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Fandom FFTA2 RP - Clan Cedar CS Thread

Orikanyo

Do you hear it? The screams of Gacha salt?
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Roleplay Availability
Roleplay Type(s)
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Welcome to Jyland, your gateway to fame, wealth, and pain.

Code:
[SIZE=6]~[U](Character Name)[/U]~[/SIZE]
[SIZE=3][I](Clan Position)[/I]
[/SIZE]
(img url]
[B]:Race: [/B]
(Race)

[B]:Job: [/B]
(Job)

[B]:Secondary Job:[/B]
N/A

[B]:Abilities:[/B]
(Basic ability for class)

[B]: Personality: [/B]
(Personality)

[B]:History:[/B]
(History)


[B]:Notable Traits:[/B]
(Anything weird about them you'd like to emphasis in a list?)

[B]:Equipment: [/B]
(Basic equipment you start with.)

*notes*
in equipment you start with the lowest form of weapon and the lowest form of armor for the class.
Heavy armor users gain a linen Cuirass, tough but don't expect it to save you from strong attacks or magic.
Light armor users gain leather clothing, better than a linen cuirass in terms of magic defence, but weaker in terms of preventing getting smacked in the gut.
Magic users, who wear robes, gain a hempen robe, good(ish) against magic, slightly better than a paper bag against everything else.
Those of whom are not sure what weapon they should pick or ability to take should ask in the Discord chat.
There is no need to fill out a secondary job, but keep in mind whatever job you take in the future influences what weapon your character will be able to wield and what abilities they will be able to gain.

Please post your CS down below.​
 
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~Stanislaw Auldrick Samuel Stronhein XIV~
The Barkeep

:Race:
Hume(???)

:Job:
Paladin(???)

:Secondary Job:
N/A

:Abilities:
-Chivalry-
Nurse- minor heal in a area around the user, cleanses several debuffs

: Personality:
As a paladin, one must always strive to do good, to defeat evil, uphold the law(Not always the ones the judge puts up but it's good to uphold them because it might make them feel sad), defend the weak, guide the lost and always, always, remember that you must be there for your friends. This is the code Stan learned from the person person who saved his life ever so long ago, serving as his new way of life, as his last had been taken from him.

He stands now as a newly made paladin, wearing the armor that he had since the days before he could remember, spiked and daunting, but nonetheless he proves time and time again the good heart within is more than enough of a reason to brave the man's outward appearance. He is also quite emotional at times, wearing his heart on his sleeve on many matters, feeling bad about having to kill monsters, even if it is to be his job.

But he would gladly slay but a thousand beasts if it meant saving one innocent life, and so, he stays as a clansman, and a bartender on the side.

:History:
The past is a mystery to Stanislaw, besides his name and faint nightmares, he cannot remember past meeting his teacher in the ways of chivalry. Grateful to one such as they, he took to the code of the paladin like a fish to water, following each tenet of the code to the letter, he began his new life as his teacher's apprentice, learning important things a paladin must know!

The proper way to wear armor(he had that down, largely because he never takes his off), how to wield a shield correctly(Also came naturally oddly), how to wield a blade with mercy and strength(the second part came easier than the first admittedly) and finally, how to mix a several types of alcoholic beverages and how to tell and test quality of wine and other spirits along with proper bartending etiquette.

Once his training was finished, his teacher sent him off into the world with but one hint, a clan down to the south was starting up and his teacher, once they had a few drinks in their system, told him it would be his best chance at learning his place in the world and making a name for himself!

And so he did, as a bartender/clan member he now starts his journey! With new friends, and a new future ahead of him!

But his empty past still brings him worry, and the nightmares do not cease...


:Notable Traits:
Good listener.
No indoor voice.
Very tall.
VERY TALL.
Mixes a mean cocktail.
Never removes his helmet, even to eat he opened the faceplate a tad and secrets the food inside.
Reads often, favoring romance novels.
Is a big fan of a certain other clan/idol group.
Always ready for a hug.
Never gets hugs.

