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Dice Legion of Stone - Fire Emblem Divide

InsaneAsylum's Characters



  • Name: Dali

    Race: Vampiric Manakete

    Appearance: Standing at 4'10, Dali is a short girl with long black hair. She has
    Ominous Orange eyes, and posses a sharp pair of vampire fangs. Her forearms and lower legs are covered in white scales, and her fingernails are always sharp.
    IMG_2236.JPG

    Age: 277, born November 15th

    Sex: Female

    Country of Origin: Glypheim

    Faction: Legion of Stone - Health Buffer, Magic Damage Dealer, Entertainer and Moral Support.

    Personality: Dali is an interesting individual. On the outside, she appears to be a happy, innocent, and overall nonviolent Manakete. However, Dali loves dark humor, and is more than capable of striking feat into her enemies, despite her young and innocent appearance. She's used this to advantage for two whole centuries. If you think your her friend, she's probably just using you. Appearances can be deceiving.

    Backstory: Dali loved the first fifty years of her life. She spent it as the 'Light of Glypheim', in one of the popular carnivals that took place around the country. Her popularity was always growing. It seemed kids loved a big white dragon that could pretend to eat Jesters, and bounce stuff on its head. Dali loved the carnival, and she loved being able to eat all she wanted. Turns out that life doesn't like to let you be conformtable for too long.

    Jealously. Another performer, jealous of Dali's success simply because she was a Manakete, took it upon them to end her career as a beautiful shining light in a forever dreary land. This performer was a vampire, and they knew that Dali slept like a rock. They snuck into Dali's room one night after a performance, and sucked up a large portion of her blood, thus spreading Vampirism.

    The next day, Dali felt unusually drowsy, and her neck stung a bit. The carnival's health professional found that Dali had somehow contracted Vampirism. In order to avoid a lawsuit, Dali was released, and left unemployed. Bummer. However, Dali's drive to entertain didn't end there. It was only after twenty years of freeloading that she found a job at a haunted house. They were more than happy to have the famous Light of Glypheim in their haunted house, but were
    Concerned about how she would fit in with the horror theme. Dali stabbed their doubt in the heart with her Vampiric Dragon Form. Instead of the usual beautiful white scales, they appear pale, and lifeless. Sometimes leaving an area uncovered. Her dragon teeth grew longer, sharper, and even more menacing. But most of all, her eyes maintained that Ominous Orange color. With some fake blood and flesh, Dali was made to look like a real monster. She really scared tf outta some people.

    Adjusting to the vampire life was hard. Drinking blood was weird, satisfying, and disgusting all at the same time. Also, having to stay out of the sun was a bummer, but didn't matter much in Glypheim. For once she actually appreciated those damn rain clouds. Donning a shining like outfit equipped with a hood, Dali used more than just her dragon form in the haunted house. Vampires could be pretty scary, and Dali used to innocent appearance to really get the jump on people.

    When the monolith rose in Patrium, Dali knew right away what people would use to get rid of it and the monsters that followed. The Fire Emblem. This was unacceptable. In the past, Manaketes suffered greatly from the Fire Emblem's usage, leaving so many of the infertile and putting their population on the ropes. With and already low population, Manaketes may not be able to survive another generation of infertility. The Legion of Stone was her best chance at preventing the possible destruction of her race.




    Class


    Ivory Dragon
    Dragonstone Rank: D
    Attributes: DRAGON, UNDEAD
    Dali's abilities allow her to bolsters allies health with White Warmth, and assist her allies in combat behind the front lines. Her low defense makes her an easy target for enemies with high attack, but her high magic lets her cause trouble when she's with her allies. Dali is always happy to help you kill someone. A little extra ASS never hurt anyone.

    Stats


    Health: 45/45
    ACC: 100 CRIT: 10 EVA: 60 LUCK: 15 ASS(^): 10 BLOK: 10
    Att: 5 Def: 4 Mag: 13 Res(+5): 19 Mov: 5

    Skill Loadout


    Shining Shadow*: +10% ASS during the Daytime.

    White Warmth: An active skill that raises the Maximum Health of an ally by 20 points for the remainder of the battle. Unstackable.

    Shining Soul: Passive skill. Counteracts Dali's Vampiric blood and simply cancels out her Undead attribute when being attacked with Light Magic.

    Inventory


    1. Dragonstone
    2. Rope(3)
    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.

    Consumption: Basic Skill. When a Vampire defeats an opponent, they can eat their ass and get a +15% EVA Boost for the remainder of the battle. It doesn’t stack, and this skill prevents the Vampire from moving on the next turn. Cause you know, they’re eating a guy.




 
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  • Fynola Dahl
    As High As Honour

    DAl3u9tXUAAx1Hf.jpg

    Race
    Branded

    Appearance
    Fynola (affectionately called 'Nola' or 'Fyn') stands at 5'9, with icy grey eyes and pale skin. Her hair is cut in loose, dark waves with blunt bangs in the front. For practical reasons, she keeps it cut up to the nape of her neck. Her body is relatively muscular, but it's nothing too dramatic, at least until she promotes. What you see in the picture is what she's wearing. Fynola has a kind of gentle, yet strong aura to her. Her voice is soft, even when she yells or projects her voice. She also loves to sing. Her lovely Barin is a white gryphon with deadly crimson eyes that seem to lock onto their targets with a charcoal tipped beak to boot. Her hands are calloused, along with some minor scars from hunting or training. Barin's appearance wasn't saved either, as a large scar can be found along his stomach the day he was domesticated.

    Her brand, fittingly enough. It sits just above her collarbone, at around 15cm.


    0634cc2236e07f2b61a016cca888b1a3.jpg


    Her lovely Barin~


    winged_deity_by_kipine-d8nzkfh.png


    Age
    20 - Born December 22nd

    Sex
    Female

    Country of Origin
    Malth (somewhere between a Light Child and a Betwixt)

    Faction
    Legion of Stone - Nice girl™ | I fight for my friends™ | Front-line combat | Usually gets sent on missions | Works best in a team environment, total morale booster| Gives really good hugs

    Personality
    Fynola has a certain gentle strength to her. While approachable and relatively friendly, she's still a Maltian at heart that sticks to her beliefs and rarely falters. Like her country, she prides herself on her strength, but isn't one of those assholes that rubs it in all the time. In fact, Fyn is someone that brags little about her own accomplishments. Dignified and disciplined, she stands up for the weak. The rider is as reliable as they come, on top of calm and practical.

    When interacting with friends, Fynola is shy and tends to keep emotions to herself. The gryphon rider believes in her country's values of might and resolve, with a strict moral code she follows to the letter, especially when it comes to keeping promises, finishing what she starts, and being true to yourself and others. Fynola isn't just the strong and silent type, either. She finds it easy to love and take care of others. Her loving streak is best shown around her mount, Barin, around children, and comrades. One way to quickly grab her affection is by showing support to other members of the Battalion.

    Fynola can be stubborn towards those without those same beliefs. It's rare to find her back down from a challenge, even if said challenge endangers her life. As a product of her environment, one of her crippling insecurities is being perceived as weak. Secretly, she's a hopeless romantic, loyal, and selfless to a fault. Fynola does not like to be seen as weak, vulnerable, or dishonourable in any way, and does almost anything to ensure otherwise. However, in battle, Fynola is someone you do not want to mess with. She prides herself on her technique and precision, and enjoys combat as a whole. However, Fyn is a by-the-book individual, preferring rules and structure.

    Fynola sees the death of Alliance members as necessary to save the fate of Terrunum. Her faith in the Legion stems from her fear of endangering other kingdoms and potentially strengthening the Monolith's power. Fynola is also among those that view the Fire Emblem as a reckless and weak action to take and believes that the Empire will fall apart if the Emblem is used. Unity and strength are everything to Fynola. Respect is earned, not just given. A bit of an over-achiever.

    Backstory
    They say that in the cold and unforgiving Malth, there are two occupations that will grant you respect, being a miner and being a warrior. Fynola Dahl, the eldest child of four, was born into a family of the second. Her mother and father were respected, high-ranking military officials serving the Maltian army. Due to the stress of their respective careers, this left Fynola to take care of three younger, as well as overly rambunctious siblings. In the short days, there were many memories consisting of play-fighting with each other and learning to hunt for wooly mammoths for meat and fur. In the long nights, they learned to camp outside their homestead to watch the wild gryphons flying over the stars and northern lights.

    Though they were all respected and talented fighters in their own ways, Fynola was drawn to knighthood and the feeling of flying through the cold sky. Soon her wish was granted. Another hunting expedition turned its way into the steep mountains in the middle of a blizzard. Her curiosity separated her from her siblings as she ran after a mysterious creature of blood red eyes and white feathers. A young male gryphon stood before her, his screech loud enough for her to fall and draw her siblings nearby. They ran to help, but as soon as they drew their arrows and blades, Fyn saw the snow in front of him covered in blood, indicative of a near-fatal wound. She held out a hand to pacify her siblings, as the other offered the animal berries and raw deer.

