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Dice Alliance of Fire - Fire Emblem Divide

ChazGhost's Characters



  • Name- Rex Flare or "Little Rex". He hates being called Little Rex.

    Race- Human

    Appearance
    1aef02bb439b9d548ab52b8378803e2f.jpg

    He's 5'5 and in cold climates he wears a thick black fur coat.
    Age 20, born October on the 21

    Sex- Male and he's straight

    Country of Origin- Maltian

    Faction- Alliance of Fire, He's currently in charge of moving equipment around the camp, helps hunt for food in the wild when needed, and other grunt work jobs.

    Personality- As a man of his profession and background he's obviously a tough acting guy. He does this to confiscate for his lack of height. With that he also has a short fuse, especially when it comes to comments on his height. Of course he does have at least a few good qualities, his strong sense of loyalty and a want to prove himself.

    Backstory- Rex was the fifth child to a bandit leader and was no were near the last. Being the child of a large family of ten all the children had to compete for their parents attention, and being the runt of the litter Rex got about none. Being weaker and smaller then even his younger siblings soon by the age of ten. So life was harsh on Rex as life went on though his childhood to teenage years and finally adulthood. He would regularly try to join his father and his siblings and then kept getting denied because they figured he would be of no use.

    Then came the Monolith and soon after a war all over the continent as the leaders argued if they should or shouldn't use the fire emblem. Rex's father's bandit band quickly joined the armies of Blue queen as mercenaries so they can do their usual raiding but now legally and with the support of the Blue Queen. While the band mostly stayed together as one military unit, Rex instead joined separately so he could prove himself without having to compete directly with his siblings. And well the rest of it is history...

    Class


    Thug ⟶ Brawler ⟶ Gangster
    Hidden weapons Rank: E
    Attributes: None
    Rex is knows the basics of hidden weapons. He's currently not so great at anything yet but he's currently working on attack and defense. Besides that he's pretty lucky. Until he improves he should go against weaker enemies to improve himself.

    Stats


    Health: 20/20
    ACC: 115 CRIT: 25 EVA: 45 LUCK(^): 30 ASS: 0 BLOK: 0
    Att: 2 Def(^): 2 Mag: 1 Res: 2 Mov: 4

    Skill Loadout

    Mountain Man*: He gets a 10% eva bonus on Mountainous terrain.

    Inventory


    1. Bronze Dagger E
    2. Chest key
    3. Vulnerary(3): Heals 20 Health.
    4.
    5.

    Relationships



    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 CRIT, ACC, EVA, and LUK.


 
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Katakon's Characters



  • Name: Freya de Luna

    Race: Human

    Appearance:
    tumblr_oocsynJ6GR1qfuntho3_1280.jpg

    Standing at 5'11" she is tall for a lady, and her muscles are also quite large for a woman, but those don't subtract from her pretty face with beautiful blue eyes and long silky blonde hair tied back into a ponytail. Freya is almost always seen in her large orange suit of armor, if in the rare occasion she's not wearing her armor, she wears a simple blue tunic, beige pants, and leather booths and gloves.

    Age: 24, September 7th

    Sex: Female

    Country of Origin: Dinne

    Faction: Alliance of Fire, Freya is a strong yet strategic protector, she fights to save as many people from the foolishness that is the Legion misguided attempt at understanding the monolith. Her role is a front line fighter and defender.

    Personality: Freya is a strange mix of gentle elegance but yet passionately rebellious. Due to her family being uniquely well off for the averagely lower classes of Dinne, she is educated in Anima spells as well in the arts but she doesn't think of herself as intelligent due to her knowledge being more practical and physical then literary and magical. Despite her normally gentle personality, however, she is incredibly strong with a sort of savageness to her in the heat of combat.

    Backstory: Freya was born in Dinne to a upper middle class family of scholars and scribes. Her family are famous for their powerful tome making and famous historians who kept track of complex family trees and records of the ancients. It was said if you wanted something remembered for millenniums you go to the de Luna's. Freya herself was the middle child of five children, during her studies as a youth she was never as skilled at magic as her older siblings, nor was she as good at remembering dates and family trees as her younger siblings. That wasn't to say she was an idiot, far from it, its just that she lives in a country where remembering dates and how to cast spells were more important than knowing how to safely carry heavy tomes and how to take care of armor. But, Freya unlike her siblings was physically strong and sturdy, able to carry huge piles of tomes around the large house for her siblings with ease. Her parents decided to make use of her strength and sturdiness by sending her off to the Dinnese military to get some training as a solider. Freya learned how to wear and fight in armor in the hot Dinne sun, and she learned how to wield a lance with great strength and defense.

    For several years Freya trained in the army to become a skilled knight, but one day, three years ago, the monolith appeared and brought along it monsters. Freya was a part of a group who believed the Fire emblem should be used right away to wipe out the Monolith and its monster for once and for all. Her political stance didn't aligned with her kingdom's, at first it didn't cause much issues, only disagreements and the odd arguments with her superiors. But like any massive divide in political views Freya and many like minded soldiers joined the Alliance of Fire. Due to her skills and training she was assigned to the 13th Battalion who are assigned a mission to hopefully get a foot hold on Fort Castellum in southern Patrium. Freya hopes to prove herself in this first battle.


    Class


    Knight ⟶ Battle Mage
    Lance Rank: D
    Attributes: ARMOR
    Freya is decently strong and has decent resistance for her class type, but her true strength lies with her high defense and even better BLOK when an ally is in danger. She is a brick shit house of a young woman who can take most damage and protect nearby allies from harm with her great BLOK but her lack of MOV can hinder her protective capability due to lagging behind more mobile units which is almost every other class, especially mounted units.

    Stats


    Health: 60/60
    ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK (^): 40
    Att: 3 Def: 4 Mag: 1 Res (^): 3 Mov: 4

    Skill Loadout


    Human Shield*: A passive skill. Increases BLOK by 10% when an adjacent ally has 50% of their health or below.


    Iron Curtain:
    A defensive die skill that gives the Knight 20% chance to take no damage from a physical enemy attack.


    Inventory


    1. Javelin - (Ranged) D
    2. Beastslayer - (Beast) D
    3. Vulnerary(3)
    4. Ropes(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.




 
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Captain Gensokyo's Characters



  • Name: Kayo Yasunaga (Kai-yoh Yah-soo-nah-gah).

    Race: Laguz.

    Appearance:
    IMG_3615.JPG

    IMG_3590.JPG

    IMG_3606.JPG

    IMG_3604.JPG

    IMG_3600.PNG

    IMG_3598.JPG

    IMG_3601.JPG

    IMG_3599.JPG

    IMG_3611.JPG

    Standing at 5'6", Kayo's height is relatively average for a woman of her age. She has orange-yellow hair with black stripes in it and golden yellow eyes. She wears a lotus-shaped ornament on her head, has a giant white cloth circle attached to her back, and usually carries a giant decorative spear in her left hand and her ornate red-orange Beaststone in her right hand. She wears a burgundy/orange/white dress with a tiger pattern around the abdomen along with white pants under her dress and black shoes on her feet.
    Age: 30. Born on the 9th of February.

    Sex: Female.

    Country of Origin: Komodo (Light Child).

    Faction: Alliance of Fire. Kayo was initially assigned to the 13th Battalion as a counselor and collected voice of reason. She acts as a moral compass and charismatic religious leader for the younger members of the battalion. With the declining number of able-bodied soldiers on both sides, however, she was convinced to start fighting out on the field using her beast form. Her unwavering devotion to fighting a war for a just cause makes her an inspirational figure for many soldiers on the front lines.

    Personality: In public, Kayo remains composed, dignified, and mild-mannered. However, when around closer friends, she has been known to show more emotion. She's even rumoured to have flown into a rage a few times in private. Kayo had to grow up fast after first taking care of younger children and then fighting for the fate of her village. As such, she appears to be older than she actually is. She enjoys the company of humans and finds distaste in assuming her beast form for some reason, preferring to remain humanoid whenever possible. Her past experiences coupled with her strong faith in Naga give her a mature outlook on many aspects of life—she keeps the future in mind and seeks the goddess' guidance in it. However, she is inexperienced in dealing with other points of view such as those held by the Dark Children and may come off as rather zealous to those with other viewpoints. Many members of the battalion perceive her as stoic and somewhat unnerving, and there are good reasons for this. When it comes to her duties, Kayo is a no-nonsense woman who won't feel unstressed until the job is complete. Regardless of how menial a task is, Kayo carries a certain weight of self-imposed responsibility on her shoulders and aims not to underperform when certain expectations are placed upon her. If peers are involved in a duty of hers, she speaks in a commanding tone of voice and continuously keeps making sure that everyone is doing what they're supposed to. If someone is stepping out of line or slacking, she will call them out for it in front of everyone present. On the other hand, she acts gentler when dealing with children, acting as a protective older-sister or maternal figure who occasionally tries to give life advice to anyone who will hear her out. In fact, she often hosts sermons and speeches with positive messages in order to boost morale and camaraderie between allies at camp. She makes it clear that anyone is welcome to attend these sessions, and doing such is sometimes encouraged (or even enforced by authoritative figures) during times of low morale. Kayo has a healthy respect for the lives of mankind and seeks to avoid unnecessary bloodshed, preferring to debate or negotiate in order to sort things out. However, she believes that a war fought against misinformed men in order to ultimately banish the forces of Grima back to whence they came is a war fought for a just cause, and she has come to accept that she may be forced to kill others who have become unwilling puppets of Grima in order to save Terrunum and its people from an era of untold death and destruction.

    Backstory: Kayo was born to a pair of laguz hailing from Yuda who later migrated to the small village of Fuchaku in Komodo for reasons unknown. The local priesthood raised Kayo throughout her youth, and she grew up not knowing her parents or how she had come to be entrusted in the hands of the village elders and priesthood. Throughout Kayo's childhood, she was the only laguz in a population full of humans. Naturally, she was teased by her peers for having an inhuman tail, but this quickly subsided as Kayo grew into a young woman and became well-known for being a great help in Fuchaku Village. Kayo became a recognized member of the priesthood after years of training, and she began to participate in ceremonies, listen to the problems and confessions of various villagers, and act as one of the many tutors and mentors for the village's youth. Despite her years of spiritual training, however, Kayo was frustrated and even jealous that she was not as in tune to the world as her peers in the priesthood were, as she could not understand how to use magic to help others in need. When bandits began to spill into Komodo from the northeastern border, Kayo became a part of "Naga's Shepherds", a group who kept watch over and defended Fuchaku Village and its neighbours from rogue Malthian bandits who wished to plunder them for some quick money. Because of this conflict, Kayo remains subconsciously wary of Malthians in general. However, ever since Malth allied itself with the Alliance of Fire after the Great Divide, Kayo has been making steps to bridge the gap of trust between her and Malthians. When the Great Divide began, Kayo was worried about what wide-scale conflict could potentially bring to her home country, and so she prayed fervently to Naga for guidance. After weeks of deliberation, Kayo decided to become a part of something greater than herself and joined the ranks of the Alliance of Fire in hopes of restoring universal peace to Terrunum once again. She is now a member of the Alliance's 13th Battalion and acts as a capable mentor and a bold warrior.


    Class


    Tiger
    Stone Rank: D
    Attributes: (BEAST)

    Kayo is best suited as a mobile battle tank. With her high HP and above-average ATT and DEF, she can take many physical hits while still dealing out savage blows. One of her skills causes her ATT to increase another level when her health drops to 50% or below. In addition to this ATT boost, her unique skill causes her EVA to increase by 10% along with the EVA of any adjacent allies. An ally with already high EVA (archers, thieves, cats, etc.) can make the most out of this unique skill of hers by standing next to her. She has an inherent weakness to magic (especially fire-based spells) as well as weapons with the BEAST attribute, so make sure that mages stay away from her while she shreds foes on the front lines. She may have high EVA when her health drops, but it's best not to leave her alone for too long. Overall, Kayo is a dodgy, hard-hitting tank with average movement speed.

