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Fandom Phantasmal Armor Gundam - Characters

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GasMaskie

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Stats
Stats exist to determine the limits and strengths of a character and to provide a sense of progression outside of character development. After all, it wouldn't be a proper Gundam story without upgrades and equipment changes, right? There are two sets of stats for characters: Pilot Stats and Phantasmal Armor Stats. While there are a few stats they share between them, Pilot Stats refer to the physical qualities of the character on-foot and out of a cockpit while Phantasmal Armor Stats refer to qualities of the giant armor. Naturally, the higher the stat, the better and ordinarily, stats can't hit 0.

Pilot StatsStrength (STR): A measure of a pilot's physical strength.

Speed (SPD): A measure of a pilot's speed on-foot.

Endurance (END): A measure of how much a pilot can endure physically.

Perception (PER): A measure of a pilot's reaction times and other, certain qualities.

Phantasmal Armor StatsWeight Limit (WL): The total amount of equipment that a Phantasmal Armor can carry and safely manuever with. Every point that goes over the limit results in a -2 penalty to Mobility.

Mana Points (MP): The total amount of magical energy left free for the use of System and Tactical Magic. Every System Magic installed will decrease the total Mana Points pool by its cost; i.e. installing Telelink and Mana Sense System Magic with a Golem Core results in an MP of 11/11. Tactical Magic will use up the remainder of a Phantasmal Armor's MP, subtracting its cost from the modified MP upon each cast. MP replenishes upon the end of a mission or a resupply mid-mission.

Power (POW): A measure of the Phantasmal Armor's physical strength - the higher it is, the stronger its hits are in melee combat. This stat also affects bows.

Potency (POT): A stat that determines how potent a Phantasmal Armor's use of Tactical Magic is. Higher potency results in stronger Tactical Magic, modifying its damage, projectile speed, or area of effect depending on what is applicable to the Tactical Magic being used.

Mobility (MOB): The manueverability and overall speed of a Phantasmal Armor. Higher mobility makes evasive actions more effective.

Durability (DUR): A measure of a Phantasmal Armor's physical defenses - how well it can shrug off blows in melee combat and non-magical projectiles.

Resistance (RES): A measure of a Phantasmal Armor's magical defenses - how well it resists the effects of Tactical Magic used against it. Note that enhanced weaponry takes into account both Durability and Resistance.

Character Sheet
The character sheet you'll be filling out for both your pilot and their Phantasmal Armor. I'm not a particular stickler for fancy BB coding for this sort of thing, but if you'd like to pretty up your sheet, then by all means go ahead. Characters will start out with 10 Pilot Stat points and 10 Phatantasmal Armor Stat points to place in any stat besides Weight Limit and Mana Points. The starting Weight Limit is 10, while Mana Points are determined by the Core installed. Any bonuses from equipment or Frames should be denoted with a (+ x) next to the base total (5 (+3)). In addition, characters will start out with 10 Supply Points (SP). SP is used to acquire equipment and is issued out after each mission, with bonuses and penalties depending on how a mission went.

PilotName: The name that your character goes by, whether it's their birth name or a pseudonym they've picked up.
Age: The character's age. A minimum age of 16, while there have been younger Gundam pilots, they weren't mercenaries.
Gender: Self-explanatory.
Height/Weight: See above.
Appearance/Description: A face-claim and an optional write-up of anything notable about their physical appearance. No real life FCs, this isn't G-Saviour or The War for Earth.
Personality: How a character typically acts, maybe even some of their likes and dislikes. If a character has a facade, you don't need to list their hidden or true personality traits if you prefer.
Backstory: A brief, paragraph or so detailing your character's history and how they became a mercenary pilot for hire.
Equipment: Weapons, tools, or other noteworthy items that your character has with them on the battlefield.
Extra: Theme songs or other miscellaneous information that might come to mind.


Pilot Stats:
Strength:
Speed:
Endurance:
Perception:
Pilot Skill(s):
A special skill or quality that modifies the performance of their piloting or their Phantasmal Armor. Something like, increasing Strength and Power when near an ally. Keep it reasonable and balanced - more skills will be issued out based on events in the RP.
Tactical Magic Known: While Tactical Magic is installed via inscribed crystals like System Magic, its usage is also limited by a Pilot's knowledge and understanding of the spell. New Pilots will only know one Tactical Magic for now, with opportunities to grow later on.
Supply Point Total: The current amount of Supply Points a character has after creation.