    Since that day, Fynola and Barin were inseparable. As timing would have it, her family's connections landed her into one of the most prestigious military academies. Her grades were excellent, as was her physical prowess. The vicious appearance of her gryphon didn't hurt, either. At the academy, Fyn made many friends and allies, and soon became a role model among her peers for her determination and strength. In fact, most of her childhood and teenage years were spent easily and happily, sheltering her from any possibility of being ostracized or facing any dangers. She was happy to be a future part of Terrunum's unofficial police force and ensuring that the Empire stay strong and united.

    However, the rise of the Monolith soon changed her life for the worse. Fynola could not stay sheltered any longer. The stars of her family grew older. While she swears up and down that they have stayed as strong as they have since they enlisted, it's a well-known fact that the elderly rarely got the support they deserved in Malth. As the leaders' positions on the use of the Fire Emblem became known, it spelled the breaking point. Her mother and father were vocal supporters of the Legion, believing their troops could easily defeat the monstrosities in Patrium, though they weren't the majority. Fynola began to see her own comrades split between beliefs of their own, as the pressure on the model student worsened for her to side with the Alliance.

    Fynola grew appalled at the treatment over her family siding with the Legion. For most of her life, they had raised her, taught her military values, yet all of that was easily thrown away for the Alliance Battalion. She refused to surrender, and stayed true to the Legion, despite the toll it took on her reputation. Fynola left the academy and retreated into the outskirts. They soon lost most of the respect they had as commanders, but decided to stay in Malth to free the Legion supporters. However, enough became enough, as her family soon sought refuge in Glypheim.

    Deciding her honour had no place in the unsavoury Alliance of Fire, she joined the 111th Battalion in Glypheim once the opportunity presented itself. Fynola felt like a fish out of water in the new country, having never left Malth until now, her diverse Legion members took to her rather quickly. Secretly, she believes that her family seeking refuge was weak and cowardly, even if it was out of necessity. Though both her wounds and her ego are still slightly bruised, Fynola optimistically believes that her proud country will see things her way, using whatever means necessary.


    I know it's mine, twisted and tied
    tbh you're my hero if you listen to theme songs
    Class


    Gryphon Rider ⟶ Sky Captain

    Sword Rank: D
    Attributes: BEAST, AIR, BRANDED

    Fyn is a wellrounded girl, with just the tiniest boost in defense and resistance making her cool for most incoming attacks and dangerous situations. Tbh, I'm just planning to make her a tank when she promotes.. However, she should probably stay away from mages or archers, her poor Barin does not like fire, and both don't appreciate arrows very much. Luckily, Screech puts her at an advantage around her comrades. Always. Surround. Her. With. Comrades. Since she only has one option of weapon on her part, the weapon triangle is depended on to make sure she lands solid hits that deal the most amount of damage. However, with the sword and natural bonus, she has a lot of potential to hit with a good amount of accuracy. Not to mention a small chance of critical hits as well! She can also take some solid physical hits, and is able to go up against magic-based monsters or just your regular beasts. She works well against magical/healing supports, even those that are on the squishier side. When she promotes, she's going to be a total beast at melee attacks.​

    Stats


    Health: 60/60
    ACC(+10): 120 CRIT: 10 EVA: 45 LUCK: 5 ASS: 15 BLOK: 0
    Att: 10 Def(+3): 13 Mag: 7 Res(+2): 12 Mov: 8 cells

    Skill Loadout


    Screeching Thud*: An offensive die skill with a 15% chance of dismounting a foe once the skill Screech is activated.

    Screech: An active skill that lowers the Defense of a foe by -4 and raises the Attack of all allies within a range of two cells by +2. Any unit riding a gryphon as well will receive +1 movement, friend or foe. Doesn't stack, effects last for 1 turn.

    Inventory


    1. Rapier (Armor/Beast): D rank sword
    2. Vulnerary(3): Heals 20 Health.
    3.
    4.
    5.

    Relationships


    Name: Rank
    hmu for supports

    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.

    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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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




  • Naira Regenbogen
    Sparky Scatterbrain
    Naira.png


    H-How electrifying~!
    Name
    Naira was named for her unusually large eyes. When she was born they were already wide open, primed to take in the new world with an eager kind of innocence. She has her mother's Glypheitch surname due to...uh...complications with her father's colorful past.

    Race
    Human

    Appearance
    4'9"
    To see her swimming through the Great Lakes of Old Glypheim, one might easily mistake the young woman for a Siren. Her long, soft blue hair sparkles with a harlequin splash of cyan to purple highlights that give the effect of a trailing watercolor while she glides. She achieves this coloration using a special technique her mother taught her which combines toxins and energy orbs, and sometimes, when Naira overdoes it, her hair tips can become as frizzled as her scattered brain.
    Her large eyes claim naivety and are a bright turquoise which matches her colorful hair. It's a good thing, too, since without these unique colors and her strange fashion tastes she would be easy to miss in a crowd thanks to her short stature, soft voice, and diffident manners. Even so, Naira has a way of glowing whenever she runs into someone she knows or earns a new friend; the kind of smile that makes one feel they are the most important person in the world. Typically she wears expensive clothing imported from Komodo, claiming that indulging in these styles is a type of spirituality...even if it cuts a very odd figure when she walks through the gloomy Glypheitch streets. Likewise, her hair is often adorned with Komodan flower decorations, typically woven by her father with fresh bouquets from his shop.
    She is always seen carrying around a strange seagull plushy named Pipaluk, or just 'Pipa' for short. Apparently he was a gift from her very first friend, and Naira will use him to ease into conversations with strangers, as self-defense, or to satisfy her need for a constant companion. Pipa has a slit in his back allowing him to be opened like a pouch, in which Naira stores her valuables.


    Age
    19 (Born July 4th, Cancer)

    Sex
    Female

    Country of Origin
    Glypheim (devout Light Child)

    Faction
    Legion of Stone.
    As a proud citizen of Old Glypheim, Naira stands by her country's decision to ally with the Legion in an attempt to protect their already tenuous existence. Unlike many Glypheitchs, she loves her world just the way it is (though, admittedly, a small and sinful part of her is curious what a second use of the Fire Emblem might bring). But that is precisely why she is in favor of not using it; her eternal curiosity and desire to tinker draws her to learning more about the Emblem and Monolith, and she thinks it would sure be a mighty waste to prematurely interfere with either. In her heart, however, she is appalled at and terrified of what her beloved Terrunum has become, and wishes for a swift return to peace between all humankind as quickly as possible. Not realizing how bad things have gotten in Patrium, she believes that, worst comes to worst, she can just befriend the demons, anyways.
    111th Battalion. For now Naira works as a caretaker, tending to the wounded and using her engineering smarts to assist with small tasks where she can. Her time in the Battalion has been very short, so while she has already busied herself in getting to know the others, she is not yet comfortable with them and still remains on the fringes, helping from the shadows.


    Personality
    = = = = =INFP-A (The Mediator) / Lawful Good. Small, mild, and unassuming, Naira can be easy to overlook, hanging on the edge of crowds and taking everything in through big, silent eyes half-hidden behind her beloved Pipaluk. One might say she has a habit of just popping up places, or "accidentally" spying on people who didn't realize she was there. However, for those who actually focus on her, they find a strange young lady bristling with a kind of frenetic energy. Though she has yet to overcome her natural timidity and will take a while to make first approach (often using Pipa as a pep-talk coach and intermediary), once she grows comfortable with someone, it will be hard to get her to shut up. After all, friendship is the most important thing in the world to her, and she firmly believes that it is possible to befriend any creature, if only the time is taken to understand their heart. A bubbly idealist who looks for good in even the worst, she is the type of optimist not often found within Glypheim's depressive borders. She loves helping others, though with her odd ways and shyness preventing her from actually, well, discussing this help with them beforehand...the results are not always...as helpful as she'd like. Still, one of her great joys is using her buoyancy to bring a smile to others. Luckily for her, most she comes across seem to return those feelings.
    = = = = =She isn't the best at being expressive, and can sometimes say strange things and stumble over herself with stutters as she tries to get to a conclusion. Mostly, however, she remembers the manners she was raised on as a young lady and tries to uphold them. Besides, being a Komodoboo, she thinks it only proper for one to behave in a way that is honorable and respectful. While she is very giving, she wants to surround herself with others who give as well. Since she is used to being spoiled and adored, she can be overly sensitive, becoming quite heartbroken if ignored or betrayed by someone with whom she's already worked to establish a connection. Friendship means a lot to her, and it is expected her friendship will mean just as much to the other as well.

