"An eccentric young man, Virgil keeps to himself and is often seen commanding rookies of the Zion Fortress. He gives cold glares and shows no more emotion than needed, not much else is known about him. "
From the nobility of Zion, Virgil was raised in gold. But the gold he was destined for was never brought upon him. Overshadowed by his siblings, Zion was left in the dust and was often treated as everything other than nobility. Outcasted from his family, Virgil spent many of his younger years quietly acting as a servant until he reached the age of manhood of where he could finally fight the fight outside of his manor's walls. At the ripe age of sixteen, Virgil escaped from the shadow of his family and enlisted into the army to defend Zion's walls during its construction. Through here Virgil would rise the ranks and eventually be cherry-picked into the league of generals.
Physical
Stats || Remaining : 0 P(power) : 28 +6
S(skill) : 15 +2
R(resistance) : 17 +3
S(spirit): 2
Spells and Feats :
[Name][Description of Spell] [AP(action point): # ] E(effects) : (Includes modifiers for power, skill, resistance, if the spell/feat ends a turn or not, and if it causes fatigue. )
Inventory : (Basic armor, tools, maybe rope, and weapons go here! )
[Name of Armor] (There are no effects unless the armor is enchanted. )
S(skill): || R(resistance: [] E:
[Name of Weapon/Item] (There are no effects unless the item is enchanted. ) Stats:: P(power) || S(skill) || R(resistance) [] E:
She's a little on the slim side for a fighter, but Fiona's plainly in excellent shape, with a poise and grace in motion only achievable through years of training. Her skin is fair and mostly unblemished or scarred, giving her a very "green" appearance as far as warriors go. She wears her strawberry blonde hair mostly loose, but partially braided behind her head into a ponytail.
Fiona feels the pressure to carry on her family's legacy, even if that's somewhat self-inflicted. She's eager to prove herself, and can be reckless at times, but it ultimately comes from good intentions. She doesn't want future generations of her family to need to sacrifice like the past ones have, and quietly dreams of a peaceful life in a world she's helped heal. She doesn't enjoy battle, but she'll dive into it head first if it needs to be done. She's quite hard on herself for her failures, particularly if it was someone else who paid the price for her mistake.
She can be a little too serious at times, always focused on the task at hand, but with a little persistence she responds well to the personalities around her, and adapts well to social situations even in tough times.
Biography
The de Valencourts have won great renown in the wars against demons. Fiona's grandfather was among the first to make use of God's Gift for warfare, and his descendants have carried on his work, one after the other accepting the gift and devoting their lives to the struggle. The weight of expectation was always on Fiona and her older sister Sophia, and they both accepted their fates without much in the way of hesitation.
They had more advantages than most growing up, as the de Valencourts earned a significant amount of power in multiple northern nations for their work, which meant Fiona was able to devote her time to training and preparation as a teenager. Never able to match her older sister, she nonetheless grew skilled and capable, all while the crusades raged on, up to the creation of the fortress at the edge of the abyss.
Times have changed, and now warriors are preparing for a new Crusade, to descend into the abyss, to battle demons and face the complete unknown. Sophia has spent two years in Zion already in defense of the city, now it's Fiona's turn to make the trip. Optimistic but nervous, she hopes she can make a difference in the grand scheme of things, and carry on her family's tradition of service to the future of humanity.
In Battle
Gift
Spiritual
Passives
de Valencourt training || +1 Power, Skill, Resistance
Fiona doesn't have much experience to speak of, but she has had some of the finest training a young warrior could ask for, and it has helped prepare her for the hard road ahead.
Physical Attributes
Power: 8 (Base 7, +1 from passive) Skill: 14 (Base 13, +1 from passive) Resistance: 6 (Base 5, +1 from passive) Spirit: 1 Action Points: 3 Health: 70
Upon spell activation, white smoke wafts from Fiona's body. While the spell is active, she can briefly shift into an entirely-smoke state and move very rapidly a short distance in any direction, even up. Used to dodge attacks, quickly reposition, escape an enemy's grasp, or slip through very tight spaces. Effect: Skill +6 (+4 spell, +2 vessel) on dodge attempts (ignored by certain magic attacks), lasts 3 turns. Does Not End Turn
Angel's Fire || 1 AP
A swing of Fiona's sword launches a thin projectile of fire at a target. In addition to dealing damage, the fire rends through armor, making enemies more vulnerable to further attacks. Effect: Power +3 Effect: Seared Armor, -4 Resistance (+2 spell, +2 vessel) for 2 turns. Ends Turn
Heavenly Pierce || 2 AP
Fiona's strongest attack. After a brief moment to focus, she lunges forward behind her flaming sword in a straight line at high speed, taking smoke form and piercing through anything in her path, inflicting high damage. If the attack misses or is blocked, Fiona crashes to the ground, and is knocked Prone. Effect: Power +12 On Miss or Block: Prone applied to Fiona. Ends Turn
Minor Feat - Desperate Strength || 1 AP
Fiona focuses her inner spirit on her physical strength, gaining a boost to power while suffering a minor penalty to her toughness. If she's heavily wounded, her courage grants her even greater strength. Effect: Desperate Strength (Power +2, Resistance -2) for two rounds. If at half health or below, power bonus is doubled. Does Not End Turn
Inventory
de Valencourt Sword || P: +2 S: +3
A thin, one-handed straight sword, double-edged. An elegant, well-balanced, finely made weapon, it serves both as Fiona's tool for slaying demons and as a symbol of her family's relative wealth and power compared to much of the world. It was a gift from her mother, upon the completion of her training, and serves as a vessel for her magic.
