Recruitable Characters

B L A Z E ' S
B R O S


  • ⇄ Hayden Harland ⇄
    Lost Navigator
    H4CCU3sVmKkMa0MXcJ9uxpm74BrEnfIork4ecyuerq7YJ_EBlZRM-uNMvW2hzY7s_avOMkVUMMq0E7rUTtN2-gV8YUFgMyBEIpTHf_RfyGUp-NoCr7V_LFwDpedofNXLPFBu2sRA

    ⇄ Race ⇄
    Human

    ⇄ Appearance ⇄
    Hayden stands at 5'6”. He seems lighter and scrawnier than he really is. While in prison, he worked out quite a bit, but didn't exactly have enough of a diet to put on weight and bulk up. This resulted in him becoming fairly cut, but you’d never guess under his big ass coat. He has a boyish face and voice and is often mistaken for a teenager. His eyes are icy blue and he gives off a happy and excited aura wherever he goes, even if that’s into the pits of hell.

    ⇄ Age ⇄
    23
    Born March 31st

    ⇄ Sex ⇄
    Male


    ⇄ Country of Origin ⇄

    Herranow

    ⇄ Faction ⇄
    Assembly of Neth:
    Hayden was the "navigator" of the Assembly of Neth. He claims to know a lot about the continent, which is partially true. Hayden knows more than most due to stories he heard while he was imprisoned, but his knowledge is far more minute than he thinks. The only thing that has allowed him to “maintain his position” is the fact that he owns a map of the continent. His incompetence knows no bounds.

    ⇄ Personality ⇄
    Hayden has an obsession with exploring unknown places and thrusting himself into danger. Some would say that these qualities make him heroic, but he's far from a hero. He's a greedy fuck. Hayden expects a reward for anything from a minute favor to an adventure he went on of his own volition. The explorer also demonstrates a strong lack of compassion for anyone he may have to hurt on his journey. He doesn't care if he and his allies get hurt or if they even make it out alive. His true sadness in regards to death stems from the loss of an ally’s utility, not their friendship.

    Hayden believes politics are a waste of time. All he wants to do is dive into mysterious caves and forests and tell stories about his grand adventures. He lives life on the edge constantly seeks new and exciting thrills. Hayden is incredibly curious about world cultures and legends. The explorer considers his greatest friends to be the ones that can help him on quests. Hayden deceptively comes off as altruistic due to his habit of going out of his way to help strangers. However, his assistance isn't free and he can become quite the brat when he feels he hasn't been rewarded appropriately.

    Above all else, yes even life itself, Hayden believes in the value of freedom. He doesn't like to see freedom violated under any circumstances. His passion for freedom is often taken to extremes. He'd rather kill a person than capture them for an indefinite period of time, and he's been trying to avoid growing close to others because he thinks that emotions trap people. He keeps himself at a distance from others by presenting himself as incompetent and apathetic.

    ⇄ Backstory ⇄
    Hayden grew up in rural Herranow. His parents owned a farm on an open field near other neighboring farmers. Near this field was a forest. From a young age, Hayden demonstrated great curiosity. He would often "explore" cabinets and "chart expeditions" under tables. When he became a walking, talking child, he would run off into the woods just to see what was in the trees. His parents tended to neglect him once he'd finished his chores, which gave him plenty of free time to enjoy the woods. Eventually, he started camping out there in hopes of going deeper into the woods to discover all of its secrets. When he disappeared for over a week and returned with a poison ivy rash and a tummy ache from eating some bad berries, his parents started to keep a better eye on him.

    When Hayden grew to be a teenager, he left home to travel Neth with a passing group of mercenaries to satiate his thirst for adventure. At first, he started off merely managing the group's equipment while he studied the art of combat. He chose to focus on two disciplines: anima magic and archery. Anima magic was for utility and archery was for hunting. He also found that most melee weapons simply didn’t suit him well. Eventually, when he became capable he was allowed to participate in battles as well, but that's not why he became a mercenary. The group traveled all over, and everywhere they went, Hayden learned as much as he could from the people there and their culture. Eventually, he became dreadfully familiar with just about every place between the tippy top of Palenia and the very bottom of Fuccino.

    But then, word of Operation New World spread throughout the continent. Hayden couldn't convince the troupe leader to sign the entire group up to be part of the crew. While most people thought the whole thing was a sham and a waste of money and men, Hayden's curiosity wouldn't be satisfied until he went off land. So he left his mercenary troupe (and got real fucked up at the going away party) and headed off to Herranow to volunteer as an explorer.

    Just when the Western division of the operation was about to turn back and head home, Satrella came into view. Hayden almost lost his shit when he saw the new world. And when he arrived, he nearly lost his life. Hayden was captured and imprisoned after fighting a losing naval battle against the Tarosians. Being in a cell for so long absolutely wrecked his mind. You can't coupe up a free bird like that. He begged the prison guards to tell him stories of their world, and he kept himself alive by dreaming of freedom and fantasizing about the world outside his cell. To keep himself busy, he worked out in his cell just about every day.

    Two years went by, and Hayden's mind went to shit as his sense of time became fuzzier. To him, it felt like he'd been in the Tarosian prison for a lifetime. But then... something amazing happened! He was offered a chance to return home to Neth to help the Satrellians make peace with their new neighbors, and to free his fellow explorers. Hayden jumped at the chance without question, and cried when he was finally outside for the first time. Ignorant of the war that had been raging on Satrella for the last year, he agreed to return home and help set up the peace treaty.

    When he arrived back with the help of Tarosian military boats, he told the Nethites of Satrella and was appointed as the navigator of the Assembly of Neth. Unfortunately, he navigated royalty from the three nations of his motherland straight into the jaws of death.​


    Class


    ⇄ Explorer ⟶ Adventurer ⇄
    Anima: D Bows: E

    Hayden’s an explorer, not a fighter. I mean, his offensive capabilities aren’t bad, but he doesn’t wield the strongest weapons out there and his natural parameters are nothing spectacular. They do allow him to take out Flying and Undead opponents with ease though. His defensive capabilities are where he really starts to suffer, as both his defense and resistance are pretty sub-par. However, where Hayden really shines is as a scout. He’s got high movement, he might find stuff while traveling, he can help you see in the dark, and he’s got a great eye for traps. Not to mention, homeboy ain’t scared of nothin’. Plus, if he wanders into dangerous territory and dies, he’ll be fine! He’s a Primary Character LMFAO! He makes for a great test dummy, mean as it sounds.

    Stats


    Health: 60/60
    ACC: 100 CRIT: 10 EVA: 50 LUCK: 25 ASS: 0 BLOK: 0
    Att: 11 Def: 8 Mag: 11 Res: 8 Mov: 7


    Breakdown
    +10 Att, +7 Def, +10 Mag, +7 Res, +4 Mov, +2 Health
    +20% EVA, +20% LUCK


    Skill Loadout


    • Fearless*: Personal Skill. Hayden cannot contract the Fear status effect.
    • One Man’s Trash: Class Default Skill. A passive die skill with a 15% chance of finding a random ass item after completing an action.
    • Scout’s Honor: Player Created Class Skill. Units adjacent to Hayden cannot fall into traps.
    • Eagle Eye: Player Glossary Skill. Passive skill that gives Hayden increased visibility in the dark or fog.

    Inventory


    1. Bro (Nonlethal)
    • Freeze four cells of water to stand on. Choose whichever cells you like.
    2. Bronze Bow - E (Air)
    3. Vulnerary (3)
    4. Satchel: Adds 3 inventory slots

    -10% EVA
    5.
    6.
    7.
    8.


    Relationships


    Vilhelmina: C

    Skill Bank


    • Capture: Basic Skill. Allows the unit to capture opponents in place of killing them. Requires Ropes or Chains.