    = = = = =Other than her desire to befriend every single critter alive, Naira's second defining trait is her insatiable curiosity. This can make her seem a bit of an adrenaline junkie, since she jumps at the chance to try new experiences and is unafraid of dangerous situations. She will take in as many details around her as possible, sorting and categorizing them into the twisted turnstiles of her odd little brain. For while Naira is technically quite clever, since her time spent in The Entrance she has become...well...a bit addled. Her mind is still sharp (she believes), but she is easily distracted and unlikely to take the most obvious path to arrive at a conclusion. Don't be surprised if she changes her sentence midway through, or if her magic goes slightly awry.
    = = = = =The last thing that stands out about the Shrine Keeper is her intense fascination with Komodo and electricity. She has a very idealized view of Komodo as a perfect country of spiritual harmony, and seeks to emulate her impressions of what it means to be Komodan in everyday life. As for the latter, to Naira, electricity is more than just a useful energy source; it's a life force that has currents running through all things. She claims she can even read people's "Electric Auras" and uses this to become a self-proclaimed "Support Scientist," going about in her (innocently) sneaky way to pair people up like a little cupid gremlin. When questioned, she'll say that she just "loves love," and wants everyone to get along. Ultimately, her belief is that once everyone embraces peace, friendship, and unity, all of their electric currents will become synched, creating a power far greater than the Fire Emblem that will protect the world with the strongest electrical pulse of love~!
    = = = = =Because she thinks it's possible to turn any creature - no matter how horrifying - into a friend, the war has been especially hard on her. But like a zap of electricity, she can usually jolt herself back to her typically cheeriness, and has resolved to work hard to restore peace in Terrunum.

    History
    = = = = = For the first half of her life, Naira was a quiet, bashful thing who basked in her parents' loving warmth, overbearing their daughter to the point of driving her to shy away from the company of anyone else. The clearest example of "opposites attract," her mother, a tall, willowy, calculating genius, remains on the edge of Glypheitch innovation, making the family a small fortune through engineering patents. Naira's father, however, is a short, squat, laid-back flower-peddler who was long ago forced to leave his homeland of Komodo under suspicious circumstances. His small posy shop is in constant danger of failing, as it is near-impossible to grow anything under the dark skies in the first place, though his wife continues to bail him out of bankruptcy. Despite their extreme differences, the couple couldn't be more enamored with one another, and worked in blissful cohesion to do their best in raising their cherished daughter - the symbol of their endless love. From her mother Naira gained intellect, curiosity, and technical know-how, while her father instilled in her a sense of faith, tradition, and a love of nature. To compromise with her father's wishes, the Regenbogens set up shop atop one of the glistening floating cities of Old Glypheim. While their traditional neighbors were suspicious enough of the oddball family to keep away, baby Naira embraced her solitude, becoming enamored with the beautiful water and all the secrets it kept.
    = = = = = Though rarely one to leave the mansion where her dear parents kept her more than comfortable, in the evening she would slink out to go diving, wanting to explore the sunken ruins. She's like a fish, and over time slowly trained herself to penetrate deeper and deeper into the lake depths, with her childhood goal to one day be able to hold her breath for 9 hours! (Her current record is a paltry 4 minutes and 37 seconds). It was on one of these trips, venturing just too far out of the city's reach, that Naira ran into a Siren, who was fascinated by the small girl with the pretty hair. Spooked, Naira swam back as fast as she could...but it wasn't enough. In a final, desparate act, she flung one of her electric orbs at the creature, paralyzing it. However, Naira later felt bad about leaving her there to sink and likely die, so she took the Siren back with her to the city, nursing her to health (a difficult task when she realized that the Siren kind of needed water and she had dragged her to dry land...). Over the course of many weeks, the two began the strangest of friendships, with the Siren becoming Naira's first real friend. Sadly, a tragic incident separated them, though the Siren was able to gift Naira a seagull plushy from her secret collection to always remember her by.

    = = = = = After this encounter, Naira's new goal became to see what other sorts of creatures that her parents had previously told her were "dangerous" she could befriend! No matter how scary or spooky or creepy or large, Naira wanted to meet them all, believing that, with kindness, everyone can join together and get along. Though her definition of "friendship" may be vastly different from those she encounters. "Uhm, Naira, that squid is literally sucking out your brain." "Oh, don't worry, it's just a love bite!"
    = = = = = As the young lady became more adventurous, her parents started to grow concerned, and began to compete for her affections to lure her back to the "safety" of their mansion. She thus would join her mother in her electric workshop, helping out with odd tasks, while in the evening her father would seduce her with Komodan legends and stories of its awe-inspiring landscapes. Eventually Naira became obsessed with Komodo because of him, though she still loves her homeland Glypheim most of all. While her mother was hoping she'd follow her footsteps to become an Engineer, Naira had to make her own choice, deciding that, to combine both of her great loves and desire to befriend many new kinds of people, she was going to become a Shrine Keeper. However, she would improve upon the spiritual magic of her idols using Glypheitch technology.
    = = = = = Insisting on using only the finest Komodan wood, at the age of 16, Naira left home on her first great adventure, taking a huge merchant caravan to Aurhalz (since Komodo was too far away) to trade for her idols and other necessary goods. Her father, excited to be away from the oppressive clouds, accompanied her.
    = = = = = Unfortunately, it was during this trip to Aurhalz that the Monolith arose, and all Hell (quite literally) broke loose. At first Naira's thoughts ran the course of "How nice! The White King is offering to help refugees!" but then she realized the very likely identity of who those refugees might be...and soon became one herself. With their flashy caravan and the lavish life they had been living in the city, it wasn't hard to peg the Regenbogens for Glypheitchs, and members of Aurhalz's Alliance soon came knocking on their door. While the result might have been harmless, given the country's less bloodthirsty nature as compared to its allies, Naira's father, used to slippery situations, made the choice to ensure his daughter's protection by whisking her away with him across the plains. Running only made them look suspicious, and the Alliance gave hot pursuit. In a series of escalations, Naira saw her father transform into a changed man...culminating in the accidental killing of one of the Alliance trackers in an attempt to protect his ward. This only worsened their situation, with the family becoming marked criminals. On their own in a foreign land, the pair was soon surrounded. Poor Naira tried to reason with the soldiers, but after an exhilarating chase across the hills and the death of their comrade they were having none of it. While Naira was able to somehow slip through the chaos, her last impression was that of her own ignored squeaks as her father was set upon by the Great Knights' blades. Shaken, exhausted, and in tears, the girl threw herself into the thick Aurhalz forest. Because of her artificially Komodan appearance, she almost got away from the trackers, avoiding a few close calls, but the Alliance eventually caught up with her.
    = = = = = For the very first time in her life Naira was terrified, alone, and doubting her long-held beliefs, chasing her deeper and deeper through the trees until she eventually came to The Entrance. She had heard so many tales about the mysterious caves and was rather fascinated, on top of being desparate, so she decided to take her chances and plunge inside. Low and behold, it didn't take her long to find a portal, and it took her even less time to decide to use it to explore and escape her pursuers. Thus began one of Terrunum's strangest odysseys, with Naira running helter-skelter through cave after cave, portal after portal. She became completely lost, each new location blurring into the countless before. She was only able to survive on insects and mushrooms, which was a long and painful process of trial and error which had her sick and on the brink of death time and again. Undoubtedly it was a low point in the destitute idealist's life. The days...weeks......months.........spent in this state eventually addled her brain, making her the frazzled cloudcuckoolander she is today.
    = = = = = At last! help came in the form of a handsome young man riding a majestic red elk. Claiming to be a recently escaped Centaur slave, he joined forces with Naira to find their way out. Remembering the stories her father used to tell her of Komodan heroes, young Naira was instantly smitten with the stranger. In exchange for her catching him up on the recent goings on of humankind, the young man was able to track a path for them out of The Entrance, navigating the Shrine Keeper safely to the nearest Legion Batalion, all the while refusing to give any specific details about himself. Though she begged him to stay, he claimed he had business with the Alliance of Fire. Naira, confused and hurt by his words, to this day wonders about the young man, and hopes she never has to meet him on the field of battle. For now, however, she is more anxious to receive word of her family, and oh, there's that war to win...

    Other
    The one with the weirdest dreams.


    System
    Class

    Shrine Keeper ⟶ Thrall Mistress
    Staves: D

    Breakdown
    Naira is a unit of utility, but to use her to her fullest may require some careful strategizing. While her healing capabilities aren't the worst, there are stronger healers out there, thus Naira's strength comes in her versatility. One option is to have her set up idols at the start of a chapter, providing a safe haven for allied units throughout the campaign. While not as flimsy as some other healers, she doesn't have the beefiest HP, so it might be wise to send a guard detail with her as she plants them. She can then turn to 'full support' or work more offensively as a Status Effect canon. With her high Accuracy she is especially effective at using Offensive Staves, so equip her with Sleep or Love and put her to work. Her Personal Skill also allows her to essentially stop a foe- or friend- from attacking. Overall, she has the ability to move around a bit, but shouldn't be trusted too much on her own, and benefits from careful strategy...a long as she's able to comprehend it, that is.
    Stats

    Health: 40/40
    ACC(+5): 120 CRIT: 10 EVA(+5): 50 LUCK: 25 ASS: 0 BLOK: 0
    Att: 3 Def(+2): 9 Mag(+3): 10 Res: 9 Mov: 5 cells

    Skill Loadout

    Magic of Friendship* : Active Skill. Naira has the ability to "talk down" a unit, preventing them from attacking or using an Active Skill on their turn. This is doubled to 2 turns as long as the target was standing inside the area of effect of one of Naira's idols. It can be used from up to 1 cell away and can work on any type of unit, including allies.
    Idol Placement : A set of Active Skills. Allows the Shrine Keeper to place an idol. Idols placed by the Shrine Keeper are composed of 9 cells arranged in a 3x3 square. The idol can be placed on an adjacent cell to the Shrine Keeper which will be specified in the Battle Summary. Idols can be broken by anyone standing adjacent to them. Up to 2 idols can be active at one time by the Keeper.
    Healing Idol : Active Skill. Heals all allied units within the affected area by +20 Health every turn.
    Speak no Evil : Active Skill. Silences all magic users within the affected area, but wears off outside of it. Magical attacks cannot land on units standing within the affected area either.
    Victory Idol : Active Skill. Doubles the chances of all die skills for allies and halves the chances of all die skills for enemies.