de Valencourt Spellsword's Attire || S: +2 R: -3
Fiona wears a personalized uniform in her family's colors, clean white and solid red, the fabric thin and light and comfortable, well suited to the hot southern climate. The material and the expert tailoring mark her status somewhat, as does the gleaming, polished steel breastplate she wears. It serves as her only piece of real armor, leaving her light and fast in battle, but also more vulnerable to damage.
Miscellaneous Supplies
Basic medical supplies Rations Bedroll
Combat Notes/Roll Quick Reference
Basic Attack Skill: 1d20+5 (14 Base = +2 mod, +3 weapon mod) Power: 3d6+2 (8 Base = 0 mod, +2 weapon mod) w/ Desperate Strength: add. +2 or +4 mod
Basic Defense Skill/Dodge: 1d20+4 (14 Base = +2 mod, +2 armor mod) w/Blessed Smoke: add. +6 mod Resistance: 1d10-3 (6 Base = 0 mod, -3 armor mod) w/Desperate Strength: add. -2 mod
Angel's Fire Skill: 1d20+5 (14 Base = +2 mod, +3 vessel mod) Power: 3d6+5 (8 Base = 0 mod, +3 spell mod, +2 vessel mod) w/Desperate Strength: add. +2 or +4 mod Effect: -4 Resistance mod on enemy, 2 turns
Heavenly Pierce Skill: 1d20+5 (14 Base = +2 mod, +3 weapon mod) Power: 3d6+14 (8 Base = 0 mod, +2 weapon mod, +12 spell mod) w/Desperate Strength: add. +2 or +4 mod
22 - A spiritually gifted child, Braska hails from the Northern lands, the first girl after three sons. The north was a harsh place to grow up in and, from young, Braska saw herself groomed to aid in the crusades against the charred angels, much like her brothers before her. However, born with a gentle soul, empathetic and sensitive to the plights of others, Braska was in no way fit to pick up a sword and join her brothers in the front lines; she would have perished under the blood and the chaos.
Instead, she quickly proved to have good hands for healing and nurturing, and at the young age of 12 the lights of heaven descended upon her, gifting Braska with holy light to aid the wounded. From that point onward, she would continuously lend her abilities to the efforts of the fourth crusade and, rather than returning home after its end, journeyed all the way south to join the fifth.
Braska's light held preciously within the lantern she carries, illuminating an otherwise dark path. With it, Braska believes, she will heal the scourge that afflicts the world.
For she sees the future with hopeful positivism. However she is not as naive as she might initially come across as. Mindful that mankind is facing the consequences for their past actions; she is keenly aware of the debt she must pay for the strength that has been lent to her. Nevertheless, she chooses to face her path head on, knowing that a fire may be lit even in the coldest winter night.
Cries of the Dead - Memories of all the crusaders Braska failed to save haunt her dreams, yet also empower her spirit. She carries inside her heart all the failures and losses and strives to continually improve. [+3 skill] [+2 power]
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌Spells & Feats﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
Healer’s Touch [1AP - Ends Turn]
After battle has made someone weary, Braska’s light can envelope them in warmth and heal their wounds and sorrows. [+4 power] [raises morale]
Courage in Death’s Face [2AP - Doesn’t End Turn]
A holy armor cast around the target that protects them from physical attacks. Also works against unholy spells. [+7 resistance (4base+3vessel] [-1 skill] [2 turns]
Turn on the Lights [3AP - Ends Turn]
Braska casts a holy light that shines over the surrounding area, its warm enveloping her party and burning the enemies. [-6 power (3base+3vessel) | -2 skill against all unholy enemies] [protects party against status ailments] [2 turns]
Slap on the Wrist [1AP - Doesn’t End Turn]
A powerful blow of Braska’s lamp against the target’s head. [causes HP damage and CONFUSION against enemy targets] [ causes HP damage but cures SLEEP and BRAINWASH against party members] [Confusion: -1 skill] [Damage: +1]
Braska’s spiritual gift is channeled by a lamp of all darkness’ bane. Directly chained to Braska’s Spirit, it is but a mere physical representation of her power. To cast a spell, she needs only to shine the lamp on who she wants and cast; the lamp’s light will embrace her target and work its powers on them. She can use the lamp to physically hit her enemies too, but it won’t do much. [+3 power] [+2 skill] [repels darkness]
Robes of the Healer
Specially crafted and gifted to Braska by her country's church, a reward for her feats during the Fourth Crusade. They are spiritually imbued to offer her superior protection against unholy attacks, as well as give her spiritual strength that may keep her going even after she’s exhausted herself. [+3 skill] [-2 resistance]
Healer's Satchel
You really shouldn't be looking inside a lady's bag!
