters of the Sheikah thieves, and he and the General, the leader of the Gerudo thieves plan out how to break in with the help of the adventurers met at the North Castle gates.
To be continued...
Flit's Arc:
Flit, a deku, is being chased by sheikah assasins in the forest. These assasins are part of the same rogues that broke away from the theif organization mentioned before. He is assisted by Yukie, and they fight off the assasins, and a powerful poe-stalfos.
Flit is poisoned, and is taken to Rauru town for treatment. They find a sheikan doctor there who heals Flit, though he is quite suspicious. Flit shows Yukie the key he has been keeping, and how he first was chased by the assasins. The two go off to the thicket to talk to the deku tree about the key.
When they arrive at the thicket, they find it heavily gaurded by sheikah, and find their task quite daunting. Then a fairy flies out of the trees, and delivers a message from the deku, about where the key leads to. The fairy leads them to a dark part of the forest, and they are met by a large stone wall. Here Flit uses the key, and they enter a sacred grove.
In the grove, Flit finds a great green tome on a pedestal of roots. When he tries to take though, he is attacked by the skullkid gaurdian of the forest. With Yukie's help, he defeats the warping gaurdian, and once again tries to take the book...
And once again fails. This time a sheikah hops out of a nearby tree, and snatches up the book. He reads a phrase from the text, and an army of hostile roots jump from the ground, and attack the two deku.
After a while of fighting and running, Yukie destroys the roots, but the sheikah is no where in sight. Instead the deku find the skullkid, carrying a blue lantern. He leads them to another exit from the grove, and in this tunnel reveals a secret passage that leads down into the earth, and an ancient underground set of passages. Here Yukie and Flit fight against the shadows in the pitch blackness as they make there way to where ever the skullkid wanted them to go.
In the darkness they find a chained prisoner, and are told how to free him with a lantern and a pedastal. A huge group of shadows attacks, and the deku flee, searching for the lantern. There chances of survival seem to be lower every moment.
The pair reach the lantern only to be surrounded and traped. They escape only with the help of a dangerous fire spell, only to have to face off against a powerful new enemy. A darknut. Once again Flit and Yukie are thrown into battle and emerge victorious, defeating the darknut by once again striking the shadowy creatures that make it up with a burst of flame.
To be continued...
Ancient Grave Arc:
Junter is told about Farn's plans, and goes to work for him. With Lance, he sets off for the desert to hunt some Gerudo. He is searching for a key with which he can reach a fragment of an ancient sword which can control sand, one of the many artifacts Farn is searching for.
They reach the camp and fight the guards, and eventually are put up against the Ranger. A strange gerudo man... Lance goes to fight him while mounted gerudo males attack Junter.
Saber has taken over for Kasei. Thanks buddy and sorry Kasei.
To be continued...
Rogue Rendezvous and the Cathedral of the Dead:
A group of thieves have been stirring up trouble in Ruto Town, who are part of the same thieves guild that has been causing trouble in other parts of Hyrule, and the same one that has been a part of the other arcs so far. This human part of thieves guild is part of a large smuggling operation, and North Castle puts out a reward for crushing the guild. Rose, Saber and Pyre go out to stop the thieves. Rose is trapped and teleported to some unknown location, while Saber and Pyre break into one of the warehouses that belong to the rogues. As they begin to explore a hidden tunnel beneath the warehouse floor, Pyre turns on Saber and starts attacking him. It seems that "Pyre" was simply an impostor meant to kill Saber. Soon, the impostor transforms into a Wizrobe, and the battle is on. The shapeshifting impostor takes on a variety of different forms including Pyre, a Wizrobe, a Stalfos and a Gibdos, and Saber has to fight against them all.
To be continued...
The Cathedral of the Dead arc has been suspended, and probably needs to be restarted....
Posted: Sun Mar 04, 2007 9:50 pm
by Pabru
Unique Abilities:
(Cause there just aren't enought in the rules)
These will no longer be needed with the new ruleset Tayro and I are creating. Good grief.
Posted: Sun Jun 24, 2007 11:14 am
by Pabru
~~~Theme Music~~~
Pyralin's Theme: <a href="
http://kirby.supertux.com/02%20-%20Free ... .mp3">Free Breezin'</a>
Alpha Theme: <a href="
http://djpretzel.web.aplus.net/songs/Ki ... x.mp3">The Ballad of Sir Kibbles</a>
(Meaning when Pyre is with Alpha, not Alpha's main theme)
Naina Theme: <a href="
http://djpretzel.web.aplus.net/songs/Fi ... Mix.mp3">A Nightmare before Kefka</a>
(This is sort of a joke Tayro XD)
Memories: <a href="
http://djpretzel.web.aplus.net/songs/Fi ... acktoTowne Arranged</a>
Rage: <a href="
http://djpretzel.web.aplus.net/songs/Fi ... p3">Seized With Fury</a>
Posted: Sun Jul 01, 2007 9:15 pm
by Pabru
Its Pyre! I'm serious, this is exactly how I imagined him

.
<a href="
http://s207.photobucket.com/albums/bb34 ... .jpg">Hell yes</a>
Maybe a bit longer and redder hair.