:Equipment:
Defender
Linen Cuirass​
 
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~Arik Highwind~
Everyone's sparring buddy and buyer of things
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Race: Gria
Job: Ravager
Secondary Job: N/A
Abilities: Sweeping Spin - Ravager - A forceful spin attack that damages surrounding units

Personality:
If you were to pick two words to describe Arik, the worst choices would be calm and collected. This little Gria is anything but calm and is almost always itching for a fight. She'll be the first to take on anyone no matter who it may be. And true to the name Ravager, a fanged grin will paint her face as she carves through the battlefield.

Arik lacks any concept of a filter, always saying whatever it is she may have on mind. Many people that meet her describe the Gria as loud, rude, and foulmouthed to boot. Her short temper has led her into many a tirade with but a small provocation. It's . . . rather unwise to bring her along on any kind of delicate mission, negotiation, or meeting with a noble.


History:
Born outside a small village on Sant D'alsa Bluff, Arik's life was nothing too out of the ordinary for the daughter of a well-known mercenary. She was raised by her mother Khashin and occasionally stayed with the local tavern owner when her mother was away on work. Khashin had earned quite a bit of renown for herself due to her skills in swordsmanship and pure ferocity on the battlefield. The Gria Mercenary fought with no fear despite never swearing service to a Judge.

From the moment she was old enough, Arik began learning how to fight with a sword. Countless hours were spent running drills outside of their small cabin, regardless of the weather. She also carries more than a couple scars from sparring matches and scraps in the village. Khashin made sure to teach her daughter more than just the art of swordsmanship. If Arkin wanted to make it in the world she needed to know how to survive in the wild while alone.

One cold night in Blackfrost while Khashin was away, a group of brigands decided to make their way into the sleepy little village. Eager to finally put her skills to use Arik wasted little time in joining what few guards there were in fending off the would-be raiders. Enthralled by the thrill of an actual battle and tired of frequently being compared to her mother, the young Gria decided it was time to head out. She wanted to see the world and make a name for herself.

Months of wandering later, she found herself in a sleepy little town in Targ Wood during a monster attack. Thanks to a fast-talking Moogle, Arik became a member of the newly formed Clan Cedar.

Notable Traits:
Likes fighting
Big wings and a tail you do not want smacked by
Will wrap her wings around herself in a makeshift cape if in a crowded area
Can easily outdrink a Hume twice her size
Swears like a sailor
Is short
Doesn't care for being reminded she's short
Can be wooed with meat or booze
Can also be won over with a good fight
Likes hugs

Equipment: Leather clothing
Barong - Greatsword​
 
~Mogwin Ernesto~
Clan Leader
480

Race: Moogle, kupo!
Job: Flintlock
Secondary Job: N/A

Abilities:
Prime - Flintlock - Infuses the hand cannon with magic

Personality:
Mogwin is a moogle who's only constraint is what his current mood is. While he is extremely intelligent, he doesn't offer much self-restraint. He does what he thinks is best at the moment, even if what he thinks is best changes from what he was doing five seconds ago. Despite that, he's extremely trusting, and has to rely on his clan immensely. He tries to be a good clan leader, and get to know people in his clan extremely well. He even gifts one concert fan in particular with posters galore. A random gift from Mogwin is never uncommon. Him actually remembering a birthday or giving it an appropriate time is, which probably best describes Mogwin in a phrase.

Mogwin is extremely optimistic about his clan, and brags about them every chance he gets.

History:
Mogwin grew up in Baguba Port as an airship mechanic. He was trained by the best mechanic in the port. Sadly, Mogwin's personality was his worst enemy. He liked to learn, and he showed very little self restraint. For instance, the time he overclocked an airship's crystals in the engine room to improve performance. For instance, the time he created an efficient ramp to help people escape a burning airship. For instance, the time he created a hand cannon to keep the angry mobs away from his house.

Deciding that his neighborhood had become bad, Mogwin decided to move. Somewhere far, far away. In the end, he traveled by boat to Loar. He also discovered how to overclock the boats engine. Being a moogle, and acting natural, the engineers thought he belonged. They were impressed by its sudden performance. They thought a little less impressed when the ship's power started failing 3 days later. But the ship was docked by then, and Mogwin wandered the land, fixing things as he went. Sometimes, it worked remarkably well. Sometimes he was banned from these places for life. One time in particular, he helped a stranded airship make it back to safety, and he earned himself a judge card.