Healer's Journal
During breaks, Braska enjoys writing down the party's adventures.
Dried Herbs
Some simple herbs that can be used to make medicinal tea or ground to make simple medicine.
Simple Balm
A very basic form of medicine that helps heal cuts and ease the pain of body sores.
Simple Cloth
Can be ripped to make bandages.
Rations
A few days worth of food and water, will probably run out quicker than expected.
Rope
Braska's not courageous enough to go climbing though, maybe it can be used to tie something.
Candle
Never enough light when one's headed into a dark place!
Personality: Ioxeia is cautious yet inquisitive. Spiritual and analytical. Kind, but the doctor also knows best. She has seen a lot of good people die. She will do everything she can to not lose another.
Brief Biography: Just as weapons have rapidly advanced and become more sophisticated to allow humanity to harm the demonic monsters invading their world, so too has medicine advanced in-order to undo the harm done to them by the fiends. The Panaceans have long been at the forefront of these advancements, drawing wisdom and understanding from their gifts and using it to create mundane treatments and teach the art of surgery to themselves and the un-blessed.
Ioxeia was born the child of two Panacean doctors and, like all their other children, was inducted into the order as soon as she could walk. From a young age she got hands-on experience with the ins and outs of the human body. The Panacean Disciples followed on the heels of the Crusade’s warriors as part of the armies massive baggage chains. There, right behind the frontlines, they tended to the wounded, mending broken bodies so that they could be sent back out into the fight. All of Loxeia’s formative years were spent here, elbow deep in the dying and under the constant fear of Demonic raids targeting their field hospitals. She learned the very basics of how to fight to defend herself and her patients when she had time, but for the most part she learned how to run and hide in the shadows and fragrant smoke of the Disciples’s hospitals.
Then, once the crusade reached the Abyss, the nature of the war changed. No longer did armies do battle in the fields but instead bands of martyrs descended down into depths from the wounded could not be pulled out of so easily. As the war changed, so too did the Disciples. They could no longer rely on distance or the masses of soldiers to protect them, for down in the depths everyone was at risk and those who could not defend themselves were a potentially lethal liability. Ioxeia and her fellow Disciples were trained in the art of battle and survival by grateful veterans whose lives they had once saved so that they might continue to do so in this new stage of the war. One by one the Disciples felt they were ready to face the abyss. One by one they found a group to join and descended into the depths. Some returned. Many did not.
Now it’s Ioxeia’s turn to descend into the depths bearing Panacean’s cleansing mist. By the light of god and the strength of women, the vile cancer afflicting the world will be cut out, one incision at a time. -----
Passives: Surgeon’s Hands (+5 Skill). When one errant twitch could end a life, you learn to keep your hands steady.
Spiritual Surgery: Ioxeia grabs a patient next to her and pulls them away from combat. Once out of combat she uses a combination of magical and mundane healing techniques to rapidly physically mend the wounds of the patient over the course of one round. REQ:: P:0 || S:14|| R: 0 [AP(action point): 1 ] Effects ) : Moves the patient and user out of combat. On the user's next turn the patient gains a straight 40 health, but the user cannot use any other actions that turn. Patient is unable to act on their next turn, but can break the effect at any point. If a foe attempts to initiate combat with the user and attack them the effect is broken If the effect is broken Ioxia is automatically fatigued and the target does not receive the 40 hp. Turn ending
Obscuring smoke: Ioxeia magically enhances the smoke producing abilities of her censer and blasts out an obscuring, pleasant smelling, smoke-cloud that covers a large area around where she is currently standing. The smoke itself shrouds those within it from view while the holy scents heighten the spirits of the righteous while simultaneously dampening the infernal powers of foes who breath it. P:5 || S:8|| R: 0 [AP(action point): 1 ] Effects : +3 Dodge for all individuals while they are inside the smoke cloud. +1 spell power for allies inside. -1 spell power for enemies inside. Smoke-cloud lasts for 3 turns. Not turn ending
Angels in the mist: Parts of the Censor’s smoke briefly takes on the vague form of an angelic being, which strikes at a target with a singular blow before dissipating back into the smoke. This figure can even charge slightly out of the smoke to strike a foe. The concentrated smoke forming the angel is overpoweringly strong, and the inevitable gust of it that hits the target after the angel strikes briefly overwhelms the target’s senses, making it hard to aim. P:10 || S:10|| R: 0 [AP(action point): 1] Effects : +3 attack Target: -3 accuracy for 2 rounds. Effect is removed if the target is not inside an incense cloud at the end of their turn. Turn ending
Minor Feat - Get away from me/them!: Ioxeia kicks or shoves a foe with desperate strength to get them away from her or someone else. Useful for running away afterwards, environmental hazard shenanigans or pushing a target out of her smoke cloud buff. P:10 || S:0|| R: 0 [AP(action point): 1] Effects : Kicks enemy of choice out of range, pushing them down to the end of the turn order. If successful the enemy also suffers -3 Accuracy. Not turn ending
Censer: A metallic instrument used for the burning of essences and perfumes for the purpose of spreading their scent via smoke around an area. The smoke is believed to purify the spirit of the faithful and cleanse an area of demonic corruption. It also helps mask the scent of blood and bile. A series of fine chains allow the device to be swung to and fro to further spread the scent around a room.