 
Last edited:
demons chars.png



  • Edvyn "Vyn" Thayganne
    Jaded Revolutionary

    DI1V1Uvepr-2jWGiQeZJneiNDmZj167bLCXDjFvxLVVfavYK4r7FiGUawJ0FgIYvjMnw9uB6daIpfr8mZ8OrFgkQC2hG_DyfuhSGrVRytzyPzlSCEOMQBmVTrF2tVTZf0-tGQlzZAQ=w426-h511-p
    Race:
    Elf

    Appearance:
    Okay, so three words: sexy tatted elf. The red markings on his forehead aren't from being Branded, they're from being an elf, a dark elf to be exact. He kind of looks like a vigilante of some sort, standing at 5'11 with a distinct royal mauve colour skin tone and pointed ears with various golden piercings. Edvyn is rather lean with some light muscle on him. The elf has asymmetrical platinum blonde hair (that falls to one side) and bright green eyes. The tatted male prefers darker clothing with some golden details as well as adorning a noble red cape. While he's modest, his posture is rather closed off as if he doesn't want to talk to anyone, Vyn still has an air of authority. Yes, he has no problem with "admitting" that Uryva is taller than him.

    Age:
    23
    Born February 15

    Sex:
    Male

    Country of Origin:
    Taros -> Wynda

    Role/Faction:
    The genius tactician of the Resistance. Due to the bond him and the leader of the Resistance have made, the leader recognized his brilliance and allowed him to be the official strategist of the Resistance. He's good at making plans and adapting on the fly. He tends to stick around the leader more than any other member of the Resistance, finding it more efficient to plan whenever they're together.

    Personality:
    When you take a look at the strategist of Wynda, you see some edgy dark elf that's probably lowkey running a cult in front of your very eyes. But that's just the racism in Neth and Satrella. But they would be so wrong. While Edvyn is rather cynical and blunt with the way he speaks, that's only occasionally towards people he isn't quite fond of. His normal, happy self is rather logical and brilliant. Edvyn is indeed an ideas person. But at the same time, he's ambitious and unafraid to work with other people if need be. He sees himself as a sort of revolutionary, an essential part of the solution. However, Edvyn isn't a leading type of person. He's not the type of person that would represent something like the Resistance, Edvyn simply isn't authoritative enough. The elf is a bit of a vigilante, thinking that the Resistance is the only thing that is keeping Wynda together. He was never really the patriotic type, though he can easily tell the difference between right and wrong and act on that.

    Due to years of internalized racism and hate, Edvyn has a rather thick skin and becomes rather observant, even becoming quiet while he's taking ideas. In fact, Vyn literally has to completely pause during responses in order to form something to say. Introverted as well as a bit reserved, Edvyn relies on Uryva a lot of the time to communicate his ideas and has no problem at all being behind the scenes. He finds that the only time he's allowed to feel free and be himself is whenever he's behind some sort of paper and pen, visualizing ideas as the determination of the Resistance is there to egg him on. Even though at a young age, he was rather skilled with magic, fire was the element that was drawn to him. Edvyn can be a bit ruthless and doesn't really know how to express his emotions in a healthy way.

    Edvyn can be a bit of a know it all and around people he doesn't know, he likes to make pre-emptive assumptions about their character through actions that no one would ever bother to analyze. The elf actually likes to know as much as he possibly can about people and what makes them tick as well as what motivates them to do certain tasks. There have been times where Vyn has not hesitated to do something unexpected (or example, spilling a drink or a pat to the shoulder) just to look for a reaction. While he tends to read into people's heads, he would never let anyone see his. A bit hard to get to know, Uryva is Vyn's best friend and looks to him for guidance about 98% of the time. He's probably the only person who knows of his frequent nightmares and experiences the most of his nerdy little tangents and shenanigans. Vyn loves tea.

    History:
    What exactly made Edvyn the scheming, intelligent tactician that we all know him for? The elf was born in Taros to a Panther Laguz father and a Red Dragon Manakete mother. Edvyn was raised in darkness and solitude in fear of the Tarosian Empire. They were ruthless, and it wasn't like he was totally oblivious to the fact that the army was known for stripping away the stones of each race and selling them as slaves. As a result, for many years, Edvyn's family lived a rather nomadic, hunter-gatherer lifestyle. It was almost impressive how you could run away for such a long time without getting caught. It was hard to live under the radar, especially with the risk of injury.

    With both parents having an affinity for magic and intelligence, they instilled the same wisdom onto their elven son. Since it was rather impossible to go out in public in Taros, his parents decided to travel across to Wynda where there still remained some independence from Taros, not knowing of the Rebellion. He was probably around 15 at the time, though brilliant for his age, he didn't object to going to Wynda. So they rode on his mother's back in the middle of the night to Wynda. It was almost a miracle they weren't attacked at all, only because they always stuck to the outskirts. In fact, what drove his parents into joining the Resistance was that out of the blue, he had became ill. Edvyn found it hard to focus with his frequent headaches and chest tightness. He would be prone to feeling faint and even passing out in extreme cases.

    Let's just say that Edvyn was miserable. He wasn't used to the cold weather of Wynda nor the sheer amounts of precipitation and found it rather hard to find friends due to the racism he had endured for so long. It made him feel that he could only be happy whenever he was alone. Edvyn was raised underground for the rest of his teenage years. Luckily, his parents made allies with the Resistance so that at least they would be able to defend themselves and attempt to make friends. Except Edvyn at the time was a bit antisocial and as his parents trained, Edvyn simply wandered around underground, or just read books. However, this wasn't completely for naught. Hell, when the war started, he was still considered too weak to be able to fight. Besides, he wasn't the type to anyways. His family decided against it as he spent every single day worrying over their safety. Slowly, but surely, his illness quickly became better. With the Resistance nearby, he no longer needed to worry about all the people spotting him or his family. Medicine became more accessible and shelter was finally given. Life was about as good as he thought it was.

    Yup, this kid was the one lonely guy you felt sorry for being all alone. Eventually, once he felt a bit more secure, the elf began to open up about his thoughts and his studies. This granted him the ability to train with the other members in the Resistance. Even though he was never the type of person to specialize in hand to hand combat, Edvyn realized he excelled at knowing the best move for each fight. He observed the way Tarosian forces moved and how they behaved. It was probably one of the more rewarding experiences of his teenage years. Eventually, his sickness started to become better with his stress being directed towards something productive.

    During his years, the elf began to open up and become more social towards other members, finding this group to be the only place that didn't seem to totally hate him. He kept up with his studies and spent most of his time specializing in magic, something elves were just naturally good at. While most elements felt foreign to him, he found his inner power in fire. Realizing that the Tarosian army had much more sinister plans, he began to take up swordfighting and picked up some formidable armour for himself. Now was going to to be this time to fight. If his misfit family could whoop some ass and look cool doing it, why shouldn't he? However, things didn't go as planned. His troop fell to the Alliance while protecting the Duke of Desna.

    All except for Uryva, Vyn and a bunch of other soldiers. Putting together a Resistance of their own with their own soldiers, he put his knowledge to the test. Using his unique tactics, they took back the castle, freed troops and rescue the Duke of Desna. Through this, they had earned their place as leaders of the Resistance. Soon, he's been doing rather well and for a long times, his nightmares began to stop as well as his illness. Vyn operates behind the scenes still and offers advice as well as information on Tarosian troops invading Wynda. While it's a dangerous job, he has his best friend by his side. The stigma of him being a royal had never fazed him at all.

    Class


    Tactician ⟶ Grandmaster
    Sword Rank: E
    Anima Rank: D
    Attributes: ELVEN

    Very squishy when it comes to physical combat. Sick him against mages to do the most damage. His health is extremely low. Vyn, despite being a forward thinker, prefers familiar circumstances. Surrounding him with a strong team is almost essential. Don't isolate him as he won't do the most damage. He works best with Resistance members close to him, as he is able to gain stat bonuses. Good with fire and anyone that is weak with it should watch out. Not an offensive fighter at this stage, more like a support. Though if there's anything he's good at offensively, is that his accuracy nearly rivals archers, combined with his accuracy and his weapon choices. He can't move very far either, so elaborate strategies (his bread and butter!) are the best way to attack.​

    Stats


    Health: 50/50
    ACC: 120% CRIT: 10% EVA: 45% LUCK: 20%
    ASS: 0 BLOK: 0

    Att: 9 Def: 10 Mag: 14 Res: 11 Mov: 5 cells

    Breakdown:
    +8 Att, +13 Mag, +10 Res, +9 Def
    +20% ACC, +15% EVA, +15% LUCK

    Skill Loadout


    Vive la Resistance*: Personal Skill. If Vyn uses Tip the Scales on all four allies, he gets the benefit as well.