He sought for somewhere exciting, but no clan would accept him. He was still wanted and known in most moogle circles, so he travelled southward. He ended up farther and farther away until he ended up in Targ wood in the Wood Village. It was his lucky break when a monster outbreak occurred. Volunteering as an adventurer, he helped lead a group of wanders to expel the beasts. Summoning a judge, the group was able to fight without fear. At the end of it, Mogwin had a spontaneous idea. He wanted to start a clan! Wood Village didn't have a plan, so it was perfect.

Recieving the paperwork, Mogwin had it filed immediately, and is excited about the chance to lead many adventurers to their deaths dreams. Nobody is sure what Mogwin is, he's either an incredible genius, or a complete lunatic.

Notable Traits:
*Extremely friendly
*Ungodly at paperwork
*Odd thought pattern....
* Actually might be crazy.
*Good with his hands.
*Less good with his common sense
*50/50 shot with anything mechanical. Mogwin is a genius. He's also an idiot.

Equipment:
Handcannon
Leather Clothing​
 
~Sera Everwood~
Clan Groundskeeper

RaOHIZV.jpg

:Race:
Hume

:Job:
Blue Mage

:Secondary Job:
N/A

:Abilities:
~Learn~

Learn the blue magick equivalent of any special monster abilities that target the user.
~Magic Hammer~
Deals MP damage to target.

: Personality:
Sera is a quite intelligent though eccentric woman. She has a very deep fondness to nature, being adamant abut her studies upon the various plant and wildlife. She tends to keep a more positive outlook on things attempting to see light in even more uncertain times. She is more then happy to go on long tangents talking about things in great depth if someone asks her about a topic she is deeply invested in.

Sera tends to lack many social cues, being use to living in the wilds. She isn't above saying things people might not like, not fully realizing it might upset them often delivering it in a rather upbeat manor. Sera tends to be set in her ways, often dismissing or half heatedly taking criticism when she can't understand the logic behind it. She can be quite masochistic at times, seeking enjoyment in her own pain.

:History:
Sera had a rather unusual childhood. Born the daughter of two very studious naturalist, she rarely found much of a chance to settle down and get to know people very for very long. She would often find herself located in a particular village for a few weeks before moving on to the next, being dragged across the land. Where one of her parents would go off to study, another would stay behind to take care of her and often work on organizing their work.

Unfortunately, her mother passed away when she was about to turn 5 from seemingly unknown causes. The loss of her mother caused her father Cedric Everwood to spend over a year of time away from his studies on the field, taking the time to raise Sera and write his book staying in what had been their very scarcely visited home near Taqg Woods. It was there her father taught her a bit more about the wilds spending time to teach her more in depth and get her accustom to things. Sure enough a few days after her sixth birthday,they set off once more with her father returning to his full swing studies of the natural world, this time with Sera in toe.

Sera spent all of her early years throughout her teens helping her father in her studies. She grew accustom to the life quite naturally spending most of her days walking and being in nature surviving mostly off of the wealth of the land. She grew to have a deep seeded respect for the wilds. She took up many of her fathers books expanding her knowledge on the side while her father handled his work observing the fauna and wildlife, even helping to contribute to his work. She turned from his daughter to being in many ways a partner taking up the mantle as she got older and more experienced.

Sera's father died due to a rather unfortunate accident. When studying a rather elusive species of insect, he unintentionally stepped upon a venom snake being bitten. While a normally treatable condition, the distance from town combined with an unseen medical condition unfortunately lead to his passing with Sera being unable to do much to stop it. While upset by the event, Sera became dedicated to continue on with her family legacy while finding her own way in the world

Traveling back to visit her home near Targ Woods, she ended up stumbling upon a Moogle talking about his new clan. Greatly interested in such a interesting sounding thing, Sera quickly volunteered to be part of the Clan seeing it as a way of doing her own thing while continueing on her parents work on the side.