Phantasmal ArmorDesignation:
Appearance/Description:
If you're using an image for the Phantasmal Armor, keep it in-theme as something that could exist within a fantasy setting - stuff from Broken Blade, Escaflowne, or Vanguard Bandits are good examples. Otherwise, a written description will suffice.
Core:
Frame:
Armor:
Arsenal Loadout:
Weaponry equipped to the Phantasmal Armor. Starting Phantasmal Armors will only be able to carry two weapons without additional loadout slots attached.
System Magic: The System Magic installed on the Phantasmal Armor.
Tactical Magic: Tactical Magic that the Phantasmal Armor is capable of using. Certain circumstances may make this deviate from the Tactical Knowledge a pilot knows.
Optional Equipment: Any optional equipment installed on the Phantasmal Armor.

Phantasmal Armor Stats:
Mana Points:
Weight Limit:
Power:
Potency:
Mobility:
Durability:
Resistance:



Armor
Light: Lightweight armor, often made from lighter composite metals or simply more scant in certain areas. (+1 DUR, +3 MOB, Cost: 1 WL)
Medium: Balanced armor that doesn't hamper mobility and offers decent protection. (+2 DUR, +2 MOB, Cost: 2 WL)
Heavy: Thick armor that covers nearly every inch of the Phantasmal Armor, offering superior defense at the cost of weighing it down. (+5 DUR, Cost: 3 WL)

Cores:
Golem: The most common core, and one notable for sometimes being found through excavation rather than the slaying of a Phantasmal Beast Golem. Most Phantasmal Armors utilize this simple Core for lack of better options. (15 MP)

Frame Types:
Kingdom: Lacillan Frames are specialized for better magical energy flow, allowing for slightly more efficient Tactical Magic. (-1 MP for Tactical Magic costs, cannot go below 1.)
Confederacy: Zeldran frames can handle heavier loadouts than other frames. This can also be seen with overall strength and melee prowess. (+1 POW)
Alliance: The Merchant Alliance's frames are versatile and generally perform well under all conditions, though they don't excel at one particular field.
Sultanate: Due to the weather conditions and large volume of Phantasmal Beasts in the area, Sultanate Frames are known for their extreme durability. (+1 DUR)
Empire: Similar to Lacillan Frames, the Iogi Empire Frames are designed with magical energy flow in mind. However, this manifests in a superior response-time and speed instead. (+1 MOB)

System Magic:
Telelink: Common System Magic that allows Phantasmal Armors to communicate over great distances, so long as crystal frequencies are attuned. (Cost: 1 MP)
Mana Sense: A System Magic that tracks the residual magical energy left by the use of mana. While active, radiant sources glow in the pilot's vision. (Cost: 3 MP)
Overclock: Forces the Phantasmal Armor to operate far past safety limits for greater performance. May cause overheating or a complete shutdown. (+1 POW/+1 MOB for the post, Phantasmal Armor overheats with a result of 1 from a D3, Cost: 3 MP)

Tactical Magic:
Flare/Blizzard/Storm Bolt: Commonplace Tactical Magic - a quick burst of magic shaped as a projectile and attuned to a particular element. Although weak in power, its low costs make it a convenient option to fall back on. (2 MP )
Flare/Blizzard/Storm Orb: Tactical Magic that manifests as an slow-moving but large sphere of an element. While more devastating than Bolt, its slow speed makes it more suited for tactical approaches. (3 MP)
Seeking Cluster: Fast, non-elemental magical projectiles that home in on enemy targets. While their flight speed exceeds that of Bolt, their overall strength is slightly weaker. Best suited for exploiting vulnerabilities and weak points, or a distraction. (1 MP)
Smokescreen: Causes an enormous pillar of smoke to emerge from a nearby point, engulfing everything in a blinding haze. Wind conditions may cause the Tactical Magic to last shorter than expected. (5 MP)

Weaponry:
Blunt Weaponry: Simple, yet wholly effective weapons against armor. (Costs: 4 SP, 5 WL)
Bladed Weaponry: Precise implements for damaging critical points and joints. (Costs: 4 SP, 3 WL)
Smalled Bladed Weaponry: Things such as daggers or knives. Though their reach and effective range are shorter, these weapons don't use up slots while equipped.(Costs: 2 SP, 2 WL)
Two-Handed Weaponry: Enormous weapons that require both of a Phantasmal Armor's manipulators to wield. (Costs: 7 SP, 7 WL)
Crossbow: Equipped with the standard auto-loading and cartridge ammunition systems. Cartridges hold 6 bolts. (Costs: 5 SP, 3 WL)
Miniature Crossbows: Smaller variants of the typical crossbow, lacking in power but made up in its close-quarters capabilities. (Costs: 3 SP, 2 WL)
Bows: A time-tested and reliable projectile weapon system. Requires both manipulators to use. (Costs: 3 SP, 3 WL)
Staves: Increases both the range and area of effect for Tactical Magic. Sturdy enough to block blades, but lacking in contact points for melee combat. (+3 POT Costs: 7 SP, 3 WL)
Rods: Otherwise known as wands, these smaller tools aid in optimizing Tactical Magic with minor boosts to their range and area of effect. (+2 POT Costs: 3 SP, 2 WL)
Shields: Provides another layer of protection and can sometimes be used as a blunted weapon if necessary. Does not take up a weapon slot, but a Phantasmal Armor is limited to two - one per arm. (+3 DUR Costs: 1 SP, 4 WL)