    Tip The Scales: Class default skill. An Active skill that automatically increases CRIT, ACC, BLOK, EVA, and ASS by 20% for up to four players in Tactition's vicinity by offering tactical advice and strategies. Tactition must activate in post by giving orders IC. List the benefactors and tag their players at the bottom of their Battle Summary. Tip the Scales has a three cell range.

    Dual Wield: A passive skill that allows Vyn to wield two weapons at once and receive benefits from both. This skill guarantees two hits per attack. The first will be with the first equipped weapon in the Inventory and the second will be with the second equipped weapon in the Inventory. Calculate damage for each weapon separately. Class glossary skill.

    Guerrilla Tactics: Player created class skill. Passive skill. If a player adjacent to Vyn is attacked, switch the lowest offensive non-rolling value (magic or attack) by the highest (magic or attack) to calculate damage.

    Inventory


    1. Elfire - D rank, BEAST attribute
    2. Bronze swood - E rank
    3. Vulneraries (3) - Heals 20 health
    4. Fanus - E rank, nonlethal, creates a floating fireball to increase vision on dark maps for three turns.
    5.

    Relationships


    Uryva: C

    Skill Bank


    Second Chance: Basic Skill. The first time their HP reaches 0, they will merely flee the fight, and they may return for the next chapter. Can only be used once until it’s refilled.

    Capture: Basic Skill. Allows the unit to capture opponents in place of killing them. Requires Ropes or Chains.


 

Attachments

  • 1517804185132.png
    1517804185132.png
    7.6 KB · Views: 60
Last edited:
Ori's Characters



  • Name
    Abelhard Nickolaus Diederich Dolphus Ivanus Conrado Schwarzwind

    Race
    Human

    Appearance
    344149e4-4ecc-4328-9e03-88b150ddb0cb-png.361038



    Age
    24 years old
    July 29

    Sex
    Male

    Country of Origin
    Herranow

    Faction
    Assembly

    Personality
    Valiant and strong of will, this man stands as a true testament to what the land of Herranow aspires. Strong of body, heart and mind any opponent shall find him to be an implacable and unstoppable enemy. No fear clouds his eyes, no panic shall upset his balance, he shall remain forever a strong and capable leader as he leads others into the fray!

    However... While a picture perfect Herranow lord... He...struggles in the realms of the other parts of high society and life. He is exceedingly sheltered, and while adheres to the rules of chivalry to the T... His views on the world is rather... naive. To claim it to be chastity is to understate it, for even a couple holding hands would illicit a stuttering mess to come forth.

    Otherwise one would find him to be a model lord, upstanding, confident and kind, with the requisite hint of sternness to command respect.

    At least... Until somebody gets a bit touchy.

    Backstory

    The birth of the prince was one of great celebration. During the royal attendance to the Grey Colosseum, a large event that is hosted every three years to showcase the greatest warriors in Neth, he was born, during the Championship bout between two friends, crowd favorites and being exceedingly well skilled. While not fully being able to enjoy the display the show considering ht immense pain she was experiencing, the queen to this day swears that her son wanted to join the fight even when he wasn't even born!

    And true as predicted, the man was indeed quite the young fighter, taking to the arts of sword swinging and fighting like a fish to water! he was well beloved by many for his propensity for battle, but he was treated rather... Lightly by many for his rather... Adorable appearance.

    Indeed he was a very polite child, a true knight, but due to the fact he simply looked so...Endearing he was quite coddled by most he met. Even his uncles, the barons of the other two most powerful forts in Herranow were not immune to the charms of the small young lady with a heart of a knight. Though by some odd string of fate, he was not corrupted into some spoiled brat, his chivalrous, polite and knightly nature carried all the way through, collecting a sense of justice that one might call a tad bit gratuitous. He became known as the "Snow prince" by many of the common folk, largely because of the words of one of his uncles upon their Nephew, calling him "Pure as driven snow." And his head of pure white hair.

    Though, even when coddled and sheltered, he did indeed have the occasional jaunt out into the world.. While under supervision of course. his presence among common folk was rare, and often brought about with it opportunities for many to meet him.. Or beg for aid. Many times he was forced to leave a situation be by his more savvy guardians should somebody try to take to advantage of the poor man's naive and pure nature.

    It was during his younger years that he also found his long term companion, Silvia, a wyvern whom holds a rather... Protective bond over her rider. Dark green in coloring she is a fierce and frightening creature that, if not kept busy or told not to, would follow the young boy wherever he went. largely because of this being a learned behavior... When she was but a tiny little wyrmling Abelhard kept her close, the little wyrm resting atop of his rest like a wyvern shaped crown atop of his snowy head. Their closeness is uncanny, and many a suitor felt threatened to even come near by the prince due to the ferociously brazen beast.

    When he became older, and much more skilled in the arts of war, he was allowed to take part in true battles, or in the very least attend the Colosseum in the lower ranks. There he whetted his skill and his blade, pairing up with his trusted companion.

    And now he awaits his chance to prove himself in true battles, and in true missions. he swears he shall not fail, upon his honor as a knight!


    Class


    Ravager ⟶ The Lord of Iron and Scale
    Lance Rank: D Shields: E
    Attributes: Dragon, Flying

    A destructive warrior who utilizes the inner fury of their wyverns to reign supreme and lay waste to enemy's armor with diving strikes and a fearsome roar that shakes off the very armor upon their enemy's bodies.

    They use Lances and Axes to impale and crush their opponent with overwhelming force, though they have lower resistance they have a high propencity for critical hits and fly like the wind even in their durable armor.

    Stats


    Health: 80/80
    ACC: 110 CRIT: 30 EVA: 30 LUCK: 15 ASS: 0 BLOK: 0
    Att: 15 Def: 12 Mag: 1 Res: 6 Mov: 10

    Point spread: 6 in hp, 14 in Att, 11 in def, 5 in res, 4 in Mov.
    Percentage spread ACC 10% CRIT: 20% luck: 10%
    Skill Loadout


    *Wyrm's wroth: Active skill, upon usage 15% to cause Stripped status on all enemies within 2 cell radius.

    Rush: use action to push a unit 1 square.

    Screeching dive: 25% on attack to ignore 8 points of enemy's defense.

    Born Leader: Class Default Skill. Passive skill that grants Knight Lord's partners +15% ASS and +15% BLOK.

    Inventory


    1. Wyrm's Fang Lance (Critical) +10 damage, use to heal 10 hp to user
    2. Bronze Shield: -10% EVA +3 def
    3. Vulnerary
    4.
    5.

    Relationships


    Name:
    Rank:

    Name:
    Rank:

    Name:
    Rank:

    Skill Bank


    Rescue: A Basic Skill that allows the unit to carry an infantry unit on their mount and protect them from further harm.







 
Last edited:

ー P r e t z ' s P e e p s ー
Now completely rearranged!




  • Lord Taranis Brandr Voldemars
    Blazing Kite Rider

    Taran.jpg
    = = = =


    The world is a mess and I just need to rule it.*
    Name
    Taranis is actually derived from Taros's ancient Northern name of Tarana, and is common among those of royal blood (Taranis being the male variant).
    Still, he much prefers to go by 'Taran' or 'Lord Taran,' at least among those who have earned the right. It's a privilege he'll give out rather freely. The Golden Kite is named Kinadj.

    Race
    Human

    Appearance
    5'9" Taran would like to think of himself as incredibly handsome. And maybe it's true. Hard to really know for sure when everyone you've ever come into contact with has been bending over backwards to please you.
    Regardless of the effect, he's got medium skin of a healthy glow topped with dark orange hair and sharp golden eyes. Despite being a palace boy born and raised, he does his best to maintain peak physical condition and has lithe, beautifully shaped muscles to attest to it. Finding little need to protect himself locked indoors all day or high in the sky, he keeps his armor light and good for movement. It helps Kinadj as well if he doesn't load her down too much. Otherwise he likes to dress as extravagantly as his wealth will allow (if you got it, flaunt it). He also likes to wear a headdress adorned with one of Kinadj's molted feathers, just to make sure the world knows exactly who he is and how special a human being.