    Couple Kayo with a character who can tank magical attacks for her, buff her DEF or RES with a skill, and/or heal or Rescue her when needed, and she'll be able to stay active in the field much longer. Kayo has average ACC as well, so she will have difficulties hitting enemies with high EVA. Unless an ally with high ACC (i.e. an archer) can deal with dodgy enemies for her, this will remain a weakness of hers.

    Stats


    Health: 80/80
    ACC: 100 CRIT: 10 EVA(+10): 70 LUCK: 35 ASS: 40 BLOK: 0
    Att: 13 Def(+5): 15 Mag: 1 Res: 6 Mov: 5

    Skill Loadout


    • Prayer to an Unknown God*: A passive skill. When Kayo is at 50% health or below, she and any adjacent allies gain a 10% EVA bonus.

    • Eye of the Tiger: A passive skill. Attack is increased by +4 when the Tiger is at or below 50% of their Health.

    • Maul: An offensive Die skill with a 15% of activating but only when the target is at full health. If triggered when attacking, the target will be tackled and mauled until they reach 5% of their Health, regardless of whether or not the attack landed according to ACC values.

    Inventory


    1. Beaststone - D (Beast)
    2. Vulnerary(3): Heals 20 Health.
    3. Ropes(3): Used to capture enemies and create traps.
    4. Door Key: Unlocks a door.
    5. Chest Key: Unlocks a chest.

    Relationships


    [TBA]

    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.



 
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Truthblade's Characters



  • Name: Korvalt

    Race: Human

    Appearance:
    20170729_184739.jpg
    Korvalt is faired skin with dark emerald green eyes, and a full, but trimmed beard. His long blond hair is often tied at the back into a single pony tail that reaches between his shoulder. Standing at 6' 5", possess a very rugged and powerful build, having broad shoulders, a very muscular frame, large hands and feet, and a strong jaw and chin.

    Age: 26, Born October 6

    Sex: Male

    Country of Origin: Malth

    Faction: Alliance of Fire. Korvalt serves as one of the foot soldiers of the 13th battalion.

    Personality
    Korvalt is generally rather reserved, not often speaking unless he is spoken too, feels it is necessary, or wants to point out somethimg that is (or at least he thinks) is stupid. His temperament is also a bit of a cold-blooded nature, in the sense that it changes depending on his environment. However, underneath the stoic exterior, he has great passion for battle, and greatly judges others on their skill in battle.

    He can be kind and generous towards people when he wants to, but is heavily influenced by first impressions. If he does not like you from the start, it is going to be a while before he does. Even though he a lot of times appear to be an emotionless brute, he actually is very capable of showing emotion, but has difficulty doing so outside of anger.

    Backstory
    Men of Malth are expected to be strong, and Korvalt did not fall short of those expectations. Korvalt was from a family line of fighters who made their living fighting off of fighting in the arena. Each of them took the title of the Battle Lion, the name taken by the first born son of each generation in Korvalt's family line. Korvalt was raised and trained hard to continue the family tradition, and he made sure that almost every ounce of air he breathed contributed to his future. He did, however, wonder if he was training for a meaningful one.

    Soon enough, however, war finally broke out between the two factions of the Alliance and Legion. Having drilled the beliefs of the Alliance into his heart, Korvalt did not hesitate to bring his axe and strength to the battlefield, hoping that he would be able to not only lend another hand to carry the alliance to victory, but to also see if this would bring meaning to his life.

    Class


    Fighter > Gladiator
    Ax Rank: D
    The one and main thing Korvalt focuses on is brute strength. Due to the fact that his defense is rather low, with only average resistance, Korvalt's job is to dish out a load of damage with as few hits as possible. He will likely be able to deal a large amount of damage to units with lower defense, such as mages and pegasus knights. Due to his own low defense, however, he is vunerable to physical attackers himself, as they may be able to hurt him as much as he does them. This goes double for bow wielding units, who he can't hurt at all without a hand axe.

    Stats


    Health: 70/70
    ACC: 100 CRIT(+10): 20 EVA: 45 LUCK: 15 ASS: 15 BLOK: 0
    Att(+3):18 Def(+2): 7 Mag: 1 Res: 9 Mov: 5

    Skill Loadout

    *Standing Ground: When enemy unit attack, 2 DEF is added if unit's HP is below or equals 50%.


    Shove: An active skill that pushes an enemy backward one cell when attacked by the Fighter. ARMOR units and mounted units are immune to this attack.
    Cornered: A passive skill. Fighter's ACC is increased by 20% facing an enemy that is boxed in by allies or unsurpassable obstacles such as walls, the edge of the map, etc. etc.

    Inventory


    1. Iron Axe (Rank D)
    2.Hand Axe ( Rank D)
    3. Vulnerary(3)
    4. 1000 Gold
    5.

    Relationships


    Currently none.

    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.



 
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Jellyon's Characters


  • Name: Lothric Van Aulen

    Race: Human

    Appearance:
    100301_sw_0_01.png


    Age: 25, March 15th

    Sex: Male

    Country of Origin: Malth

    Faction: Alliance Of Fire

    Personality: Lothric is widely known to have an energic and confident personality around people. His sense of optimism and gracious nature often reflects on that. As the freethinking man himself, he is the type of guy to run along head first into a dangerous dungeon cavern, eliminating all evil within before letting his trusted companions advance ahead. Not a deed of egotism or selfishness, but an act of valor by putting himself on the line for purely others sakes. A well-known trait of heroism. While this may seem like a personal strength for Lothric, there are unfortunate drawbacks to his naiveness. One of those being that he becomes ignorant of his own well-being. Yet, he is surprisingly mindful of the many risks lying await. His benevolence allows him to cooperate with people and is more than happy to lend his hand for those in greater need. He has a fun sense of humor to help lighten the mood and increase the morale of the entire party. Lothric can be cunning and observant at times and especially during battles. He greatly strives to win every battle at hand by any means necessary.

    Backstory: Lothric grew up in the small village of Pinewood, located in the far eastern region of the northern kingdom of Malth. It was here where the broken loss of his mother was kept. Not even learning her name, Lothric had lost her during childbirth. His late father, who he knew only on the accounts of his name, had mysteriously disappeared into the winter void, never to be seen again. Left all alone, Lothric's fate was now in the hands of Pinewood's citizens. After of what seemed like weeks of harsh arguments and heated debates, the town was clueless on whether or not should be done with the boy. As a long and hardened tradition, Pinewood had taken its pride back to the days of raiding and barbarism. To take care of a fatherless child was completely unheard of for the townsfolk. Certainly the first of its kind. With more nights wasted away, it was until the decision reached by the town council that they barely agreed upon to temporarily raise the child until he'd reached a certain age. For the remainder of his stay, he had been taken under the care of his village elders. As the years passed away, the villagers of Pinewood quickly noticed that Lothric had weakness in his body. Unable to wield a proper blade, Lothric had been shunned from the only people that cared about him. Bitter words, isolation, and physical abuse overcame him. His sense of faith and hope were slowly diminished alongside. There was nothing he could do to hide from the misery. Around the age of 6, Lothric had finally built enough courage to run away. Fleeing like his father did once before, Lothric stole whatever supplies he needed from the villages storeroom and took off into the night, never looking back once.

    As day's passed, Lothric had suffered under the unforgiving environment. His ration levels became low and heat was scarcely limited. With no fighting expertise or survival skills, it was almost certain he was already dead. Even wolfs and birds were beginning to close in on him. Not even a fool could survive the frozen wasteland. Collapsing next to a great pine tree, Lothric laid there in defeat. Unable to continue, he had given up. A second not too sooner he had been swiftly saved by an old man who lived in a nearby cottage. The old man took Lothric into his care to the best of his abilities and after a short while, he had finally recovered. To pay back the old man, Lothric offered to give up his services to the man for all he done for him. Happily, the old man accepted. For sixteen straight years, he lived with the old man, doing an assortment of chores and tasks that at one point proved to be quite difficult for Lothric. But after a short while, he had gotten used to the workload and started to see his body change into a more muscular build. At the end of his second year, the old man one day ask Lothric if he wanted to learn how to fight so that one day he may lend his services to others in better need when he was gone from this bitter world. Enthusiastic about the idea, Lothric beamed with excitement. By around this time, the training had become a hundred times harder than his daily tasks. With each passing day Lothric would be practically dead with the amount of stress and hardship he had to endure. Yet, he survived the following. On his sixteenth year, Lothric had changed significantly from when he first came into the old man's care. He now became a man, unlike no other before. Before Lothric's departure on his journey into the world, the old man gave him his final parting gift; a heavy iron axe and a set of heavy wolf armor. The old man explained to Lothric that he used to be a former warrior for Malth long time ago. A hero of sort, doing many quests, dungeons, and adventures in his time. But due to his old age he had to eventually retire. He wanted to someone to one day retake his position as a hero to continue on his everlasting legacy. And that person was of course him. Inspired by the tale, Lothric announced that he will become this new hero and become a legend for generations to wonder upon. After thanking the man for all his help he took his belongings and sat out to fulfill his long quest. Three years later, he ultimately joined the Thirteenth Battalion of the Alliance Of Fire.


    Class

    696D67_73645F3130303330315F73775F305F30312E706E67.png

    Fighter ⟶ Warrior
    Axe Rank: D
    Attributes: N/A
    Like all hero's of epic legends, Lothric is inspired to be one day placed among the greats in the rich history books of Terrunum. His fighting style is centered around the idea of trapped close quarter combat. Rather than letting his opponents freely wander the battlefield unhitched, Lothric tends to get up close and personal, castrating on their ability to move before releasing his deadly strength onto those less fortunate. With the right timing, precise aim, and a little luck, Lothric can unleash a devasting blow far worse than his own. While he prides himself over his own strength, there are a couple of drawbacks to be considered. One of them being his choice of weaponry, the axe. Compared to most weapons, its massive size and weight transitions to its full potential yet at the same time sacrificing both its speed and accuracy in trade. The second thing is to look at is his defense. Combined with what has been considered, met with Lothric's style of offensive combat, and the right weapon in hand, Lothric's opponents can be easily defeated him with a single strike. While his armor is meant to defend from magical attacks, not much is said about bladed weapons. For that reason alone, Lothric must put faith into his allies to support him from behind while he defends them in turn.

    Stats

    Health: 70/70
    ACC(^): 105 CRIT: 10 EVA(^): 50 LUCK: 15 ASS: 15 BLOK: 0
    Att: 4 Def(^): 3 Mag: 1 Res: 3 Mov: 5 Cell's

    Skill Loadout

    Interrupting Strike*: A passive skill that triggers when an enemy unit directly adjacent to Lothric attempts to leave its cell of control without attacking him. On initiative, Lothric deals +10 nonlethal damage to the fleeing enemy.

    Shove: An active skill that pushes an enemy backward one cell when attacked by the Fighter. ARMOR units and mounted units are immune to this attack.

    Inventory

    1. Iron Axe - Rank: D
    2. Vulnerary(3) - Restores 20 HP per each use
    3. Torch(5): A handy little thing to have when it's really dark, or foggy, to increase visibility. Lasts 5 turns.
    4. Chest Key(1)
    5. Door Key(1)

    Relationships

    Currently none at the moment.

    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.



 
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MythicMew's Characters

  • IMG_20170715_021239.jpg

    d210.jpg

    Name: Nayu
    Meaning: The name Nayu has its origins from the ancient draconic tongue, although very few know its actual meaning.