:Notable Traits:
Nature Fanatic Expert
Very Upbeat
Eccentric
Fun Loving
Curious to Try New Things
Masochistic
A Survivalist
Terrible Cook but she thinks otherwise


:Equipment:
Light Saber
Leather Clothing
 
~Merryn Vermillia~
Clan Doctor

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:Race:
Viera

:Job:
White Mage

:Secondary Job:
N/A

:Abilities:
Cure

: Personality:
Meticulous, organized, somewhat fussy. Merryn prefers things run cleanly and on a tight schedule, convinced there's a way to optimize almost every aspect of her own life and society with enough planning. When people and reality fail to conform to her expectations Merryn becomes intensely frustrated often throwing around vain threats of leaving to become a librarian. But a powerful curiosity about the world outside her highly regimented early life always draws Merryn back into the swirling chaos of her clan. That and the absolute certainty that her clanmates would engineer their own painful deaths without her medical intervention and stern admonishments.

Merryn has a tendency to want to organize and control, in the absence of any existing leadership or plan she almost instinctively starts ordering people around or administrating, coming off somewhat as the clan mother, or at least the bossy older sister. While she can certainly be overbearing at times, Merryn's bossiness is motivated by genuine concern for others and many vital but unglamorous tasks only get done because she quietly performs them in the background while the clan's more spontaneous members tackle whatever catches their fancy.

:History:
Merryn was born to Alia and Kasta Vermillia, two viera who had left the forests of their youth to pursue a more urban life in Grazton. The two viera faced a certain amount of discrimination, simplistic notions of viera that saw them as naturlistic, perhaps even savage, certainly not suited for the realms of medicine and accounting the pair entered into. Despite this disadvantage Alia and Kasta succeeded in their chosen field by dint of tireless hard work and a stern professional manner, both eventually became well regarded by their peers and became somewhat well known as a power couple among the upper middle class.

Having secured their careers, the Vermillias turned their attention (partially) to raising three children, the eldest of which was Merryn. Alia and Kasta were determined that their daughters would see the same success that they had and so were determined to install their virtues of discipline and intense focus in them. As the eldest Merryn was expected to be an expample to her sisters and also care for them while her parents worked, her childhood was a blur of study, regimented extracurriculars and household chairs with barely a chance to socialize. The Vermillia household was strict so the children never had much of a choice, but Merryn's favorite lessons were always the rare lectures on history and geography, where she would learn about far away places and strange people, occasionally even getting a story about her parents' time on the road.

This approach worked, insofar as all three Vermillia daughters graduated with top marks from the most prestigious academy in the city and entered high paying professions. The youngest went into accounting, the second became a lawyer and Merryn attained a position as a healer and white mage at a prestigious hospital. Her work ethic and attention to detail made her a good employee and her career advanced rapidly, within a few short years she was caring for some of the wealthiest and most influential people in Grazton.... And she was miserable.

Merryn's colleagues were arrogant, her patients ungreatful and their maladies a series of dull irritations rather than serious diseases that would test her skill. On top of all that the hospital was greatly inefficient, overflowing with donations from wealthy former patients and its administration hampered by cronyism and nepotism. It all came to a head when Merryn was assigned to treat the Duke of Grazton's son for pneumonia (really a common cold). The man was spoiled and vain and also an incorrigible womanizer, something Merryn's strict upbringing had never really prepared her for. For nearly a week he flirted with her relentlessly, despite getting nothing but stony silence in return. Then finally, when Merryn was checking his heart rate the Duke's son grabbed somewhere he really had no right to be grabbing and Merryn acted reflexively.

The duke's son ended up with a broken jaw rather more impressive than his original malady and the Duke himself was furious, all but demanding Merryn's head on a platter. Rather than outright fire his best healer, the hospital administrator decided to transfer her to a backwoods clinic also owned by the hospital. This would serve as a punishment of sorts and also keep Merryn out of sight and mind until the heat had died down. Merryn tried to act suitably chastened, but secretly she was rather excited at the prospect of finally leaving the city she had spent her entire life in, even if it was only to go to the sleepy little town of Targ Wood.