    Torgeir

    rc1u6d.jpg

    Hybrid:
    A physical weapon with a magical property that makes it capable of casting a spell. Currently equipped with an Elfire tome.
    Critical: Weapons with this attribute have a +30% CRIT.

    Age
    18 (Born August 19th, Leo)

    Sex
    Male
    (He's pretty sure he's gay and he's pretty sure he doesn't want to talk about it.)

    Country of Origin
    Taros (Casual Ordinist)

    Role/Faction
    The Rising Sun. He is Dictator-Emperor Steele's "son," after all. Hard to take issue with your side when you're going to inherit the world.

    Personality
    = = = = =ENTJ-A (The Commander) / Chaotic Good. He's confident, he's brash, he's the man who will one day stand at the top and is already quite accustomed to it. Such is Dictator-Emperor Steele's adopted son, Lord Taran, an embodiment of proud regality and caustic rage.
    = = = = =Having been fed little more than fear-driven lipservice his entire life hasn't exactly lent itself to developing humility, though while Taran may look down on others, he doesn't do so consciously. It's just all he knows. His confidence, however, is unadulterated and one hundred percent his own, shown best when he displays Kinadj. While Taran might unwittingly act stuck-up towards others, his bond with his mount is a warm one, to the point where he's uncharacteristically cautious when it comes to her health. She is a major aspect of his own ego and identity, after all. He probably wouldn't even know what to do with himself without her. He also respects Kinadj enough to acknowledge her silent wisdom, and though the Kite always defers to Taran's will, she is probably the only creature he'd willingly take advice from.
    = = = = =Taran isn't exactly a (complete) idiot himself. Having access to some of Satrella's finest education, he's quite "book smart" and has an excellent memory for things he learns. In contrast, his "street smarts," and especially "people smarts," are more than lacking. The fact that Steele has been trying so hard to shield him has just made this fault worse, to the point where he can be incredibly naive and overly trusting. Not necessarily because he has any notion of the world as this great and wonderful place full of all these kind and loving people. His dad is a Dictator-Emperor, after all. No, his willingness to trust others comes from the fact that, as a prince, he expects to be cared for and obeyed. And really knows no different. Because of this he's incredibly awkward when it comes to making friends, no matter how hard he tries to act friendly or how much he may want them. In spite of his confidence (maybe even because of it), he gets easily dejected at these failed attempts, becoming especially moody whenever there's someone he tries to get close to, but they're too afraid of his dad's reputation to be able to play straight with him and open up.
    = = = = =His relationship with Steele is complicated, with the two having fallen into a sadomasochistic pattern of love and hate. On the one hand (at least on Taran's end), he truly does want to foster a healthy relationship with his adopted father. But Steele's impenetrable walls and maddening idiosyncrasies never fail to irk him. And somehow, even when starting with the best intentions, their encounters lately seem to constantly deteriorate into shouting matches, with Taran, more often than not, bitterly sulking on the losing end. He is a particularly dour sore loser, and will pout whenever someone proves him wrong, he's faced with defeat, or just doesn't get his way. So pretty much every time he tries to confront Steele, though it certainly doesn't prevent him from trying.
    = = = = =The kid, for all his confidence, has an insane amount of pent-up anger, often coming out in mordant quips or any sort of rebellion he can stir up against Steele. Where all this bitterness and fury stems from one can only guess, though likely it's sheer boredom and loneliness. That's why Steele, as the personification of everything perceived to cause that boredom and loneliness, is the number one target of Taran's lashing out.
    = = = = =It's not that he particularly disagrees with his father, or even his tactics. Most all he's come to learn of the world was delivered from the pages of books and hearsay, and to speak of a massacre sounds like heroic righteousness when spun in the right light. It's a far different thing to talk of armies moving around like pieces on a chessboard than be at D8 when a knight claims a pawn's life. If anything, Taran considers himself logical, and firmly believes that a world brought together under a single rule can only be the best one possible. After all, peace only came to Taros all those years ago once Oshna and Tarana were united. Steele's methods may not be beloved to all, but they're effective. After centuries of skirmishes, he's managed to make brutal advances in joining together over half of Satrella in just 2 short years. Taran figures if he bides his time, Steele will become ruler of the known world, and then real change can come about. He doesn't support the Emperor because he doesn't care about others, but rather because he does care. For all his rash and princely ways, Taran does have some awareness of the rectitude required of a great leader, and even if it means forcing a rough patch here or there, ultimately he would want what's best for his people. Unhappy populace mean no one to extract money from, after all. And Taran's quite accustomed to the finer things in life.
    = = = = =Still, he's honestly not sure where his opinions on the Laguz and Manaketes lie. Sure, they make useful laborers and "survival of the fittest" and all that. But somewhere in his heart...for whatever reason...his adopted father's decision to strip them of their stones and freedom so casually just doesn't sit right with Taran. Maybe he feels some sort of subconscious connection, having also spent life controlled by Steele. Though if he ever mentioned this to a slave it'd likely only (rightly) serve to piss them off.
    = = = = =Even if Taran "joins" the Assembly, slowly coming to terms with the grim reality of his father's actions, he will probably continue to struggle with his long-held ideologies.