Optional Equipment:
Wire Hooks: Although typically used to lift up or pull objects during construction and recovery operations, these simple tow cables have become a popular option for Phantasmal Armors with mechanisms designed to fire them out at high speeds. A pilot's imagination is their limiting factor when it comes to these option parts. (+1 MOB, Cost: 5 SP per Wire Hook)
Cloak: A popular and simple garment for Phantasmal Armors, whether as an aesthetic choice or for their more practical uses as minor protection against weather conditions. (+1 DUR, Cost: 4 SP, 1 WL)
Loadout Slots: A simple upgrade that grants two more equipment hardpoints for more weaponry - provided a Phantasmal Armor can handle the weight. (Cost: 5 SP)
 
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Juniper Lackenheimer
Pilot
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Name: Juniper (June) Lackenheimer

Age: 18

Gender: Female

Height/Weight: 5’5’’ and 115lbs

Personality: A strong-willed, profit-seeking lass with the mind of a mechanic and an adventurous spirit. She's fairly friendly...unless she feels she's being cheated. Having dealt with merchants all her life, she's developed some of their mentality. Or, perhaps, living on her own has taught her the value of money. Regardless, June is frugal with her spendings...unless it's for the Quinston. Her attachment to the phantasmal armor is one of her defining traits and she often is seen cleaning it or maintaining it herself. Won't let anyone else touch it. On some days, when she's feeling especially lonely, she even be seen sleeping in the cockpit where she hangs an old picture of her father. June likes working with her hands, and learns better through physical contact and experience though she's no slouch when it comes to books either. June is not much of a fighter (in terms of spirit) and perfers to avoid blows rather than get hit or be hit. Therefore she doesn't often pick fights (unless it has to do with money). However, when she does butt heads, June doesn't back down and holds her own just fine. June's ambition is to live an easy life...and you do that by being rich.

Backstory: Juniper's father is a crazy old inventor who sells his 'toys' to the Merchants of the Southern Seas Alliance. For as June can remember, she'd been helping her father as his assistant. From helping to run their little shop of random gizmos to learning the in and outs of her father's work, the Lackenheimer family business couldn't operate without her--especially since her father tended to get cheated by the conniving merchants of the Southern Seas, who often tried to pay less than what some of his inventions were worth. As a result, June ended up learning what a bit about business and how to read others. Her life hadn't been all rainbows and sunshine, but it was a happy one. At least until her father was killed one night.

Juniper didn't know who the killers were. The assassins wore masks to hide their identity. However, upon digging into her father's past, she discovered that he used to design phantasmal armors for the Lacille Empire's military. She suspects that he possibly knew some military secret the Empire didn't want to get out. Or it was some Confederate soldiers who disliked his contribution to the enemy. The two sides were still at war, after all. Regardless, the truth was that June didn't know much about her father...and that was what hurt the 14-year-old most of all. She didn't know who to get revenge on, who to blame, or even what to do with her life now that her sole family member was gone.

A business of selling inventions couldn't last without the inventor therefore closing shop was the best option.

While cleaning up his old workshop, June discovered a blueprint for a phantasmal armor design. Wanting to finish her father's work, June followed the instructions and used what he'd taught her to construct her very own phantasmal armor. She wasn't as good a smith as her father. Nor could she afford many of the things required, having to substitute many of the listed parts with cheaper versions. Nonetheless, June felt her father's spirit with her while she worked and the project was done in 6 months. She named it 'Quinston' after her father. A Lackenheimer original. Job opportunities came easier when one owned a phantasmal armor. At first she mainly used to to pull cargo and freight for docking ships. Did odd jobs here and there. Helped against phantasmal beasts of the sea from time to time. However, she soon jumped into the mercenary business wanting to make a greater profit and seeking a bit more adventure for herself and Quinston.

