Though this is just a note for everyone, weather/temperature resistance also doubles as elemental resistance to the damage type, also applies for weakness.
Extreme temperatures do exist in this RP, but they won't damage you, they'll simply cause you to run out of magic and stamina more quickly.
The extreme temperatures will also not be everywhere, but of course being in Gerudo your character may find it pretty hot, etc. But it's when you go to the more extreme zones when it will actually affect you.
I can’t draw, so instead of leaving a picture here, I’mma just describe my characters appearance. This particular is a somewhat short Rito, with light pink feathers that seems to be a bit more thick than normal and brown eyes. Her yellow beak is slightly small but pointed, with a small hook at the tip. She frequently wears plain garments that are colored slightly violet-brown.
Personality: Tinnun is a rather considerate young bird lady, and very polite most of the time. However, she is what some would call a coward, as at the first sign of violent conflict she tends to fly away as she considers herself poorly equipped for combat. Which is not to say that she won’t ignore someone who needs help, but she’ll often go run for help if that’s the case. Tinnun takes pride in her cooking skills, but she won’t be sore about it if someone says they don’t like--she’d be more likely to ask why they don’t like it so that the Rito chef could improve.
Biography: Tinnun has spent most of her life in Hebra City, as the youngest of three children of two archer parents belonging to the well-off warrior class. Her two older brothers, Peregrin and Rusti, were trained to follow in their parents’ footsteps. However, Tinnun herself could never aim correctly, often missing her target by a metaphorical mile when doing archery practice with her siblings. However, she did find something she has talent at. Tinnun would cook with her mother, and her mother would notice that she put a lot of effort into the way she makes meals. Though Tinnun’s family never had a problem with how she was better at cooking than archery. If anything, they actually helped encourage. At eighteen years of age, Tinnun set out from Hebra City to be a traveling chef who would cook meals for others at a price. She has mostly been traveling between regions selling her services up until the beginning of the roleplay.
-Stats- (You have 10 points to distribute, more can be gained through play) Health: 3/10 Stamina: 7/10 Magic: 0/10
Hearts: 6 Stamina: 50 Magic: 15
Feats - (You have 5 total, two are are traits dependent on character, everything else is up to you) On my Wings--Rito are able to fly, giving them a natural advantage against melee opponents. Bon Appetite--All restoratives now have an elected secondary effect, though once chosen cannot be changed until it is consumed. The effects include resistance to magic, physical attacks, elemental resistances, movement speed boosts, or damage boosts. [TRAIT] Increased Speed--Exactly what it says on the tin. Tinnun more often than not uses this for getting out of trouble, and seems that the fact that she fled so much is the only reason why she’s gotten a bit fast. [TECHNIQUE] Running Start--At the cost of some stamina (based off of how real life large birds take flight), Tinnun can start flying without air drafts by beginning by running and then take off. It’s easier if she does this by jumping off somewhere from a high height, but she can also start doing this against the wind direction. [TRAIT] Soft Feathers--Due to having a bit of a thicker coat of feathers, she has more protection against the cold. However, this is a double-edged sword as this also makes her more likely to overheat. [TRAIT] Harvester--Tinnun can get the most of the edible and/or useful parts of plants, and can tell what's edible and what's not. [TRAIT] Know My Way Around--Though Tinnun cannot initially know where everything is, once she has a map, she is able to memorize said map fairly easily and without having to refer to it much. [TECHNIQUE] The Twirly Kick--This is something that her dad taught her, and pretty much the only combative thing she can do thus far. Taking flight (perhaps using Running Start first), she then spins around mid-air with her leg stretched out to kick, essentially an elaborate roundhouse kick. This gets Tinnun dizzy however, so she rarely uses this.
Equipment- Main Weapon: A simple dagger, but she rarely, if ever, uses it other than using it to strike against flint to get a campfire going to cook food. Off-Hand: ...The same dagger…? Yeah, there’s a reason why she doesn’t consider herself equipped for combat. Armor: All she has is the clothes on her back, which don’t provide much protection in the first place.
Other: Negatory. Potions: Health and Stamina Theme Song: Why in the world can I not come up with theme songs for my characters?
Notes: She carries an iron pot to cook food with. However, she prefers using the kitchens from inns to cook, and she usually gives the inns the cut of the profit as thanks.
Other than a few changes as shown below, I think you're good. You ever find a picture though definitely put that in too.
[TRAIT] Know My Way Around--Though Tinnun cannot initially know where everything is, once she has a map, she is able to memorize said map fairly easily and without having to refer to it much. (To make this more useful, since everyone kind of already gets a map by default, you have a sense to find unique items and upgrade items, rather than needing to rely on exploring locations, I'll simply tell you where you might find something but I won't tell you what it is, should your character reach a high point and initiate this trait.)
[TECHNIQUE] Running Start--At the cost of some stamina (based off of how real life large birds take flight), Tinnun can start flying without air drafts by beginning by running and then take off. It’s easier if she does this by jumping off somewhere from a high height, but she can also start doing this against the wind direction. (5-15 stamina depending how high you want to go and how long you run for take-off)
[TRAIT] Harvester--Tinnun can get the most of the edible and/or useful parts of plants, and can tell what's edible and what's not. (The effect of this is basically you recover 2-3 hearts between battles or find items that restore 2-3 hearts (can only hold one at a time) that you can give to other players)
[TECHNIQUE] The Twirly Kick--This is something that her dad taught her, and pretty much the only combative thing she can do thus far. Taking flight (perhaps using Running Start first), she then spins around mid-air with her leg stretched out to kick, essentially an elaborate roundhouse kick. This gets Tinnun dizzy however, so she rarely uses this. (Costs 15 stamina but if it succeeds you deal 4 hearts of damage to potentially a whole crowd of enemies and knock them far away. Of course with the drawback of being dizzy.)
