@Hero Looks pretty good to me. The summons work too. Ravana being the dark god of Escain though would normally not be okay, but considering his relationship with Escain, he's not looked down upon or shunned as much as other dark gods are. Just keep that in mind when using his summon.
Finally, I'd like to note that everyone still making their CS now, keep doing so. Even if the limit is 8, I may let you in anyways over the limit, if your characters will increase the variety, or are good characters with proper longevity.
But everyone who is considering or has not yet started, I'm afraid I cannot accept you, so this is a notification to tell you to not waste your time.
Though that may be the case, it's not uncommon for players to drop either which I completely expect. You can expect entries to open up periodically depending on this.
@Hero Looks pretty good to me. The summons work too. Ravana being the dark god of Escain though would normally not be okay, but considering his relationship with Escain, he's not looked down upon or shunned as much as other dark gods are. Just keep that in mind when using his summon.
Finally, I'd like to note that everyone still making their CS now, keep doing so. Even if the limit is 8, I may let you in anyways over the limit, if your characters will increase the variety, or are good characters with proper longevity.
But everyone who is considering or has not yet started, I'm afraid I cannot accept you, so this is a notification to tell you to not waste your time.
Though that may be the case, it's not uncommon for players to drop either which I completely expect. You can expect entries to open up periodically depending on this.
Thank you.
Figured I could get away with an attack from Ravana (Maaaaybe potential summon in the future, idk) but sounds good, thank you.
Combat will be generally decided by intelligent usage of what you have. Do note that not everyone is equal, some characters may actually be stronger than others, NPC or not. Meaning you should properly size down your opponents. Throughout the course of the RP you may gain non-leveled bonuses, such as blessings from gods, legendary equipment, or other things.
Some general rules
You can chain multiple skills together in a single post, (at max 4-5 depending on the skill), but by doing so, the more you chain together, the more vulnerable you will be to attack from your opponent in their following post, so doing this is recommended only for all-out attacks, or when you have the freedom to do so. For an analogy, basically the more skills you chain/commit, the more occupied you are, leaving you unable to be wary or able to respond to counter attacks.
You start with 3 Limit points at 0 Soul. You get 1 Limit Point for every 2 Soul you have (eg. If you have 4 in your Soul stat, you have a total of 5 Limit Points). Limit Points are used for Limit Break skills, which cost 1-3 LP depending on the level (eg. Level 3 Limit Breaks cost 3 Limit Points).
Next is how death will be treated.
Death is not immediate. In general, you will have 3 Chances. When you lose all 3, you will die, or be out of commission, and may make a new character. There are a few rules however.
The first two strikes can be triggered by anything sufficient to incapacitate your character. Whether it was your fault, or the actions of someone else.
Losing a strike will debilitate your character permanently, such as mental trauma, or even losing a limb. This gets added to your "Additional" section in Equipment.
The third strike can only be lost by your own fault, (ie. doing something incredibly stupid). Though you will still take "strikes" and be hit with a debilitation for each time you would've died.
You will also still take a new debilitation (up to a max of 4) for each strike you take.
Do not lose hope however. Should you survive long enough, you will be given a chance to make it into a strength. (ie. If you lost an arm, you get the chance for an artificial arm of some kind with special powers or abilities).
@MysteryBroom Showdown sounds more like an LB2 rather than 3, LB3s tend to be a lot more destructive.
You can just add more later though, just change the value of that one or make it more destructive and you can throw it in. It's not like you can safely use LB3s yet anyways, so don't worry too much about that.
Instantly recognizable, Nara stands out from a crowd with impeccable ease, due to her short stature, her heterochromatic eyes, her black gloves and the goggles that commonly rest upon her head... among the rest of her attire. She stands at 122cm (4' 0") and weighs in at 23kg (51lbs), significantly below the height and weight one would expect for someone her age. She's also lacking in the curve department, with her BWH Ratio sitting at 16-16-19 if measured in inches and 41-41-48 if measured in centimeters. Nara's left eye is violet in color and her right eye is red. Her belt looks to be way too big on her, and often falls at an angle around hip level, but amazingly, her trousers stay upright despite this. To complete the look, Nara wears a pair of black, steel-toed combat boots on her feet at all times.
On the surface, Nara shows to be a relatively nice person. Her first impressions are good enough in that she has no trouble making acquaintance with any one person; regardless of whatever walk of life they've chosen for themselves. Nara typically tends to reserve her judgment of the other characters she meets, seldom asking any questions and never one too many. She can respect personal boundaries and classified detail, after all. Nara is surprisingly knowledgeable and has an odd sense of maturity to her as well, allowing her to easily hold an adult conversation with another person in spite of her age. As such, she highly disapproves of people treating her like a child.