    History
    = = = = =Before he was even born, Taran was already destined for greatness. Or at least an easy life spent lounging around making use of all the long-accumulated wealth he could get his hands on. Such is the case when your father is Prince Cedric, younger brother of Emperor Steele, who is probably the highest authority in all Satrella (cause those other countries with their piddly nobility don't exactly count for much). Sadly, Prince Cedric and his young wife Turindot let all this power get to their heads, thinking it'd be of little issue to take a couple of gryphons on a romantic getaway to a secluded spot in the Tarosian countryside. Unfortunately...that "secluded spot" just happened to be right smack in the path of a group of Centaurs, and...well...the prince's body was found in a circle of hoofprints several weeks later, only pitted with a few dozen arrows and minus one head. His wife...she was never located. So we can only assume what happened to her. But hey, better Centaurs than Orcs, right?
    = = = = =This left tiny babe Taran without much parental guidance, but luckily good old uncle Steele was there to come to his rescue. As one of his closest surviving blood relatives and the person set to inherit his slowly growing empire, the Dictator-Emperor displayed an unusual soft spot in spoiling his adopted son. This extended even to giving the boy the rare Golden Kite chick after its hatching. Rare as in only comes around every 100 or so years. So no one can say that Steele doesn't have some affection for his nephew.
    = = = = =The one thing he would never budge on? No leaving the Capital. No leaving even the freaking palace, unless he absolutely had to. Steele wasn't about to risk letting both precious inheritor (and priceless-ass bird) end up like his mom and dad. Even when practicing with Kinadj, Taran was carefully watched by a host of Gryphon Riders, never allowed to fly off too far by himself.
    = = = = =And for the most part, this didn't bother him. After all, life in the palace was great. Endless servants, endless food, endless praises, just endless riches in general. Sure, he knew about the less-than-savory stuff happening outside the gates. Some of those same murderous military leaders were his own personal fight instructors. But it didn't exactly get to him.
    = = = = =Enter the rebellious years.
    = = = = =By the time Taran became a young man he grew restless. Grew knowledgeable enough about the world to want to see it for himself. He didn't like the way Steele could go about raising ruthless armies while too afraid to let his own "son" leave home without a guard detail. The two wound up in frequent fights, sometimes with Taran picking arguments just for the sake of getting to shout at the most feared individual in the land. Even simple things would escalate uncomfortably. But underneath it all was still love, right?
    = = = = =But as bitterness grew between the two, and festered in the young man, he began to have his doubts.
    = = = = =If Taran had to give a reason for his growing contempt, perhaps it would be that, with the way Steele mollycoddled him, he developed the impression of being seen as just one more prize to be coveted and protected, not a true equal who would one day rule the known world's largest Empire. With the ever-growing power of the 13 Apostles, Taran began to worry that perhaps, one day, Steele would decide that he wasn't fit to become a Dictator-Emperor after all, handing off the crown to one of his loyal and proven warriors. There was even a blood-relation to contend with in his elder cousin Ivan, who had over the years proven himself combat-ready enough to earn his cousin's jealousy and, though once close, eventual estrangement. The thought that the Apostles might surpass him especially gnawed at Taran, to the point where he couldn't get it out of his head and began to train furiously to prove his worth. But there's a difference between being proficient at sparring and knowing success on the field of battle...
    = = = = =When the New World Project brought attention to Neth's existence, the prince felt a newfound curiosity and excitement. Trapped in a single location all his life, the grand width of the ever-growing world inspired his imagination. But, of course, Steele had to ruin it by tormenting the expedition. Taran longed to go chat with the prisoners about their homeland, but Steele absolutely forbid it, afraid such interactions might somehow interfere with his plans. When his "father" came up with the devious plot to cripple Neth's leaders, Taran at least consoled himself with the thought that, once a part of Taros, he'd at least be able to learn about Neth, if unable to visit it for himself. Though when he pondered the fact that all the culture he had missed out on would be washed away in the flames of takeover, he couldn't help but feel a bit disappointed and unsettled.
    = = = = =It was the first, and so far only, time in his life where he wondered if perhaps a "Worldwide Empire" might not be such a great thing after all.
    = = = = =Nevertheless, after hearing Steele's failed attempts to get his hands on the crucial Assembly, Taran struck up an idea. A really terrible, awful idea. That, if he could somehow single-handedly bring in the Assembly, then he would not only prove to Steele that he was no fragile child, but also assure a place for himself as a competent leader and next in line to the throne. The thought that one of the Apostles may beat him to it, winning huge favor with Steele, fills him with serious distaste.
    = = = = =The final nail in the coffin was one last particularly gruesome fight with the Dictator-Emperor over his refusal to let Taran in on the "exciting" results of his magical experiments, despite having entrusted the information to his Apostles. Enraged, Taran felt like he had no other choice but to do something drastic. And so, as quickly as he might dare, the prince began to formulate an escape. He knows he only has one shot to get his father's attention (hopefully in a good way), but in his blinded credulity, he truly cannot comprehend that he might lose. Or get himself into serious danger. Preparations went smoothly as he made sure to get all the right guards on patrol the same night, handed out bribes, snuck items from the pantry and treasury...
    = = = = =The only wrench was when, as he was saddling up Kinadj, a small, timid voice appeared beside him.
    = = = = =Liebe.
    = = = = =Taran has two major sore spots, not that he's fully aware of or likes thinking about either. The first is that he's lonely. Not much fun to grow up with nothing but servants and guards. Even if he's on good terms with a few here and there and has his pick of sparring partners from the Tarosian army, he's never really felt like he's "clicked" with anyone before. Other than Kinadj who, despite being a bird, is still the only person he'd consider a close friend.
    = = = = =The second is that he's only ever been attracted to guys. Having only really become fully aware of this recently, and not even sure what he wants to make of it, Taran usually tries to keep it on the downlow. But it's a part of himself he feels like he'll have to sooner or later face.
    = = = = =Tripping right into the crosshairs of both these triggers was Liebe.
    = = = = =Taran is convinced that Steele at least suspects his proclivities, and while it's likely not the source of all their tension, he's pretty sure that news of the casual passes he would sometimes make at handsome guards, even on the sly, only served to tick his adopted father off. Which just made him want to do it all the more. It was especially suspicious when, after a particularly juicy (and untrue) rumor about Taran and one of his sparring partners began to spread, suddenly he was gifted with Liebe: A cute, innocent slave girl too naive to realize the extent of her own captivity. From day one Taran really had no idea what to do with her, though her sheer clumsy weakness brought out something of the hero in himself. He felt a bit bad for her, caught up as a tool in his own family feud. Though her near-smothering affections never ceased to irritate him, she also awoke an instinct in Taran he had only ever felt for Kinadj: he wanted to protect her. Knowing so little of true friendship, he he probably considered Liebe to be something close.
    = = = = =That was why, when the girl tracked him down as he was gearing up to search for the Assembly, Taran decided to take her with him. Whether it was a whim, out of fear she would tattle if left behind, or just wanting a companion (and servant) for the road, he couldn't say. But the fact that the minute Kinadj landed and he went to get them something to eat Liebe disappeared into the woods came as a huge shock. Since Taran wasn't used to thinking of her as a mere slave, it felt like he had just been betrayed.
    = = = = =But while startled he was far from deterred, seeing the Laguz as a non-threat and still determined to capture the Assembly for himself.
    = = = = =Just...just to reiterate here. Has he had any real combat experience? Nope! Ever even seen a battlefield before? Nu-uh. Bring any more experienced warriors with him? Sure, if you count the (now gone) defenseless slave. Then, did he at least come up with an awesome plan before he left? -Laughs- So was this probably a dumbass idea? Ooh yea.
    = = = = =If this serious lapse in judgement doesn't get him outright killed, Taran may prove a useful tool for the Assembly and Resistance, either as a bargaining mechanism, a well of information on Steele and Taros, or, if somehow he can be convinced that maybe these so-called rebels are actually just all-around groovy guys...he could become an invaluable ally, making use of his well-practiced blade and Kinadj's special gift to fight for and protect his newfound friends.

    Other
    The one with the most pizzaz.



    209614n.jpg

    Yeah, my best friend is a giant bird that brings the dead back to life. No big deal.


    System
    px_Taranis.png

    Class

    Kite Rider ⟶ Phoenix
    Lances: D | Anima: E
    Attributes: AIR
    | BEAST
    "A Tarosian noble gifted with the Golden Kite, a rare bird born only every 100 years with the power to resurrect a fallen comrade, but only by the will of its master. The Kite forms a special bond with said master, and can't be ridden by anyone else."

    Breakdown
    Taran is all. about. the. RAAAAGE. He hits hard, he hits fast, and then he goes down like a lil pussy when he gets hit back. If he gets hit back. When fighting him, the best thing to do would be to exploit the obvious weaknesses found in his Attributes which make him crumble to wind, arrows, flame, and flaming arrows. But what about once he joins the main team? Well, he's the very definition of a glass cannon, which sucks because he has the attitude and high Movement that will get him into trouble, and arguably one of the most useful skills one could ask for...that he kind of...would need to be...alive...to use. Because the Lance Has the Edge Over Swords, he's in a unique position to manipulate the Weapon Triangle among the Primary Class characters. His Personal Skill also allows him to give his chosen buddies a buff (particularly if their his type), so all in all he can be pretty useful in a variety of ways...just be careful not to let himself throw himself onto an axe.​

    Stats

    Health: 50/50
    ACC: 100 CRIT: 40 EVA: 50 LUCK: 5 ASS: 0 BLOK: 0
    Att: 17 Def: 5 Mag: 17 Res: 5 Mov: 8 cells

    +30% CRIT
    +20% EVA

    +16 Att
    +16 Mag
    +4 Def
    +4 Res

    Skill Loadout

    Gay Jesus* : If Taran Partners Up with a unit he has previously Resurrected he gains +10% ASS and BLOK. This is raised to +15% if the unit is also a hot male (Pretzel discretion).
    Resurrect : Class Default Skill. Active skill. The Kite Rider can revive a fallen unit. This can only happen once per battle.
    King of the Air : Player Created Skill. Active Skill. Kinadj lets out a mighty screech, causing the Kite Rider to receive +3 in either Magic or Attack (whichever is appropriate for the currently equipped weapon). All enemies within a 2 cell radius will suffer EVA -10%, though this is doubled if they have the AIR Attribute. Not stackable and the effects last for three turns.
    Astra : Player Glossary Skill. Offensive Die Skill with a 20% chance of activating. Allows the Kite Rider to attack a target 5 times, however damage will be halved for each strike, including crits.