    Race: Manakete

    Appearance: Nayu stands at 5'6, which is average height. She has deep blue eyes, and a light complexion. Her preferred garment is a form-fitting light pink dress, which is short in length and extends just above her knees. The sides of the dress are cut out, partially exposing her upper thighs. The top half of her dress has two straps which tie around her neck, and she has a magenta colored sash tied around her waist, which drapes behind her. She wears two golden anklets, as well as leather sandals with straps that crisscross over her feet. She also wears golden bangles on her upper arms, and a golden circlet adorns her forehead, which is studded with red gemstones. The gemstones also conveniently match her two sets of earrings, which are also red and teardrop shaped. Nayu's most striking feature is her long green hair, which others have noticed strangely takes the appearance of wings whenever the wind blows it... When Nayu transforms she takes the shape of a relatively large dragon with green scales. Despite her age, Nayu is actually only a young adult.

    Age: 200 years old. Born on May 22nd

    Sex: Female; Heterosexual

    Country of Origin: Komodo

    Faction: Alliance of Fire - Nayu typically takes on whatever job is required of her in the alliance. Whether that be managing the army's inventory, gathering supplies, doing reconnaissance or some other task. Due to her being a manakete, Nayu also makes a useful ally in battle. Her preferred station on the battlefield is wherever she can best assist her team with her high defensive capabilities.

    Personality: Nayu can seem a bit aloof to others she meets at first, but in fact she enjoys conversation and is normally very pleasant to speak to unless you make her angry. She has occasionally turned into her dragon form in the past when losing her temper, although she normally tries to avoid such situations. Nayu enjoys witnessing the beauty of the world around her, and thus she has a fondness for traveling. She is typically kind to others and finds the different cultures and races in Terrunum to be very fascinating.

    Backstory:
    Nayu was born 200 years ago in the country of Komodo. She remembers living with her mother there, when she was still quite young. The world was very different then, and her mother was the guardian of a sacred shrine near a small village there. Humans as well as the other races would often pray at the shrine and leave offerings for the goddess, Naga. It was Nayu's mother who kept the offerings safe from thieves and other vagabonds.

    Nayu vividly recalls one night when the nearby village was attacked. A raid of men came and ransacked the village, either for greed or from desperation Nayu nor her mother did not know. They shamelessly attacked the village's shrine, which contained many riches, a
    portion of which was the only wealth some of the villagers had ever owned. They also mercilessly cut down the few members who served as the holy shrine's clergy. In her rage and in a desperate bid to protect her daughter, Nayu's mother transformed into her dragon form, slaying many of the men without hesitation.

    She remembers the fear she had felt at such a young age, watching terrified as her mother fought to protect her, listening to the screams of the men as her mother lashed at them with fang and claw, their blood splattering the walls of the holy shrine, and their gurgled breaths as they struggled for air as some of them lie dying on the ground. The image of a man who carried a large sword is burned deeply into her mind, and she tries not to recall the glisten of the blade as it pierced through her mother's side. Her mother let out an agonized roar, before reverting back to her human form and falling to the ground in a pool of her own blood.

    Nayu had been too young and afraid at the time, and had hid herself in the shrine. She could hear the footsteps of the warrior carrying the sword as he walked closer to her, but for some reason he did not kill her. Instead he and a few of his men grabbed the large chests full of treasure that were stowed at the back of the shrine and left. After they were gone, Nayu crawled from her hiding place and stumbled over to her mother, sobbing as she saw her pull herself feebly from the floor. She remembers the last words her mother had spoken to her, telling her that she wouldn't have to live the remainder of her young life without her mother, and that everything would be alright. She then took Nayu's hand and led her to a room in the back of the shrine, where there was a bed that was used to give temporary shelter to any person in need. Nayu doesn't remember much beyond this point, except her mother's voice as she felt a soothing warmth wash over her and she began to fade into a deep slumber.

    She can then recall being awoken by another of her kind, a male Manakete who lived nearby. She was disoriented at first, and frantically began looking around for her mother but there was no sign of her. The interior of the shrine looked no different than how it had the night of the raid, although it had obviously worn down with time since no one had been responsible for it's upkeep. Nayu realised that her physical appearance had changed greatly since she had been asleep, and it took some time for her to adapt emotionally to the changes. A century had passed since she had been placed into her slumber, and she formed a strong bond with the male manakete that had woken her from her sleep. Despite this however, the two of them never became romantically involved and eventually she moved on to another village. For the duration of a human's lifetime, she traveled with a mercenary group across Terrunum, marveling at the diversity of the various cultures and races in the other countries. Sadly, the human companions she had known for so long eventually passed away, and for the first time since her mother had died, Nayu found herself completely alone.

    She continued to travel unaccompanied across Terrunum for years afterwards, never staying in one place for too long, until eventually The Monolith appeared. During this time the Legion of Stone and the Alliance of Fire were formed, and although Nayu felt the need to help ease the suffering around her, the pain of losing her former comrades prevented her from taking action. However, the declining state of the world around her continued to trouble her greatly, as she witnessed the struggles every race and culture in Terrunum faced on a daily basis. Therefor, she decided to take matters into her own hands and enlist into the alliance.


    Class


    Wind Dragon
    Dragonstone: Rank D
    Attributes: DRAGON

    Nayu typically fares very well in fights against mages, particularly those that specialize in wind magic. She also tends to give mounted and aerial units a hard time. She is very weak to opponents who are using dragon-slaying weapons however, and will go out of her way to avoid anyone wielding them at any cost. She also doesn't usually do well in fights against armored units, thanks to their heavy armor and their ability to withstand most of her wind attacks. Due to her being a wind dragon, Nayu makes a reliable ally in battle. Her scales are lightweight yet very hard, and she is capable of avoiding opponents while also tanking some hits.

    Stats

    Health (^): 80/80
    ACC: 100 CRIT: 10 EVA(^): 50 LUCK: 20 ASS: 0 BLOK (^): 25
    ATT: 2 DEF: 3 MAG: 2 RES: 4 MOV: 6

    Skill Loadout


    • *Gale Winds: An active skill where the user whips up a powerful gust of wind that blows behind their team mates, granting all allied forces within 2 spaces of the user a 10% EVA boost for 3 turns.
    • Blowhard: An active skill that pushes a target backward with a strong gust of wind by a maximum distance of 4 cells for most units. 6 cells for units with the AIR Attribute. 2 cells for units with the ARMOR Attribute. Mounted units will become Dismounted.

    • Gusty Soul: Passive skill. Wind Dragons take no damage from Wind Magic.
    Inventory


    1. Dragonstone - Rank D
    2. Vulnerary (3)
    3. Pure Water (3)


    Relationships

    Zane - C Rank Support
    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. Does not retain upon promotion.



 
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IG42's Characters



  • Name: Zane

    Race: Manakete

    Appearance:
    24543-1512844736.jpg

    2c12d74e057bd8b4f83b97983d18df2d.png


    Age: 126. October 19

    Sex: Male

    Country of Origin: Dinne

    Faction: Alliance of Fire: Within the army Zane works as a wyvern trainer/keeper, anytime one of the beasties gets out of hand he will get them back in line and maybe spoil them a little.

    Personality: Zane is generally chilled out, not actually lazy just not prone to panic and being the type to roll with whatever problems come his way. Being Dinese Zane has a belief in the sanctity of knowledge and learning simply for the sake of learning, if he thinks of a question and the answer he gets is 'I don't know' it'll niggle at him until he manages to find out. True to his chosen occupation he likes animals and particularly wyverns, being cruel to an animal around Zane is an easy way to see some stereotypical 'Draconic Fury' from him.

    Backstory: First child of a recently married couple Zane spent much of his childhood among the floating landmasses following his father's work as a naturalist and his mother's career as a botanist where he developed his love of the wyverns that roamed the oases. On occasion he was sent to stay with his older Elven half-siblings from his father's previous relationship in the capital for schooling, while Zane avoided serious conflict with his relatives things were often awkward especially when interacting with their own children.

    Finishing school with above average though not exceptional results Zane apprenticed himself to a wyvern breeder and practised his trade for decades while also writing a couple of studies on wild wyvern behaviour in between travelling around the continent more for the sake of curiosity than anything else.

    When The Monolith appeared Zane's half-sister and her family were caught up in the chaos in Patrium and killed by the New Foreigners leading him to become involved in the cause to deal with The Monolith. While Zane initially supported the view held by the Legion of Stone the continuous growth of The Monolith drove him to decide that there was no time to wait and support the Alliance of Fire.


    Class


    Ebony Dragon
    Stones: D
    Attributes: DRAGON
    As a Manakete Zane is a versatile attacker able to fight in melee and launch magic attacks from a distance. Due to his poor defensive stats he relies more on dodging attacks entirely rather than actually taking hits and blitzing more accurate foes.

    Stats


    Health: 80/80
    ACC: 110 CRIT: 25(^) EVA: 50(^) LUCK: 20 ASS: 0 BLOK: 0
    Att: 14(+1) Def: 6 Mag: 14(+2) Res: 7(+2) Mov: 5

    Skill Loadout


    Intimidating Roar*: Active skill. If it can make an angry wyvern sit down and shut up it'll scare the hell out of a person. Reduces Atk or Mag (whichever is higher) of all enemies within 4 tiles by 1 for 1 turn.
    Soul Eater: An offensive die skill that has a 50% chance of healing the Ebony Dragon for as much Damage as they inflict on their enemy.
    Shadow Soul: Passive skill. Ebony Dragons take no damage from Dark Magic.

    Inventory


    1. Dragonstone - Rank D
    2. Vulnerary(3)
    3. Pure Water(3)
    4. Door Key(1)
    5.

    Relationships


    Nayu: 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.




 
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zenyth.script.png

Character Completion


  • Emra Sorse Chaellyn
    Eh-mruh Sore-see Shay-lin

    Palutena.full.1185494.jpg

    Race
    Elf

    Appearance
    Emra stands at 5'6", 167 cm, coming to about 138 lbs, 62.5 kg. Her wavy, green hair frames her heart-shaped face, round cheeks, and pointed chin., but still falls to the bottom of her back. Her complexion, despite how long she has been alive, is spotless. The pale, smooth skin makes her appear a lot younger than she actually is, with her large, round, striking green eyes, it gives off a false sense of youth. As for her build, she has a lean, athletic build, but it's more curvy than slim. Her ears, which is possibly the most distinguishing feature, are long and pointed, having three piercings on each ear, both carrying chains that connect to one another.

    As for her clothing choice, she consistently wears two accessories. A head piece and a necklace, gifts from her grandpa who believe they'll protect her while she's out at war. Her clothes are tight around her, and seeing as she's going to be running through the woods and using fancy magic to grow plants, she doesn't want her clothing to snag while she's fighting.


    Age
    December 3rd, 25

    Sex
    Female

    Country of Origin
    Komodo (Light Children)

    Faction
    Alliance of Fire - Calm and level headed | Backup when needed | Likes being sneaky | Rescue mission savvy™ | Okay aim™

    Personality
    Emra is a unique girl, she's quiet despite having things to say. For the most part, she doesn't speak when around a large group of people, but if she has something witty she could input, she'd say it. Seeing as she doesn't talk often, whenever she does, it surprises most people that it's something humorous seeing as she looks like such a cold person. She either has a blank expression or a concentrated one, so having such a bland looking person say something, it was shocking. She doesn't particularly express her emotions well, not being good at expressing sentiment or being scared. Because of years of playing a rather tactical game, she had learned a thing or two about using her brain in tough situations.

    Backstory

    Living in Komodo was easy for the Chaellyn family. Despite a number of people being in their household, they always made due. Her mother and father worked when they could, the five kids, Emra being the middle child, helped around the house, and her grandpa commanded the battalion, keeping everyone on task and doing what he could for everyone. They would eat breakfast, do chores, play, eat lunch, and then have the rest of the day to do what they wanted.