While she may have a friendly demeanor about her outer personality, Nara's inner personality may show that her moral compass has... a few screws loose, let's say. She's all for causing a little mayhem wherever she goes. She has no qualms selling the weapons and war machines that she creates to two nations that are at war with each other, and then sitting back and watching said war unfold at a safe location. She may even bet a few Gil on which specific soldier will make it through the war alive or which one will get X amount of kills. The only lives that Nara truly values, aside from her own of course, are those of some of the most faithful allies she's ever had. If anyone else had just so happened to be caught ablaze, as an example, she'd be more likely to roast a marshmallow over the fire that consumed them over making any attempt to douse the flames. And while she's not one for asking questions to others, there's always one question that Nara will ask herself before she undertakes any action; what's in it for her? What exactly does she lose from it? And more importantly, what does she gain?
In her defense though, Nara's just doing what she believes she must in order to survive this cruel world. It doesn't matter however many shady characters have to serve as her customers; just so long as she gets the Gil that she needs to support herself, and keeps herself alive long enough to get each paycheck. One may question Nara's level of conscience, or whether she even has one, but sometimes it pays not to think too much into it. Fighting for the greater good is unnecessarily complicated as it is these days...
Nara Kan had a fascination with machines ever since she was little. She would always watch her father Konu Kan, who served the Songdaenese Navy as a Sky Soldier, as he constantly tinkered with all the various machines that he'd been assigned to work on. Although a bit grizzled from serving his country, Konu tried his damnedest to set Nara straight, as she was the only person left in his world due to har mother having died during her birth. Konu was a Sky Soldier, and then his father was a Sky Soldier, and then his father before him was a Sky Soldier. It'd been like that generations on end. However, since she was too young to start training as one and had no passion for anything else, Nara had to take a slightly different approach... and that involved her and Konu moving to Escain, much to the latter's reluctance.
While Nara couldn't train as a Sky Soldier due to age restrictions, she figured she could at least see if she could start of as a Machinist, and get herself into a university at Escain's capital of Zehendorf. She was surprised to see that the typical Machinist would be trained in the usage of firearms, but she had no qualms about it, even picking up on how to forge her own. Konu had returned to Songdae about half-way through Nara's course as homesickness seemed to get the best of him, but Nara continued on until graduation, passing through each test with flying colors. It was shortly after acquiring her scholarship, however, that Nara got mixed into the wrong crowd.
Due to needing the Gil to pay off the student loan that she had (among other expenses), Nara winded up selling weapons and war machines to all sorts of shady characters and organizations, and forging them specifically to be bought in the black market. Had Konu been around in Escain, he'd be there to stop Nara and lead her to a more honorable lifestyle. But although she quickly caught on to where exactly her talents had brought her, Nara didn't seem to mind. After all, all she really needed now was something to pay the bills.
She usually operated strictly in Escain, but Nara got hold of a possible buyer in Raelin, who seemed interested in a sniper rifle that she recently forged and had been meaning to test. Travel arrangements were not her forte, but the opportunity was too good to pass up, so she packed some bags and went on her merry way to meet with this guy. Nara had to sneak her way past all sorts of guards, but she managed to infiltrate her way into Raelin easily enough. Now it's only a matter of time before the meet with Nara's potential buyer.
Combat Information
Level: 25 Class: Machinist
Anti-Mech Ammuninition: Nara's attacks and skills deal 20% more damage against enemy mechanized units. Lightning Rod: Nara does not take damage from lightning-based attacks. Instead, her Mind stat increases by 1 whenever she's struck by a lightning-based attack, until her next attack initiates. In exchange, Nara receives 150% damage from all earth-based attacks.
Eternity Fusil (Main Weapon - Sniper Rifle): A prototype sniper rifle that appears futuristic in design, and is loaded with all sorts of Escainian technology. Nara technically has another one in her backpack that she'd forged with a similar method, but that one is supposed to go to the buyer that she was supposed to meet in Raelin. Ironbark Revolver x2 (Off-Hand Weapon - Handgun): A pair of slightly less fancy handguns that are simply effective at their jobs. Each revolver has 6 shots.
Assassin's Mark (D2): Nara takes a turn to aim down the scope of her sniper rifle. The next attack that she makes with it will ignore defenses, and cannot miss. Requires an equipped sniper rifle.
Whack-A-Mole (SD6): Nara smacks all enemies around her with the butts of her revolvers. This knocks them back out of melee range, and each stricken victim has a 30% chance of staggering. Requires at least one equipped handgun.
Bullet Storm (D8): Nara jumps up high, and fires all of the ammunition in her revolvers. Hits 12 times, spread as evenly as possible to all enemies. Requires two equipped handguns.