    Inventory

    Mend: D-Rank Stave with RANGED attribute; Heals 40 + Mag
    Love: D-Rank Stave with SUPER LONG RANGED attribute; Causes Love Status Effect
    Vulnerary (3) (Heals +20)
    -
    -

    Relationships

    TBU
    ( Hmu! )

    Skill Bank

    Second Chance : Basic Skill. The first time Naira'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.
    Capture : Basic Skill. Allows the Shrine Maiden to capture opponents in place of killing them. Requires Ropes or Chains.




 
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KageYuuki's Doods



  • Name: S'Zura Felothi

    Race Laguz

    Appearance
    5696972ce1cf0a1d067338c3_58af9079666ac9be0eae0d56_320.jpg
    S'zura was always told she shared her build with her mother. Standing at 5' 10" and deceptively lean, she doesn't look like she's all that powerful. One punch will quickly prove you wrong though. While her waist holds the hourglass shape so many find desirable, her disappointingly flat chest and preference for loose fitting clothes has left her mistaken for a young man on more than one occasion. Her legs hold the most developed muscles in her body with arms coming in at a close second. Years of running, scaling trees, and practicing archery played the largest role in strengthening them. Tattoos from her tribe are emblazoned on both of her shoulders, far smaller ones adorn her cheekbones.


    Easily her most defining feature is her eyes. Narrow eyes with irises colored a deep blood red. They stand out against her lightly tanned skin and snow white hair. Since she considers long hair to be too much trouble, she keeps hers cut extremely short. The wild hair appearing spiked at the length she prefers it at. Being a Laguz from a cat tribe, she lacks ears that would be considered 'normal' by human. Instead, white cat ears take their place on her head, always alert to the different sounds in her surroundings.


    In terms of clothing, S'zura's always preferred a more simple approach. This comes to apply to color choice as well. Preferring darker earth tones over bright, flashy colors. She's often seen in relaxed fitting, dark colored pants and a sleeveless emerald green shirt. Calf high boots offer support and protection on long journeys. An iron dagger hangs from her belt along with various satchels containing supplies she may need.

    Age 22, Born April 17th

    Sex Female

    Country of Origin Yuba

    Faction Legion of Stone | Scout | Hunter | Night Lookout | Designated spider squisher

    Personality She's always been told that she wears her heart on her sleeve. Even with efforts to hide any emotion an observant person can easily pick up on what she's feeling. Not to mention her tail has a high tendency to give away many of her emotions through its movements. She's called it a traitor on more than one occasion as it gives her away. Given her Laguz upbringing, S'zura holds nature in a high regard. She dislikes seeing others blatantly destroy forested areas with no regard for the damage they're causing. While not always vocal about it, you'll likely feel her glare boring through the back of your head.

    In the Laguz culture, the strongest are the one's who become leaders. She struggles to understand the way humans inherit these titles and if the leader doesn't prove they're truly worthy of the position she'll unlikely ever come to trust them. Respect isn't something you're born with, it's something you have to earn in her mind.

    Backstory
    Being born in Yuba, S'zura had a childhood similar to just about any other cub in her village. Days spent playing, exploring, wrestling with one another. She could often be found perching high in the trees, relaxing and enjoying the warmth of the sun. Of course climbing up into such high places at a young age did mean she had to be rescued once or twice. Though S'zura would vehemently deny this fact. Not that it lessened the teasing she would receive from the other cubs on the matter. Though it's not like they hadn't gotten into trouble due to running out of energy before.

    Like so many living in Yuba, learning to fight was just another part of life. Particularly when living in a more remote area and Baels are bloody everywhere. Needless to say S'Zura isn't afraid of regular spiders and will likely give anyone that is shit for it.

    From a young age S'Zura had expressed a desire to prove her strength and join the Red King's army. Something she trained for ever since being a young cub. It wasn't long after she joined its ranks that the world seemed to fall apart. Standing behind her King, she marches with the Legion of Stone.


    Class


    Panther
    Stone Rank: D
    Attributes: BEAST
    A hunter by her very nature, S'Zura is particularly skilled at bringing down other beasts. Push comes to shove, she's good for protecting squishies.

    Stats


    Health(+20): 80/80
    ACC: 125 CRIT: 10 EVA(+10): 50 LUCK: 5 ASS: 0 BLOK: 15
    Att(+1): 8 Def: 12 Mag: 1 Res: 11 Mov: 6

    Skill Loadout

    Predator's Sight*: Passive skill that grants unit increased vision on dark maps.

    Valor: Passive skill that grants the Panther with +15% BLOK when their partners are under 50% of their health.

    Territory: Establishes a stationary 3x3 area around the Panther's current cell for the remainder of the battle. All allies within the Panther’s territory will receive +15% ASS and all enemies will receive -15% BLOK.

    Inventory


    1. Beaststone (beast), D
    2. Vulnerary (2)
    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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Lettuce's characters


  • cdc53c0d6b899a68f6d8fb697072ec96.jpg

    7b399005b862a8585f97a5266530ff65--manga-boy-manga-anime.jpg

    Name
    Solaris Mell

    Race
    Branded

    Appearance
    At 6' tall, Solaris technically counts as "tall", though he himself considers his height relatively unremarkable. His skin has a natural tan to it, with multiple dark brown brands on his skin. The most notable brand is one under his right eye, which is only because he can't hide that one. He normally covers the second, large one that covers his entire left arm with his clothing. His dark is a medium brown, and can normally be seen hanging over his left eye due to the amount of time it's been since his hair's been cut. He has to have one eye he can see out of, right? It covering just his left eye it much more logical that covering both of his eyes. Speaking of eyes, his eyes are an almost amber shade of brown. His ears have a point to them, showing his Manakete heritage.

    Age
    20, Birthday is October 2

    Sex
    Male, Homosexual

    Country of Origin
    Aurhalz (Light Child)

    Faction
    Legion of Stone// Training Apothecary// Couldn't fight if his life depended on it oh wait it does// Healer

    Personality
    Solaris is very poor at expressing his own emotions. Most of the time, he keeps a stoic demeanor, no matter how he feels on the inside. Most of this can be attributed to the fact that he has a case of "resting bitch face", another part to the fact that he generally speaks in a monotone voice, and the rest to him just not wanting people to know how he feels. This may stem from the fact that he has low self confidence, and thinks that his emotions are just a burden to the people around him. He truly has quite a few issues with himself. On the plus side, this means that just about anyone who talks to him in a remotely uplifting way can quickly earn his trust. Additionally, it wouldn't be a stretch to call him antisocial. He does nothing to seek out contact with other people, due to his almost crippling depression, which only helps to lower his self confidence. It's a double edged sword, really.

    Backstory
    What has Solaris's life been like? Painfully average, in all reality. Despite his crippling depression, he hasn't had anything too traumatic happen in his twenty years of life. He was the second born in a set of identical twins to a Mankete mother and a human father, his older brother being unironically named Luna. Even more unironically, the two of them seemed to have complete polar opposites in personality, with Luna having a more ambitious and loud personality while Solaris himself has always been relatively quiet.

    The rest of his life is relatively uninteresting; school, dating, his twin blaming things on him. Just normal things that almost everyone goes through.

    He took a vague interest in medicine when he was a teenager, specifically when he was seventeen years old and finally took some form of actual interest in something. Given the point in which he decided he was interested in something, the age he is now, and the state of the world is currently in, he hasn't actually had much of a chance to pursue things. Somehow, this led him to deciding to join the 111th Battalion. Not like he was doing much else with his life, and he does agree with the Legion of Stone.

    Class


    Servant ⟶ Butler ⟶ Apothecary
    Stave Rank: E
    Attributes: None
    Solaris doesn't have much going for him right now. He can heal, but any form of fighting is practically hopeless.

    Stats


    Health: 20/20
    ACC: 115 CRIT: 25 EVA: 45 LUCK(+10): 30 ASS: 0 BLOK: 0
    Att: 5 Def(+5): 7 Mag: 5 Res: 6 Mov: 4

    Skill Loadout


    Cowardice*: When Solaris heals someone, it has a 15% chance of inflicting a nearby enemy with Fear.

    Inventory


    1. Heal Ranged attribute Rank E Stave
    2. Sleep Super Long Ranged attribute Rank E Stave
    3.
    4.
    5.

    Relationships


    Name: Rank

    Skill Bank


    Makings of Greatness: Basic skill that grants +15% to CRIT, ACC, EVA, and LUK.