Doctor’s Garb: Ioxeia wears an avian shaped mask with green lenses protecting the eyes that is distinctive of her order. The beak is filled with perfumes similar to the ones burned by the censer. The accompanying bodysuit seals all of her body apart from her hair and ears away from the air, protecting her from bad humors and bloodstains alike.
Medical bag: A large satchel containing medical supplies such as bandages, scalpels, rubbing alcohol, tweezers, needles, suture, leeches, salves, holy water and more. Also contains plenty of spare fuel for the censer, standard rations, a journal, a mundane quill, an inkpot and a Panacean holy/medicine book.
Bottled Raven Essence(weapon): A small vial containing a spectral raven. The holder of the vessel can mentally command the avian to assail their foes with its razor sharp beak. (+2 Attack, +3 Acc)
Gambazan: A quilted linen jacket worn over her docterly attire. Provides a surprising amount of protection but in the end is still only made of cloth. Slightly cumbersome. (+1 Def -1 Dodge)
Standing at a below-average height of 5'6", years of malnutrition in the earlier years of his life has left his growth stunted. Although the man is in excellent shape now, his thin physique and frail limbs make him look much weaker than he actually is. Alistair is covered in scars underneath his robes, and has calloused hands well-accustomed to hardship. Alistair's ash blonde hair reaches down from his head and almost touches his shoulders, occasionally confusing people as to whether or not he is a man or a woman- particularly from the back. Wears glasses to see better at a distance. His silver eyes can feel disarming and friendly or feel piercing and dangerous, depending on his demeanor at the time. He is often seen wearing his inquisitor robes and is rarely ever seen without a weapon or a book of holy scriptures.
Outwardly, Alistair appears to be a kindly young priest who treats everyone he meets with dignity, respect, and a smile on his face. He is wise, understanding, and surprisingly knowledgeable about the ways of the world. He appreciates art, music, and the little things. Above all else, he is a pious man who has dedicated his life to serving the Lord.
Inwardly, Alistair harbors a deep resentment for demons and the unrepentant and can be particularly cold or angry towards them. He isn't afraid to get his hands dirty and believes that ridding the world of these undesirables would be better for everyone. To him, being denied salvation is a small price to pay for the opportunity to save the world, and he'd readily give it up again if he had to. He's also fiercely protective, and perhaps even a little possessive when it comes to those he truly cares about. Paradoxically, Alistair will die for a cause he truly believes in without hesitation yet is simultaneously not yet ready to die.
After all, there is so much more work left to do.
Biography
An orphan turned traveling priest turned inquisitor, Brother Alistair is certainly a priest with a story to tell, if you manage to get him talking about it in the first place. He is an extremely capable warrior in his own right, having trained for years under the Inquisition's best. Now he arrives at the Edge of the Abyss, ready to pay for his penance with the blood of the guilty.
Before he was a priest, Alistair was one of the many nameless urchins in the city of Lynnhaven. Like many other towns, Lynnhaven had never truly recovered from the invasion of demons. What was once a proud shining city had become a cesspool of crime, hate, and ignorance. The young boy had heard stories of the Gifted; the crusaders who had left to fight to drive the demons away... but he knew better. If that power truly existed, why wouldn't they use that power to fix the city? Every single day, he fought tooth and nail for scraps- just so that he could eat for the day.
This cycle continued for years, until one day, a group of traveling monks had arrived at Lynnhaven to deliver food for the hungry, medicine for the ill, and guidance for the lost. Up until then, the young boy cared little for religion, as survival was the main issue on his mind. Still, it would be foolish for him to not partake in such activities- free meals rarely ever came around, after all. Thus, he joined the throng of people clamoring for food. Although the priests did not have nearly enough for everyone, they gave as much as they could, even forgoing their own meals to do so.
It was with those priests that that boy experienced true kindness and generosity for the first time. He questioned them and demanded to know why they would give so freely, even when they themselves would go hungry tonight. Sister Mira, a priestess who was a part of that traveling band, explained to him that it was only right for those with more to give to those who had less. The boy could not understand. In this world, it was kill-or-be-killed. He wrote them off as foolish but returned the next day for another meal and conversation. And another, and another...