Of course Merryn was rather less excited when she saw the state of the facilities in the Targ Wood clinic and the overall pace of life in a rural village. Merryn's workaholic lifestyle would often see her having attended to all her patients, filed all her paperwork and having spent a good couple of hours reorganizing the out of sorts clinic all by the middle of the day with nothing left to do but twiddle her thumbs. It was during one such thumb twiddling session that the village came under attack by monsters and a certain moogle went looking for volunteers to fend them off. Her? Fight monsters with a bunch of strangers? It was absurd, she had no plan for such a thing, no logical reason to go along with it, her parents would go ballistic if they found out.

Merryn accepted.


:Notable Traits:
Gets anxious without a plan
Indoors person
caffeine addict
has a checklist of future checklists she plans to write
packs extra medical supplies and sandwiches for every mission
not very good at handling affection, especially when it involves touching
when cornered can deliver a surprisingly fierce staff bashing
would prefer to avoid Grazton

:Equipment:
hempen robe
white staff
 
~Stora Syks~



nu mou oc.png

Race:
Nu Mou

Job:
Black Mage

Secondary Job:
N/A

Abilities:
Basic mage training has taught her the minor spells of fire thunder and ice.

Personality:
Quiet and introverted Stora usually keeps to herself. Scribbling away in her diary, she notes everything from her feelings, to what she has learned along her journey.

She is kind and loving to those she trusts enough to get close to, and she would do anything for her friends.

Usually even tempered to the point of seeming apathetic, her sleepy smile and “Oh well” attitude has led some to think she is simple minded.
However, this couldn’t be farther from the truth.
A brilliant student, she was top of her class at the time of her academy’s closing.

Stora is an exceptional black mage for her level of training.
She would be a force to be reckoned with if she could only get past her reluctance to fight.

While she doesn’t like to talk about herself, she will be the first to sing the praises of her “Brilliant” grandfather Farfar.
Her pride in him and the academy of Brightgale has lead her into a few uncharacteristic arguments.

Another thing her grandfather instilled in her was the value of a Gil.
She has been known to be very frugal with her spending and shrewd when trading.
Her fear of debt and poverty the result of her meager upbringing.



History:

Growing up in her grandfather’s magic Academy, Stora knew very little of the outside world.
Her days were filled with lessons and her evenings with silent study in the library.
Her mentors and classmates would often find her sleeping in under a pile of tomes she had binge read.
She was even able to skip her sophomore year and test her way into the upper class early.

Brightgale itself was only a small off shoot of the larger academies in Moorabella.
The cramped quarters and scant staffing spoke of its limited funding.
Even the books in the library were mostly second-rate hand-me-downs.
If was far from the glory of Winterhold, but it was home.

The focus of the studies at Brightgale was the almost forgotten magic of the Espers.
this was nothing new to the Nu Mou, but what set them apart was their leadership under Farfar Syks,
Syks research had come farther along in a few decades, then all Winterholds work in its entire existence.
or at least, that is what he told all his students on almost a daily basis.
Perhaps the only one buying these tall tales was his dutiful and doting granddaughter Stora .

In time, mounting bills eventually began to strangle Farfar’s research, and with it any hope to unlocking the secrets to the Esper’s magic.
To offset these bills, Farfar chartered a clan using his best students; hoping he could win enough Gil to fund his research.
Using a Judge Card he received in his youth, And all the academies remaining Gil as a wager, Farfar and his alumni dove headlong into their first battle.


The battle was more difficult the he could have ever expected.
With no combat experience, and only book smarts, their backs were quickly against the wall.
To make matters worse, there was a stipulation on this battle that upper level magic was strictly forbidden.
As his last team mate fell, Farfar began to panic.
He knew that if he lost, he would not only face disgrace, but also complete bankruptcy.
In a massive laps in judgement, Farfar called on the power of Thundaga and struck down over half the enemy opposition in a single bolt.

This of course, was in violation of a strictly set rule.
The judge that Farfar himself had summoned was quick to bring the hammer of justice crashing down on him.
With the last team member arrested, the band of adventurers from the south won not only the fight, but all of Brightgale’s money.
With Farfar in prison, and the school destitute, Brightgale was forced to close its doors and scatter its students to the far corners of Moorabella.