    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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Petite Rouge's Characters



  • Name: Mai Mimikku

    Race: Branded

    Appearance: Mai is 5'7, with a well endowed mesomorph body. Her eyes are a light shade of purple, and her hair is jet black. Her brand is located on her back, resembling a rose.
    IMG_2238.JPG
    IMG_2239.JPG

    Age: 21, born February 28th

    Sex: Female

    Country of Origin: Komodo

    Faction: Legion of Stone -> Spy, Infiltrator, Creeper, Light Child

    Personality: Mai is a madwoman. She is motivated and driven by her lust for violence and blood. However, she has learned that outright displaying such lusts can negatively affect her goals, so she has since learned to produce an innocent and clueless personality for the public.

    Backstory: Life was perfect, yet at the same time, it was lacking. For the first ten years of Mai's life, she never understood why life felt so bland. Each day, her parents fulfilled Mai's every need, yet it wasn't enough. She even trained to become a shrine keeper with her cousins. It was during her tenth year that Mai discovered her purpose in the form a broken menehuene's neck. It came into her home during the night, and was attempting to gather a few shiny items. Mai watched from the shadows, and decided to stop the little thief. The poor little thing never knew what hit it. A natural born killer, hidden amongst the sheep.

    When Mai's parents awoke the next day, they found the menehuene's corpse torn open in the blood covered family room. Mai sat against the wall nearby staring into the floor with empty eyes. The thought that their daughter could've caused such a gruesome scene was a horrifying thought. They decided to get her help, and pretend nothing happened. Maybe it was just a phase.

    It sure wasn't a phase. Mai quickly distanced herself from her family, and at times disappeared for days at a time. By the time she was sixteen years old, her parents never saw her again. It turns out, Mai had a secretive group of ninja that worked for the Green King of Komodo. Mai decided she could enjoy herself further if she affiliated herself with individuals who were paid to kill.

    The only reason Mai decided to abandon the King and her other ninja at the start of the war was for one reason. Violence. If the Legion of Stone wanted to let the monolith exist longer, than that would mean there would be more demons and monsters to kill. On top of that, she would also be able to enjoy the faces the Alliance of Fire would make when they feel a knife pierce their heart. When asked how she feels about the war, she answers, "I can't wait."


    Class


    Ninja ⟶ Shinobi
    Hidden Weapons Rank: D, Gauntlets Rank: E
    Attributes: BRANDED
    Mai is a killer. She is made to end lives as fast as possible. She is excellent at picking off any lone targets, but can easily be overwhelmed or picked off by an accurate archer or two. Have her turn invisible and make the enemy pay for their mistakes. Pair her up with an ally with high blok to take the hits for her if the enemy is able to spot her.

    Stats


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

    Skill Loadout


    Isolated Insanity*: +4 Atk when no allies are within two spaces.

    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. In an enemy steps onto a cell currently occupied by an invisible Ninja they will automatically be attacked.

    Inventory


    1. Slim Dagger(+15% EVA, -5 damage, E-Rank)
    2. Beastkiller(Beast, D-Rank)
    3. Love Toxin(3)
    4. Lockpick(15)
    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



[/FONT]
 
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BlueInPassing's Characters


  • 982c3e207f4f422d28e7838aa3da8184--manga-art-anime-art.jpg
    Name: Nour Olhouser
    Race: Human
    Age: 17, July 7th
    Sex: Male
    Country of Origin: Malth (Dark Child)
    Faction: Legion of Stone, 111th Battalion
    Errand boy | Mage-in-training | Newbie soldier

    Appearance:
    Nour is rather short for his age. Being almost past the peak of puberty and its growth spurts, he will likely remain at an underwhelming 5' 4". Due to a history of ill health, he has a weak constitution and a pallor some would describe as sickly looking. However, the warmer weather of Dinne has made some improvements in this aspect, imbuing him with some color in his lips and cheeks. Unlike his fair-haired and blue-eyed mother, he takes after his father's side of the family with his dark hair and dark eyes. His hair is rather overgrown and often falls in his eyes; while this was initially the case due to neglect, he has since become used to the length and would prefer not to have it cut.

    Personality:
    Nour comes off as eager to please, though this is only because he is used to having to prove himself to others at every turn and often goes the extra mile to do so. Some would also be quick to write him off as a doormat because of his soft-spoken and tolerant nature. While this may be true, he doesn't see his tolerance as a negative quality, but as a strength that allows him to face the inevitable trials and sufferings which come with life. Nour also rarely asserts his opinions and often puts on a front if he is in pain because he hates making trouble for others. As a result, he is prone to overexertion; however, he dislikes it when people go out of their way to remind him of his physical limits.

    Backstory:
    Only the strongest can survive in the frozen lands of the North. Perhaps that was why Asra Samaha settled there to live out the rest of her days. Yes, Malth was barren and forbidding, suitable qualities for someone seeking to live there in exile, but the country's values also stood antithetic to those of her beloved home. Knowledge and love for knowledge had no place in Malth; strength was what filled stomaches and those who were not strong simply perished. The Maltian existence was a brutish one, she thought, and living it would be enough to rend her heart in two whenever she thought of Dinne. Enough to rue the day she'd committed the gravest sin as an educator and a scholar.

    In the beginning, it had been a simple matter of injustice: gross mistreatment of a student from other members of the university staff due to his lack of academic achievement. She settled the matter quickly, but continued to keep an eye out for any repetition of the incident. She was a young and naive professor who believed there was potential for success in every person, and that every student only needed the right environment to flourish. So Asra helped this student with his studies and cultivated his talents for years until he grew to become important to her. It was this feeling, incongruent with her professional role, that overcame her in a moment of weakness. Though he had shown improvement, it wasn't nearly enough for him to pass the school's most crucial exam. It was just a little tweak, she told herself. He had worked hard; she knew he had potential. Nobody would notice if she changed an answer for him in the written portion. This was a folly which came to bring dishonor upon her name and the name of the school she worked for. She was relieved from her position and blacklisted from the academic world.

    If Munir Samaha had known this story about his mother, maybe he would have understood the underlying reasons behind their family's isolation. Not only were his mother's appearance, skills, and values out of place in Maltian society, she also actively worked to remain unassimilated in order to complete her lifetime of penance. Thus ostracized by most of the community, the Samaha family environment was not necessarily the healthiest. Munir grew bitter over Asra’s influence on his life and essentially discarded every trace of his Dinnese heritage, leaving home to join the army for martial glory. There, he married the daughter of a high-ranking general, Annelie Olhouser, and took on the Olhouser name. The first child of their union was also to be cared for by the decorated Olhouser family, but their baby’s sickly constitution proved to be too much trouble; Munir entrusted the child to Asra’s care without even naming him, as he did not expect the child to live past infancy.

    By some miracle (or by Asra’s extensive knowledge in magical remedies), the child survived. Asra named him Nour, in hopes that he would be a guiding light even in the bleakness of their Maltian environs. Together, they lived for many years in the comfort of their cabin in the village outskirts, only interacting with other villagers to trade for food and firewood. During the day, Asra taught Nour how to recognize medicinal mountain herbs and how to prepare and preserve them. At night, she told him stories about her homeland: fantastical tales of a country lost in sand. She spoke of all the wondrous cities and treasures hidden amidst Dinne's shifting dunes, and when that topic was exhausted, she weaved the legends of old mages past.

    All in all, by the time Nour reached adolescence, he was thoroughly enamored with the idea living in Dinne and attending a Dinnese school of magic. Now that another of the Samaha bloodline wished to continue in earnest magical study, there was a chance for the family to save the dignity of their name. Nour would be sent to Dinne; no longer would he languish in the cold dark of Malth. Yet, even after years of self-reflection and penance, some selfishness remained in Asra. Last year's harsh winter had left her weak, and she knew she did not have much longer before she would succumb to her cough. Death would be her repose, but she wanted her precious grandson by her side in her final moments. When Nour finally left with a distant relative amidst the growing clamor for the expulsion of all Legion outsiders, it was with a heavy heart and a hard-learnt lesson in human mortality.

    For three years, he trained in the magical arts, but it seemed that he could never catch up with his peers born and raised in Dinne. As the Legion and Alliance came to a head, he wondered if he could make more of a difference by joining the war effort, and so he enrolled and was accepted into the 111th Battalion.


    Class

    Pupil Mage Sage
    Anima Rank: E
    Attributes: NONE
    Nour's scrawny physique and weak constitution consistently delegate him to the rear of the battle formation. He performs the role of a ranged attacker by providing support to the front lines with powerful spells. It would be best for him to stay away from high damage dealing foes. He displays versatility against enemies depending on the spells he has equipped.
    Stats

    Health: 30/30
    ACC: 115 CRIT(+10): 35 EVA: 45 LUCK: 20 ASS: 0 BLOK: 0
    Att: 1 Def(+2): 4 Mag(+2): 9 Res(+1): 7 Mov: 4 cells

    Skill Loadout

    Loved One's Protection*: A defensive die skill. There is a 15% chance that an attack targeting Nour will rebound and inflict its intended damage upon the enemy.