    While the rest of Emra's siblings headed outside to explore and play games, she stayed inside with her grandpa. Normally, they would play chess together or he would tell stories to her, making witty comments where they could. As the rest of her family was outgoing and more youthful, she got an old soul from her grandpa and followed more in his footsteps, becoming more reserved, intellectual, caring, and clever.

    Nothing significant happened through the years, her eldest brother and sister moved out, but by the time it came to her turn to do so, her grandpa fell ill. Her other siblings were too young to properly take care of him despite how much they wanted to help, and her parents were too busy, seeing as they lost some income and now had to pay for a medic, so she stayed. She played chess with him, read him stories when he was asleep, keep him up to date on the current events in Komodan, fed him, she did everything she could to give him a good time.

    Several years passed, and at the age of 22, news came of a mysterious black tower that took over Patrium and Emra didn't know what to do. For one, she knew that grandpa grew up in Patrium and that a lot of his friends were there, and she didn't want to subject him to those traumatic feelings... so she didn't tell him. Three years passed and he never got better. His state was slowly deteriorating, and she was sure he knew that but it still wasn't an easy topic to bring up. Eventually, her grandpa did bring it up.


    He started up a conversation while they played chess, saying that he hopes she knew that he wasn't going to last much longer, and when she nodded, he continued, speaking about how he knew about the war that's been going on and that he appreciated her trying to protect him, but that he didn't need it, but that the rest of the family did. He went on, saying that he may be selfish for asking this, but he wanted her to join the war and take down the tower as quickly as possible.

    Emra owed him, seeing as he raised her and took care of her, but right before she left to join the war, her called for her one last time, two objects in his hand- a golden headdress with a red stone hanging from the middle, and a large, chunky necklace. Taking them, she asked what they were, and he explained that the necklace was his when he was younger, while the head piece was his wife's, someone she had never got to meet but reminded him of her. So she took them, give her grandpa a hug, and left.



    Class


    Trapper ⟶ Botanist

    Bow Rank : D
    Gauntlet Rank : E
    Attributes : AIR

    Emra should never be used in a hand to hand combat if you can avoid it. She has gauntlets that she can use if she needs to, but she does a better job behind the scenes, either setting traps or waiting to be needed as back-up. Her traps won't be any good against Armored characters, but she may be able to handle it with her bows. As long as you don't put her in the front lines, she'll most likely be fine.

    Stats


    Health: 45/45
    ACC: 100 CRIT: 10 EVA: 50 LUCK: 25 ASS(^): 5 BLOK(^): 5
    Att(^): 3 Def(v): 2 Mag(^): 4 Res: 3 Mov: 6 cells


    Skill Loadout


    Ancestor's Wish*: When activated, under the conditions that she is at 50% health or under, it provides +10 LUCK
    Lasso: An active skill that allows the Trapper to use Ropes or Chains as a lasso to capture any unarmored, unmounted unit without fail when standing next to the target or one cell away.
    Bear Trap: An active skill that sets down a bear trap on an adjacent cell. Victims that step on it receive the Cripple Status Effect on infantry and Dismounted Status effect on non-flying mounted units. Requires the item Bear Trap item. Ineffective against Flying and Armored units.
    Rope Trap: An active skill that requires 1 of either the Ropes or Chains items to set up a noose trap that tightens around the ankle and pulls the victim upward and upside down to await capture when they step on the cell in which the trap was placed. Causes the Bound status effect. Ineffective against Mounted and Armored units.

    Inventory


    1. Iron Bow - Rank D, AIR
    2. Bronze Gauntlet - Rank E
    3. Ropes (2) - Creating Traps
    4. Vulnerary (2) - Restores 20HP per use
    5.

    Relationships


    None

    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.






 
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Gasmaskie's Characters



  • Name: Vell Sengard

    Race: Branded

    Appearance:DivideBranded.jpg Standing at 5'11 with a natural glare that's only accentuated by his pair of mismatched eyes and the jagged form that his natural markings take upon his face, it's understandable that most people tend to keep their distance from Vell. His skin is naturally pale and it's a wonder that he can fit all that dark hair underneath his helmet.

    With regards to the trainee guardsman's garb, Vell wears a set of worn armor over a light brown gambeson and white trousers. Devoid of any sort of filigree and easily identified as an older pattern, it's clear that Vell's armor is a hand-me-down. One that's sturdy enough to protect him, mind you. His helmet is equally as old and possesses a mask-like guard for his eyes and nose. Which comes in handy for hiding that nasty glare. The only other notable piece of clothing Vell wears is a rather fancy looking collar, typically hidden under the gambeson.

    Age: 17 (June 13)

    Sex: Male


    Country of Origin: Aurhalz (Betwixt)

    Faction: Alliance of Fire

    Personality: The words "never trust a book by its cover" have never rung more true than with Vell. Though he finds difficulty in forming a friendly smile, Vell is someone who values camaraderie and seeks to make new friends where ever he goes. He's an optimist through and through, believing that things will eventually turn around no matter how dire the situation may get. Were it up to him, he'd rather not be fighting against the Legion of Stone but continues down this path in hopes of protecting others from the Monolith.

    Backstory: Vell is the son of a guardsman and a Bat Laguz from Glypheim. In his youth, his father was an intrepid adventurer who found himself entangled in a conspiracy concerning a certain family attempting to monopolize the entertainment sector of Glypheim - it was through these events that he came to know Vell's mother, who would renounce her family to elope with him once the whole ordeal had been settled.

    With the money that came from keeping quiet about the conspiracy after putting an end to it, Vell's father bought land in Aurhalz and grew his wealth through a series of smart investments. The Sengard family's estate grew into a secluded mansion in no time at all. Although they possessed considerable wealth, they nonetheless remained inconspicuous and away from the spotlight.

    Vell's life has been idyllic as a result of his family's circumstances, though perhaps rather lonely. The few trips that he made to the heart of Aurhalz with his father opened up his world bit by bit. Slowly but surely, Vell began to develop the same sort of curiosity and adventurousness that had burned within his father during his youth. At 13, Vell had begun sneaking out into the city at night to explore the streets. Though he had his own share of encounters with unsavory individuals, Vell managed to survive one way or another through the intervention of guards. He came to value both justice and the integrity of the guards, who fought for the protection of others.

    The news of the Monolith's arrival was shocking, but initially did little to shake up Vell's life. Throughout the following year and the factional schism, the Sengard family remained ambivalent in the proceedings. However, in these now divided times, Vell's father had thought it prudent to at least instill the basics of self-defense into the young man.

    After much deliberation and persuasion, the young man was allowed to enlist for either the Alliance or the Legion. Much as how his father started with little as an adventurer, Vell was only afforded his father's old equipment to start his career as a soldier. Though he was assigned to the 13th Battalion, a mix-up in papers led to him missing the operation to take Fort Castellum. Ultimately, the decision to join the Alliance of Fire was one born of urgency. With the Monolith growing in strength each day, it'd only be a matter of time before the streets of every city would become part of the frontlines.

    Class

    Villager ⟶ Guard ⟶ Vigilante
    Sword Rank: E
    Attributes: N/A
    As a novice of both the blade and just combat in general, Vell can do little to influence a battle. In order to reach his true potential, he'll need to stay close to allies and rely on them for protection and tutelage. Regardless of the amount of growth he'll achieve, however, Vell will find enemy magic users extremely troublesome.

    Stats


    Health: 0/0
    ACC: 100 CRIT: 10 EVA: 30 LUCK: 5 ASS: 0 BLOK: 0
    Att: 0 Def: 0 Mag: 0 Res: 0 Mov: 0

    Skill Loadout


    Unnerving Glare*: Passive Skill. Vell has a 10% chance of inflicting fear on
    Inventory


    1. Bronze Sword - Rank E
    2. Bronze Lance - Rank E
    3. Ropes(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.

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



 
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Ori's Characters



  • Name
    "Know me."
    Marianne

    Race
    "They say I am unearthly in beauty... is it because I'm flying all the time?"
    Human

    Appearance
    1518285350166.jpg

    Age:
    "Not polite to ask..."
    21, 12/31

    Sex:
    "No thank you."
    Female

    Country of Origin:
    "Aurhalz.. its my home..."

    Faction:
    "With fire I ride."
    Alliance of Fire

    Personality
    "I heard once that the moon is made of cheese... It looks more like a dirty silver dish to me....mmmm Cheese..."
    Aloof and mysterious, this cold individual sees the world in a curious manner befitting of a person who simply cannot keep themselves settled upon the earth like everyone else. She thoughts jump and take flight to the next idea that crosses her mind, never content to stay in one place for to long. While this has not influenced her combat capabilities in a negative light, the strangeness of her thoughts often make people see her as a dreamer, or perhaps simply odd.

    She is trapped in an ever present day dream, the world almost soft and fluffy in her views, even as she dips and dives away from a foe's blade, her mystified mannerisms seem to keep her cool under pressure, at times posing odd questions to those she fights with, or along side. As if making polite conversation amidst the chaos of war. To this day, nobody has seen or her her raise her voice, even when told to yell it barely goes above a soft whisper, and often responded to innocuous questions in odd ways.

    Will do anything for pudding.


    Backstory
    "It wont hurt for long."

    An Aurhalz noble born, the young Marianne floated through life with a silver spoon in her mouth. While for some that may end up with a child who becomes an absolute brat, she ended up rather like her mother. A very head in the clouds type of person, they both often shared the best times together simply telling weird stories that pop into their heads or simply learning about odd things. her father was a more pragmatic individual, though loved his two air heads more than anything in the world.

    But she took after her mother in another way as well, finding herself a very skilled pegasus rider. The skies and Marianne were one each time they took to the skies, she and her pegasus were often as high as the fluffy clouds in the sky. in her training days she also held the highest point that a pegasus rider has ever reached in the sky, and survived! However, she seemed to have a particular talent for making odd friends, some near, some far, some poaching, some being angsty in the Legion. But she never forgets a friend, and shes more than willing to help one in need... as long as their not hurting her other friends.



    Note
    The most likely to believe in fairies.


    Class


    Pegasus rider ⟶ Falco-PAWNCH-knight
    Lance Rank: D
    Attributes: AIR, BEAST
    Now you might be thinking "hey ori, why are you a piece of shit?' and I might reply "because I don't like my babies being hit." Thus comes in Marianne, who, despite not really paying to much attention to the world, is quite the tricky target, she will dash about like a fool and dancing around attacks as much as she can. Those without a bonus to ACC beware, especially those with a sword. Or just use a damn archer or axe user, man you know how to kill fliers by now.

    Stats


    Health(^): 50/50
    ACC: 100 CRIT: 10 EVA(^): 70 LUCK: 15 ASS: 0 BLOK: 0
    Att(^): 10 Def: 6 Mag: 6 Res: 16 Mov: 8

    Bonuses:
    10%: +10% EVA
    5 stats: +3 Att +2 HP
    Lance: +10% Crit +2 ATT
    Rank: D +2 ATT
    Slim Lance: +10% EVA -2 ATT
    Skill Loadout


    Just deserts*: On a successful evasion this unit recovers 10 health, once per engagement.

    Blessing of the Pegasus: A passive skill. Units standing next to the Pegasus Knight receive a +2 resistance buff.
    Air Joust: An active skill. Pegasus Knight dives forward and Dismounts an adjacent enemy for one turn.

    Inventory


    1. Slim lance
    2. Javelin
    3. Vulnerary
    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.

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



 
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Mena's Characters


  • 1518377785242.pngName: Summer Roselina

    Race: Human

    Appearance:
    A 4'5" woman with hazelnut colored hair and lime green eyes. Summer typically wears golden themed colors with hints of red, so she could be recognized by her own teammates and comrades. Her skin is silky smooth without any sort of scars or bruises marking her body.