Scan (P1): Nara analyzes a single enemy, evaluating HP, MP, stats and elemental affinities (weaknesses, resistances etc.).
Thunder II (M5): Nara drops a powerful bolt of lightning down on an enemy
Quake II (M5): Nara makes the earth erupt with power underneath an enemy's feet
Water II (M5): Nara shoots a large bubble of water straight at an enemy
Hole in One: (LB1 - D10): Nara fires a powerful shot from her sniper rifle that inflicts heavy damage. Has a high critical hit ratio. Requires an equipped sniper rifle.
Forced Shutdown (LB1 - M10): Nara's violet eye glows and what looks to be a power symbol embeds itself into said eye, enabling Nara to hack into and shut down opposing mechanized units just by thinking about it. Reduces a stricken enemy's Speed to 0. Can only target mechanized units.
Meltdown (LB2 - M15): Nara amasses nuclear energy in the palms of her hand, before firing it at a single enemy as an explosive "beam" of sorts. Deals a ridiculously poor amount of direct damage for a magick of its tier (think Tier 1 levels of damage), but anyone that gets struck by this attack has their Defense reduced to 0, greatly magnifying the amount of damage they take from all sources.
Aerial Turtle Battlecruiser: Yamato (LB3 - DMP25): Nara unleashes her ultimate weapon; a gargantuan battlecruiser shaped akin to the feared Songdaenese turtle ships. Serves as an ally to Nara's party, but cannot be controlled. Has the following attacks and abilities:
Bunker: All other party members gain the "Bunker" command. This allows a party member to retreat inside the battlecruiser itself, thus disallowing them to be targeted by enemy attacks at the cost of preventing actions from that party member and also disabling their opportunities and traits. Attacks once again in a row for each party member "bunkered" inside.
Scan All: Analyzes all enemies, evaluating HP, MP, stats and elemental affinities (weaknesses, resistances etc.).
Beam Cannon: Fires a beam of pure energy at a single enemy. Inflicts heavy damage.
Mako Infusion: Changes the element of all future attacks that it makes, including its Beam Cannon attack. It will typically prioritize on selecting the weaknesses of any enemies that had been scanned.
Magidroid Power Extraction: After successfully using Forced Shutdown against a mechanized unit, there is a 10% chance that Nara will absorb all the Speed points that unit lost as permanent stat point increases. If this happens, the absorbed stat points will be distributed as evenly as possible towards Dexterity, Mind, Piety, Speed and Soul.
Emergency FCS Scrambler: If an enemy mechanized unit targets Nara or a party with an attack capable of depleting their remaining HP, there is a 30% (increased) chance that attack will miss.
Nice Mech. I'll Take It!: Shots from Nara's Eternity Fusil have a chance of inflicting a virus into a stricken mechanized unit that messes with their programming, allowing her to use that unit against her enemies for the remainder of the battle (and possibly even longer). Mechanized units must be already in critical state prior to Nara's attacks in order to become vulnerable to this virus. The more damage a mechanized unit had taken from elements it is weak to, the greater the chances of the virus being successful. Critical hits from the Eternity Fusil ensure that the virus is twice as likely to succeed in its task.
@AdmrlStalfos19 You can have one more trait. You only have two.
Thunder, Quake, and Water are out of place, there's no indication in her class that she uses magic, instead I ask you to consider inventions instead that she deploys, such as turrets, drones, and so on.
Every time she uses her sniper rifle she needs to be flung back relative to the power of the shot. She may be a genius but she's still a child and so it'd be more fitting this way.
Meltdown is accepted only if she deploys a device to use it.
Your Battlecruiser is unlocked when we go to Escain, but for now you cannot use it. It's cool though but not something you would have or can use this early, since it relies on something else.
Magidroid extraction is a little problematic. I recommend that every three machines she beats, she gets one LP back, like it's powering her devices and inventions and she gets more power to use the strong stuff. This isn't ao useful early but trust me later it'll be pretty damn good in fights against machines. Escain chapter is basically your oyster with this.
FCS scrambler is 100% chance but only once per encounter.
As we now have 8 players, the RP will start likely tomorrow, or failing that, the day after. The selection for the Venerated lore campaign will also begin, and players will be selected shortly after the RP begins.
The events of the Venerated Campaign are as such.
"Venerated, to regard with great respect, to revere. The war has reached the cusp of a climax as nations position for their final pushes, a twenty year near-constant war has left most countries in a state of disarray, famine and corruption lay waste to the peoples as they are drained of whatever they have left to power their war machines, and the unnatural fervor granted by the Eidolons, giant statues emanating the newly found Dogma energy powering armies beyond their normal capacity head the armies of the nations. However with none of these nations having the means to destroy these Eidolons, the world is left to rot under the weight of war.