    Inventory

    1. Fire (Beast, E Rank)
    2. Thunder 5% chance to Paralyze (E Rank)
    3. Vulnerary(3): Heals 20 Health.
    4. -
    5. -

    Relationships

    Name: Rank

    Skill Bank

    Makings of Greatness: Basic skill that grants +15% to CRIT, ACC, EVA, and LUK.

    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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Zephyr's Characters



  • Name: Charme Mausinia

    Race: Human

    Appearance:
    BpHkFYoB0MvWsY4CLNZEou0HItF6iA9M5oQO9V1-9Yp9SoPYEZlKwxzMPQ2kxSdvswAQrrBU53YOtUQ1A_c178EQuyOEW5x34GmpsmnThUMdVNleypKZjGvuxC5-lLyAHiALtRZw


    (Note: Red hair, rather than blonde. And yes. He wears the crown in battle. He sees it as both a way for his teammates to see him, and a way to calm the mood.) Height: 6’1”

    Age: 17, Born June 29th.

    Sex: Male

    Country of Origin: Glypheim

    Faction: Legion of Stone - Powerhouse - Open Ear - Headstrong - Morale Booster

    Personality: An extreme advent of everything philanthropic. A womanizer at heart, known even to flirt with men. On and off the battlefield, part of him sees it as a way to boost morale, get others to laugh, smile, get angry, or show any other emotion than coldheartedness on the battle. Though, this carries off the battlefield as well. Most of his spare time, as opposed to training, is going around starting small talk with others. While he is a womanizer at heart, he does so in a fairly innocent and kind way. He’d never force someone into a situation they dislike. Part of this, however, is due to his odd amount of ignorance. He grew up with a very poor education, only having 4 years of it, through his 17 years of life. Growing up in Glypheim, with a stripper as a mother, and a bartender as a father, he was very privy to the… Inner scenes of his Kingdom. Though, as he aged, it intrigued him. Not in the way he wanted to get smash and buy hookers, but the way he wanted to be a part of it. Ditching all thought of school entirely, he eventually went on to learn dance. Starting with ballet, he quickly moved to stage dance, tossing flags in his routines, weapons, and even learning a bit of pole dancing with his mother. Charme feels that almost nothing can be done, and never done well, with a sour attitude. That’s why he pledges himself to keeping an upbeat attitude and relaxed demeanor with others. Even in battle, he jumps around on his feet to keep himself in the heat of it, while still smiling as he fights. The way he handles his spear is also quite unorthodox. Twirling it as he fights, tossing it in the air, and other strange ways of handling a lance all included. Finally, his eye for fashion is heightened greatly. Even for battle or casual occasions, he feels nice attire is a must. It establishes an aura of confidence to him, improving his already huge ego. Strangely enough, Charme takes an interest in Interrogations and Negotiations. Is generally looked at as a ‘Good Cop’ in those kinds of situations.

    Backstory: As mentioned before, he was born into a fairly wealthy family. Not much special about his upbringing, only that he was a lot different from other children. Not only because of his lack of steady education, but also because he’d seen more titty than most men twice his age. Even so, that was always something that intrigued him. Made him interested in what the draw and attention it brought. Thus, he started being a huge flirt, never scoring with anyone he intended to. Poor Charme. Aside from that, not much is all that noteworthy about his life. No huge tragedy. Life scaring events. Nothing like that. All his combat experience comes from a friend of his, who was learning under a real spear-master, and teaching Charme on his days he had free. Eventually, with a lack of care between the Alliance and Legion, he joined Battalion #111 to help serve his country.


    Class


    Lancer ⟶ Halberdier
    Spear Rank: D

    Charme is a powerhouse. Not exactly because of his HUGE muscles, or powerful weaponry, but simply from his adeptness with a spear, Aside from that, he can take a hit or two, but definitely isn’t one for tanking. Has a strange interest in capture, and jumps at the opportunity to bind an enemy up.

    Stats


    Health: 45/45
    ACC: 100 CRIT(^): 35 EVA: 45 LUCK: 5 ASS: 10 BLOK: 0
    Att(^): 5 Def: 2 Mag: 1 Res: 2 Mov: 5

    Skill Loadout


    *Don’t Fight Over Me, Baby: When standing two or less spaces from a female unit, gains +5% crit. Caps at 15%.

    Pierce: An offensive die skill that has a 20% chance of ignoring the Defense of an opponent. If triggered, re-calculate damage output by setting the opponent’s Defense value to 1 for one hit.

    Inventory


    1. Iron Lance (D)
    2. Heavy Lance (D)(ARMOR)
    3. Ropes (3)
    4.
    5.

    Relationships


    Haha, none, what a loser

    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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Copykat's Characters





  • Name: Illiana Levrant, going by the alias of Lia


    Race: Branded


    Appearance:
    DungeonFighterLIVEFigher_01.jpg

    dungeon-fighter-online-shared-photo-france-164749284.jpg

    Lia stands at 5'9 and weighs around 160lbs, and is an average build for her size. Though she has many average features like brown eyes black hair, she still looks conventionally attractive, and she still takes an effort to look good, just out of habit.

    Age: 22, December 2nd


    Sex: Female


    Country of Origin: Aurhalz (Betwixt)


    Faction: Legion of Stone
    Front lines fighter || Definitely not a noble || Bodyguard for diplomacy missions || The most likely to start a ballroom blitz


    Personality: Illiana is very bold and very self-confident, she believes that if she isn't the best at something, it's only a matter of time. A keen one will notice as her personality may betray her appearance at times, if caught slipping they might find her behaving like the noble she once was. She is a bit of a perfectionist, as caused by her upbringing, but she typically tries to hide that part of her, quickly changing the subject when brought up. Illiana isn't the best actor though, as some would note when talking to her she still speaks well, and she isn't so successful at hiding her education. Though Lia couldn't quite internally get rid of her training and education as a noble, the part of her that wanted to leave that behind still burns brighter, she's a fighter first, and she does not like being called a noble. One could tell Lia inherited the competitive nature of her homeland of Aurhalz as she finds it very difficult to admit defeat in anything, regardless of how simple it is. Because of this Lia is also keen to debating others for fun if she can't get into a physical fight, not even truly caring what side she's arguing. She often comes off as inconsiderate, and this is more caused by her personal beliefs, she looks down on anyone she feels hasn't earned her respect if not at least tried to, but Lia is willing to give anyone a chance, regardless of background. This doesn't stop her from being a bit mischievous, often trying things to get under people's skin, but this serves more than one purpose. Illiana is very observant in a fight and will often try to take advantage of any opportunity she sees. She sided with the Legion of Stone, believing that using the Fire Emblem so early is insanely reckless, and she feels that advancing with that idea without thinking is something she learned from experience was a rather stupid idea.


    Backstory: Illiana was born as the third child of four, to a very noble family. Considering her age at the time and the circumstances of her birth not quite old enough to inherit anything great, but not quite young enough to let herself be pampered for a bit longer, as a result she took it upon herself to be the best out of all her siblings, through hard work she was seen as more capable than her other sisters, but her one brother the eldest still surpassed her in almost every way. In an attempt to prove her maturity, she often insisted on joining her father and brother as they went on meetings, and though she didn't quite understand everything, she was capable of at least keeping up with the conversations regardless of how boring they were. On one of these meetings, bandits attacked their carriage, Illiana was a bit worried at first until but she noticed something, the bodyguard assigned to watch her remained unarmed, yet he was capable of easily dispatching the bandits. Illiana was more than impressed, she was inspired, she wanted to be able to fight like that, to be able to strike so powerfully while unarmed was impressive to her. And so, the next day she asked her bodyguard to teach to fight unarmed, and he refused at first, Illiana's schedule was already packed as it is and he didn't think he was qualified to teach, but she insisted and eventually the bodyguard accepted. Thus, Illiana's piano lessons were replaced with hand-to-hand training, her father thought this was odd, but mostly harmless, and let her do as she pleased. After about a year of training, the guard wanted to take her with him to go see where he learned how to fight like that but he didn't them want to be seen. They snuck out real late at night and headed to an underground fight ring. He mostly showed her this to just give her a bit of perspective, but she was actually even more excited, so much so that she even took the time to sneak out by herself and participate in the fights against the guard's wishes. Illiana would often try to hide her bruises when she came home, but the guard would typically scold her when he saw them and prevent from her leaving the house at those time. Despite this, he would still train her and eventually he would be convinced to go with her to the arena so that she would come back less injured, truly becoming her teacher. This continued for two more years until her father, who was already suspicious of Illiana's behavior finally had enough of Illiana sneaking out with her bodyguard and coming back home injured. He at first planned on having the bodyguard executed on charges of assault, but he was convinced otherwise by Illiana's brother surprisingly. Regardless the bodyguard was still fired and made to leave immediately, but Illiana still managed to sneak out and follow him unbeknownst to anyone. Illiana wished to use this chance to fix the trouble she caused everyone, and only left to say goodbye at first, but as she caught up to her former mentor, she decided she had new plan. Illiana had decided to cast away her nobility and become the ex-bodyguard's pupil for real, she figured that if she went home she would go back to the old life she was living, and she was bored of that life. The ex-bodyguard tried incredibly hard to convince her otherwise, but he knew it was probably far too late, and with that they fled north to Malth and Illiana became Lia for the sake of not being discovered. With the relationship changing from servant and master to teacher and student, they had a nice life training and living together. As Lia's mentor would go off on mercenary work, she would go off to explore and get in various fights across town. On one job her master would be sent to Patrium, this was 2 days before the Monolith arose. Though Lia would find out about the Monolith very late, even then she assumed at first that her master was just caught up helping the wounded, after a week, she assumed her master was just amongst the wounded and recovering, after a month she figured it out, and was devastated. Her first thought was that she would go to Patrium, and kill every monster she saw, she wanted to fight everyone even her master, even herself, but as she cooled down, she remembered her master's words, "Emotions can empower you, but they can also blind you, be wary of acting purely on impulse, and be aware of others who do." And with that she decided to go wander, not wanting to stay home, she just wanted to take the time to enjoy the life her master gave her, though she felt it less necessary to keep up this act. Eventually, as the Alliance and the Legion were being created, she was often asked her opinion. When thinking about the Alliance, she thought they reminded her too much of herself, reacting on impulse like she's done time and time again, as a result she was drawn more to the Legion, as they seemed to agree with that statement. Eventually as war started to break out, she decided to head to Glypheim and join the Legion's army as part of the 111th battalion.