    Age: (June 26th) 22

    Sex: Female

    Country of Origin: Aruhalz

    Faction: Alliance of Fire

    Personality:
    Summer is mostly a sweet and innocent kind of soul. She has witnessed first hand what war can do to lives, however she is very stubborn. Summer believes that everything shouldn't be all death and despair in war but in fact that others should sit down and try to talk about their difference in a civil matter, which many people would disagree with her about. She is friendly towards others, she does not discriminate against friend or foe. However she won't be afraid to fight unless provoked by the enemies, much less defend her teammates from their attacks as well.

    Backstory:
    Born within the Aruhalz Kingdom, Summer at a young age had been exposed to multiple distinct and influenceable cultures. As a young child, she would often run in the vast green scenery that the kingdom had to offer. Along with such activities, sometimes Summer would climb the tallest trees she could find. Overall she was a fun but talented girl, often displaying her talents to her family. Such as things happened, as she got older many rumors started to spread about her spetacular dance abilites.

    When Summer was just turning 18 years old, she was scouted by a rich gentleman to dance at a gathering party. Naturally she accepted the offer, however what came out of this decision changed her world forever. Needless to say the party was a huge success and soon clients came left and right offering her tons of money to dance. This was around the time when the Monolith rumors started to spread about, followed by the fights among the nobles concerning the fire emblem. Seeing people go off to war and never come back sparked something deep within the girl.

    Summer wouldn't sit idle by while others were getting hurt, no she would help when needed. No, she believed that there was always a peaceful solution when it came with wars, particularly fighting in general. Against the many protests of her family and mostly her clients, she quickly rushed to get signed up.

    Class

    Belly Dancer
    Hidden Weapon Rank: D
    Attributes: N/A
    Every dancer doesn't need to be flashy nor up in the present, some could be just as fierce and nimble in the shadows but leave a big impact. Summer is one of these such dancers. This woman is the essence of beauty, grace, and youth. Belly Dancers should definitely work well with infantry/tank units, seeing as they are a little bit of a support unit themselves.

    Stats


    Health: 50/50
    ACC: 100 | CRIT(+5): 25 | EVA(+5): 55 | LUCK: 15 | ASS: 0 | BLOK: 0
    Att(+3): 15 | Def: 5 | Mag(+2): 8 | Res: 9 | Mov: 6

    Bonuses:
    EVA +20%
    LUCK +10%
    CRIT +10%
    25% chance of inflicting Poison Effect
    Skill Loadout


    Dancer's Triumph*: Active Skill. The performance of a dancer is absolute and never ending, buffs herself and an ally's MAG attack for +4 for 3 turns. After the first turn, the buff decreases by 2 (+2), second turn decreases by 1 (+1), and final turn ends the buff. This skill cannot be used again until the effects have worn off.
    Gyration: Active Skill. This performance lowers the EVA of all opponents within a two cell radius by 20% for one turn.
    Soothe: Active Skill. This performance lowers the CRIT of all opponents within a two cell radius by 20% for one turn.
    Wandering Eyes: Active Skill. This performance lowers the ACC of all opponents within a two cell radius by 20% for one turn.
    Inspire: Active Skill. Allows an ally to move again with a turn. Also grants them +10% CRIT for one turn. This skill cannot be used on other members of the Musical Branch.
    Misfortune: Active Skill. This performance lowers the LUCK of all opponents within a two cell radius by 20% for one turn

    Inventory


    1. Snake Tongue (Rank D Dagger)
    2. Bronze Dagger (Rank E Dagger)
    3.
    4.
    5.

    Relationships

    Aavon: N/A Rank
    Armina: N/A Rank
    Collete: N/A Rank
    Elta: N/A Rank
    Emira: N/A Rank

    Freya: N/A Rank
    Garrett: N/A Rank
    Kayo: N/A Rank
    Korvalt: N/A Rank
    Larin: N/A

    Lila: N/A Rank
    Lothric: N/A
    Marius: N/A Rank
    Nayu: N/A Rank
    Rex: N/A Rank

    Ryenah: N/A Rank
    Vlad: N/A Rank
    Vell: N/A Rank
    Seig: N/A Rank
    Zane: N/A 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.


 
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Kobe Nathan Wade's Characters



  • Name: Kobe Anbu

    Race: Human

    Appearance: Kobe has been training in martial arts his whole life, as his family prides themselves on their ability, and thus has a very athletic build. His muscles are defined, and tightly packed onto his slender frame. He has a wide, comical smile often adorning his face, that accentuates his light blue eyes. His long brown curly hair is often unkept and pulled into a messy bun atop his head.

    Not many people, even amongst the Alliance of Fire, have seen Kobe's face. His family prides themselves on secrecy, and thus Kobe's father ordered him during his time with the Alliance to keep his identity hidden. The mask he wears resembles a cat, with red painted markings and a small wry smile that seems to taunt anyone who looks upon it. His other clothes are mostly black, with a dark hooded top and loose pants tucked into tight foot wraps. He often wears his knives in the sleeves of a long coat that obscures his whole body. Around his neck is a small leather pouch that contains soil from his family's shrine. He must wear this, and pray over it once a year to make amends to his ancestors for not visiting his family shrine while he fights with the alliance of fire.

    Age: 19

    Birthday: July 30th

    Sex Male

    Country of Origin Komodo

    Faction Alliance of Fire.

    Personality Kobe is a very lighthearted individual. He tries to find the fun in everything, often throwing out jokes and remarks to keep his own spirits up during his rather macabre profession. It's very rare to see him angry, or sad, but a personality that's always up must come crashing down eventually. His commentary during battle can even make a wounded soldier crack a smile. He has a very strong sense of honor, refusing to kick a downed man. Despite his family's tradition for being assassins, Kobe enjoys the challenge of combat so much that he will rarely stab a foe in the back. Most of Kobe's targets die while having the chance to fight for their life. This being said, he is also an opportunist. He's smart enough to know when stealth is a better option than death. Pride should not give way to stupidity.

    Backstory The Anbu family has been one of Komodo's most powerful families for generations. It's first head, Ryu Kenshin Anbu was one of the Nation's founders. He pledged his family's loyalty to the Green King and the family has upheld this promise from the shadows ever since. They are assassins, training from birth to serve the royal family of Kamodo to the death if need be. Komodo's enemies live in fear of the warriors who strike with no warning.

    Because of their traditions of secrecy, the Anbu clan usually take a fake surname of Lee when in public. From the beginning Kobe showed promise in the realm of assassins. His spead and technique were legendary, and he completed his first contract at the age of fifteen.

    When the monolith arose from the ground and the Green King pledged his loyalty to the Alliance of Fire, so did the Anbu family. They sent their members secretly to the ranks of the alliance, their task being to blend in with the regular soldiers during the day, whilst at night taking up the mantle of Anbu assassin and seeking out any nearby Legion supporters amongst the monarchy of foreign nations. Kobe has only been recently deployed into battle, leaving Komodo for the first time in his life. He hopes to bring honor to his family, and supports his King's view wholeheartedly. The Monolith must be destroyed, after all if those demons destroy the continent there'll be no one left to assassinate.

    Class


    Ninja ⟶ Shinobi
    Hidden Weapons Rank: D Gauntlets Rank: E
    Attributes: N/A
    (Kobe is an experienced combatant, though slightly reckless and rough in terms of skill. He excels in the art of stealth, and is eager to perfect himself on the battlefield.)

    Stats


    Ninja (Arrow) Shinobi
    Health: 40/40
    ACC: 100 CRIT: 25 EVA(+10): 65 LUCK: 5 ASS: 0 BLOK: 0
    Att: 8 Def: 7 Mag: 5 Res: 13 Mov: 6

    Skill Loadout


    • "Oh No, You Found Me. Now For The Fun Part.": When Kobe is discovered each game, he gets +4 Att for one turn.
    • Capture: Basic Skill. Allows the unit to capture opponents in place of killing them. Requires Ropes or Chains.
    • Pick: Active skill that allows the Ninja to use a Lockpick.
    • Invisibility: Active skill that allows the Ninja to become invisible to enemy perception. If they attack someone in this state, they will do twice as much damage, but they will become visible again. You can only attack once when invisible and they cannot be critical hits, however, invisible attacks cannot be dodged. If an enemy steps onto a cell currently occupied by an invisible Ninja they will automatically be attacked.

    Inventory


    1. Iron knives (D)
    2. Vulnerary (3)
    3. Lockpicks (2)
    4.
    5.

    Relationships


    Name: N/A

    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.




  1. ( S SirBlazeALot ready for review edited to make him a ninja.)
  2. S SirBlazeALot Please check my other one while you're at it.
 

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Last edited:
Velkyn’s Characters



  • Name: Äinarr Häyhä


    Race: Branded.


    Appearance: Gruff, 6'5", and large in build, he commands a solemn tone. Face hard as stone and chilling blue eyes, he often appears expressionless or cold. However, do not let his age or large body fool you, as he is quicker than lightning. His hair stands above his shoulders, with subtle gray strands beginning to poke from beneath the fray. Äinarr is a branded, and has many brands to back that. The most notable is a small, elongated bird on his right palm along with a large, detailed feather on his back.


    13ba34e32c16bd4a136b84c1153c859f.jpg



    Age: 34, 5th of March.


    Sex: Male.


    Country of Origin: Aurhalz, Land of the White King.


    Faction: Alliance of Fire, Swordsman of the 13th, Child of the Light.


    Personality: Strong, Commanding, and thoughtful, he has many layers to him. Often appearing expressionless as stone, . Taking note of everything and forgetting nothing, he is a man of few words. Calling him quiet might be an overstatement, however, and he can be talkative and loud when needed.


    Backstory: Born into a middle-class family among the streets of Aurhalz, he never cared to become a scholar or servant. Once he turned of age, he stopped perusing the mandated way of education. He was smart, but a genius by no means. He learned quickly he was incapable of magic, something that frustrated him as a child. At the wonderful age of 17, he joined his cities guard and began his rigorous training in order to enter. It was here where he learned that it is often better to say little than lots. He would graduate a guard and swordsman less than a year later, even earning a badge of talent from the sergeant. He would earn respect on the training grounds, able to best most with the dueling swords.


    His skill was put to the test quite soon after, however. Centaur's were a common sight in Aurhalz, and they were fearsome beasts. Often wielding vicious lances or mighty axes, they stood nearly two men tall and weighed eight times as much. On top of that, they seemed to have an undying hatred of humankind. Äinarr would earn a promotion when a score of the beasts came into his training grounds, probably looking to steal weaponry or worse. Through the thick of the fight, Äinarr took down four of the beasts nearly on his own. He was truly talented with his sword, and would continue to prove so throughout the years.


    After five years of service and countless encounters under his belt, He would leave the Aurhalzen guard and become a instructor for the training center, replacing the man who taught him so well. It is here that he would spend his time happy, showing young faces how to properly hold a sword. He would teach forms and discipline, and make boys into men. Men that would be ready to fight for their kingdom, just like himself. And that call to action would come, at least to those who believed it necessary. When the news came, Äinarr took up his arms and signed himself into the 13th Battalion, wanting to prove himself useful once more in his life.



    Class


    Myrmidon ⟶ Trueblade

    Swords Rank: D Swords Rank: E
    Attributes: (BRANDED)
    Fierce, Fast, and Calculated, he is meant to be amidst the front line. Relying on his EVA and CRIT, he is meant to strike quickly and effectively. Whether fighting with or without others, he will need to neutralize any threat posed to his allies as quick as possible. Both a great defender and attacker, he will voluntarily put himself in serious danger for the safety of others.