    Inventory

    Torgeir: D-Rank Lance with HYBRID attribute and ?
    Thunder: E-Rank Tome with 5% chance to Paralyze
    Elixir (3) (Heals fully)
    Antitoxin (3) (Heals a unit if they've been infected with a toxin)
    Blue Gem (Worth 5,000G)

    Relationships

    TBU

    Skill Bank

    Rescue : Basic Skill. Allows the Kite Rider to carry an infantry unit on their mount and protect them from further harm.








 
Last edited:
Wave's characters


  • Vilhelmina StiernNoble Duelist
    N/A
    Vilhelmina_W.jpg
    Race: Human

    Age: 19 (Born May 26th)

    Sex: Female

    Country of Origin: Herranow

    Appearance
    Even though Vilhelmina isn't really that short (5'6”) she often comes off as petite at first glance. She has an angelic face, bordering on cute due to her big eyes which are hazel in colour and complimented by dark and long eyelashes. Her face is framed by her naturally thick and wavy hair, it's colour reminding of the many lush glades of Vilhelmina's homeland - Herranow. Her skin is light, unblemished and sort of pale, but her cheeks easily turn rosy red when she's subject to cold or chilly weather even for short periods of time. Her looks feel very natural even though she usually puts lots effort in enhancing them with cosmetics and by tending to her hair several times every day.
    Vilhelmina_Clothes.jpg

    Faction
    Vilhelmina is part of The Assembly of Neth. Even though she is formally to be considered a guest traveller and isn’t assigned to a specific task or duty Vilhelmina serves Prince Abelhard, willing to do his bidding and follow his orders. The main reason for her involvement in the Assembly is her wish to find out what happened to her brother; Knight Sir Edmund, who was sent to the west during the first expedition to the New World, and winded up in the conflict with the Tarosi. He was reported as missing in action, which meant he wasn’t accounted for among the dead reported by the Tarosi, nor among the prisoners, and as such what became of him is shrouded in mystery.

    Personality
    Vilhelmina is often warm and friendly, but can still strike people as vain in certain situations. Being raised in a noble house she know how to always keep a smile on her face around other important people and sports inviting mannerisms and etiquette that makes her easy to be around. Because of her protected upbringing, Vilhelmina never really got to see much of the outside world as she grew up. Though she has learnt to properly interact with noble people and military men (thanks to her father's and brother's line of work), she lacks much in knowing how to behave would she wind up among more simple folk. And in some situations she may come off as right a spoiled brat.

    She firmly believes that one should always tell the truth, and has a sense of duty which she probably inherited from her father and brother. The only time she really can be caught lying is when she tries to give someone compliments or appease someone to remain on good terms with them. She is very talkative and social, and is easy to flatter. This makes most people enjoy her company as she often seems to be very interested and amused at what they have to tell her. Even if she has been taught not to speak unless spoken to, she does have a tendency to speak her mind at times even when no one asked about her opinion. Thankfully she seems to have mastered the art of getting away with it without seeming all to blunt.

    Despite coming of as spoiled from time to time, she is certainly generous with both favours and resources. That being said, she takes many things for granted, is used to people doing what she asks from them and are not careful to make sure things don't go to waste since she is used to there always being more. In a sense you could say she both gives much and demands much at the same time.

    Backstory
    Vilhelmina is the daughter of Louise and Harald Stiern. The Stierns was a dubbed a noble house and given lands in some forgotten corner of Herranow after Vilhelmina’s grandfather, Vilhelm, played an important role in some past armed conflict (probably with the Fuccini) which outcome served the royal family’s interests well.

    Growing up, she was a careful child. She was afraid of almost everything, and she was about as shy as a shrinking violet, constantly hiding behind her mother's skirt whenever someone came to visit the beautiful (but small) countryside castle that was their home. Of course, this trait was an unwanted one, especially in a noble family with a military background. Harald couldn't have his father's namesake be afraid and shy, he wanted her to radiate self-esteem and confidence that was the legacy of Vilhelm. So, by being constantly reminded that there was something wrong with her, Vilhelmina finally overcame her modesty, and learnt to properly interact with new people, how to socialise and how the liked. It is important to note that her talkative and social abilities are an act, she is not naturally talkative, or social, it is a behaviour she's learnt and mastered by observing others, which is why she has a hard time adapting to new social situations where she doesn’t recognise the patterns.

    By the time she was a teenager, she had gotten used to being around other people and made some friends from other wealthy houses. She was never one to get much attention from the boys due to her overly protective brother who seemed to scare any and potential suitors off before they even had a chance at her heart. For this she hated her brother, who she otherwise had always looked up to. She had always been told to follow his example, and so she also did.

    Being the daughter of a noble military man meant that Vilhelmina got proper training in the arts of the sword as well as strategy and tactics during her upbringing. She's been groomed to be a swordsman ever since she was young. Most of her training has been focused toward duelling with swords, as actual combat (as in on a battlefield in a war) was never considered an option for this Lady by her parents and instructors.

    System
    px_Vilma.png
    class
    Mercenary ⟶ Hero
    Swords (Rank D)

    Vilhelmina is a duelist that feels at home in contests and shows rather than in the field of battle and war. This is represented by the fact that she fares better when she can focus on a single target and nothing is distracting her. More or less, Vilhelmina is a very stable piece on the board. With high EVA, upped Attack and Movement she becomes an effective and lasting unit that will almost never idle on the battlefield. The idea is to keep her occupied at all times, and that her custom skill will enable her to go it alone instead of partnering up when trying to work together units that want to keep their distance from the enemy (archers for example).
    stats
    Health: 60/60
    ACC: 110 CRIT: 10 EVA(^^): 55 LUCK: 20 ASS: 0 BLOK: 0
    Att(+3): 15 Def: 10 Mag: 5 Res: 9 Mov(+1*): 6
    skill loadout
    Duelist’s Focus*: If Vilhelmina is not partnered up, and is adjacent to only one enemy unit, she gains a +10% ACC and +10% CRIT bonus against that unit. However, if she is not partnered up and is adjacent to at least two enemy units, those units gain +10% ACC when attacking her instead!

    Bash: An offensive Die Skill with a 33% chance to land a powerful attack to the head of an opponent with the hilt of a blade, stunning them and preventing them from counter attacking on their next turn. ARMOR units and Mounted units are immune to this skill.
    inventory
    1. Slim Sword (Rank E, +15% EVA, -4 Attack)
    2. Iron Buckler (Rank D, +2 Defense, -5% EVA)
    3. Armorslayer (Rank D, ARMOR attribute)
    4. Vulnerary x3
    5.
    relationships

    forever-alone-2.jpg

    skill bank
    Second Chance: Basic skill. The first time their HP reaches 0, they will merely flee the fight, and they may return for the next chapter. CAN ONLY BE USED ONCE until it is refilled via promotion or treasure.

    Capture: Basic Skill. Allows the unit to capture opponents in place of killing them. Requires Ropes or Chains.
 
Last edited:
Kage's Curmudgeons



  • Name: Arcenix Esdaria

    Race: Human

    Appearance:
    WOZJ8P7.png
    Arcenix stands at 6' 3" with a lithe build like many mages. He really doesn't have anything go for him in the way of physical strength. The young man's steel gray eyes seem to pierce into the soul of another whenever he looks at them. He's almost never seen with his hair pulled back, instead opting to let the raven locks lay however they please. It's grown out to just past shoulder length, always seemingly perfectly straight.

    Age: 20 - January 8th

    Sex: Male

    Country of Origin: Herranow

    Faction: Assembly

    Personality: Arcenix is most often seen with a faint scowl on his face. At first glance, he appears to be someone that seemingly hates the world. Or perhaps he's one of the many that sees himself as better than the rest. Upon getting to know him better, one would learn that's not true about him.

    Well... mostly untrue. He certainly has no qualms about telling his prince he's being an idiot. Or tell you the same thing.

    This mage is a curious young man, wishing to learn more about the vast world. Anything arcane in nature will capture his attention nearly instantly and if it relates to magic of a darker nature expect numerous questions.

    Backstory:

    The Esdaria family is a long line of healers that have many Bishops, Holy Knights, and even a few Animists to their name. But with such a reputation comes the responsibility of keeping it. Harsh and studious, it isn't uncommon for one's parents to have practically planned out the path for their child as a healer. Straying from said path brings swift punishment. Though what that entails isn't a topic openly spoken about.