Equipment: Dagger, Phantasmal Armor repair/maintenance kit, lock-pick set, googles, a handheld mana-battery charger, spyglass, and an hourglass.

Extra:


Pilot Stats
Strength:
2
Speed: 3
Endurance: 2
Perception: 3

Pilot’s Skill: Haggler - Supply cost is (-1) for her.

Tactical Magic Known: Flare Orb

Supply Point Total: 0


Phantasmal Armor
latest

Designation: Quinston Mark I

Core: Golem

Frame: Alliance

Armor: Medium

Arsenal Loadout: Small-bladed Weaponry x2

System Magic: Telelink, Mana Sense, Overclock

Tactical Magic: N/A currently

Optional Equipment: Wire Hooks x2

Phantasmal Armor Stats
Mana Points:
8/15
Weight Limit: 6/10
Power: 3
Potency: 1
Mobility: 4 (+4)
Durability: 1 (+2)
Resistance: 1
 
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Almeisan
__original_drawn_by_lansane__sultanate_waifu2x_art_noise1_scale_tta_1.pngPilot Name: Almeisan
Age: 24
Gender: Female
Height/Weight: 178cm, 72kg
Description: A healthy young woman that hails from the shifting sands of the Al'faed Sultanate. Despite hailing from the nobility, her skin shows the telltale, weather beaten signs of her environment, her hands have been thoroughly toughened by years of physical labor, and her muscles are well developed. Still, a youthful gleam lights up her features, her eyes constantly wide and looking forward into the future.

Personality: A world traveling vagrant with hardly a coin to her name, but smiles to spare. Almeisan is a tried and true people-person, she seems to get just as much sustenance out of interacting with and getting to know people as she does out of any Sultanate-approved five star meal. Behind her bright-eyed friendliness, though, is a surprisingly cunning young woman. While she may not have enjoyed quite the same level of education as her siblings, she still studied under the finest scholars that the Sultanate had to offer. With that in one hand, and the experiences she's garnered in her travels in the other, she's grown into a surprisingly competent young woman, whose skill and foresight is only matched by her brashness and impatience.

Backstory:
Pampered in the lap of luxury, Almeisan is the third of three heirs to the sprawling Kochab Collective. She and each of her siblings were raised with a specific purpose in mind, and as the youngest her straw drew as the shortest. Physical labor and industry. While she may have fined on the finest wines and most succulent lamb by night, during the day she's shed blood and sweat alongside her fellow countrymen for as long as she can remember.

The length of her straw, though, is something she's ready to debate. While she may have missed out on the lessons on macroeconomics and public relations that her siblings were always so eager to brag of, she was able to make an equal exchange in worldly knowledge. Some of her closest aides were amongst her company's 'employees', as were some of the few people she counted as friends. Before long she found herself taking their advice, both in general work and in the administration of the small sect of the company she'd been afforded. Slowly but surely, the efficacy of her division raised. Customers were more satisfied, and her employees finished the day a touch less weary.

Their profits, however, suffered.

As it turned out, treating your employees like friends was an expensive matter, and while it wasn't anything they couldn't afford, she eventually hit the point where they may as well have been just hiring regular employees, so she was cut off. Her section of the company was absorbed by another belonging to one of her more successful siblings, and she was left with a few weeks to consider her actions. She was gone by the end of the first. Dissatisfied with the narrow range of experiences that her home was offering her, she pocketed as many valuables as she could and stole away into the night.

Wanting to see the world, she took what she'd stolen from her parents and used it to invest into a shambling old PA that had once been enrolled in the Sultanate's military. Keys in hand, she left it all behind, intent to only return home when the day came that she'd be able to make a change for the better.

Equipment: A falchion. For emergencies.

Extra:


Pilot Stats:
Strength - 2​
Speed - 1​
Endurance - 4​
Perception - 3​
Pilot Skill(s):
  • Underwear for Tomorrow - So long as Almeisan has at least one Supply Point, Arsu gains +1 Resistance.
Tactical Magic Known: Seeking Cluster

Supply Point Total: 2
hhhuhhh.jpgPhantasmal Armor Designation: Arsu
Description: A Caster-type Phantasmal Armor that was once employed by the Sultanate Military, the Arsu is by all modern definitions, a relic. It is highly reliant on the support of its allies, but makes up for it in its ability to provide a near-unending assault of artillery support. If nothing else can be said for it, then one can at least say that the craftsmanship is sturdy and reliable, after having spent most of its life deployed within the harsh conditions of Sultanate territory.