Some of them who renounced Farfar’s teachings and obsessions were allowed to start over in Winterhold.
Some joined lesser clans and guilds in order to recover the money they lost in tuition.
Others gave up their magical studies all together, seeking employment as advisers and school teachers.
All of Brightgale had been disbanded, and scattered.. All but one.
Ever loyal and dutiful to her grandfather, Stora set out to somehow raise enough Gil to revive Brightgale.

In her travels however, she quickly learned that not only was reviving a disgraced academy harder then she thought, but that she could barely afford to feed herself.
Using her last fifty Gil for a meal and a place to stay, Stora slumped in her chair in a tiny inn in the middle of nowhere.
It was in this hole in the wall inn that she noticed a small flyer.
She didn’t know it at the time, but this flyer was about to change her life.

Taring the paper from the wall and studying it, the idea struck her as too serendipitous to overlook.
If it was a clan battle that ruined Brightgale, maybe this was just the ticket to bring it back !




Notable Traits:

*Always quietly observing and learning, noting her knowledge in her precious diary.

*Would rather be reading then fighting, but one pays the bills.

*Shy and reserved

*A quick learner, but not a hard worker.


Equipment:

*Chocobo shaped mages rod

*Tacky robe in her school colors

*Straw mages hat

*Diary hidden up her sleeve (Shhhh)
 
~Balvalla~
Pub Contact

IMG_2491.JPG

:Race:
Viera

:Job:
Sniper

:Secondary Job:
N/A

:Abilities:
Conceal

: Personality:
Balvalla is one of those outgoing individuals who're always ready to try something new. In her case, if this something will help her get famous or more powerful, she'll do it without hesitation. Balvalla, as you may have guessed, is a little hasty. Often forgetting to fully think things through before acting. However, she has a deep sense of loyalty and justice. Doing the right thing is top priority.

Balvalla wants to be the hero. She wants to be the one to save the day, and to be the one everyone looks to when trouble arises. With her lack of ability, this probably isn't going to happen.

:History:
Balvalla was the youngest child, having seven older siblings. Each one of them wanted to be an adventurer, and Balvalla was no exception. However, none of them had the guts to actually leave their home, ecspecially at such a young age. However, al of them planned to become an adventuring family, one that would be reknown across the world. One day, they'd all be together in a famous guild. That was the dream.

As Balvalla grew up, she came to find that everyone was either faster than her, stronger than her, or smarter than her. She couldn't keep up with her siblings, no matter the activity. It was a crushing realization that made her question her goal to become an adventurer. Her siblings rarely addressed the issue, save for the eldest daughter of the family. Somehow, she was always able to make Balvalla feel better, raising her spirits even after the greatest of failures. If it wasn't for her, Balvalla wouldn't be where she is today, nor would she have the resolve.

Conflict wasn't unavoidable. When violence struck the large family, someone was bound to be lost. The eldest daughter was killed by another village of Viera living in a nearby woods. Balvalla's village was devastated. Recovery was impossible, and the survivors decided to leave and find a new life outside their woods. Balvalla's siblings were no different. They each went their own ways, each of them joining nearby guilds, having forgotten of the past dream. Balvalla didn't forget. She tried to join a guild with her siblings, but was turned away each time. She was too young, too inexperienced, too weak.

After the long string of failures and rejections by what felt like every guild in the world, Balvalla caught word of a brand new guild being established. With nothing else to lose, Balvalla traveled a long ways to reach Clan Cedar. She was accepted without debate. For the first time in what felt like forever, Balvalla wasn't rejected. Now she had the means to make her dream come true. She'd become famous with her guild, and get all her siblings to join her. Then they could all be together again, and big sister could rest In peace.


:Notable Traits:
- Horrible Footwork
- Most likely to monologue
- Loves Capes
- Red Tipped Ears
- Bad with names

:Equipment:
- Great Bow
- Whatever the heck you call those 'clothes' in the image.
- Red Adventurer Cap​
 

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