Eventually, during one of their conversations, Sister Mira asked him what his name was. The young boy told him that he didn't have one- that the other children called him Sparrow, and that the adults called him Boy. She told him that everyone should have a name, and so, she gave him one: Alistair. The newly christened Alistair grew fond of his name and had grown to appreciate the free meals. Shortly after, however, Sister Mira told him that their time here was up and they had to move on to help other towns and cities just like Lynnhaven. With an opportunity within his grasp, the boy asked if he could come with them.
Truly, one good act sparks another. Alistair spent the next year traveling with Sister Mira's band. In that time, he spent his days assisting them in whatever way he could, going so far as to join them in prayer, finding some solace in the Lord's presence. Alistair even donned a cassock of his own and was proud to serve as an Initiate, sharing the blessings he had been given to others who had been denied the same.
...but Brother Alistair received a reminder of his powerlessness one particular day when their traveling band was waylaid by bandits who had intended to rob them. The priests had offered them their food, and when the bandits demanded more, they offered them their money. Spurred on by their meek compliance, one of the bolder bandits laid a hand upon one of the priestesses. In a fit of anger, Alistair leaped into the fray and retaliated, stabbing at the offending brigand with a knife that was meant to cut vegetables.
What happened next was a blur. The bandit was wounded, but not dead. In response, the brigands moved to murder Alistair for that act of defiance, and in turn, the priests and priestesses moved in an effort to defend their own... but these monks weren't combatants- they were not crusaders or paladins- they simply wanted the bloodshed to end.
The bandits showed them little mercy. Those who surrendered were wrangled up and captured, but everyone else was left to die.
Before the young man could slip into unconsciousness, he looked up to see Sister Mira's forlorn face as she and a few others were dragged away. A strangled cry escaped Alistair's throat as he begged the Lord for the power to do something- anything.
The silence was his answer.
Alistair awoke several hours later, somehow miraculously alive. He took in a deep breath and found that pain wracked his entire body. He took a moment to survey the area; he didn't know how much time had passed, but the bandits had taken the wagon, horses, and anything of value from his fellow priests. The young initiate spoke a silent prayer for the dead and returned their bodies to the earth. For now, the only thing on his mind was finding those bandits and rescuing the kidnapped monks.
He tracked them for days, stopping only to eat and rest when absolutely necessary. When he had finally found them, Alistair could feel something was wrong. He walked into the ruins of an empty bandit camp, corpses strewn about as a feast for the crows. He was no stranger to violence, but this was... something else. He cautiously and meticulously searched the place for any signs of life. Much to his dismay, he found none- only bodies and pilfered, bloodied symbols of the Lord.
Alistair wept in both rage and despair, for he knew he was too late. It seems that the demons found them before he could catch up. The bandits, the monks... even Sister Mira was dead. As the boy lamented the loss of all he held dear, he heard a guttural, bestial growl from behind him. He slowly turned around to face a strange wolf-like demon, injured by the previous battle, but nevertheless powerful. Alistair reached for a nearby blade, and it flared with divine energy.
He could not save them. He could not save anyone.
But perhaps he could avenge them.
...
In the next few days, Alistair merely wandered around aimlessly, slaying any bandit or demon in his path. He then crossed paths with a group of inquisitors, who were scouting the region for demons and heretics and found it... eerily empty. As he was a suspicious individual, the inquisitors clashed blades with him for a minute or two and then had realized that he had a Gift of God. They restrained him, and then offered him a new purpose in life: to turn his blade towards the demons.
With nothing else to fill the void, he accepted. Sensing a great potential in him, instead of shipping him off to Egypt to die in the first wave of the Fourth Crusade, the inquisitors decided to train him in their ways. For the next decade, they raised the young lad until he was fit and capable. They even gave him a proper education that befitted priests like them- after all, an inquisitor is expected to be intelligent enough to distinguish scripture from heresy. By the time the Fifth Crusade began, the boy had become a man. Alistair left the presence of his masters and traveled to Egypt, intent on severing the demon threat at its root.
This task is all he has left; he intends to follow that path down to the end, whatever that may be.
In Battle
Gift
Spiritual
Passives
Inquisitor Training || +2 Power, +3 Skill
Even among sanctioned witch hunters, Brother Alistair was shown to have a prodigious talent for the arts of battle. He leverages this training to great effect during combat, combining his talent and training together.
Alistair focuses divine energy into his weapon before releasing it all in a single strike. This light burns especially hot for the unholy. Effect: Power +4. Effect is doubled against Unholy. Ends Turn.
Righteous Might || 1 AP
Alistair prays for the strength to bring God's judgement upon His enemies, imbuing himself or an ally with additional power. Effect: Improves a target's Power Mod by +3 for 2 turns. Does Not End Turn.
Rejuvenate || 2 AP
Alistair imbues a target with energy, healing them slightly and speeding the recovery from certain ailments. Effect: +2 Power. Roll the healing die on the target. If the target's HP becomes full, you may remove a Condition (except Exhaustion). Does Not End Turn.