Core: Golem
Frame: Sultanate
Armor: Light
Arsenal Loadout: Staff, Shield
System Magic: Telelink, Mana Sense
Tactical Magic: Seeking Cluster
Optional Equipment: N/A

Phantasmal Armor Stats:
Mana Points - 15​
Weight Limit - 8/10​
Power - 1​
Potency - 5 (+3)​
Mobility - 1 (+3)​
Durability - 1 (+5)​
Resistance - 2 (+1)​
 
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Vulpes
Vulpes
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PilotName:
'Vulpes'

Age:
17

Gender:
Female

Height/Weight:
160 cm / 49 kg

Appearance/Description:
A young girl with bright pink hair and stark, golden eyes. Her appearance gentle blend of both Empire and Kingdom blood, giving her a fair and somewhat exotic look. She is slender, and isn't above flaunting her looks. Her choice of 'uniform', as it were, is a Serravalle jacket, modified to bare her midriff, as well as a pair of shorts, both for maximum mobility.

Personality:
Vulpes is very confident in her abilities, and it shows. She proudly proclaims her genius and skills to all, and humility is not one of her most admirable traits. That having been said, she does have the skill and genius to back up her claims, and is, indeed, much more talented than many other pilots her age, and even better than some older than she is. A prodigy amongst prodigies, she has almost every reason to have that much pride in her skills. Almost. What she truly lacks is the actual experience of battle, and the sheer unpredictability of it. She respects other pilots whose skills can rival hers, but often looks down on those who are beneath her, and is not above kicking them when they're down with childish glee. She is a huge fan of big-name Phantasmal Armor pilots, and absolutely idolises them, her eyes shining with a certain gleam when she discusses topics concerning them or their Armors, gushing on about the pilot's past achievements and their Armor's specs.

Backstory:
An orphan, or so she was told. Raised entirely by the Serravalle Concern to be a new generation of mages to work on their up and coming Phantasmal Armors, this young girl was never meant to be in the cockpit of a Phantasmal Armor as one of the infamous Serravalle Children. Each and every one of them were gifted in some way, and many of those gifts was the ability to wield magic. However, the girl didn't take to her future prospects kindly. She had watched Phantasmal Armors go against the Beasts, and against themselves in the field, and the clash of steel and magic was what stirred a fire in her heart. She didn't want to be stuck around the hangar, playing at being a grease monkey for pilots- she wanted to be out there, in an Armor, feeling the adrenaline course through her. How her heart pounded against her chest when she saw how fluid the professional pilots commanded their Armors, weaving in and out of the fray, every movement like a dance she could watch for hours.

When the opportunity came, she applied, disregarding orders, to become a Serravalle pilot herself. She was destined to be a mechanic? To hell with that destiny! Her destiny was to become the best pilot this world had ever seen! She knew everything there was to know about a Phantasmal Armor, she knew every nook and cranny of every type of Armor, be they a Kingdom frame or a Sultanate frame! She was more competent than any of these amateurs that they were sending in to pilot their Armors! She got into her first trial Phantasmal Armor when she was 16, with only herself believing in her own ability. The idea that this mage was going to quit within the week of grueling training soon dispersed amongst the proctors. She was among the top few pilots that turned in regular high scores with their defunct Phantasmal Armor models, outdone only by veterans and trained soldiers. Her bragging of knowing all about Phantasmal Armors was not her being way too over her head- she did know almost everything about them.

At 17, she became a fully-recognised Serravalle pilot, endorsed by the company to commandeer one of their Armors. She was christened with the name 'Vulpes', and was given the current Serravalle Concern's prototype to test out in the field and essentially advertise its capabilities to the world. With the Schwarzritter prototype, she now heads out into the world to showcase her skills.

Equipment:
Vulpes carries with her a handful of crystals that possess what amounts to be high concentrations of ambient energy. They allow her to access her magic quickly without hassle, but most of them break after accessing them once, or twice if she's lucky.

Extra:



Pilot Stats:
Strength:
3
Speed: 3
Endurance: 1
Perception: 3

Pilot Skill(s):
Magician: Vulpes' Phantasmal Armor gains a +1 to its POT.

Tactical Magic Known:
Storm Orb

Supply Point Total:
4

Phantasmal Armor7fc0d94e4b7000429e0e8413a2ea560a.jpgDesignation: Serravalle Concern 'Schwarzritter' Prototype

Core:
Golem

Frame:
Empire

Armor:
Medium

Arsenal Loadout:
2x Gauntlets (6 SP): Schwarzritter comes with built-in gauntlets to prevent extensive damage to its manipulators when attacking.