    Stats


    Health(+2): 55/55
    ACC: 100 CRIT(+10): 35 EVA: 55 LUCK: 5 ASS: 0 BLOK: 0
    Att(+3): 11 Def: 6 Mag: 1 Res: 9 Mov: 5

    Skill Loadout


    Parry*: (Passive) 25% chance to deflect an incoming physical attack from Swords, Lances, or Axes. If successful, Äinarr suffers a -15% ACC detriment on the next turn.


    2 Fast 2 Furious: A passive skill. When health is below maximum, the myrmidon gains a +15% EVA boost and a +10% CRIT boost.


    Bloodletter: An offensive die skill. When a Myrmidon can double attack, there's a 20% chance they'll inflict the Bleed status effect.



    Inventory


    1. Armor-Slayer (Armor)
    2.
    3.
    4.
    5.

    Relationships


    None as of now.

    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:
Insane Asylum’s Characters



  • Name: Vivian Rey

    Race: Human

    Appearance:
    494E0428-DA5A-4838-8C3B-C2C1DA88B934.png
    Vivian is 5’10. Don’t let the light gray hair make you think she’s older than she is, all the lightning made her hair go gray. (Or so she claims.) Vivian always makes an effort to look nice on the battlefield.

    Age: 30

    Birthday: October 31st

    Sex: Female

    Country of Origin: Malth

    Faction: Alliance of Fire - Vivian is a decent cook, but she isn’t good enough to be the main cook for the battalion. Her usual job is keeping stock of all the weapons and supplies at camp, noting weapons that need replacing or that have gone missing. Legion’s therapist. Goop is good with kids.

    Personality: Vivian is a pretty bland woman, and is never too emotional about anything. She has good control over her emotions, and excels at noticing the feelings of her allies. These traits make her a good person to talk to when you need enotional support. Vivian knows she isn’t very strong on her own, but she always tries her hardest, because her is confident her comrades will be there to help her.

    Vivian isn’t totally normal. She can get a little weird when her dragon Goop is the topic of the conversation. She loves Goop more than anyone else, and she claims to have very intellectual discussions with him. Vivian occasionally sleeps outside with Goop. She claims that he gets lonely wothout her, and that she likes the fresh sir better anyway. If you have a conversation woth the girl, she’ll manage to steer towards her dragon Goop. Most call it weird. Others call it love.

    Backstory: Vivian’s parents both died while Vivian was baby. A terrible disease had been plaguing her town at the time, and somehow, unlike her mother and father, Vivian survived. She grew up in a poor orphanage, that simply provided the kids with the means to survive. No learning went on there, just two meals a day and a bed to sleep in. Vivian never liked the cold as she grew up. She’d rarely go out and play with the other kids, and was always a little sickly. She was short for a girl her age, and far too skinny.

    There was a story in the orphanage, about a monster that stalked the land they lived on. The monster had scales like a wyvern, but no wings. It had glowing red eyes, that could steal your soul! It could even fire lightning out of its mouth! Vivian loved the stories that the kids told about it, but everyone doubted it was actually true. The rarest thing seen around there was a Gryphon or a Wyvern that had gotten lost.

    One night, Vivian made up her mind to sneak out at night with her friends. They had found a dead body, and wanted to go poke it with sticks. In the pitch black night, Vivian and three other pre-adolescant children slipped out of their beds and out into the elements. It was warm, for one, but dark clouds covered the sky, snd thunder echoed from the distance. A storm was coming, and the children were none the wiser. About a mile aeay from the orphanage was a small creek, and laying face down in the dirt, halfway in the creek was a corpse. Upon closer inspection, the children found that the corpse smelled of burnt flesh. However, there was no indication that the corpse had been set on fire. It was a mystery! After about ten mintues of poking the corpse, Vivian felt a drop if water fall upon her head. Looking up at the sky, a flash of lightning and a loud crash scared them off their feet. A heavy rain followed, soaking and chilling them to the bone. The temperature was dropping fast. The kids hurried towards the orphanage, but Vivian found herself short of breath, and her legs felt weak. She fell to the ground, and the other kids tried to help her to their feet. In the midst of their struggle in the storm, two glowing red orbs glared at them through the rain.

    The kids froze, before dropping Vivian back into the mud and taking off full speed towards the orphanage. Their fatigue had been scared away by fear. Vivian had already given up and accepted her fate. The monster would eat her or tear her in half first, and that would be that. The red eyes grew closer, and the monster was revealed. At first, Vivian thought it was a wyvern because if its golden brown scales, but she saw no wings on the creature. Before long, the creature was inches from Vivian’s face. She stared into its eyes, and slowly reached out her hand. Its scales were smooth, but had sharp edges. She felt a shock, and quickly pulled her hand back. The monster lurched backwards as well. Vivian was puzzled. Why would such a frightening thing be afraid of a little sick girl who was about to die? Vivian could feel death approaching. Her breathing was ragged. She let herself lie on her back, as she stared into the sky, and let the rain fall on her face.

    When her eyes opened again, Vivian didn’t feel the rain. The ground was rock hard, and so was the wall she was laging against. But why was the wall breathing? Vivian almost shrieked! The monster had taken her back to its home! Looking around, the thing lived in a cave if some sort. There was old mining ewuipment lying around though. Perhaps it was an abandoned mine shaft. It was still cold though, and the only thing keeping Vivian warm was the monster that had saved her life. She had no idea where she was, so she decided she’d better just follow this thing’s lead from now on. What would she call it though? Maybe something tough, like Gooraprexa! That sounded good, but for short, Goop would suffice.

    Ten years later, Vivian was riding Goop into town, catching fearful, suprised, and confused looks as she went. She was twenty one now, and had beaten off her sickly past and developed into a besutiful young woman. Of course, living with a dragon didn’t encourage proper hygiene, so she looked like she was some sort of monster in her own right. While there, someone suggested she buy some new clothes. After Goop gave the fellow a territorial growl, Vivian told them she had no money. They said she could get a job or go to an arena nearby. If she could win a match or two, she’d have plenty of money to buy an outfit. Vivian shrugged, and headed off towards the arena. Looking back, what she had been wesring hardly qualified as clothing in the first place. But then again, who needed clothes when they loved a dragon?

    Vivian was instantly accepted into the arena. Goop was a rare enough soecimen that he was sure to draw in plenty of spectators. And as luck would have it, the King, Queen, and their daughter just so happened to he in attendance on the day of her first fight. She was going against a wyvern rider. They looked confident. Vivian held on tight to Goop, as he sped around the arena, nimbly avoiding the wyvern rider’s strikes. The crowd was roaring! Vivian noticed that the longer the fight went on, the more electricity seemed to emanate from him. It wasn’t long before Goop suddenly skidded to a halt, an unleashed his torrent of electricty upon the wyvern and his rider. They dropped like flies, paralyzed and unable to move. Impressed with the might of this new dragon rider, the Queen demanded to meet them.

    During this meeting, Vivian was given a home within the Maltian capital, where she had butlers, maids and even her own cooks! Of course, she hsd to fight in the arena whenever the Queen called upon her, but Goop won the majority of the fights anyway. With servants to help her, Vivian went from a raggedy orphan dragon girl to a beautiful woman! Even the Queen was a bit shocked at the glow up. But when war broke out, Vivian hurried to the front lines to serve her Queen, and hopes that she can repay the Queen’s kindness one day.

    Class


    Dragon Rider
    Lance Rank: D, Axe Rank: E
    Attributes: DRAGON
    Vivian relies on Goop to do all the heavy lifting with his lightning breath. With her ability, she can pose some trouble with her javelin, but otherwise it’s all Goop. Keep her behind the front line since she can’t take a big hit from an enemy soldier.
    Stats


    Health: 60/60
    ACC: 110 CRIT: 10 EVA(+10): 55 LUCK: 5 ASS: 15 BLOK: 0
    Att: 10 Def: 6 Mag(+5): 15 Res: 13 Mov: 7

    Skill Loadout


    Dracobattery*: Vivian gains +1 Mag after attacking, stacking up to +5 Mag. Stacks are lost after Spittin’ Bars is used. Assists count as an attack.

    Spittin' Bars: An active/dice skill. The rider commands their dragon to use it's breath. Units standing on the four cells in the rider's specified direction will suffer nonlethal damage equal to the rider's Magic stat. Depending on the dragon type designated by the player, the breath element will come with special effects. Fire does double damage to BEAST units. Ice has a 25% chance to cause Frostbite. Wind does double damage to AIR units. Thunder has a 25% chance to cause paralyze.

    Curious: A passive skill. The rider's dragon will inform them when they are within two cells of a trap or an invisible foe upon ending their turn.

    Inventory


    1. Javelin (Ranged)
    2. Slim Axe (-2 damage, +15% EVA)
    3. Vulnerary (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.

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



 
Last edited:
Reinhardt Reinhardt 's Characters



    • 71f8d4b0c62fc1b2e939903a883b767b.jpg
    Name:

    Race:

    Age:

    Date of Birth:

    Gender:

    Country of Origin:

    Faction:
    Myrra

    Laguz

    24

    August 12

    Female

    Malth

    Alliance of Fire - Generally assigned for tracking and food foraging. She also occasionally helps out in various chores such as restocking the animal feed, distributing rations, etc.

    AppearanceMyrra is roughly 5'3, with a slightly lean build. Generally she wears clothes that would better suit the cold weather - hooded wool tunics, winter hats, and the like. She has quite a fair skin complexion, which compliments her light blonde hair, and her unnaturally purple eyes. She has these "whisker" marks on her face that seems to be more of a birthmark rather than a faded tattoo.

    In her wolf form, she appears to be this slightly large wolf, covered in golden brown fur. Her eyes change from purple to a brilliant yellow-green as well. Of course, just like her regular look, the wolf has a slightly lean build, but is without the "whisker" markings on her face. Sharp teeth decorate the inside of her medium-sized jaws.

    PersonalityMyrra has a positive outlook. Instead of dwelling on the bad things, and the terrible side effects, she prefers to gaze on the lighter side of things. While the young lady would seem rather cheerful, she still has her downs from time to time, but decides to keep those moments to herself. Her smile may not always be there, but it is highly unlikely to see her frown.

    She's not proficient in cheering people up, but her positive aura is contagious. Lifting up a heavy atmosphere just by being there and looking content with the world is one of her many ways to mingle with the various folk from the Alliance.

    Due to her upbringing, Myrra's social skills aren't really that good. She can talk and understand properly, yes, but her conversational skills suck. That's why she rarely speaks, and most often, simply nods in silence and smiles in response.

    Of course, when reverting to her wolf form, her inner beastly instincts kick in - she becomes more aggressive, more territorial. Much like the regular wolf, she will not hesitate to strike if the need arises. Usually, she would prefer to be by the side of those whom she had formed a bond with, when in this form.

    BackstoryFor a Laguz, being born in the harsh weathers of Malth isn't exactly an ideal scenario.

    Myrra's parents aren't really natives of Malth - they were in the middle of a migration, but unfortunately got swept into the cold wilderness. Myrra's mother was pregnant with her back then, and had to give birth to her in a makeshift den made out of snow-covered twigs and branches. Leaving the place was difficult for them, especially with a little Myrra on their side. Still, they did their best to raise her properly - they educated her on the ways of life, taught her how to survive in the harsh wilderness of the endless winter wasteland.

    As terrible as their situation may be, lost and trapped in a land of eternal winter, Myrra somehow developed a positive outlook in life, due to the love of her parents. She focused on what's there, and not what's missing. She had her eyes fixed on what's good, and not what's bad. This made her life more tolerable, until of course, the inevitable demise of her parents.

    In her loss, she wandered around the frozen forests of Malth, moping and giving into grief. Eventually she no longer had the will to survive, and passed out in the middle of a snowstorm. That fated day, she was rescued by a patrolling Maltian, who took care of her since then.