    Class



    Brawler ⟶ Champion

    Gauntlet Rank: D

    Attributes: BRANDED
    More of a damage taker than a damage dealer, she's much better at the front with her high defense and evasion. She's useful at keeping the enemy at bay while others do what they need.

    Stats



    Health: 60/60

    ACC: 100 CRIT: 10 EVA(+10): 50 LUCK: 15 ASS: 20 BLOK: 0

    Att(+3): 10 Def(+2): 15 Mag: 5 Res: 7 Mov: 5


    Skill Loadout


    Judo Throw*: An offensive die skill with 15% chance of activating, allowing Lia to convert her attack into a throw, moving the enemy one space in any direction. Ineffective on Armor units, and dismounts mounted units

    Iron Fist: A passive skill that allows the Street Fighter to always deal at least 15 nonlethal damage per hit on all units with the exception of Armored units. (+15 Damage Buff)

    Tag Team: A passive skill. Lia receives +10% ASS when partnered with allies whom they have at least a C-Rank relationship with.

    Inventory



    1. Iron Gauntlets, Rank D Gauntlets

    2. Heavy Fists, Rank D Gauntlets, ARMOR

    3. Vulnerary (3), Heals 20 HP

    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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Chameleonic's Characters



  • Name: Elorna Varel Andorta

    Race: Elf

    Appearance:
    Character.jpg

    Description:
    Elorna stands around 5'8 and carries a slim body type. Her hair is quite long as it ends way below her ass and carries a nice seaweed green color. Her eyes are emerald green and both eyes and hair can seem grey in certain light. Elorna is very low maintenance in what she wears usually adorning a black sleeveless dress and green flats which you barely see under the length of the dress.

    Age: 24

    Sex: Female

    Country of Origin: Komodo, before leaving.

    Faction: Legion of Stone

    Personality: Elorna is a quiet and timid girl who only talks to share information or those who engage her first. On the battlefield her personality switches so she can maintain contact with all party members and determine where she's needed most. If you really want to hear her talk you should ask about what book she's reading or any new lore she's discovered as she is quite the intellectual at core. Most people mistake Elorna for being rude or pompous because of her elf heritage but she is really quite the opposite, a product of her rough environment. Get Elorna to open up to you and you have a very loyal and compassionate companion.

    Backstory: Elorna was born to a family of moderate wealth who had a high standing in the community. As she matured she started to realize the drastic differences in her personality compared to those of her families and friends around her. When everyone would go off to hunt or participate in social group settings she elected to stay back and study whatever she could get her hands on. Now this isnt' to say she didn't have a small group of friends but they all felt the same and would often share stories of what they learned. When Elorna got older she helped tutor the young elves in subjects they didn't understand and made a name for herself with the teaching community. Then the monolith appeared and brought it with it a divide for all nations, including her own. Their King took the side of the legion of fire and so along with him went her family and most of the community as they believed and followed his teachings, although not following was considered heracy so many didn't give it a moment's thought. Elorna knew if she stayed it would be betraying everything she believed in and decided she was better fit to help out where it was wanted, the 111th Battalion. The legion of stone would be her new family and there she would push herself to the limits of her comfort zone to see what the world had to offer as their was a major difference between reading and experiencing.
    Birthday: August 30th



    Class


    Cleric ⟶ Bishop
    Weapon 1: Stave, Rank D
    Attributes: ELVEN
    Elorna should never be in the front lines when it comes to combat and instead is built to stand back and heal or save wounded allies. Unfortunately because Elorna's health and defense are so sad she requires a human shield that can absorb any incoming attacks that would do the poor squishy cleric in.

    Stats


    Health: (+1) 40/40
    ACC: 100 CRIT: 10 EVA: 40 LUCK: 25 ASS: (+10) 30 BLOK: 0
    Att: 1 Def: (+2) 5 Mag: (+2) 16 Res: 12 Mov: 5

    Skill Loadout


    Vigilance: A passive skill. The Priest/Cleric will automatically perform an assist and heal allies they’re partnered up with who are at or below 50% of their HP so long as they are equipped with a healing staff.
    Last Restort: * if a character adjacent to Elorna is about to drop to 0 HP this has a 15% chance of activating and instead dropping the character to 1HP, giving them a chance to recover or be healed.
    Inventory


    1. Staff
    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.



 
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Reinhardt Reinhardt 's Characters



  • FE_DIVIDE_Irene.jpg
    Name:

    Race:

    Age:

    Date of Birth:

    Gender:

    Country of Origin:

    Faction:
    Irene Klaress

    Human

    27

    March 1

    Female

    Malth

    Legion of Stone - Works as one of the battalion's commanding units, training the troops to reach the ideal level of skill and professionalism. She also participates on territory patrol, and keeps order among the army.

    AppearanceIrene has an intimidating look. She always seem so serious, so firm. She is like that office boss that no one dares to clash with. She wears a classic "officer" outfit, with the cape, the gloves, and all that fancy stuff. Her armor is very light and only covers a few areas of her body. Her silvery-white hair is cut short, her skin is of fair complexion. She also wears an eyepatch to cover her blind eye.

    Irene's wyvern, named Karion, is slightly large, covered in dark brown scales, and has silver bracers on each of its limbs. Apart from the saddle where Irene sits on, of course.

    PersonalityIrene is rational. If a plan does not make sense, she will always insist on changing it to something that would rely less on chance. Any stupid ideas that wouldn't help will get shot down by her without any remorse. That being said, she doesn't mind jokes and horsing around, provided that it is done during the appropriate time - and not when they are on duty.

    She is also tenacious. Breaking her down mentally, emotionally, or even physically (if you want to test your own body's endurance), is quite tedious even for the most notorious of individuals. She won't back down from any challenges either, be they absurd or not. With her unfaltering stance, she has gained the respect of many, as well as the fear of the others.

    BackstoryIrene was once an entertainer. She quenched the people's thirst for glory, for thrill, and for blood - through the brutal stage we have come to know as an arena. In a specific Maltian arena, she fought countless battles - some she emerged victorious, others she did not. Long enough, the time she spent there had her gain her own reputation, she was fierce and strong. And most importantly, very professional.

    She didn't commit any foul plays, nor did she cheat in any of her bouts. As time passed by, her matches became one of the many arena fights that the people yearned for. On one fated day, she and a renowned gladiator were placed in a match together. The arena was packed, and people were cheering for one side and the other. However, her opponent was a thrill seeker who challenged her to handicap both of themselves and give the audience a spectacular match. Of course, she willingly agreed.

    The match began. Both gladiators were on the opposite corner of the fighting ground.

    Known for her accurate and precise strikes, Irene blinded her dominant eye, piercing it with a knife. Her opponent was known for his strength, and cut of his dominant arm. The audience watched in silence as the two handicapped their own selves.

    When Irene's bloodied knife dropped to the ground, and her opponent's arm fell to the earth, the two charged at each other as if nothing had happened. As if this was but a regular match. The battle was rough, and filled with struggle. Each side had their advantage, and destiny's favor switched from one side to the other. The entire fight, the people were on the edge of their seats, watching with great anticipation to what happens next.

    It took more than an hour, and finally Irene emerged victorious - her opponent down on the ground covered in wounds and struck by spear through his left shoulder. The audience, regardless of their initial vote, and the sides they bet on, all stood up and cheered for the victor. That match was what changed the course of Irene's life.

    Somewhere in the audience was one of the Legion's talent scouts, who immediately pursued her and recruited her for the army. It wasn't so soon that she was in the ranks, and was given a wyvern to accompany her - for they thought that her blind eye would be her weakness. But she proved them wrong.

    In such a short time, she trained her wyvern to near perfection, and rose up the ranks of the Legion through sheer skill and perseverance. Now, she is one of the many commanding officers of the 111th Battalion.


