Post by Dieter Wolfram on Jul 3, 2017 21:32:33 GMT -8
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[attr="class","resetapptop"]DIETER WOLFRAM
[attr="class","resetapptop2"]"Break down, the crumbling constellations fight through the night"
[attr="class","resetappicon"] | [attr="class","resetappinfo1"]GENDER [attr="class","resetappinfo2"]MALE [attr="class","resetappinfo1"]SEXUALITY [attr="class","resetappinfo2"]HOMOSEXUAL | [attr="class","resetappinfo1"]AGE [attr="class","resetappinfo2"]EIGHTEEN [attr="class","resetappinfo1"]OCCUPATION [attr="class","resetappinfo2"]PALACE GUARD / DANCER | [attr="class","resetappinfo1"]RACE [attr="class","resetappinfo2"]DEKU [attr="class","resetappinfo1"]PLAYED BY [attr="class","resetappinfo2"]DIETER |
[attr="class","resetapptitle"]PERSONALITY
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■ kindhearted ■ levelheaded ■ intuitive ■ creative ■ openminded | ■ soft-spoken ■ overbearing ■ naïve ■ curious ■ whimsical |
[attr="class","resetapptitle1"]BIOGRAPHY
[attr="class","resetapptext"]Eighteen years ago, Palace Guardsman, Agrias Oakwood and Jaecar Ironwood, celebrated the birth of their firstborn, whom they elected to name after his great grandfather, Dieter Wolfram. Unbeknownst to the newborn, his parents had long since planned out and begun to dictate how his entire life would playout out until adulthood. They were dead-set on the idea that he’d follow in their footsteps, that he’d to one day become the spear and shield of their King and Queen; he’d become one of the Palace Guardsmen.
By the age of five, Dieter seldom experienced the jovial, naivety of childhood. His schedule was predicated, from sunrise to sunset, he was forced to attend lectures hosted by a trio of the Deku Palace’s influential figureheads. Aforementioned figureheads included the Palace Wiseman, the Captain of the Guard, and lastly the Royal Ambassador. For one so young, the burden thrust upon him carried a suffocating weight, yet Dieter carried it with stride; afraid of disappointing his parents.
Unfortunately, the added pressure quickly proved to be too much and threatened to consume Dieter, it forced him to find a source of happiness for himself. Shockingly enough, Dieter found it amongst the Court’s entertainment, more specifically the dancers; he was enamored by their beauty, their grace and more importantly the way they seemed to be so free. At first, his parents were strongly opposed to his new fascination with dance, afraid that it would only serve as an unnecessary distraction. Yet, before they could voice their opposition, Dieter had invited them to attend one of the rehearsals. While his father still objected, his mother couldn’t bear to dishearten her son as she saw the way he’d smile as he danced; even if he wasn’t in rhythm.
This continued in an endlessly cycle until Dieter’s thirteen birthday. On that day, Dieter swore and oath of fealty to the Captain of the Guard and was assigned under the tutelage of another Palace Guard. Dieter’s training quickly picked up in intensity, most of his days being spent in seemingly endless drills, spars, and lessons in how to maintain their gear, address the Queen and King, and further reiteration of their responsibilities. Alas, Dieter’s spars against the actual Guardsman more often than not ended up being one-sided; Dieter was frequently left with the bitter taste of defeat in his mouth.
By the time Dieter turned fifteen, he’d developed his first crush. It was on one of the recently appointed Palace Guardsman, a fiery-haired Deku just five years older than himself. Unsure of what to do, Dieter sought out advice from the Court Dancer, whom recommended that he challenge the man to a spar, suggesting that the winner get one request from the loser. Alas, Dieter lost this spare, albeit he’d managed to land a few well-placed lucky blows. Still, the man entertained Dieter’s notion for a dance, one which ended with Dieter playfully pecking the man’s cheek.
Before the man who could even respond, Dieter rushed off and soon began to avoid the man, embarrassed by his own brash actions. Alas, the man quickly caught up with him, while he explained that he wasn’t interested in that type of relationship, he would help train him to be a better Guardsman. This Guardsman taught him much, including the secret to his own fighting style, it was augmented with a spell that it took Dieter two years to master. This new development helped Dieter win his final spar against the Captain of the Guard, which earned him his spot as one of the newest Palace Guardsmen.
By the age of five, Dieter seldom experienced the jovial, naivety of childhood. His schedule was predicated, from sunrise to sunset, he was forced to attend lectures hosted by a trio of the Deku Palace’s influential figureheads. Aforementioned figureheads included the Palace Wiseman, the Captain of the Guard, and lastly the Royal Ambassador. For one so young, the burden thrust upon him carried a suffocating weight, yet Dieter carried it with stride; afraid of disappointing his parents.
