Aru

Cheryl

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General Information

Name: Avian Fuaranach Guard

Nickname: Aru

Age: 5

Gender: Male

Sex: Neither

Appearance

Character Picture/Appearance:

7a5871c96f2f4af64d69bbd30be055c3.jpg


Appearance Description:
Aru doesn't have the mace that's behind him and his wings are more like the design in this picture:
mercy_reference-page-005.jpg

(yes I know this is Mercy, I just can't find a better picture for the wings)
The wings on their own (the metallic parts) cannot make Aru fly, but he can use his magic to create light yellow feathers that'll allow him to fly.

Height: 6'9"

Weight: 231 lbs

Race: Fuaranach

Danann Crystal: Inside the chest and head

Build: Mechanical, Bulky, Avian

Hair: N/A

Eyes: Pastel yellow

Marks: N/A

Context

Place of Birth: Asseconia City

Date of Birth: 52nd Lunasa 284 AG

Nationality: Tir Berdeen

History:
Aru was built in Asseconia City in a well known Fuaranach factory. He was designed to be a large and strong robot that would roam around the factory and get rid of any intruders he runs across, however the designers decided that it would be better if Aru was a Fuaranach for a multitude of reasons, mainly for research purposes. Once he had been completed they almost immediately set him to work in the factory, having him patrol around the area.

Aru didn't gain sentience until two years after he was created. Since then he had been regularly checked up on and questioned by Fuaranach researchers and scientists to make sure that Aru was still trustworthy, as there had been other Fuaranaches that had worked in the factory that ended up trying to escape the place, the main reason for their actions being that they believed they were being held back from exploring the world. However Aru didn't particularly care about the rest of Macha or even Tir Birdeen, and so he stayed in the factory for a long time.

During his time as a guard Aru had plenty of encounters with intruders, each of them only appearing once before never coming back again. However one Milesian, a young one too, kept on returning to one of the many warehouses each and every night, with him running away each and every time he saw Aru. This continued on for a long time before he suddenly stopped coming. Aru searched around the warehouse that he always saw him in and could only find a tiny metal construct of a bird, which Aru decided to take and return to the Milesian if he ever saw him again.

After a couple months had passed by after the Milesian stopped coming Aru was given the opportunity to leave the factory and work with some hunters in Tir-Birdeen to get rid of dangerous Bolg from settlements. Aru decided to take the opportunity, which took a while, and left to start helping the small group of hunters. He only managed to work with them for a few months before being teleported away to the Crystal Cave.

Timeline History:

  • 284 AG - Aru was created
  • 284 AG - Set to work in the Fuaranach factory
  • 286 AG - Begins getting his sentience
  • 287 AG - Milesian starts appearing in the warehouse
  • 287 AG - Milesian stops coming and Aru takes the statue
  • 288 AG - Aru joins a small hunting group
  • 289 AG - Teleported to the Crystal Cave

Profession: Bolg hunter


Personality

Virtues:

Protection - As a result of his career, Aru is protective of the things and people that cannot physically defend themselves. He is especially protective of living beings, or things that have a consciousness, and, if they are threatened or attacked without reason, Aru is likely to jump in and help them.

Strength - There is no question that Aru is strong, just from his structure it's obvious. This allows him to effectively fight and quickly move around, which makes sense as that is how he was made to be like.

Kindness - Aru is generous and will make sure to help out others when needed, even if it's only a small favour. He tries not to hurt other people's feelings and just generally makes sure to be as good as possible.

Endurance - He is extremely durable both physically and mentally. He is unlikely to break from a few hits and he rarely gets upset from words.

Primary Virtue: Kindness

Vices:

Indecision - Despite his looks Aru can be dependent on others to make decisions for him, mainly because he doesn't know what to do when given a choice. This can make him a bit of a burden.

Stubbornness - Once Aru is set on something he doesn't like to change his mind.

Emotionlessness - Aru has difficulty expressing his emotions, and even if he could he would rarely change them because of his lack of emotions. This isn't to say that he is cold-hearted, but more so that he is usually in a mood of calmness.

Intimidation - Because of his looks Aru can appear to be very intimidating, which can make others be quite wary when around him.

Primary Vice: Intimidation


Likes: Plans, peacefulness, teamwork, hunting


Dislikes: Decision making, pointless fights, nosy people,


Fears: Breaking down, small spaces, failing to protect people


Beliefs: N/A


Law: Lawful


Equipment


Primary Weapon Picture: You can see them in his picture.


Primary Weapon: Aru primarily uses his body, mainly his claws, to fight. The claws can be retracted when not needed, and when out they are extremely sharp and can easily cut through lots of materials. If he wants to he can 'shoot' out his hand to be able to attack from far away.

Weapon: He doesn't have any other weapons.


Attire Picture: N/A


Attire: N/A


Supplies: N/A


Personal Items: A small metallic bird which doesn't have any function other than to fly around a bit and sing. He keeps it inside of a small compartment in his back.
1019065ef557af6b8f5e948579b401fd.jpg

Aspirations

Long Term Goal: To find and return the bird back to the teenage Milesian.

Short Term Goal 1: To be able to feel more emotions.