    Enter Arcenix who, like many before him, was slated to follow the now tradition of becoming another healer and holy man. A wielder of staves and powerful light magics.

    Except... he held absolutely zero interest in either of those things. The young man found himself instantly drawn towards the practices of dark or elder magic. It wasn't long before he was off trying to study it any chance he got. Purchased tomes were smuggled into his room to study as trying to find a mentor of the arts in Archardt was... difficult to say the least.

    Naturally, his family wanted nothing to do with following the path of a full-fledged mage. Let alone one that practiced such magic. It wasn't long before his secret studies were discovered. They quickly made it clear that should he continue trying to study such things, he'd quickly find himself on the streets. Arcenix didn't even stop to think, packing what belongings he had and walking out into the night.

    Unfortunately for the studying mage, supplies for studying magic weren't cheap. Especially if you wanted a place to live, food to eat, minor essentials. Out of an admittedly desperate move, Arcenix went to the Grey Colosseum in a bid for some of the prize money. It was here he met, and promptly got his ass handed to him by, Prince Abelhard. Despite their widely different personalities, the two became friends of sorts.

    Other: Owns an Ebony Drake


    Class


    Shaman ⟶ Druid
    Dark: D
    Attributes:
    A mage specializing in dark magic, respectable resistance but squishy as all hell if facing a melee opponent. Keep him far, far away from physical fighters.

    Stats


    Health(+1): 65/65
    ACC: 100 CRIT: 25 EVA(+5): 35 LUCK(+5): 35 ASS: 0 BLOK: 0
    Att: 1 Def: 6 Mag(+3): 15 Res(+1): 14 Mov: 5

    Skill Loadout


    Ancient Power: A passive skill. The Shaman’s Magic raises by 4 when they’re at or below 50% of their health.

    Dark Pact*: Unit is immune to dark magic but takes double damage from Light.

    Inventory


    1. Nosferatu
    2. Mendacium (Nonlethal)
    3. Torch (3)
    4. Vulnerary (3)
    5.

    Relationships


    Name: Rank

    Skill Bank


    Second Chance: Basic Skill. The first time their HP reaches 0, they will merely flee the fight, and they may return for the next chapter. Can only be used once until it’s refilled.

    Capture: Basic Skill. Allows the unit to capture opponents in place of killing them. Requires Ropes or Chains.



 
Last edited:
BlueInPassing's Characters


  • r06m92.jpg

    Name: Alvise Merlo
    (pronunciation: al-VEE-ze)
    Race: Human
    Age: 25 (January 24th)
    Sex: Male
    Appearance:
    Alvise stands at an imposing 6'2", an effect which is enhanced by his billowing robes. He smiles often, sometimes seemingly without reason, so some may have an unfavorable impression of him as a untrustworthy character. His monocle doesn't help much in dispelling this impression. The accessory also draws attention to his light lavender eyes, which often stare out in a piercing gaze. However, contrary to the unease that his appearance may inspire, he speaks with a low soothing voice and his presence is followed by the calming scent of jasmine, incense, and a hint of something else...

    Country of Origin: Palenia

    Faction: The Assembly of Neth
    One of the representatives of the Assembly of Neth, representing Palenia for the peace negotiation. He is technically the oldest of the trio, but he looks younger than Caelestis and often defers to the opinions of the others as well -- not due to any inability to formulate an opinion of his own, but because he prefers to hold his cards close. To create a seemingly more approachable atmosphere around himself, he acts friendly to all members of the entourage regardless of station or nationality: his magical ability also gives him an interesting repertoire of skills that could be useful in mundane tasks, and he often utilizes this to help and work with the servants in order to gain their favor.

    Personality:
    If one were to describe Alvise in one word, it would be confident. He projects assuredness into both his speech and actions, which may be the primary source of his persuasiveness and charisma. Many a sinner has confessed and repented in his presence after a particularly rousing sermon. He, of course, responds with all the love and generosity be expected of a servant of The Goddess. Such bare-faced lies he tells of purification, of redemption, and of seeking truth -- things he himself neither practices nor believes -- with fervent eyes and impassioned look. Clap and give this man an Oscar because he can act. Even in his private life, he covers his tracks well and plays the perfect part of the devoted cleric: poring for hours over The Book of the Goddess, locking himself up for nightly prayer, personally going throughout the city to spread Her teachings, spurning any form of carnal pleasure.

    One might ask how he can bear to live such a lie, but Alvise is nothing if not patient. His grand goal keeps him going tirelessly and he seems to derive a strange kind of energy from the hypocrisy of his endeavors - some kind of twisted delight in being perceived as a model of devotion and partly embodying the life of such a perception, but secretly thinking heretic thoughts and doing morally questionable things. It is less the excitement of a double life, but more the idea of serving as the living proof of folly within Palenia's theocracy -- the denial of the possibility of coexistence between religious purity and political power, and above all, the denial of the religion itself. For if the principles of the Church were to hold true, he (a heretic) should be consumed by evil and darkness, debased to his more bestial instincts -- yet he is not, and remains capable of performing acts praised by the very Church itself.

    This cynicism also manifests itself in his attitude towards personal relationships: he would be hesitant to truthfully label anyone a friend of his. Of course, he would not hesitate to untruthfully claim feelings of friendship towards those that would be useful to his plans, and with the most seemingly heartfelt of confessions too. Pretending emotional vulnerability is something he is particularly good at, either to get his enemies to lower their guards or to increase trust from his allies. Sometimes, he is so good at it that he himself cannot tell if he is pretending or not... Perhaps the main difference is that the pretender is able to revert to an emotionally distanced state after the act of confidence, separating the self from the act. Which, if you've been paying attention, us something that Alvise finds comes as easily to him as breathing.

    Backstory:
    Palenia is the famed land of worship dedicated to The Goddess, and good Palenians uphold the tenets of virtue, purity, and light. Yet Alvise Merlo, heir to Pontifex Amandus Merlo, is the eldest of three sons, each from a different wife. This truth seems strange to outsiders that first hear of it, but most Palenians are familiar with the marital misfortunes of the Pontifex: his first wife being weak in mind, his second wife weak in body, and his third weak in spirit. Yes, Alvise's mother had supposedly gone mad and remaining in such a marriage would have been unsuitable for the chief representative of a church and a country. "Consumed by The Beast as she is, she must not defile our holy leader." Thus, their most sacred union was annulled, and the Pontifex was free to marry again. His second wife died from a chronic childhood illness, a piece of news that was met with condolences from the people: "Bad luck on her part, but bless the Pontifex Merlo's soul for giving her happiness in her last days". His third wife recently committed adultery and had her family name dragged through the mud for weeks before the Pontifex went through his second annulment: "The admirable man, enduring the shame brought upon him by that dirty whore."

    Alvise always knew better. Watching his mother being dragged away up to the solitary tower - kicking, screaming, begging - his ten year old self knew that she had never gone mad. How could she, when just a day ago she'd been walking with him in the garden, singing songs and showing him the small miracles that the Goddess had performed on their earth? The Pontifex had simply grown bored of her. A leader of a church and a country -- what charisma he must possess! Such a man knew the power of his words; was it unsurprising that any woman he encountered would soon fall under his spell? After a month spent crying and being denied any right to see his mother, he realized the logic of this amidst numb resignation: for the strong were free to do what they desired, regardless of the principles preached by law or religion or human decency. And so he resolved to become the most powerful man in all of Palenia and even perhaps, all of Neth.

    The boy weathered through his studies in religion, philosophy, history, and rhetoric even amidst his father's tumultuous love affairs and his own waning faith in the Church, gradually taking on the responsibilities required of him in order to become officially ordained. As he reached his early twenties, he stepped into the complex, hierarchical world of the theocracy and began cultivating the connections he would need to get ahead. The selection process for the position of Pontifex is not strictly one of bloodline succession (though sons and daughters of the Pontifex show a tendency to inherit), so Alvise contends with multiple competitors for his father's position, many older and far more experienced than he -- and many not above using underhanded means to achieve their goals. Alvise himself has grown accustomed to playing by their rules, at times spreading lies and stirring up public unease over his enemies, and at times resorting to spying and sabotage. While his recommendation for the position of Palenian representative for the Assembly was framed as an occasion for celebration, he knew that several of his father's advisors had suspicions that Taros' proposal was not entirely innocent and wished to take the trip as an opportunity to rid themselves of a thorn in their side. Still, he accepted with grace because though the risks were great, the prospect of expanding his reach outward of Palenia was a opportunity he could not pass up.