The war was ended when the Iconoclasts appeared seemingly out of nowhere, individuals from many walks of life, and such a small number, yet the power of each individual accounted for almost a whole army. They with a mysterious energy were able to destroy the Eidolons, as well as the Divine Beast that followed after, a result of long years of Dogma energy abuse. After the Divine Beast was defeated, they disappeared.
They are the revered, they are the Venerated. They are the Iconoclasts"
And that's the campaign introduction.
So what entails? Well, it's a lore-building campaign. There is no RPing as the main focus though you will be free to play out some parts if you wish. This campaign covers the events of Venerated, the prequel to Reverence, as well as the prologue for the original concept. Your job is to create one of the 7 Iconoclasts, and then we will refine points of the story and their actions, and perhaps, their weapons or spells will become available for players in Reverence to find and pick up.
That's right, it is entirely possible for our characters to come across their legendary weapons too.
EDIT: I will pick 5 submissions for the Iconoclasts, and the players who pass will be doing the lore building with me for the Venerated campaign. The completed version will be available for everyone to see when it is completed. Do note that these lore campaigns aren't very long, so there's not the most needed to commit, as RPing the events is not what we're doing.
Personality: The ends justify the means is something that Shantoto says often. This holds true in her chosen profession, the Black Mage. She cares little for collateral damage, she's willing to do whatever gets the job done. In this case, her chosen goal is to end the war so she can study the advances in Magic that all sides have made.
Biography: Born to a family of prestigious Mages in Raelin, Shantoto was always taught that she must be the best in everything that she does. She was a prodigy in every school of Magic she tried, but it was the art of Black Magic that drew her in the deepest.
She quickly learned everything she could from Escain and began traveling the world, learning the arts of destruction that each nation taught. She devoured every bit of information she could, quickly mastering each school of Magic she came across.
But it wasn't enough for her, she wanted to know the arts of Dogma that the government hid away, so she decided she would end the war. She would become a hero and demand that she be handed the research they had done. Then she would expand upon it and become the greatest Mage ever.
Class: Mage of Destruction
Abilities: A master of the most destructive Magic from all over the world, she can obliterate entire cities with but a wave of her staff.
Name: A'nun Rex, "The Voice Of God" Gender: Male Nationality: Not known Heritage: Not known
Personality: Steadfast and immovable, this is A'nun Rex who was dubbed the Voice of God. Soldiers who have faced him in battle were greeted with a handshake and a choice to surrender. Before the Iconoclast would set about to level a whole army, A'nun believed in the voice of reason and would always offer the army facing him a chance to surrender. That is where the stern demeanor comes from. A cold person who relies on reason and logic in his approach. He rarely smiles, laughs, frowns or gives of any facial expressions; maybe that is part of his tactic to make you see that you have no chance of ever finding a weakness.
He approaches all with sincere respect as he too was once human before being granted such immense power. Those lucky enough to escape his onslaught described him as man who kept to his promises. Once, an army was offered the chance to give up their weapons and return home to their families. Half of that army was not persuaded and was decimated into ashes. The other half, by a stroke of luck, was granted leave for a short time on the basis of "avoiding inevitable death." A'nun likes to insert facts into his arguments. Now and then he would tell a platoon "You may pass by me and enter the battleground. But I guarantee you, you will suffer the same fate as the men on the other side of this field have. And let's be serious. You men are conscripts. Beggars and criminals forced to take up arms; do you really think you have a chance? The next town is North that way. You'll find the same men who accepted my offer there. I can assure you, they are quite safe. Gods never break promises." Not a second sooner the platoon dropped their weapons and ran. They saw reason and took his offer.
He gives all a chance to see the reason in his words, it us now up to them to decide. His principle? All wars can be fought and won without the need of a blade or gun. But certainly only an entity on the same level of a god can do that, right? Well, luckily for him, he is.
Backstory: There is talk of a man, a legend, that crushed armies without the need of lifting a sword. It started in a large field where two armies were about to charge into a melee. Then a shout of destructive power came from where the armies were about to clash. It was a man, clad in armor carrying a lance and a horn. He demanded that the two commanding officers shall come forth and negotiate their retreats. The man offered a chance for both armies to if they surrender and never fight for their kingdoms again.
The commanding officers did not take him seriously and ordered that the charge continue. Little did they know, that this man, was an Iconoclast. He took his horn and blew into it. The sound was so immense that the armies were pushed back by the wind.
"I am A'nun! The Herald! This is my horn--this is my voice. Let all those who continue to fight on this day, feel the wrath of God. The wrath of God's voice!" He shouted an incantation into the skies and the clouds brought about an immense storm. Hales of ice rained down, heavy winds tossed horses, the ground began to break. This was the voice of God, echoing through the battlefield. A'nun's lance pierced through all his opposition and made quick work of them.