@December There are technically a dozen spots available right now. I did say first come first serve, and by that I mean if you get a character accepted first you're in.
@HeroicSociopath That looks pretty good. Let's go through your abilities though. Keep in mind I'm considering your Ninjutsu profession trait too. Everything that needs a change will be listed. If you don't see it here it means it was fine. For note though, put the cost next to the feat's name too.
[FEAT] Athletic - Rin is in extremely good shape. He regains 5 stamina every post. (every 2, stamina is a scarcer resource because stamina users have a fairly reliable way to fight without the use of techniques, not as reliable as Health fighters, but they don't rely on it as much as Magic users do)
[TECH]Acupuncture - By targetting specific points on the subject's body with his throwing needles, he can disrupt the flow of ki through their body. This attack deals no damage. However, if hit, whenever the subject would spend magical power as a resource, they instead spend stamina. If they run out of stamina, they can't cast spells. (This effect lasts 2 of the opponent's posts and costs 5 stamina. This is actually really strong and can shut down certain players completely)
[TECH] Rapid Fire - Rin throws projectiles in rapid succession. It costs 3 MP per projectile, and deals 1 heart of damage for each one thrown. (You unleash a burst of three shots at 6 MP by default)
[SPELL] Doton - Sheikah Block - Rin strikes the earth, excavating a portion of stone, clay, or dirt and moving it at will. He can control 1 cubic foot of material per MP spent. He can throw it at an enemy, dealing 1 heart of damage for every 5 MP spent. Because the projectile is made of completely natural material, the attack itself is not considered magical. (Costs 5 MP at base so it creates 3 projectiles, costs 10 MP for strong version with 6 projectiles. This shouldn't be a problem considering your profession trait)
[SPELL] Vanish - Rin disappears in a puff of smoke, reappearing elsewhere with 30 feet. Costs 10 MP. (I expect this will be used mainly for escape? If so then it's fine)
Other than all that, you could stand to elaborate a bit more what he was like during his Sheikah ninja training. After you've done all that I think it should be okay.
The soldier divers not noticing him in favor of the newly appearing adept who seemed a little beaten up was a fatal and even as far as rookie mistake. These guys were fearful of any adept it seems without regard for how one could be far more dangerous than another, like him. As their focus was diverted he easily closed the distance without any resistance, cutting down the first one he reached, a one-handed overhead slash, followed by a forward sideways step, spinning and slashing in a wide berth, taking down as many as possible in the second swing. The moment any of them would notice him it'd be too late as he'd have his sidearm out to shoot any of them that were out of his blade's reach.
@Tancuras They do have a border, and the presence of monsters are not so dire... Yet. Stances won't cost you anything, but they have trade-offs. For example Wolf Stance lets you move faster but deal less damage than weapon's listed power, Hawk Stance increases damage against monsters specifically, those are fairly passive effects that shouldn't need a stamina cost.
Also in regards to the Mortal Draw build, I'm making my own character that uses that kind of build. But basically it's an Iaido/Battoujutsu inspired style of combat.
@ProPro That's a lot of backstory, but it passes. Here is the Minish trait though.
[Minish] Blessed Sprites - Their small size means they can reach places others can normally not, but it also means they take double damage if they are struck in their tiny form. Because of their tiny size it's usually not a problem as people normally can't see them anyways. Minish also have a blessing and can bless their allies, allowing them and their companions to find curatives where there normally shouldn't be any (recover 25% hearts after combat, minimum 1 heart, rounded down.)
You have a huge weakness, if you're ever hit, but your tiny hitbox kind of means it'll rarely happen and all you need to watch out for is AoE.
@Zardoric I assume Magic Eater is like a shield though? Hmmmm, considering your possible magic usage because of the Mystic Cloak trait as well, despite how strong these all are, because they share the same resource, it's actually fairly balanced. Basically it looks good so far. Let me know when you have all the spells. You should have a total of 11 feats, as your race trait gives you an extra spell/technique.
@Tancuras I realize I hadn't yet made the Hylian Knight Trait, but Hyrule is pretty peaceful right now, there have been no recent wars or major conflicts, so they don't really have any frontiers. Most conflicts are civil and between some tribal groups, treated more like bandits than an organized army.
The closest you have is a Highlander who face harsh conditions voluntarily for training, often travelling the lands. Highlander tribesmen often also leave to find their own glory, despite being tribes, they are also Hylian. It's not uncommon for some Highlanders to come fight for Hyrule's legion of Knights.
Also for skills...
Swordbreaker would be different. There's no weapon durability, so this would be more in the realm of disarming or parrying. Would cost you 15 stamina, or 5 stamina if you're going to make a parry instead.
Mortal Draw would cost you 10 stamina, but you wouldn't be using it in the middle of battle without the proper build.
Probably also next to them note if they are a Trait or a Technique inside brackets.
EDIT: Also, Stamina and Magic are both finite resources. There is a limit to them, they do not regenerate naturally.
It's actually still open for people to join, people who've appeared in interest check are just first wave, it's generally first come first serve.
Since Tinnun has seven points invested into stamina, dividing by two would yield an extra 3.5 feats. Do I round this down to three or round it up to four?
You get 3 feats. You require every even number for 1 feat.