Minor Feat - Endure || 2 AP
Alistair has the uncanny ability to cheat death, though doing so invariably leaves him fatigued. Effect: Apply Undying on self for 3 turns. If you would be reduced to 0 HP, but are not killed outright, Undying triggers, setting your HP to 1 instead. Once this effect is resolved, Alistair becomes Fatigued. Does Not End Turn
Inventory
Equipment
Steel Shortsword || P: +2 S: +3
A ubiquitous blade carried by Inquisitors who prefer a lighter weapon.
Book of Scriptures || P: +2 S: +3
A Vessel that also contains various prayers, hymns, and songs dedicated to God.
Inquisitor's Robes || S: -2 R: +3
An inconspicuous set of priestly robes with chainmail and iron plates sewn into the fabric. Hard to move around in.
Amulet of Saint Vincent || R: +1
A keepsake from his youth with Sister Mira. The blood won't wash off.
Miscellaneous Supplies
Survival Knife
A small dagger ill-suited for combat, but good for activities at camp. Alistair keeps it sharp.
Backpack
A leather rucksack to store supplies and equipment.
Bedroll
A stretched length of cloth, stuffed with wool and straw. Makes resting in the wilderness more comfortable.
Rope
A coil of rope that stretches to roughly 50 feet. Useful for many situations.
Rations
A set of nonperishable foodstuffs that will virtually keep forever, as long as it is protected from the elements. Can keep a single person fed for three days.
Lantern
A container of iron and glass with a receptacle for oil. Sheds light in an area for as long as there is fuel to burn.
Oil Flasks
Two small ceramic vessels that contain animal fat. Used as fuel for a lantern, with each flask lasting an hour, if burned continuously.
Strict and straight to the point, Amélie is as straight laced as they come. Which given she was raised by a military branch of the church shouldnt come as any surprise. One might consider her cold and callous at first glance, but one will find that she has a big heart and cares deeply for those she considers friends.
⚜ Brief Biography ⚜
Amélie is an orphan who was taken in by the Chevaliers de Lyonesse, a militant branch of the church located in Lyonesse, France. Amélie doesn't remember who her parents were, as she was but a toddler when she lost them, but she was told they were lost to the demonic incursions. She wasnt the only orphan the Chevaliers de Lyonesse took in, as it was their main way of bolstering their forces. They'd take in orphans and strays off the streets and train them through grueling, strict discipline with the idea that they'd form an order to oppose the Abyss. Not every child survived such ordeals or could handle the stress...
As such, the Chevaliers de Lyonesse are a small force, but are renowned for their prowess in battle and unwavering zeal against forces that would drive a normal person insane. Amélie rose through the ranks as she grew older, showing the prime talents sought after in any Chevalier de Lyonesse. Strength and conviction and to fight to the very last person.
The Chevaliers de Lyonesse normally dont concern themselves surrounding the happenings of the Abyss and are content to simply fight the forces that pour from the festering wound. But when word came out that there was going to be a new expedition to venture into the Abyss, Amélie volunteered herself to take part in it, which the leadership agreed to with no certain amount of grumbling.
⚜ Gift ⚜
Spiritual
+3
...18(10+8)
P o w e r
+1
...12(10+2)
S k i l l
+0
...5(5+0)
R e s i s t a n c e
1
...0
S p i r i t
3
...0
A c t i o n P o i n t s
Passive: Conviction! +5 Power Amélie's unwavering believe in God gives her a tremendous boost to her overall power, allowing her to lead her party into the depths of hell, striking fear in those who stand before her and strengthen her party's resolve.
⚜ Spells and Feats ⚜
R I G H T E O U S V E R D I C T
1 AP | Does not end turn
Channeling divine power, the caster imbues a target with divine strength; allowing them to smite God's enemies with greater ease. Effect: Provides the target with increased Power and Skill. Lasts for 3 turns.
H A L L O W E D G R O U N D
2 AP | Does not end turn
The caster blesses the land, momentarily providing a holy circle, blessing whoever stats inside it with greater strength. This holy ground debuffs the enemies of God as they are bathed in the Lord's light. Effect: Increases Skill and Resistance of party members while reducing Skill and Resistance of enemies standing in the circle. Circle encompasses a diameter of 10m (~33 feet) and lasts for 5 turns.
D I V I N E S C O U R G E
1 AP | Ends turn
Channeling God's hatred towards its fallen children, the caster sends forth a wave of divine energy; drawing the ire of any demonic entities hit. Drawn in by rage, they will lose their reasoning and strike with wild abandon. Effect: Draws aggro of targets in front of the caster and causes them to strike with lower Skill for 3 turns.
J U D I C I A L B L O W
3 AP | Ends turn
The user rushes forwards, slamming their weapon into the ground and releasing a wave of energy; knocking down those struck. Effect: Physical attack that closes the distance and strikes all targets around the area of effect, dealing normal damage. Targets will have to make a check to determine whether they're knocked down or not.