When the battle was over, only the two to survive were the commanding officers. A'nun left them there to watch the decaying waste of their decision. They were ordered to run and spread the rumor of A'nun, the Voice of God.
A'nun carries his horn called the Heralding Call. This horn grants power to whoever uses it for a certain amount of time. It does not choose its master but it does limit the powers of those who intend to use it for malice. The horn symbolizes the coming of an "answer" that is to be found after the sound settles which is the Voice of God. The Voice of God is the ability given to a person who uses the horn. With the Voice of God, the user can bend the elements to however they want them by simply speaking his command. However, the language he speaks in now is no longer of the common tongue and is not translatable or understandable to anybody. In addition to bending the elements to the user's will, the user can also command a person's mind into doing his bidding. (This is a malicious intent so the horn discourages it.) The user can also command minor creatures of the wild and converse with them (speaking to animals is not a malicious intent but enforcing your will onto them is). The user can also cast divine spells such as summoning a group of porcelain angels from the sky to fight for you. The horn's effects fade and wear off over time, this stops when the sound--a faint, distinct sound completely vanishes from the world. This is usually up to five hours.
The Heralding Call is also an entity. After prolonged use, the user begins to hear voices in their heads which is actually the horn speaking into the conscious of the user advising them to perform logical acts that will potentially save lives. The horn's agenda is not known truly but it is known to always give a chance to all who oppose it. In the same sense, the more you resist the user's offer or continue to struggle against them, the horn grants more power to the user. The horn only offers one choice and that is surrender. It can be interpreted that the horn's true agenda is to bring the "silence and harmony" into the world after the sound of its call. So it is an instrument intended to bring peace by ending wars or just merely to suppress those who oppose it? No one knows for sure.
A'nun can bend the elements to his will and cast spells using his voice without the need of the horn since he has spoken the language so much that a piece of the horn is now inside his psyche.
An important detail to note is that the horn can't be destroyed nor can its powers be bounded. When the horn is called, nothing can stop it.
A'nun prefers not to use the horn so often since he has no need for such power unless he is facing very powerful foes or battling thousands at a time. No one knows where the horn comes from or how it got to A'nun. It must have "chosen" A'nun for a reason nobody knows why.
Another weapon in A'nun's arsenal is his lance, Heaven's Breach. It is simply a lance with the power to channel A'nun's energy into an invisible blast. It can also be used as a light source as it can gather all the light in his environment and channels them into a flash or a beacon. The light does not deal damage
Biography: Born to a simple family living in Jinsheong, Jieun wasn’t anybody of note to the rest of world. Her only real skill growing up was her dabbling in magic, taught to her by her late parents. They had died in the very beginning of the Eidolan War, when an assault on the capital city resulted in civilian casualties. Jieun found herself torn apart by what had happened to her family and what the world was coming to. She felt lost in an ocean of darkness clouding her heart for years, but she eventually finally found herself in her twenties when she decided to hone her magical skills to help people who had been hurt like her family had been. The one thing she had held onto after losing her family was the magic they had taught her, and in that way, her spells were her hope. And so that’s the only thing she clung to.
Though she was technically taught the basics of all kinds of magic, after the trauma of losing her parents Jieun only wished for nobody else to feel that kind of pain, and expanding her healing magic repertoire as much as possible. focused on becoming She progressed as a mage in her early twenties, working whatever odd jobs she could to fund herself as she travelled everywhere she could in hopes of improving her skills and learning whatever she could. While she mainly stayed in Songdae in this period, the most valuable places to her where the political centers and tourist hotspots which often brought in foreign talent that she could learn from. Through her life-consuming pursuit of knowledge, she became an incredible skilled practitioner of white magic, and by the end of these initial travels, she was a relatively well-renowned white mage and doctor. Over the latter half of her twenties, Jieun slowly became more and more famous for her extraordinary acts of healing and altruism, often showing up many other doctors by curing the incurable, providing care for those who could not afford the affluent city costs, and adamantly standing up for those who’ve been hurt by either the rising political tensions or their own private trauma.
By the time she hit 30, Jieun was considered a cultural icon of hope for the citizens of Songdae, and when the war broke out she was one of the biggest voice advocating for peace and safety for all the peoples of the world. Though many governments despised her for getting in the way of their plans with her following of those who believed in her message of peace, and many times she was never welcomed by the people, she travelled the world trying to instill a sense of hope while also doing what she can to help everyone by working to give relief to all the civilian lives damaged by war and disaster. It is through these worldly travels that she truly honed her magical skills to their utmost limits, and in doing so she eventually convened with the Iconoclasts.