System Magic:
Overclock, Mana Sense

Tactical Magic:
Storm Orb

Optional Equipment:
N/A

Phantasmal Armor Stats:
Mana Points:
6
Weight Limit: 10
Power: 2
Potency: 2 (+1)
Mobility: 3 (+3)
Durability: 2 (+2)
Resistance: 1
 
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Mako
9a449db1e31abe53a552bc7f64636575dc4dfefe.jpg
Name: Mako
Age: 22
Gender: Female
Height/Weight: 5' 2"/130 lbs.
Personality: Mako is short-tempered, and standoffish as a result of that. She's usually withdrawn in her own personal bubble and doesn't like making small talk with others. She is not particularly warm or open with her allies, or just anyone for that matter, but will act less cold to those that manage to earn her respect. Mako values honesty highly and never lies, to the point her brash candor is seen by some as rude and insensitive. She is never afraid of speaking what's on her mind. Mako is immensely prideful and prefers to act alone, as she hates the idea of being protected or asking for help. She also has a tough time owning up to her mistakes and is easily flustered in social situations.
Backstory: Mako was born and raised in the slums of The Kidou Empire. Mako's childhood wasn't particularly pleasant, Mako and her sister lived with their neighbor that practically brought up both of them. Mako's father was neglectful towards his children, he was always away because of 'work'. Mako never found out what his work actually entailed, she questioned it constantly but found nothing. One day, after returning from the marketplace, Mako witnessed her caretaker in a sorry state. There was blood splattered everywhere, the middle-aged woman was covered in bruises and tears streamed down her face. Mako's sister was taken from them by a strange group of men. Mako resolved to find her sister and bring her back, which led her to become a mercenary.
Equipment: A pair of nunchucks, she doesn't leave anywhere without them!

Trivia:
- If you couldn't tell already, Mako is fond of cats.
- Mako is also allergic to cats.
- Mako is always cold (literally).

Theme:


Strength: 5
Speed: 1
Endurance: 3
Perception: 1
Pilot Skill(s): Rage - User gains a +1 to their PA's power stat if the user misses.
Tactical Magic Known: Smokescreen
Supply Point Total: None

Designation: Samurai
Appearance/Description:
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Core: Golem
Frame: Confederacy
Armor: Heavy Arsenal
Loadout: Two Handed Weapon
System Magic: Overclock, Telelink
Tactical Magic: Smokescreen
Optional Equipment: None

Mana Points: 11
Weight Limit: 10/10
Power: 4 (+1)
Potency: 1
Mobility: 1
Durability: 2 (+5)
Resistance: 2

 
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Emerick Gallagher
Pilot

Name:
Emerick Gallagher
Age: 22
Gender: Male
Height/Weight: 5'10"/175 lbs
Appearance/Description: A young man whose scars make him seem a fair bit older than he truly is, a combination of battle and menial labor having been rather rough on his complexion. It's rather evident he is no stranger to hard work, something that both his strength and sun-tanned skin attest to. Though he may seem fairly intimidating at first glance, he does his best to mitigate that with warm eyes and a kind smile when possible.
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Personality: On the outset, Emerick seems fairly quiet and rather reserved, which when combined with his appearances make him the sort of person you might try to avoid while crossing through a dark alley. He is quick to smile, however, and can be extremely boisterous when given cause for festivities, being a strong proponent of celebrating whenever possible. He shows a great amount of loyalty, and is trusting almost to a fault. Even when he is suspicious of one's intentions, he's most likely to give them the benefit of the doubt until they do something to betray that trust. It's very rare for him to lash out in anger or violence, and Emerick is someone who refuses to let his past failures weigh him down, resolute that the only way to keep moving is forwards, although this is perhaps simply because contemplating on his past mistakes is something that would hurt him rather than some sense of innate optimism.

Backstory: Bellmuse was a small town out in the No Man's Land between Lacille and Zeldra. Not a particularly old settlement, Emerick's grandfather helped to found it after years of service to the Lacillian military, having gained some measure of fame and renown as a skilled PA pilot. His fame also found him a few enemies however, and he decided that it was for the best if he left for the frontier he'd helped to keep safe from the Phantasmal Beasts that roamed there along with a few of his friends from the military, taking with him his PA that he'd used throughout his service. At first, it was used to help keep the growing village safe from other Phantasmal Beasts, but as Phantasmal Armors became prevalent enough to beat back the Beasts, his personal suit was soon turned to be used for manual labor, sawing trees or digging trenches for irrigation.