Unfortunately, the added pressure quickly proved to be too much and threatened to consume Dieter, it forced him to find a source of happiness for himself. Shockingly enough, Dieter found it amongst the Court’s entertainment, more specifically the dancers; he was enamored by their beauty, their grace and more importantly the way they seemed to be so free. At first, his parents were strongly opposed to his new fascination with dance, afraid that it would only serve as an unnecessary distraction. Yet, before they could voice their opposition, Dieter had invited them to attend one of the rehearsals. While his father still objected, his mother couldn’t bear to dishearten her son as she saw the way he’d smile as he danced; even if he wasn’t in rhythm.
This continued in an endlessly cycle until Dieter’s thirteen birthday. On that day, Dieter swore and oath of fealty to the Captain of the Guard and was assigned under the tutelage of another Palace Guard. Dieter’s training quickly picked up in intensity, most of his days being spent in seemingly endless drills, spars, and lessons in how to maintain their gear, address the Queen and King, and further reiteration of their responsibilities. Alas, Dieter’s spars against the actual Guardsman more often than not ended up being one-sided; Dieter was frequently left with the bitter taste of defeat in his mouth.
By the time Dieter turned fifteen, he’d developed his first crush. It was on one of the recently appointed Palace Guardsman, a fiery-haired Deku just five years older than himself. Unsure of what to do, Dieter sought out advice from the Court Dancer, whom recommended that he challenge the man to a spar, suggesting that the winner get one request from the loser. Alas, Dieter lost this spare, albeit he’d managed to land a few well-placed lucky blows. Still, the man entertained Dieter’s notion for a dance, one which ended with Dieter playfully pecking the man’s cheek.
Before the man who could even respond, Dieter rushed off and soon began to avoid the man, embarrassed by his own brash actions. Alas, the man quickly caught up with him, while he explained that he wasn’t interested in that type of relationship, he would help train him to be a better Guardsman. This Guardsman taught him much, including the secret to his own fighting style, it was augmented with a spell that it took Dieter two years to master. This new development helped Dieter win his final spar against the Captain of the Guard, which earned him his spot as one of the newest Palace Guardsmen.
[attr="class","resetapptitle1"]WEAPONS
[attr="class","resetapptext"]+ Bitter Rose : A simple pair of daggers crafted forged by a Deku Blacksmith. The hilts are crafted from reinforced rosewood, which has been painstakingly decorated with countless depictions of thriving flora. Its’ cross guards were designed to look like miniature oak leaves. Lastly, it is noted that the blades are a mere seven inches, yet are wickedly sharp.
+ Deku Spear: An enchanted spear made from Deku wood. It is able to sever the connection between user and spell, allowing the spear to affect magic itself and even punch through magic barriers.
Clawshot: The logical evolution of the grappling hook. A Clawshot works much like a hookshot, but rather by puncturing to hold on, it uses its claw to grapple and then pull one way or another. With twenty feet of chain, it is excellent for retrieving items that one cannot reach normally or even attempting to disarm someone perhaps.
Magic Boomerang: A magic red boomerang enchanted to deal minor wind damage when thrown. Great when dealing with pesky fliers.
+ Deku Spear: An enchanted spear made from Deku wood. It is able to sever the connection between user and spell, allowing the spear to affect magic itself and even punch through magic barriers.
Clawshot: The logical evolution of the grappling hook. A Clawshot works much like a hookshot, but rather by puncturing to hold on, it uses its claw to grapple and then pull one way or another. With twenty feet of chain, it is excellent for retrieving items that one cannot reach normally or even attempting to disarm someone perhaps.
Magic Boomerang: A magic red boomerang enchanted to deal minor wind damage when thrown. Great when dealing with pesky fliers.
[attr="class","resetapptitle1"]ITEMS
[attr="class","resetapptext"]Blast Mask: An explosive mask packed with the power of a bomb. Wear it and fire! Does minor damage to owner when used, but good in a pinch. Requires two rounds before it can be used again.
[attr="class","resetapptitle1"]MAGIC
[attr="class","resetapptext"]+ Dryad’s Domain : - An obscure, mystic art capable of being utilized by few within the Deku Palace Guard’s Ranks. It augments its’ casters senses by releasing seismic waves through either the soles of the feet or the palms of the casters’ hands. Aforementioned waves are capable of traversing through the ground for up to a maximum of three meters. Upon contact with obstruction or when they meet resistance, they will rebound back to the caster. The information gathered by these seismic waves is utilized to create mental map for its’ caster; similar to the way bats utilized echolocation. Alas, the drawback to its’ use is that the caster’s eyes must be closed to prevent sensory overload, it also lacks the ability to detect things in midair. ( 2 Rounds Duration, 3 Cooldown)
Tier 1 Upgrade: Meliai’s Insight - Through practice and increased usage, the caster has learned how to manipulate the frequency at which the seismic waves are output. Due to experimenting with increasing the frequency, the effective range has increased to 3.5 meters. The higher frequency has also resulted in an increased quality of the feedback. Before, they could detect the presence of a person, now they are privier to their courses of actions; albeit it is quite vague and still susceptible to feints. Additionally, it grants insight to irregularities or changes in the hearts’ beat and the detection of micro expression. Neither is inherently useful; however, it can be utilized to detect if someone is lying, it has no effect on pathological liars however.