Personality: As a beacon of hope and kindness, one would usually expect her to be a gentle and calm soul who acts in a cautious and pacifist manner. While not necessarily false, many are, while not exactly complaining, surprised when they first meet her due to a flaring temper and the aggressive way she pursues her goals. She’s a very determined woman, often making a figurative B-line for all her goals. In that way, often times her biggest flaw is that she’s very stubborn and uncompromising. It works out usually regardless, due to her humanitarian and inclusive goals and ambitions, but there’s always someone who gets the shaft and as such you either love her or hate her, no inbetween. In other words, she gets shit done and nobody will stand in her way. Maybe she could learn to listen to others a little bit more though...
Class: Radiant Mage Abilities: Similar to a white mage, Jieun has extremely powerful healing magic that can cure even the most grave of wounds given time and focus. Though she can not bring back the dead as a result of the limits of nature, she can fix any status ailment and keep the party alive with ease. To complement this, she also has a smaller repertoire of buffs and shields that can be used to keep the party going longer before needing to back off. Finally, in cases where her heals won’t be of much use, she has extremely powerful offensive white magic up in her sleeve in the form of various Holy-type spells that can be used to nuke the enemy. Her strongest skill, Radiant Light, obliterates the enemy with what some describe as the power of the sun itself, but using such a spell would either severely debilitate her or kill her if in a weakened state.
Personality: Vestus cares for others, probably more so than he should considering there are many he has met that only have hate for him due to his heritage. However, this has never stopped him from trying his best to change their minds, even if it means being injured in the process. Perhaps this is what drove him on to become a Guardian, the belief that he could prove to everyone that, just because he is part Raelian, he isn’t a devil. Though, it is also possible that being a Guardian was simply the natural thing to do.
Though few have ever sought out Vestus with the intent to be friends with him, those few who have have found a man who is the most stalwart friend they’ve ever had. He is ever kind, ever an optimist, and ever outgoing. He seems to be the life of the party, at least when he is not busy doing his duty to others. Vestus holds strong to the belief that serving and protecting others is his goal in life, both as his stance as a Guardian and to defy his estranged family.
Biography: Much of Vestus’ young life were the aftershocks of the choices of his parents, the choices of an Songaenese aristocrat to elope with a disgraced Raelinian knight. It was a year before Vestus was born that his mother was disowned by her family as she eloped with his Father, a choice that she later came to regret due to the poverty and hatred which was forced unto Vestus. Many months later, Vestus was conceived and his father, staying true to his disgraceful nature, disappeared in the middle of the night with all of the money. Vestus was born into poverty, hated by many of the adults of the small village he and his Mother lived in.
However, his life is not a sob story of how hated he was by everyone for he was not a bastard child, no he was loved by his Mother. The children which he grew up with treated him no different than they would treat other Songaenese children, only being pulled away by their parents when found to be playing with a child of such unsavory origins. Much of his young life was, as is safe to say, rather normal for a child, aside from the discrimination. He played with the other village children, learned how to read and write from his mother, and eventually grew up.
However, life was not easy as he got older. The children changed as they became teens, as many often do, and followed their parent’s advice. “Avoid that boy, he is the product of a devil. Hate him, he is one of the people who killed our ancestors.” The words did not hurt so much as being pushed away by people who were once friends were. Or worse, being jumped in an alley by the same boys which he ran through the wheat fields with years ago. All for being Raelinian.
But he would stand tall about who he was, proud that he is proof that their people can unite if it were not for the past atrocities of his father’s ancestors. Vestus sought to change the minds of those around him, protect them from any harm he could. He sought out the Songdaenese military, joining with the intent to further his goals. It was in training that he encountered one of the few remaining Guardians of the Army, a man by the name of Faelin Shu. Though hesitant on taking in the young Vestus, hardly even 17 at the time, for training as a Guardian, Faelin eventually gave in after months of being pestered.
The training to become a Guardian was not easy, it wasn’t simple workouts and swordsmanship. No, becoming a Guardian required Vestus to learn how to withstand the blows of a man much stronger than him, to get back up after every time he fell. Guardian training was as much mental as it was physical, a true test of his will and perseverance. It wasn’t until Vestus was 25 that Faelin believed him ready to be named a Guardian. Soon after, Vestus rejoined the Sondaenese army and spent a few years in service, rather happily so. That is until he abruptly deserted during a mission.
It was a simple mission, drop in and check on the safety of Songdaenese citizens on a small island along their borders. However, when they arrived they were told that the city had been captured by pirates and were ordered to open fire upon any boats trying to leave the port and siege the city. It wasn’t until days later that they finally landed, only to find that their captain had, in fact, ordered them to fire at unarmed civilians. The reason? They were believed to be spys for Raelin, at least that is what he had told Vestus. It was then that Vestus, disgusted with what he and his fellow men had done, took a boat for another island. From there, he sailed to Raelin with the intent to live out the rest of his life as a mercenary, making up for the atrocity which he had committed.