⚜ Inventory ⚜
[Armor the Faithful] The standard battle attire of the militant forces of the Chevaliers de Lyonesse. Sturdy plate covering the arms and chest provides ample protection while still remaining light in use, allowing the user to wear it unimpeded. Stats:: S(skill): +1 || R(resistance: -1
[Spear of Lyonesse] The standard battle spear of the Chevaliers de Lyonesse. Its an ornate spear with a heavy front, allowing it to strike hard and true. Its heraldic embroidery allows the user to channel their Spirit more effectively, allowing the spear to act as a vessel. Stats:: P(power) +3 || S(skill) +1 || R(resistance) +1 [] E: Acts as a vessel.
- 10m (~33 feet) of rope - Bedroll - 2 days of rations
Reserved and lack of any new idea, it is Genos' destiny to be lead but never followed. But, when it comes to bear the brunt of enemies attack, Genos is more than welcome for the challenge.
A simple man does simple thing.
Brief Biography
The world remembered the doctors and the healers, the knights and their deeds, the priests and their incantations, the mages and their spells. But it never remembered the foot soldiers.
And Genos is one of those nameless foot soldiers. Unlike most dreamers out there, who fight the devils for honor, glory, penance, or out of kindness, Genos sold himself for the fight against the devil in exchange for a plot of land, 3 gold coins, 8 silvers, and 85 copper coins. That money alone is more than what he could earn in 5 years. Thus, with a growing family, he signed himself into the Fourth Crusade.
And when the time comes and goes, as the Fourth Crusade now turned to Fifth, the soldier still remains here. He sold himself, after all, for a greater cause.
Gift
Physical
+1
...11(6+8)
P o w e r
+0
...6(6+0)
S k i l l
+1
...13(8+12)
R e s i s t a n c e
1
...0
S p i r i t
3
...0
A c t i o n P o i n t s
Passive: A Smith +1 Power + 1 Speed + 3 Resistance A childhood spending in the armorer had given Genor some strength, speed, and a whole lot of resilience against the heat.
Spells and Feats
S T O N E B O D Y
1 AP | Does not end turn
Spiritual Energy layers over the user's skin and hardens into a rock like texture Effect: +4R, Lasts 2 Turns, Does Not End Turn
M A L I C I O U S S T R I K E
3 AP | End turn
User double strike, +3 to strength, and shred 2 resistance for 1 turn for each strike. The damage of each strike is reduced by 1/3 and can't be crit. Effect: -2R/hit/turn. End turn.
P R E P A R E!
1 AP | Ends turn
INCOMING! Effect: Give 1 person of choice to be immune to debuff. Lasts 1 turn.
B A T T L E S M I T H
2AP
(Passive) Genor temporarily enhanced a person's defense for 4 turn. In exchange, said person will receive a debuff in strength and speed during his or her first turn of combat. (Can't be recast while battle smith is currently active) Effect: +5R for 1 person. Last 4 turn. -3 to strength and speed for 1st turn of combat.
Inventory
[Kite Shield] Larger than a buckler, a kite shield provide ample of protection in exchange for some speed due to its cumbersome. Stats:: R(resistance): +5
[Battleaxe] An axe. Use to cut down woods and flesh alike. Stats:: P(power) +3 || S(skill) +2
[Iron Chestplates and Boosts] Stats:: S(skill) -2 || R(resistance) +2
Personality: Petra tends to come off as brash and inconsiderate to most people, seemingly doing whatever she wants with little regard to those around her. In actuality, it might be better to describe her as not caring about other people’s opinion of her and unconcerned with actions that don’t have a tangible effect on others. Though she might seem impulsive at a glance, when it comes to anything of consequence, she’s quite the opposite, becoming calculated and analytical as the situation calls for it.
Petra is also the sort to form very strong opinions about certain things and though her opinions can be changed by others she can at times act quite hostile towards those who fail to do so. Most notable of these opinions is her borderline heretical opinion of god, whom she blames for not doing more.
Brief Biography: Petra’s village was attacked by demons when she was quite young and though both she and her father managed to avoid the attack, many of the other villagers, including Petra’s mother were not so fortunate. At the time the incident left a lasting impression on the young girl’s mind with her dreams haunted by imagined scenes of what might have happened in the village that day.
Worse still was that the attack only marked the beginning of a string of bad luck for her and her father. With so many villagers killed in the attack, the village was left lacking many vital functions and soon had to be abandoned, forcing the two remaining Nisbet’s to move to a larger city. Unfortunately, it seemed they were not the only ones to arrive under these circumstances and with a skillset not well suited to the big city and no shortage of candidates to with the same skillset it was hard for Petra’s father to make a living.
Years passed with the family’s financial state steadily falling until the day came that with little other choice remaining, Petra’s father left to participate in the 4th crusade, telling Petra that he’d slay all the demons so she’d never need to be afraid again. As much as she wanted to believe her father’s words at the time, she knew he was not a fighter and though he lasted a good while Petra couldn’t say she was surprised when the day came that instead of a letter and money sent back from the front lines it was a body.