    Class

    Vicar (Light, Dark) ⟶ Mage Lord (Light, Dark, Anima)
    Dark:
    Rank D, Light: Rank E
    Attributes: NONE
    With relatively high magic, Alvise is a pretty decent magical attacker. However, his higher than average critical rate and his die skill make him a dangerous opponent. Defensively, his resistance is relatively high but his physical defense is below average. He also has low health, so it may be in his team's best interest to leave him out of the physical fighting and pair him with someone who can protect him. His Mage's Ward also temporarily converts him into a support type that can buff the defense and resistance of those around him, but this leaves him vulnerable and incapable of movement.

    Stats

    Health: 50/50
    ACC: 110 CRIT: 35 EVA: 30 LUCK: 10 ASS: 0 BLOK: 0
    Att: 4 Def: 10 Mag: 14 Res: 16 Mov: 5

    Rolling: +10% ACC, +25% CRIT, +5% LUCK
    Non-rolling: +3 Att, +9 Def, +13 Mag, +15 Res

    Skill Loadout

    Natural Hypnotist*: Personal Skill. Passive skill that has a 15% chance of putting friend or foe in a adjacent cell into a suggestible state that allows Alvise to control them for a turn. Victims have no recollection of the moment afterwards.

    Mage's Ward: Custom Skill. Active skill that grants all units within a two-cell radius a RES equivalent to that of Alvise's RES for two turns. Alvise is incapable of doing anything else during these two turns.

    Born Leader: Class Default Skill. Passive skill that grants Mage Lord's partners +15% ASS and +15% BLOK.

    Flare: Class Glossary Skill. An offensive Die skill that has a 30% chance of ignoring the enemy's Resistance. - 8 enemy Resistance if this skill is triggered and repost the new damage result after rolling.

    Inventory

    1. Leere (Sap): Dark, D Rank, 15% chance to inflict paralysis. Alvise's personal grimoire. It responds only to his magical signature.
    2. Mendacium (Nonlethal): Dark, reduces the target's ACC by the wielder's Magic stat * 2.
    3. Antitoxin(3): Heals a unit if they've been infected with a toxin
    4.
    5.

    Relationships

    Name: Rank

    Skill Bank

    Capture: Basic Skill. Allows the unit to capture opponents in place of killing them. Requires Ropes or Chains.



 
Last edited:
Insane Asylum’s Characters



  • Name: Marie Lefaucheux “Luffa”

    Appearance:
    E035654D-0569-49AA-B47A-6AACDA13BBD0.jpeg
    Marie stands at 5’0, and has silky white hair in contrast to her dark brown skin tone. Although she’s short, Marie has a sturdy build like her brothers.

    Race: Human

    Age: 16

    Birthdate: February 29th

    Sex: Female

    Country of Origin: Wynda

    Faction: Marie claims she’s an important part of the Wyndan Resistance, but truthfully, she’s just an errand girl. Normally she’s given tasks that other members of the resistance are ‘too busy’ to do. Marie seeks to prove her worth, and her standing in the resistance.

    Personality: Marie is a childish teenager who hates being told what to do. With a slight superiority complex, Marie is a fierce competitor. She always tries her best to one up those around her, and prove she’s strong and indépendant. She teases her allies more than she actually supports them, and isn’t that great at fighting in the first place. The girl’s often seen as more of a burden than a benefit most of the time, and she know she it too. When the young girl isn’t being a pain in the ass, or has beaten you at something or other, she can be relatively pleasant to be around. Marie wants to be able to protect all her friends, and make a load of them while doing so. She thinks the only way for her to achieve this goal, is to become a strong warrior who can face any danger. She’d rather not talk about family though, as it’s one of her few touchy subjects.

    Backstory: Marie is the youngest of a large family of nine. She had six older brothers, and they were all strong, passionate, and well respected people. Because of her brothers’ amazing reputations and achievements in Desna, they were all model citizens, bringing local renown to their family. Because of her brothers’ success, Marie’s parents and just about everyone else expected her to do the same. Despite hating these standards she had to live up to, Marie had no intention of letting some stuck up boys shadow her.

    Marie was a troublemaker, and she was almost always trying to prove herself to someone by taking on some impossible task, or trying to outsmart and outmuscle her peers. She’s a short girl, yet somehow she always won every competition that came her way. One time, Marie was challenged by one of the biggest boys her age to a wrestling match. Marie made the boy tap out after he slipped and twisted his ankle. Another time, Marie was dared to steal the book of an old and cranky librarian. The librarian had never had s book stolen in his library once. Fortunately for Marie, the librarian just happened to be asleep for her to nab the book. At the academy she attended, Marie had guessed on nearly every question on her final exam. She passed at the top of the class, much to everyone’s surprise. It was only then that Marie discovered her lucky blessing.

    When Taros invaded, Marie’s brothers were quick to join the resistance to fight back. Marie herself was hesitant, having never been good with a blade or magic. She thought that with her brothers out on the frontlines, she wouldn’t need to fight back anyway. She never saw her brothers again, and Taros had swiftly forced their way into Desna and taken over. Marie’s luck saved her from being killed on the spot, as the soldiers who found her decided it better not to kill a cute young girl and to capture her instead! Her time imprisoned with other Wyndan soldiers finally let Marie convince herself to become a soldier if she ever escaped.

    Her wish came faster than she thought, when Uryva and Vyn rescued her and all the other Wyndan soldiers in Desna. Captivated by the two handsome rebels, Marie silently pledged herself to their cause and officially joined the resistance. Before she had much time to do much training, she was quickly given the task of accompanying Vyn to locate the Assembly. With her excitement and fear building, Marie hopes her luck outweighs her inexperience on the first adventure of her life.



    Class


    Private ⟶ Rebel Hero
    Sword Rank: E
    Attributes:
    Marie is a squishy little girl that really should just stay back and hide. However, she’s evasive, and she only gets luckier as the battle goes on. She’s got a lil bite, so let her finish off the weak does so that the guys that are actually useful don’t have to waste their time. Keep her away from mages, they’ll probably kill her in a single shot. However, Marie can steal items from people, so if you’re willing to risk it, she can grab a valuable item and run away with it. For now, Marie is weak, and shouldn’t be in the front lines.

    Stats


    Health: 50/50
    ACC: 115 CRIT: 25 EVA: 65 LUCK: 50 ASS: 0 BLOK: 0
    Att: 11 Def: 10 Mag: 4 Res: 5 Mov: 4

    Breakdown: Att: +10 Def: +9 Mag: +3 Res: +4
    LUCK: +30% EVA: +20%

    Skill Loadout


    The Luckiest Blessing*: A Passive Skill that gives Marie a 50% chance to gain 5% LUCK at the end of each turn. Caps at +20%.

    Steal: An active skill that allows the thief to steal anything that isn't a weapon from another unit.

    Lucky Shot!: 20% chance to add LUCK to CRIT when attacking.

    Blaze Assigned Skill: Instakill all enemies who attack my bb

    Inventory


    1. Slim Sword (+15% EVA, -5 Damage)
    2. Vulnerary (3)
    3. Smoke Bomb (3)
    4.
    5.

    Relationships


    Name: Rank

    Skill Bank


    Second Chance: Basic Skill. The first time their HP reaches 0, they will merely flee the fight, and they may return for the next chapter. Can only be used once until it’s refilled.

    Capture: Basic Skill. Allows the unit to capture opponents in place of killing them. Requires Ropes or Chains.

    Makings of Greatness: Basic skill that grants +15% to a unit’s base CRIT, ACC, EVA, and LUK.




 
Last edited:

Users who are viewing this thread

Back
Top