Combat
Level: 25
Class: Guardian (Soldier-Knight Hybrid)- The Guardian is a remnant from the time in which Raelia ruled over Songdae, a now dying breed of soldier as the prominence of guns keeping growing on battlefields. Guardians specialize in protecting their allies in combat, though often at the cost of movement and combat effectiveness. Despite this, the Guardian is immensely effective when his allies are strong fighters and will support them with minor healing and buffs.
Best Offense is a Strong Defense- All techniques have their damage reduced by 10%, in turn defensive techniques are 10% more effective. Hardened Body- Skills which would stun or knockback Vestus are less effective. One For All- Takes 20% less healing from spells but has defense increased by 10%.
Main Weapon: Nym-The Sabre of the Moon- Nym is a special sword, not in the sense that is magical but simply in the sense that few have ever wielded it. It is a heirloom from his estranged family, a cavalry sabre made from steel.
Off-Hand: A large wooden shield capped in metal
Armor: Partial set of plate armor (Cuirass, rerebrace, vambrace, hauberk, and gauntlets)
Additional:
Techniques - Hunker Down[S4]- Reduce incoming damage by 20% Entrench[S6]- Reduce incoming damage by 10% and counter attack for half damage any foe who attacks. Shield Bash[S2]- Deal half damage and has a chance to stun Counter[S2D4]- Next foe who attacks is counter attacked Powerful Swing [S4]- Charge up an attack for the next round, deals double damage. Armor Break[S6]- Attack with the intent to damage a foe’s armor, deals half damage. Bellow[S4]- Effects all foes within 5 meters, if not resisted then they are agro to Vestus. Flurry[D4]- Release three attacks that deal half damage. Quick Attack[D4]- Deal half damage but it always lands first. Bolster[P2S4]- Boost his own defense by 10% for four turns. Guard[S4]- Guard an ally from damage. Shield Charge[S5]- Charge forward with shield for 5 meters. Chance to knock down any foe in the path and deals half damage. Bash[S2]- Deal half damage by hitting with the but of his sword, chance to stun.
Spellbook - Cure[P1]- Heal self or ally for a small amount. Cura[P3]- AOE heal allies. Shell[P3]- Partially protect allies from spell damage Protect[P3]- Partially protect allies from physical damage
Limit Break - Nym’s Song [LB1 P10]- Bless all allies with increased defense and a small amount of HP is healed, similar to that of Cura. Call to Carbuncle[LB1 SP10]- Calls out to Carbuncle to bless Nym. Nym glows bright white with magical power and can release slashes of magical energy that travel near ten meters. Foes hit by such a slash are immensely damaged. Grand Guardian [LB2 S15]- All foes within ten meters are agro to Vestus and he reflect all damage back at his foes. However, he cannot move while Grand Guardian is in effect. Lasts for three turns. Indomitable Fortress [LB3 SP25]- True to the nature of a Guardian, Vestus and his allies are invincible for a single round.
Opportunity - Shatter- When low on health, increase damage greatly in turn lose 4 defense. Vengeance- Whenever an ally is downed, increase damage slightly. Weather The Blows- Whenever below half health, all incoming damage is moderately reduced. Does not work with Shatter.
Finished, as promised, after a long time of working on it.
Just a notification. Don't forget to join the discord too. There are various things there, and if problems need addressing, going through the discord is probably the quickest way.
Personality: Due to years of abuse by other girls within the village Luca has come to love all things a girl should like dressing up and looking nice but she is mischievous at heart and enjoys playing with others, especially freshlings.