The Gallagher family found itself as one of the pillars of the community because of this, even after the man's death with his PA continually maintained through loving care by all members of the family, and the village continued to grow and prosper, with the population swelling after the start of the war, as refugees from other settlements fled to Bellmuse for safety. Emerick himself was only a child when the war started, and grew up with both Lacillian and Zeldrans who fled from the conflict, and although he knew of the war, it'd always seemed something rather distant, as if it'd never visit him personally. He was proved wrong soon enough as the continued conflict soon drew near and cut off nearly all forms of trade and travel, as caravans were stopped and supplies confiscated under suspicion of "trading with the other side". When the town was turned into a battlefield after an incident where they were forced to quarter Zeldran soldiers, who were then attacked by Lacillian troops, which saw a number of civilians dead, Emerick had had enough.

Emerick and a number of other disgruntled townsfolk banded together to form a sort of militia, calling themselves the Bell Brigade, and using the old and outdated PAs that helped to found the town in the first place, began to strike back. For a while, they were even successful. Using their knowledge of the land and their general home field advantage, they struck at soft targets such as supply lines and infantry unsupported by PAs, and eventually they even began to ambush small groups of military PAs using stolen military gear and supplies to outfit themselves. Using the fact that either side usually attributed these attacks to their long time foe meant that the Bell Brigade was able to continue like this for years, growing ever more arrogant with every successful mission, but this would also be the cause of their ultimate downfall.

As both sides continued to suffer greater than expected losses, more and more military forces were brought into the region, turning what were once simply skirmishes into all out battle. Where the Bell Brigade once had the freedom to move without worry, now their secret paths and routes were occupied by scouts and military encampments, and eventually they were caught. Lacillian forces marched to burn down the village and remove the Bell Brigade as a threat, and the only reason Emerick and a number of townsfolk survived was because of the fact that the Zeldrans arrived not too long after looking to do the same thing. The remaining members of the Bell Brigade scattered to the winds, eager to leave the remnants of their once home and go to other places where they were less recognizable.

Equipment: Hatchet, toolkit stashed inside the cockpit


Pilot Stats:
Strength:
4
Speed: 2
Endurance: 3
Perception: 1
Pilot Skill(s): Custom Robo - Reduce WL of armor by 1
Tactical Magic Known: Smokescreen
Supply Point Total: 3/10 Remaining

------------------------------

Phantasmal Armor

Designation:
Errant Class "Blackguard"
Appearance/Description: The Errant Class was a mass produced Lacillian Phantasmal Armor seen in wide use over two generations ago. Considered the work horse of its time, the Errant Class was designed to combat the Phantasmal Beasts that once terrorized the "Frontier", or what is now the No Man's Land between Lacille and Zeldra. Designed as a general "all-rounder" sort of Armor in order to be able to fight against any kind of Phantasmal Beast that they might encounter, they have long since been replaced by other more modern frames. Emerick's Armor in particular belonged to his grandfather, and its continued function is a testament to the love and care that's been put into its maintenance. Dubbed the "Blackguard" due to the fact that it's since been turned against the Lacillians who once produced it, this unit has been refitted with heavier armor and a stolen Lacillian greatsword. While the Gallaghers, and now Emerick, have taken great care to keep the Armor in good shape, the expensive mana crystals built into the frame have been harder to replace, and its potency with Tactical Magics have suffered as a result.
Mech-Edited.png

Core: Golem
Frame: Lacillian (-1 MP Cost to Tactical Magic)
Armor: Heavy
Arsenal Loadout: Two-Handed Weaponry
System Magic: Telelink (1), Mana Sense (3), Overclock (3)
Tactical Magic: Smokescreen (4)
Optional Equipment: -

Phantasmal Armor Stats:
Mana Points:
7/11
Weight Limit: 9/10
Power: 3
Potency: 1
Mobility: 3
Durability: 1 (+5)
Resistance: 2
 
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Oscar Gonneril
Name: Oscar Gonneril
8dbdfe23e823e374c60495403b11f9fb.jpg

Oscar is a wide-framed young man with several scars on his chest and back. He has jet-black hair and blue eyes.
Age: 18
Gender: Guy
Height/Weight: 6'3", 178 lbs

Personality: Oscar is not the guy with the plan nor is he the one to stick to a plan. He is headstrong, brave and does not back down from a fight. In battle he is incredibly stubborn and vulgar, often cursing at the top of his lungs whenever something goes kind of wrong or kind of right. He constantly adds "fuck," to most of his sentences because he thinks it is cool to swear. In what Oscar lacks in brightness, he offers a wide range of perspective and experience. He is not one to judge on appearances nor minor details. Oscar will go as far to even respect an enemy if a reason is given enough. He is loud in conversation and constantly thinks it is his turn to talk though he does not respond much when fighting making him hard to work with.