Short Term Goal 2: To return back to the hunters in Tir Berdeen.
 
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Character Stats

Vitality, Mystic, Stamina
  • Vitality: 6
  • Mystic: 3
  • Stamina: 5

Attributes

  • Movement: 0
  • Strength: 2
  • Perception: 0
  • Dexterity: 0
  • Counter: 0
  • Physique: 2
  • Spirit: 1
  • Resistance: 0
  • Empower: 0
  • Mana Recovery: 0



Skills

  • Magical Attack Technique - 0
  • Magical Defend Technique - 0
  • Status Restore Technique - 0
  • Status Effect Technique - 1
  • Terrain Technique - 1
  • Magical Heal Technique - 0
  • Augment Technique - 1
  • Deduct Technique - 0
  • Analyze Technique - 0
 
Character Skills

Elemental Affinities: Dark, Earth, Wind

Skill: Taunt

Level: 1

Class: Status Effect (Taunt)

Type: Single Target Effect

Mana Cost: 3

Action Cost: 1

Targets: 1

Range: 1 - 5m

Duration: 3

Prevention: Status Restore, Resistance Die

Elemental Affinity: Dark

OOC Effect: Forces the enemy to attack Aru.

Bonus: +1 Status Effect Duration

Removal: -1 Status Effect Duration

Description: Aru verbally taunts his enemy, forcing him/her into attacking him.



Skill: Rough Terrain

Level: 1

Class: Terrain

Type: Terrain Change

Mana Cost: 3

Action Cost: 1

Targets: Radius

Range: 1 - 5m

Duration: 3

Prevention: Status Restore, Augment, Status Effects, Leaving the Area, Specific Die, Analyze.

Elemental Affinity: Earth

OOC Effect: -1 Movement and deals 1 damage

Bonus: +1m Radius

Removal: -1m Radius

Description: Aru stomps the ground with his foot, bringing up sharp rocks to the surface.


Skill: Awakening Breeze

Level: 1

Class: Augment

Type: Single Target Augment

Mana Cost: 3

Action Cost: 1

Targets: 1

Range: 1 - 5m

Duration: 3

Prevention: Status Effect, Deduct

Elemental Affinity: Wind

OOC Effect: +1 die for a normal action

Bonus: +1 die

Removal: -1 die

Description: Aru flaps his wings and sends cold wind to an ally, wakening them to be more aware of their surroundings.
 
Character Stats and Upgrades

HP: 6

MP: 3

AP: 5


Movement: 0
  • 4m per second.
Strength: 2 (Place your strength stat and upgrades here. Example: Die amount, die combines, accuracy rolls, etc.)
  • 2d10 Strength Dice (+1d10 Strength Die)
  • 3m Range
  • 5 or above is a successful attack. (+1 additional number)
  • 15 or above is a critical hit. (+1 additional number)
Perception: 0
  • 1d10 Perception Die
  • 10m Range
  • 6 or above is a successful attack.
  • 18 or above is a critical hit.
Dexterity: 0
  • 1d10 Dexterity Die
  • 6 or above is a successful dodge.
  • 18 or above is a critical dodge.
Counter: 0
  • 1d10 Counter Die.
  • 6, or above is a successful counter.
  • 18, or above is a successful critical counter.
  • Successful counters cannot be prevented by normal means.
Physique: 2
  • 3d10 Physique Dice (+2d10 Strength Dice)
  • 6 or above is a successful block.
  • 18 or above is a critical block.
  • Can cover nearby allies.
Spirit: 1
  • 1d10 Spirit Die
  • 6 or above blocks a Lv 1 Magical Attack.
  • 18 or above blocks a Lv 2 Magical Attack.
  • 30 or above blocks a Lv 3 Magical Attack.
  • 1 Die costs 3 MP times the Lv of the skill and 1 AP times the Lv of the skill. (-1 MP cost)
Resistance: 0
  • 1d10 Resistance Die.
  • 6, or above blocks a Lv 1 Status Effect.
  • 18, or above blocks a Lv 2 Status Effect.
  • 30, or above blocks a Lv 3 Status Effect.
  • 1 Die costs 4 MP times the Lv of the skill and 1 AP times the Lv of the skill.
Empower: 0
  • 1d10 Resistance Die.
  • 6 or above blocks a Lv 1 Deduct.
  • 18 or above blocks a Lv 2 Deduct.
  • 30 or above blocks a Lv 3 Deduct.
  • 1 Die costs 4 MP times the Lv of the skill and 1 AP times the Lv of the skill.
Mana Recovery: 0
  • 1d10 Mana Recovery die.
  • 6 or above is a successful MP recovery and restores 1 MP.
  • 18 or above is a critical MP recovery and restores 3 MP.
Intelligence: 0
  • 3 Skill Slots
Inventory: 0
  • 3 Inventory Slots


Character Skills and Upgrades

Magical Attack Technique: Lv 0

Magical Defend Technique: Lv 0

Status Restore Technique: Lv 0

Status Effect Technique: Lv 1

Terrain Technique: Lv 1

Magical Heal Technique: Lv 0

Augment Technique: Lv 1

Deduct Technique: Lv 0

Analyze Technique: Lv 0
 

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