    Class


    Wyvern Knight ⟶ Wyvern Lord
    Axe: D
    Attributes: AIR, DRAGON

    Irene's role is simple - to take down any hindrance to the goal, and reach the said goal. With her high physical offense and defense, she can easily charge the front lines and break the enemy's formation without much of a recoil. While her magical defenses are weak, her mobility can make up for it, allowing her to take down threats before they can take her down.

    Stats


    Health: 70/70
    ACC(+10): 110 CRIT: 10 EVA: 40 LUCK: 20 ASS: 0 BLOK: 15
    Att(+5): 14 Def: 14 Mag: 6 Res: 4 Mov: 8

    Skill Loadout


    Superior Eye*: A passive skill that grants Irene +10% ACC, if she attacks a unit whose EVA is higher than hers.

    Lunge: An active skill that gives the Wyvern Knight the ability to switch cells with the enemy they’re attacking, even if they’re attacking from a distance.

    Feeding Time: A passive skill. Wyvern Knights receive +20% ACC when attacking an opponent with the Bleed status effect.

    Inventory


    1. Halberd (Beast) - D
    2. Hand Axe (Ranged) - D
    3. Vulnerary (3) - Heals 20 Health.
    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.

    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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  • Name
    "...You dare speak to me?"
    Abigail Grond

    Race
    "...Who let you stand before me and ask such foolish questions?"

    Appearance
    abs-waifu.jpg

    Age
    "..."
    31 years old, 12/25

    Sex
    "Such impudence..."
    Female

    Country of Origin
    "If you must know.. Ask another foolish question and you shall see the underside of my boot."
    Malth

    Faction
    "You truly are a fool, as such you shall get what you deserve!"
    Legion of Stone

    Personality
    *Sounds of kicking*

    You may have gathered already that this woman is a demanding one, one who expects proper respect bordering on the line of fealty at all times. You might think somebody would have faced her on the matter already, and you are correct, many of her fellow guards have approached the matter, but for some ungodly reason she seems to draw the most masochistic folk to serving under her. To say that they are obsessive, is understating it, and the queen of these little masochists stands atop of them, oft times quite literally, as their true elader. And indeed she takes to her role rather well, haughty and capricious, speaking in the royal we and typically is a snobbish prude in all senses of the word.

    But her most loyal guards never back down, always ready to join her in anything she needs of them, from spotting her during reps, providing suitable seating and leg rests, takeing spells and blades for her, all in hopes that their great and wondrous queen will notice them.

    Backstory
    *More kicking*

    Starting with a brief synopsis, born to a lesser nobleman the young lady was taught in the many ways of a Malth noble, as in, the art of the swole. For indeed it was her father who inspired her to become as strong as she can be, and her mother who inspired her.... Aggressive... nature. her father was a sensitive soul, that seemed to be like being treated like a piece of dirt on his wife's boot. Learning from this, Abi tried to act all bossy towards the servants and guards as well. At first, they found it adorable, the little one puffing up her cheeks and standing like her mother was just a delight to witness.

    But as she grew, the joke became less and less funny, and more... Serious in nature...

    But much to the household guards and maid's relief, she was quickly sent off to train as a guard, as times of trouble were quickly approaching and that is where her father staked his claim in life as well.

    Though her reign of sadism didn't stop there, for she quickly began to subjugate her coworkers and fellow guardsmen into her willing servants as well, a odd collection of a group of masochists following one demanding sadist...

    Though when it came down to the war, when she wanted to leave for the Legion of stone, viewing the usage of the fire emblem as a show of weakness much like the king, whom she had taken quite a fondness for his similarity to her own father in size of body and heart. Though, she wasn't quite so lucky as to leave without issue, for her little following caused quite a ruckus, and what was supposed to be a quiet disappearance turning into a ruckus of rushing for the gates with a rowdy group of idiots.

    Given the fact that they indeed were the ones supposed to prevent people from deserting... they had an easy enough time getting out, despite some few wanting to get in their way, they easily fell below the mighty feet of several heavily armored guards rushing through, hoisting their beloved leader in the air as she shouted orders down to them.

    Together, they made their way towards their certain victory.


    Class

    Guard -> Royal Duard
    LANCES Rank D
    Armor

    You know those enemies you fight in rpgs that keeps on summoning mooks to block your path? This gal is that type of jack ass, each guard is decently tough and though they don't do to much damage they do a very decent enough job being annoying as all shit as they go off to die for their beloved queen. But they got a little lower than average resistance and the armor attribute so get yourself a armor slaying weapon or good magic and go nuts. But keep watch of the main girl herself, shes swole for a reason and has some damn chunky hp.

    Stats


    Health^: 70/70
    ACC: 115 CRIT: 10 EVA: 30 LUCK: 25 ASS: 0 BLOK: 15
    Att: 7 Def: 13 Mag: 5 Res^: 10 Mov: 5

    Bonuses:
    Stats: 4 hp 1 resistance
    Percentage: +10% LUCK
    Skill Loadout


    Strong presence*: Enemies within a 2 square radius of this unit gain a -10 to crit.
    Summon Guard: A Summon Skill. A Guard can enlist the help of another Guard controlled by the player with base stats and a basic weapon matching the rank of the Summoner's Lance weapon rank (iron). Only one summoned Guard can be active at a time. Summoned Guards will remain after their summoner has been defeated. Requires a Guard’s Badge.
    Protect & Serve: A defensive die skill. 25% chance to make death blows to Guard's partners nonlethal. 45% if partner is a Noob class.
    Inventory


    1. Bronze lance
    2. Iron shield +3 Def -10% EVA
    3. Guard's badge
    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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Velkyn’s Characters



  • Name: Luix Valens


    Race: Human.


    Appearance: Standing at 5’11, Valens is a man of average appearance, if you can call him such. His skin is tough and weathered, whilst his face remains shaved.

    6aaaefe213528df1accc2a8acf52e9e1.jpg



    Age: 23, Born on the 27th of December.


    Sex: Male


    Country of Origin: Aurhalz


    Faction: Legion of Stone, Shield of the 111th, Child of the Dark.


    Personality:


    Backstory:



    Class


    Knight ⟶ Battle Mage
    Shields Rank: D Lances Rank: E
    Attributes: (ARMOR)
    (Insert description here)

    Stats


    Health: 60/60
    ACC: 100 CRIT: 10 EVA: 30 LUCK: 15 ASS: 0 BLOK: 30
    Att: 9 Def: 16 Mag: 4 Res: 5 Mov: 4

    Skill Loadout


    Formal Training*:


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

    Stomp: An active skill. Adjacent Bound, Dismounted, Paralyzed/Petrified, or Sleeping enemy units can be Crippled by the Knight.


    Inventory


    1.
    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.




 
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  • Name: Aavon

    Race: Human

    Appearance:

    Age 23

    Date of Birth: September 7
    Sex: Male

    Country of Origin: Dinne

    Faction: Legion

    Personality:
    It is difficult to one to get a pin on what Aavon' true behavior is. Aavon will often suppress his own instincts to handle things in the manner he deems the most appropriate at the time. If he needs to be a hard commander, this is how he will act. If he needs to be a comforting nurturer, this what he'll be (or at least, try to be). Aavon is very snarky at most times, and is able to quickly come up with witty quips right on the spot if he feels like doing so. The young mage is also very analytical and intelligent, and makes a point to always choose the most inclusively convenient decision.

    Backstory
    Aavon was born to a family lineage that served the kingdom of the Dinne as the military's tacticians'. Aavon himself was being raised and taught in order to become one as well. A lot of pressure was put on the boy to make sure he excelled on every intellectual level. Anywhere the average Dinnese was strict, his parents were stricter. “A" is acceptable, but "B" is banishment, is the mindset imposed on him. Even though Aavon wished to be a knight, he was instead pushed towards the path of the arcane, being told that it provided better use of mental talents. It was made certain that he knew everything he would need to serve the ruler of Dinne.

    It was then the day was approaching when Aavon would be able to put use his talents in his employment to serve the Black Queen. And when it turned out that the time of war was approaching, Aavon's parents were certain that he would be able to have his skills shine. Aavon knew too, and hopefully his parents would stop trying to control him after this war.



    Class


    Mage >Dark Knight
    Anima Magic: D

    Aavon specializes in fighting fire with fire: and by fire and mean magic. And by fire, I also mean magic. He should, however, keep away from physical attackers unless he can attack them from a safe distance.

    Stats


    Health: 50/50
    ACC: 110 CRIT(+10): 20 EVA: 45 LUCK: 20 ASS: 0 BLOK: 0
    Att: 3 Def: 6 Mag(+2): 17 Res (+3): 14 Mov: 6
    Skill Loadout

    Basic Warding: A defensive passive skill. 10 damage reduced from incoming magic damage when the mage is below 50% health.
    Arcane Vessel*: A passive skill. If health is at 100% when attacked with magic, this Unit's next magic attack will deal additional non-lethal damage that is 50% of the damage that triggered the skill. Does not stack.
    Seasonal Tomes: A passive skill. Mages receive +15% ACC when wielding a tome with an element that matches the affinity of the month
    Inventory


    1.Elwind (Air)
    2.Elfrost (5% chance to cause frostbite)
    3. Vulnenary(3)
    4.
    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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