Tier 2 Upgrade : Epimeliad’s Foresight – Further developed during periods of crisis, the caster has begun learned to further increase the frequency. This effectively increasing the range to a total of 4 meters and it now possesses the ability to fully permeate the muscular structure of the body similar to that of an X-ray. This newfound permeation means that the caster is now capable of doing detecting if they are breaks within bones, if someone has experience trauma to their internal organs. [2 Round Duration – 3 Cool Down ]
Tier 3 Upgrade : Caryatid’s Wraith – The epitome of Dryad’s Domain, cultivated only once has learned to emit frequency at the lower end of the spectrum. In exchange a decreased sphere of influence of 2M, these lower frequency waves can be utilized offensive. It can be used to disrupt the equilibrium of the brain, to jar and cause minor damage to internal organs. It can only affect what it strikes, so if it strikes say, a shield, it will only go through that shield. [ 3 Total Uses per Activation, + 1 turn of cool down per use ]
+ Bubble: By concentrating sap within their bodies, Deku can fire off bubbles from any opening in their body. While not exactly damaging, the sap's stickiness does a good job of slowing people down, if not outright sticking them where they are.
+ Deku Nuts: All Deku have the ability to produce Deku Nuts on command. How they use it from there is up to them. They don't really do much as a projectile themselves, but if smashed, create a blinding flash of light, allowing to momentarily disorientate any foes who do not shield their eyes.
+ Burrowing: All Deku have the impressive ability to burrow straight into the ground to escape danger. However, if need be, they can launch themselves up into the air with a surprising amount of force from such a position.
+ Lightweight: Deku are considered so light that they possess the ability to walk on water. This also allows them to glide, should they use their burrowing ability to launch themselves into the air.
- Wooden: All Deku are ultimately made of wood and as such, are highly vulnerable to fire
Tier 1 Upgrade: Meliai’s Insight - Through practice and increased usage, the caster has learned how to manipulate the frequency at which the seismic waves are output. Due to experimenting with increasing the frequency, the effective range has increased to 3.5 meters. The higher frequency has also resulted in an increased quality of the feedback. Before, they could detect the presence of a person, now they are privier to their courses of actions; albeit it is quite vague and still susceptible to feints. Additionally, it grants insight to irregularities or changes in the hearts’ beat and the detection of micro expression. Neither is inherently useful; however, it can be utilized to detect if someone is lying, it has no effect on pathological liars however.
Tier 2 Upgrade : Epimeliad’s Foresight – Further developed during periods of crisis, the caster has begun learned to further increase the frequency. This effectively increasing the range to a total of 4 meters and it now possesses the ability to fully permeate the muscular structure of the body similar to that of an X-ray. This newfound permeation means that the caster is now capable of doing detecting if they are breaks within bones, if someone has experience trauma to their internal organs. [2 Round Duration – 3 Cool Down ]
Tier 3 Upgrade : Caryatid’s Wraith – The epitome of Dryad’s Domain, cultivated only once has learned to emit frequency at the lower end of the spectrum. In exchange a decreased sphere of influence of 2M, these lower frequency waves can be utilized offensive. It can be used to disrupt the equilibrium of the brain, to jar and cause minor damage to internal organs. It can only affect what it strikes, so if it strikes say, a shield, it will only go through that shield. [ 3 Total Uses per Activation, + 1 turn of cool down per use ]
+ Bubble: By concentrating sap within their bodies, Deku can fire off bubbles from any opening in their body. While not exactly damaging, the sap's stickiness does a good job of slowing people down, if not outright sticking them where they are.
+ Deku Nuts: All Deku have the ability to produce Deku Nuts on command. How they use it from there is up to them. They don't really do much as a projectile themselves, but if smashed, create a blinding flash of light, allowing to momentarily disorientate any foes who do not shield their eyes.
+ Burrowing: All Deku have the impressive ability to burrow straight into the ground to escape danger. However, if need be, they can launch themselves up into the air with a surprising amount of force from such a position.
+ Lightweight: Deku are considered so light that they possess the ability to walk on water. This also allows them to glide, should they use their burrowing ability to launch themselves into the air.
- Wooden: All Deku are ultimately made of wood and as such, are highly vulnerable to fire
[attr="class","resetapptitle1"]EXTRA
[attr="class","resetapptext"]N/A
[attr="class","resetappfc"]MAGI, titus alexis