    While under the care of this person, she began to feel once more the comfort and the joy of having a family. Eventually she opened up to the man, who officially adopted her as his daughter. When the man was about to be involuntarily sent to the Alliance's army for service, she decided to take his place instead as a gesture of gratitude and familial love.


    Class


    Wolf
    Stone : D
    Attributes: BEAST

    Myrra is someone who works extremely well with a partner. Despite her balanced capabilities, she is less effective when fighting alone, compared to when fighting with an ally on her side. Capitalizing on her hunting instincts and isolating specific targets is her niche, and she excels rather greatly at it. Positioning her with a strong ally would be of great benefit.

    Stats


    Health: 70/70
    ACC(+5): 120 CRIT: 20 EVA(+5): 50 LUCK: 5 ASS: 10 BLOK: 0
    Att(+1): 15 Def(+2): 9 Mag: 1 Res: 9 Mov(+2): 6

    Skill Loadout


    Wild Hunt*: At the start of every match, Myrra randomly selects a target on any of the opposing side to hunt. Once selected, this target will be given the status of [HUNTED], while Myrra and a random ally will gain the [HUNTER] status.

    When both are within a 2-cell distance, both [HUNTERS] gains +5% ACC and +5% CRIT when attacking the [HUNTED]. The [HUNTED] gains +2 Def and +2 Res when defending against the [HUNTER].

    If any of the three is defeated, the hunt ends.

    Loyalty: If the Wolf’s partner was hit during the opposing phase, the Wolf is guaranteed an assist on their phase so long as they stay partnered up with the homie that got hit.

    Howl of the Hunt: When wolves howl, all allies within a two cell radius will receive +2 cells of movement for one turn. If the Wolf howls on a dark map at night, this effect will last the rest of the battle (unstackable).
    Inventory


    1. Beaststone (D)
    2. Vulnerary (3) - Heals 20 Health.
    3.
    4.
    5.

    Relationships


    Name: Rank

    Skill Bank


    Second Chance: 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.



 
Last edited:
Kage's Monster



  • Name

    Race: Elf

    Appearance:
    6304ff66a1718807722f209bbbbf96460d70bf20.jpg

    Age: 36, April 2nd

    Sex: Male

    Country of Origin: Malth

    Faction: Alliance of Fire | Wrecker of your shit

    Personality

    Backstory








    Class


    Oni Savage
    Axes: D Anima: E
    Attributes: ELVEN
    (Insert description here)

    Stats


    Health: 70/70
    ACC: 100 CRIT: 20 EVA: 40 LUCK: 5 ASS: 20 BLOK: 0
    Att: 9 Def: 6 Mag: 6 Res: 11 Mov: 5

    Skill Loadout


    Custom Skill*:

    Blunt Force Trauma: A passive skill. Oni Savages gain +2 attack and +10% ACC when wielding a club or hammer as opposed to an axe.

    Power Shift: An active/die skill. For the price of half their health, Oni Savages can channel their Attack stat into their Magic stat and vice versa. The amount channeled decreases by 3 per turn. Base chance of 10% to inflict the Berserk status effect on the user that doubles every time Power Shift is used in the same battle.

    Inventory


    1. Hammer (Armor)
    2. Frost
    3. Fire (Beast)
    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.



 
ー P r e t z ' s P e e p s ー
If anyone wants to plot with any of these dorks please hmu I love that shit




  • ? Yuyan Ji ?
    Lush Socialite

    Seaking.full.2036694.jpg

    Life's too short to sweat the small stuff! What does Naga care of what we mortals do, anyways?
    Name
    Hers is a name her parents gave her in the hope she would never have to stop smiling. And all through the struggles of her life, it has yet to not be true.

    Race
    Human

    Appearance
    5'3" Yuyan is a woman of the world, and it's hard not to say it doesn't show. There's something of maturity and easy grace that flows through her every careless movement- on the nonchalance of a sash tied just a bit too loosely, in the sultry slip of her eyes down a handsome young man's robe. She is rarely found without a grin on her lips and the pink blush of alcohol coursing through veins under warm cheeks. Live life fully and wholly is her motto, told in every dance and step. She has also picked up mannerisms from all over Terrunum through her travels, sometimes falling into a course Maltian tone or embellishing her stories with the elegant weaving of a fast-talking Aurhalzen merchant. Her fashion, too, boasts of such worldly adventures, often being luxurious without looking pompous; stylish without drawing too much attention to the fact that it is so. Though admittedly she cannot help but display Komodan styles, her undisputed fave, most often of all...even if she has to take a few liberties here and there to make the constricting patterns fit more to her liking. Straight dark brown hair and eyes also work to mark her as a woman of her homeland. And though she'll gripe about Komodo till the cows come home, deep down, she truly is proud of it.

    Age
    31 (Born May 11th, Taurus)

    Sex
    Female

    Country of Origin
    Komodo (Betwixt Child)

    Role/Faction
    Alliance of Fire. --
    13th Battalion. --

    Personality
    = = = = =ESFP-A (The Entertainer) / True Neutral. Literal embodiment of the Floating World.

    History
    = = = = =--

    Other
    The clumsiest at horseback riding.



    System
    Class

    ? Transporter ?
    Attribute: BEAST
    "So these things have EPIC defense and EPIC health but they are completely incapable of combat. Their War Carriages are basically like motherfucking tanks. I don’t mean in the RPG sense, I mean like… an actual military tank. Their resistance is shit though. They're prone to catching on fire and shit man that would really suck so watch out for that shit dog. Whenever a Transporter's around, you got access to your army's entire inventory. You could whip some shit out at a moment's notice. And they're super handy for getting a bunch of slow pokes around. Also, though they can be defeated in combat they can't actually be killed. "

    Breakdown
    So these things have EPIC defense and EPIC health but they are completely incapable of combat. Their War Carriages are basically like motherfucking tanks. I don’t mean in the RPG sense, I mean like… an actual military tank. Their resistance is shit though. They're prone to catching on fire and shit man that would really suck so watch out for that shit dog. Whenever a Transporter's around, you got access to your army's entire inventory. You could whip some shit out at a moment's notice. And they're super handy for getting a bunch of slow pokes around. Also, though they can be defeated in combat they can't actually be killed.
    Stats

    Health: 80/80
    ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK(^): 40
    Att: 1 Def: 18 Mag: 1 Res(+1): 5 Mov(+4): 10 cells

    Skill Loadout

    ???* : ??
    War Carriage : Passive Skill. Grants the Transporter a big ol carriage for fuckin’ stuff. It holds the army's storage and allows items to be transferred to it during battles, can have a Ballista attached to it, can hold 4 people inside the cabin, 1 in the passenger seat, and 1 on top to fire the siege weapon. All in all that brings the total amount of people the Transporter can carry to 6 units. If a healer is present in the cabin, the other 3 passengers within the cabin will be healed once every turn. If the rider in the passenger seat is equipped with a bow or magic, they can fire at an enemy from one cell away, but not up close.
    Slave Driver : Passive Skill. When the Transporter is not participating in battle, they will double the amount of resources received from sending Prisoners out to gather materials.

    Inventory

    ? ???: ???
    ? Give Divide alcohol pls
    ? --
    ? --
    ? --

    Relationships

    TBU

    Skill Bank

    Second Chance : Basic Skill. The first time Yuyan's HP reaches 0 she will merely flee the fight and may return for the next chapter. Can only be used once until it’s refilled.
    Rescue : Basic Skill. Allows the Transporter to carry another unit and protect them from further harm.









 
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Copykat’s Characters







  • Name: Alexander Tormujiok



    Race: Human



    Appearance:
    331d7c6074e22a1b08d53b813da5d422 (1).jpg
    Alexander is a gentle giant, but a giant nonetheless. He’s 6’5” and 195lbs, with snow silver hair and ice blue eyes. He almost blends in with the snowy lands of his home. For a normal human of his age, he looks pretty good, he’s healthy and works out a lot to get those big Maltian muscles.



    Age: 56, Born March 8th.



    Sex: Male



    Country of Origin: Malth



    Faction: Alliance of Fire

    Protector ||Front Lines all the times || Hero of Blizzard Beach || Heavy Lifter



    Personality: "Oh don't worry about me lass,these old bones still got some fight in them." (Neutral Good)
    Alex is strong in mind and body, he has a warm heart and a cool head, he’s all around just a swell old man. He is kind, he still carries with him that Maltian spirit, but it is colored with wisdom from age. He won’t back down from a fight, but he may approach it differently, turning it into a learning experience. He tries not to bring attention to his past or his title as the “Hero of the Frozen Beach,” he mostly spends his time training or reading, or helping others. He won’t shy away from violence, but tries to avoid killing if necessary. If he has to though, he won’t hold back in the slightest, he turns cold blooded, pun intended. He has some concern about his age, but they’re minimal, He thinks he’s still younger than he is.



    Backstory: There is a small Island off the east coast of Malth, called the blizzard beach for it’s relatively pleasant environment. It would be this world’s equivalent to Iceland, which is a beautiful place. The cold was bearable there, and there was an abundance of resources to be found there. This made it a ice place to stay, as well as a nice target for raids. Quite a few years ago a large group of bandits showed up, they came just to plunder, but considered just staying there, taking over the town and making it their own. It wouldn’t happen without a fight, but the towns people were outnumbered, and heavily out armed. Still it was a tough conflict, the bandit’s barley managed to get the advantage, it started to look like their victory, quite a few townspeople had died by this point, and morale was lowering. One day came a heavy snowstorm, everyone stayed inside, even the bandits stayed inside their ships, one person didn’t though, a guard whose wife was killed in the attacks, he felt he had nothing to lose. Against people’s warnings he ventured out a lone into the blistering cold and set up a large amount of dynamite, from the mining supplies near their ships. Then in the night he detonated them while the bandits were asleep, crippling them heavily. There were stragglers of course but he hunted them down himself, effectively saving the frozen beach. People rejoiced, calling him the “Hero of Blizzard Beach.” It was a legend that would go down in history, but his tale didn’t end there. Many years later, and this hero, named Alexander Tormujiok, would be getting older, he never remarried, but he kept his body well maintained, and he could still fight with the best of them. He didn’t do anything on the scale of what made him famous, but he didn’t need to, people knew the tales of what he did and respected him for it. He still helped with errands for other people and the kids liked to hear him tell his story. He was much better in the cold, people often said he would stay out in the snow and help people who got lost, often only catching a cold for a few days. Then one day the Monolith appeared. He was approached by some people in the army who knew what he had done and wanted him to join the army. He had no reason to decline, he didn’t want there to be a war, but he was older and wise enough to know that the sooner it ended, the sooner they could get rid of the Monolith, and that was most important.






    Class




    Sentinel ⟶ Sentinel+

    Gauntlets Rank: D

    Attributes: N/A



    Stats




    Health: 60/60

    ACC: 110 CRIT: 10 EVA: 50(+10) LUCK: 5 ASS: 0 BLOK: 20

    Att: 13(+2) Def: 10 Mag: 2 Res: 10(+3) Mov: 5



    Skill Loadout




    Hero of the Blizzard Beach*: A passive skill, he is immune to ice damage and takes double damage from fire.

    Get Blockt: A passive skill. Sentinels suffer no detriments from wielding a Shield.

    Shield Rush: An active skill. Sentinel charges forward and knocks a unit four cells backward. Air units and Armor units are unaffected, mounted units are dismounted, and infantry units are stunned for one turn.



    Inventory




    1. Bronze Gauntlets, Rank E

    2. Iron Shield, Rank D, +3 Defense, -10% EVA

    3. Vulnerary (3), Heals 20

    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.