What meagre funds she had after that didn’t last long and Petra was soon forced to the streets, doing whatever it took to survive. It was difficult at first, but over time she picked up the skills she needed to survive on her own, learning to steal what she needed or otherwise the coin required. Not that it ever became easy, Petra lacked both the bravery to steal from those who had plenty and the cruelty to steal more than she needed from those who did not, but at the end of the day, it was survival.
Upon hearing of the expedition into the abyss Petra saw an opportunity to remove herself from her situation and one that would allow her to continue where her father had left off. Despite knowing that the odds were stacked against her survival should she join, Petra decided to anyway, not seeing what she had to lose. Gift: Physical
Stats
Power: 8 Skill: 16 (+2) Resistance: 6 Spirit: 1
Passive – Underhanded Survivor: +5 Skill Petra has survived up until now not by being particularly strong or tough, but instead by exercising her skill and wit to deal with whatever life throws at her regardless of what that entailed.
Dirty Trick: Whether it be by striking their groin, throwing sand in their eyes or some other trick entirely, Petra uses an underhanded manoeuvre against their opponent to gain the upper hand.
AP Cost: 1
Effect: -1 skill and resistance debuff to target for 3 rounds.
Does Not End Turn
Targeted Strike: Petra launches an attack against a weak point in an enemy’s defence.
AP Cost: 2
Effect: Roll an attack as normal but add an additional point of damage for each point Petra’s attack roll exceeds her opponents dodge roll.
Ends Turn
Reactive Maneuvers: Petra channels her strength into mobility and evasion.
AP Cost: 1
Effect: +4 buff to Petra’s dodge rolls until the start of her next turn and Petra can physically move as part of this action. If the enemy fails to dodge after Petra’s attack, Petra can strike again with half the damage.
Does Not End Turn
Minor Spell – Peripheral Illusion: Petra creates illusions only in the peripheral vision of a single target to distract them. Any attempt by the target to directly look at the illusion immediately causes it to disappear otherwise it disappears at the end of the current turn.
AP Cost: 1
Effect: The next skill-based roll the target makes before the end of Petra’s current turn is made at a -2 penalty.
Does Not End Turn
Inventory:
Cloth Armour: [Skill: +3; Resistance: -5] An “armour” set cobbled together by Petra in preparation for the 5th crusade. Largely comprised of several layers of cloth stitched together as a means of rudimentary protection, it offers very little by way of defence but also does not hinder Petra’s movement. A number of pockets stitched to it, including a few surprisingly well-concealed ones, though nothing that would stand up to more than simple observation.
Coffin Nail: [Skill: +2; Power: +2] A large coffin nail with a handle of waxed cloth. Being relatively short for a melee weapon and not having a sharpened edge this weapon is ineffective in cases where getting too close or stabbing would prove difficult.
Personality: A rather upbeat young man who is often wearing an easy going smile on his face. Saul always looks to keep things positive even in the worst of situations, always wanting to keep others spirits up.
Brief Biography : Saul is the sole son of Jacob Anders, a veteran of the ongoing war who suffered a fatal wound while protecting his comrades during an enemy ambush. His father was a man of conviction, who believed more than anything that the greatest asset you can have in a fight is the allies you fight beside, an ideal he pounded into Saul as he grew up. With his death, Saul knew that it was now up to him to continue where his father left off, no hesitation as he heads off to fight against the Abyss.
Gift : Physical
Stats || Remaining: 0
P(power) : 11 (8 base + 3 passive)
S(skill) : 5
R(resistance) : 14 (12 base + 2 passive)
S(spirit): 1
Passive: The Strength of a Guardian. Guided by his father’s words and lessons, Saul sought to become the pillar that would protect those around him. +3 Strength, +2 Resistance.
Spells and Feats : Fight Me, Cowards!: Saul issues out a challenge towards his opponent(s), setting himself into position to be attacked. 1 AP | Ends Turn Effect: Taunt Self (Till start of casters next turn). Caster does not roll to dodge/block. When attacked, caster can follow up with a counter-attack.
Shield Slam: Saul bashes his shield with great might into a targeted opponent, knocking them Prone. 2 AP | Ends Turn Effect: Strength +3, on hit target is knocked prone.
I Got Your Back!: When Saul is adjacent with an ally, he positions his shield to better protect them. 1 AP | Does Not End Turn Effect: When Ally is attacked, they may add caster’s shield modifier for their resistance roll.
Charged Armor: Focusing magic into his armor, it starts to crackle with electricity throughout it. 2 AP | Does Not End Turn Effect: When attacked, attacking creature(s) must make a resistance roll. On a failed roll, creature is inflicted with paralysis through till their next turn.
Inventory:
-Iron Armor A full set of armor that completely covers the wearers body. S(skill): -5 || R(resistance: +5
-Kite Shield Standard large shield designed to protect the body. R(resistance): +5
-Iron Spear An iron spear that has seen use over the years. Stats:: P(power): +2 || S(skill): +2