Biography: Born into a small border village in Frinia Luca grew up working on the farm or learning to hunt when she was allowed, though more often than not her mother would force Luca to learn about more feminine skills like sewing or cooking even if she didn't want to. While her family wanted best for her probably? The rest of the village was not as kind, especially the kids. The boys would tease and pull pranks on Luca while the girls would force Luca into super girly clothes and apply makeup or similar, Luca hated it all she just wanted to be like a boy but no one would let her. A painful yet peaceful 11 years of Lucas life, that would not stay forever. Just like any other day Luca was in her secret hiding spot, hiding away from all the other kids to rest a bit, that was until the sound of a scream echoed. Surely it was a prank to find Luca, but then another and another came one after another until multiple echoed at once, so Luca left the hiding spot to see what was happening. As soon as she came out Luca wished she had stayed in, the village was in chaos as brutes of some sort beat and bashed everything in sight, in seeing this Luca tried to run before she was noticed… only to turn around and bump straight into another bandit. In fear Luca fell to on her knees as the brute yelled out to another one about a ‘pretty one’ and ‘she would fetch a good price’ why was this happening? Why did everyone always sound the same? Fed up with it all Luca started to shout “I'M A-” but before the sentence ended a splatter of blood made Luca freeze. The bandit fell to the ground with a spear seemingly connected to the neck, with a woman on top of a flying creature holding the other side. “are you ok little girl” were the first words spoken, sadly before words could leave the mouth again Luca collapsed. Upon awakening from a lengthy slumber Luca looked around to seemingly be in a tent? With the woman she recognised as her saviour laying down beside her, with a scream Luca woke the woman who in turn gently caressed her head with words of comfort to follow. After calming down and an explanation Luca was able to learn she was saved by the Warsong birds, a female only band of mercenaries from memories of words from a traveling merchant. Oh no another mistake that Luca thought to correct, until she heard how other members talked of men… maybe later. With the thought of that little secret and nowhere else to go Luca had a chance to stay with the band, as they couldn't just ‘leave a little girl all alone’. As seasons changed Luca grew and practiced with the band learning of an affinity with the bands capabilities and the bow causing her to be completely accepted as one of their own… which in turn hastened a certain event. After a certain day when Luca had finally been accepted by her now own gryphon she had taken to her quarters to wash herself privately as she did any other time, only this time the others thought to surprise her and try to get her to feel more comfortable around them. So, when Luca had gotten undressed a small group of woman yelled ‘SURPRISE’ only to stare at Luca’s dumbfounded face… well not exactly her face. In shock and embarrassment Luca covered her private areas and dropped to her knees in tears as the group looked on in shock. “a guy” “that was a p-p-p” “no way how” “i slept in the same be-” Similar words echoed through the group as Luca sobbed while apologizing fully expecting his end for deceiving everyone. “he's so damn cute, lets keep him” The group started surrounding the crying Luca and started to hug him while patting him like a dog. Somehow through the will of the gods that's how Luca stayed in the group, turning into their mascot, and why is that? Well some rumors go around but those who have survived an attack from the Warsong Birds keep silence in fear, but fear of what they never say. -COMBAT- Level: 25
Class: gryphon rider- bow variant.
Keen eyes- a keen sense of vision allows one to view weak spots on the body and gaps in armour. Wandering songs- When a song is playing the bow is infused with elemental magic, causing arrows to have elemental damage depending on the song. Swoop in rescue- the gryphon swoops down to grab an ally taking them to safety without sacrificing any moves.
Equipment: Main Weapon: bow, Hestia Off-Hand: harp Armor: a somewhat flashy tunic that's dominantly red but the fabrics are entwined with a variety of colours
Skills: Techniques - Heavy shot [D2]- a shot that causes stagger Straight arrow [D3] - high critical chance Poison shot [D4] - poisons enemy on hit Shocking Shot [D3] - Stuns the body part the arrow hits Repelling shot [D2Sp1] - A shot is let out while leaping backwards to remount Talon strike [D3Sp2] - quick sharp strikes let out from Hestia’s claws Barrage [D4] - Shoots multiple arrows at once all to hit a single target Arrow storm [D6] - load a full quiver in the skies and let the arrows rain down on the field V headbutt [S5]- Hestia charges at the enemy to smash into them head first. Gust [S3]- a gust of wind from Hestia’s wings knocks enemies off their feet
Spellbook - Rousing melody[D2P2]- a song to encourage allies, boosts speed (wind) Mage's ballad[D2P2]- a song to temporarily boost magic power (water) Battle Chant[D2P2]- a song to give vigorous energy to allies, boosts strength (fire) Foes requiem[D3P2]- increases damage taken by enemies (earth) Tricksters song[D2P2]- increases dex (lightning) Screeching harp[D3]- causes enemies to become disgruntled/stunned
Limit Break - Final song[D15P6]- a song that soothes the battlefield and all allies around, boost all stats/regen from injuries. Never Ending storm[D20]- with the flaps of hestia’s wings purposefully aimed and a constant shootout of multiple arrows Luca pushes her body to let out more and more arrows devastating the field. The last strike[D25]- one final shot, charged up from musical enhancements and every ounce of power poured into it, once the arrow leaves only destruction is left in the path it takes.
Opportunity: Surprise- a move that with certain visuals stuns the enemy, the chance is then open to fire an arrow causing heavy critical damage Blush- how could anyone attack someone so cute!? The enemy contemplates their existence. Cute Charm- when Luca blows a kiss at enemies it stuns, and will bewitch small fry enemies. (does not activate in combat)
Looks kay. Probably format better you unaesthetic fgt. Then put it in character tab.
Yes you're in but I'll put a note here for people confused why someone's in after it's full and that's because he worked on this ages ago and during the open period was unable to post it.