 
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demons chars.png


  • Name
    Hana Himura

    82e52d0c4070ddd3b0846b874180afa6.jpg

    Portrait_Red_Riding_Hood_Paladin.png

    Race
    Human

    Appearance

    Age
    23
    Born August 5th

    Sex
    Female

    Country of Origin
    Komodo

    Faction
    Alliance of Fire

    Personality

    Backstory


    Class

    Spellblade ⟶ Dawnbreaker
    Anima Rank: D | Hidden Weapon Rank: E
    Attributes: (INSERT ATTRIBUTES IN CAPITALS HERE IF APPLICABLE)
    (Insert description here)

    Stats


    Health: 0/0
    ACC: 100 CRIT: 10 EVA: 30 LUCK: 5 ASS: 0 BLOK: 0
    Att: 0 Def: 0 Mag: 0 Res: 0 Mov: 0

    Skill Loadout


    Custom Skill*:

    Inventory


    1.
    2.
    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.

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



 
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Lettuce's characters


  • bbdcef96638f3da76f5e152d260199fa.jpg
    Name
    Johanna "Jo" Ronheart

    Race
    Vampire Branded

    Appearance
    Jo is around 5'6" in height, 5'7" in the heels she insists on wearing.

    Age
    22

    Sex
    Female (Lesbian)

    Country of Origin
    Aurhalz (Faithless. There is no Naga. Only pain.)

    Faction
    Alliance of Fire

    Personality
    "Excuse me? Is there something about me that tells you I give a shit?"
    Despite her prim, proper, cute appearance, Jo is a very crude person. While she may still hold herself with finesse and refuse to talk like the scum around her that's lower than her, she still curses like a goddamn sailor, and makes it clear that she doesn't give a shit about any of the people around her. She just holds herself to a higher standard than the lowlives who never learned how to talk correctly. While she might prefer to be callled Jo, there's a 100% chance that she'll introduce herself as Johanna and ignore anyone who tries to call her anything else, unless she gives them express permission to call her Jo. She's not without her good traits, they're just kind of hard to find under all her bitchiness.

    Despite not initially appearing like she would, she actually has quite a warm heart and cares about the people that she likes, though everyone else can just fuck off and keep fucking off for all she cares. It's not even particularly hard to get her to like you. Like any living being, she requires some sort of approval from other people to not fall into a deep ass depression and, well, it just really requires some form validating what she wants to get her to like you. She's not used to it, she latches onto anyone who encourages her to do what she likes.

    She has some self confidence issues hidden under all that bitchiness. Around twenty-two years of being assured that what she was was fragile and incapable of defending herself got to her, and she has some trouble not thinking of herself as incapable of defending herself.

    Backstory
    "You never listened to me when I said I didn't want to become a Priestess... Well, I guess I'll make my own Nagadamn way. I don't need you anymore, Mother."
    Jo was born to a noble woman's household, her father unknown due to the fact that her mother literally just slept around until she got pregnant, due to the fact that she had no intentions of tying herself down to a man. Her manakete mother deduced that her father was probably one of the humans or branded due to some pretty obvious reasons. This set her on a pretty easy childhood, considering the fact that she was living in a rich household.

    Stemming from the fact that her daughter was born a Branded and not another Manakete, her mother perceived her daughter as a fragile creature, who should be protected and never in the thick of battle- She should be taking care of other people with plenty of people around her to protect her from being harmed. Other races simply weren't as strong as Laguz and Manakete, who were made for fighting. Thus, from a young age, Jo was taught to heal other people and mend their injuries so that they could continue fighting.

    And from the very beginning, Jo hated this.

    If she was going to be taught Magic, she wanted to be able to use it to take her foes down in battle. She would've preferred to be a Great Knight or Paladin, but using dark magic would've been an acceptable alternative in her eyes. Ever the "everything else is fragile" kind of racist her mother was, though, she wasn't about to let her daughter touch anything that might lead her into actual battle one day. Despite the fact that it was abundantly clear that her mother loved her greatly, this caused her to resent the woman who had given birth to her. She didn't give a fuck about her comfy lifestyle, she just wanted a fucking sword and some respect.

    This resentment it part of what caused her crude personality; she didn't want to be the fucking dainty flower that she was being raised to be, she wanted to be at the forefront of fights cutting people down whenever war came. As long as she wasn't going to be allowed to literally cut people down, she could still slice them down with her words. If they didn't have any value to her, she didn't have the slightest inclination to be nice to them.

    She was ready to leave home the moment she got the opportunity to, and the war provided just that to her. If she enlisted in the army, she would finally get a chance to finally do what she wanted to and become stronger. It took a screaming match with her mother to and her mother threatening to disown her if she joined the army, but Jo quickly left to enlist in the Alliance of Fire. Frankly, she didn't care about the political stance of the side she was joining and probably would've joined the Legion of Stone if she had sat down and thought it through, but she was joining completely on impulse. She didn't have time to think about it, and she's not inclined to leave on a trek to Dinne because she likes the Legion of Stone's stance of the Fire Emblem more.


    Class


    Heavy Medic ⟶ Blood Priestess
    Staves: Rank D
    Attributes: UNDEAD, BRANDED, ARMOR
    Jo is a healer, though, on the list of healers out there... She's not the best. Having hated her parent's insistence that she learn to be a Priestess instead of the Druid or Great Knight that she wanted to be, she's neglected to actually train in healing. She's got some decent strength, though, used for lifting her staves right now.

    Stats


    Health: 50/50
    ACC: 115 CRIT: 10 EVA(+10): 40 LUCK: 20 ASS: 0 BLOK: 20
    Att(+5): 10 Def: 13 Mag: 6 Res: 9 Mov: 4

    Skill Loadout


    Vengeful Bitch: When being attacked, Jo has a 15% chance of using her equipped weapon to hit the person attacking her in the head and inflicting Bleed status effect. Doesn't do damage, otherwise.
    Bulwark: A passive skill. Jo will automatically perform a block for her partner if her partner is at or below 50% of their health.
    Retention: A passive skill. Jo receive +2 Resistance on top of whatever resistance bonus is granted to her when a Ward is cast on her.

    Inventory


    1. Mend: Rank D stave. Heals 40 Health.
    2. Love: Super Long Range. Rank D stave. Inflicts Love status effect.
    3.Poison Bomb(3): Lets off a purple poisonous gas inflicting nearby units with poison.
    4.Fear Bomb(3): This brown gas causes people to contract the Fear status effect and to run away like a lil bitch. Like they should.
    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.

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



 
BlueInPassing's Characters


  • 389141-art_003.jpg
    Name: Lin Yu
    Race: Human
    Age: 31, May 1st
    Sex: Male
    Country of Origin: Komodo (Betwixt Child)
    Faction: Alliance of Fire, 13th Battalion
    Guard watch | Paranoiac | Bird enthusiast

    Appearance:
    Yu is 6'0" and pretty average looking. His long green hair is his most immediately notable feature, which he keeps loosely tied and held back from his eyes with a bandana. The bandana also serves to hide his large forehead that he is so conscious of (he thinks it makes him look like he has a receding hairline). Upon a closer look, Yu also has strikingly green eyes; they are secretly a point of pride for him, since his parents used to compare them to precious jade. On duty or off duty, he is usually clad in the leather armor and the forest green tunic characteristic of Komodan archers, which allow him to blend in quite well into forest environments. A stressful career has left him with perpetual tension in his facial muscles and people have told him that he looks like he is always frowning, even when he isn't feeling particularly displeased by anything.

    Personality:
    Yu is not one to stand out from the crowd, though there is something to be said about his dedication towards ordinariness. Like most Komodan citizens, he possesses a conservative worldview: he likes the safety of the status quo and, put more negatively, can be willfully ignorant to the negative aspects of Komodan society. Brought up in a home environment that had little, he appreciates material things and life all the more. As a result, he is unlikely to take risks or stray off the beaten path. In work and in life, he is what you would call a worrywart and a minor paranoiac. Though this has served him well in his job as a sentinel for Komodo's largest prison labor camp, it has also contributed heavily to his stress-induced health issues, which he attempts to soothe with various herbal tea remedies. In the off chance that he does get some down time, he is an avid birdwatcher. His interest was initially peaked as a child, funnily enough, by a large birdlike kite rather than an actual bird. However, he grew to like birds when his watch tower position placed him in a spot with a good view of the skies. Sometimes sparrows would perch themselves on the watch tower walls -- it was always a shame to shoo them away. For a middle-aged man, he is a secret romantic. His dream is to marry the love of his life, open up a traditional Komodan inn, and start a large family. That dream has been put on hold because of the ongoing war.

    Backstory:
    Yu's parents were uneducated craftsmen who mainly made and painted umbrellas for a living -- not even particularly pretty umbrellas at that. They were middle-of-the-road in terms of artistic skill, so the wealthy and elegant ladies and gentlemen of the capital didn't pay them much mind. Their customer base consisted largely of regular townsfolk, most who had only enough room for one umbrella in their lives. The Lins were too honest to give them anything less than the most sturdy of wares, so repeated business was rare and earnings, the bulk of which came from the rainy summer season, were only enough to scrape by. Yu grew up helping with the family business and playing with other children who lived near their hovel. When he was eight, he was joined by a sister and then a brother. For most of his adolescence, he acted as the de facto parent of the household, mostly out of a sense of responsibility in relieving his parents' burdens. The experience was stressful and became formative of his worrywart nature as an adult.

    When Yu became of age, his most immediate concern became his parents' retirement and future livelihood. To that end, he enlisted himself into the Komodan army, for he had no other talent to offer save for his sturdy constitution and his unusually keen sight. The Green King's pacifistic values meant that there was little chance of Yu having to go to war. Yet on the other hand, it also meant that he was paid little for his troubles. His special talent land him a position in the starting cohort of archery trainees and he grew to be rather skilled, though he was always held back by his cautious nature. After four years in the army, he decided to return to civilian life; though he had been able to financially support his parents and his siblings, he disliked the extended amounts of time he had to spend away from home. His sister was still only fourteen, barely able to take care of his twelve year old brother and his aging parents. Through a lucky connection he'd made in the army, he obtained a position as a watch guard for the main prison labor camp in Komodo, a small leafy island located high up in the canopy of the Komodan forest. Because of the remote location of the camp and the difficulty of access, escape attempts were rare -- though this did not assuage Yu from the daily anxiety he experienced at his post. His alertness paid off when he was awarded a bonus for incapacitating a prisoner who was attempting to hijack the lift system used by prison guards to commute to and from home. To this day, the ordeal remains the highlight of his six year career there. When the war over the Fire Emblem broke out, Yu realized that his father would be too old to serve and his brother too young. As a result, he decided to volunteer himself before anybody from the Lin family was drafted; not only would this allow his father and his brother to live in relative safety, it would also preserve the Lin family's honor.


    Class

    Archer ⟶ Sniper
    Bow Rank:
    D
    Attributes: NONE
    Like all archers, Yu has relatively high accuracy and attack, making him the natural enemy of magical and support classes with low defense and the most likely unit to land a hit on some speedier opponents. As an individual, Yu's high assistance afforded him by both his stats and his special skill differentiates him from other archers as a highly supportive unit. Pair him up with a tank for maximum effect.

    Stats

    Health: 50/50
    ACC: 115 CRIT: 10 EVA: 45 LUCK: 5 ASS(+10): 20 BLOK: 0
    Att: 16 Def(+3): 9 Mag: 2 Res(+2): 10 Mov: 5

    Skill Loadout

    Professional Experience*: A passive skill. When Rei is partnered with a unit of the Knight branch, he receives +10 to ASS.

    Gotta Run: A passive skill. If the 1st close ranged attack on the Archer misses, the second one will miss as well.

    Focus Shot: A an active skill. The Archer concentrates for 1 turn and stacks +15% ACC for the next turn.

    Inventory

    1. Iron Crossbow (D Rank): Capable of attacking from adjacent cell
    2. Longbow (Extra Ranged, Air, D Rank)
    3. Ropes(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.

 
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