Despite his accepting nature, he has an extreme distaste for Sultanate nobles.

Backstory: Oscar at the young age of five was sold from an unknown origin into Sultanate slavery. His life, country of birth and parents were completely unbeknownst to him and nor, was he ever the one to care and find out. Life in slavery was rough. In youth he worked in an iron mine, where his small frame was useful for digging through tight tunnels and collecting ore. Even despite this conditions, Oscar was known for his rebellious streak, which had earned several scars on his back from a lashing whip, which of course he wore with pride. The other children flocked to him for his dauntless resolve, even despite his feelings of being powerless. He loathed the control the Sultanate had over him and it was not the beatings or the sickening work but the feeling that Oscar could do nothing even if he tried to fight back. By the age of 12, this feelings burdened Oscar to the point where he could not sleep due to his anger.

Perhaps due to pure luck or fate, when Oscar had been digging through the Sultanate mines, he had dug into an old, abandoned gold mine. With this option for escape, he entered without hesitation and found it led to exit far away from his camp. Oscar took this escape and eventually joined up with a travelling merchant from the Alliance, an older gentleman named Bosco. The two traveled together, looking for special metals, with Oscar acting as the body guard. Bosco and Oscar traveled for two years and eventually returned to Alliance land together, Bosco giving Oscar shelter as he worked in the docks. However, when Bosco was gathering goods for his next shipment, he was assailed by a group of thieves. Oscar, by nature and hate of criminals, put himself in the fret and defeated the thieves. In gratitude, Bosco offered Oscar a deal to become his guinea pig. With nowhere else to go, Oscar accepted the contract and Bosco revealed that he had been developing Phantasmal Armors for the alliance underground for sometime. Due to his bravery and natural ability in fighting, Bosco decided it fit that Oscar be the first to test out his new series of Phantasmal Armor, "The Morning Wood."

Through Bosco's connections, Oscar has been working for multiple mercenary companies to learn how to fight and gain more experience. He has been so since he was 15 years old.

Equipment: Oscar carries a small dagger on his body at all times, strapped onto his leg.

Pilot Stats:
Strength: ✩✩

Speed: ✩
Endurance: ✩✩✩✩
Perception:


Pilot Skill(s):

Group Resolve: If he and his allies are fighting outnumbered, gain +1 to power and potency for all he is fighting with. Effect is removed if Oscar becomes unconscious or stops fighting.

Tactical Magic Known: Has not bothered to use or learn magic outside his Phantasmal Armor

Phantasmal Armor Designation: Morning Wood - This Phantasmal Armor is from the alliance entrepreneur, Bosco. While the series is currently kept a secret, Oscar has been given the ownership of the very first model ever created. It is a robust and versatile Phantasmal Armor that relies on its armor to protect an experimental and fragile frame. Much like its namesake, it is rock hard and doesn't go away without a fight.
Appearance/Description:
gun.jpg

The Morning Wood at its most inherit description, is a jack of all trades and master of none. While its armor is thick, this does not mean its defenses are air tight, suffering from weak metal underneath in an effort to be cost effective. It relies on its steady arsenal and ability to always surprise. The Phantasmal armor is five meters tall and weighs around 7 metric tons.
Core: Golem
Frame: Alliance
Armor: Heaving Armour (+5 durability, 3 WT)
Arsenal Loadout: Blunt Weaponry, Miniature Crossbow
System Magic: Telelink (1), Overclock (3)
Tactical Magic: Blizzard Orb (3)
Optional Equipment: While no current equipment is assigned other than for weapons and system magic, this Morning Wood seems to be simplistic in design and friendly to specifications.

Phantasmal Armor Stats:
Mana Points:
7/11
Weight Limit: 10/10
Power:
Potency:

Mobility:
Durability:
(+5)
Resistance:
 
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Jagred
Pilot
eOZzuHf.png
Age: 23
Gender: Male
Height/Weight: 5’9 | 174 lbs
Description
Jagred strikes a bold figure, his weathered skin and callused hands indicative of someone who has been put to work for much of his life in the Saddrac Desert, though his fair complexion has yet to suffer as much as one would have expected from such conditions. A slave brand, crossed out by two parallel scars, rests on the back of his right hand, and he walks with a noticeable limp, favouring his right leg more than his left. He wears a necklace at all times, the ornament hanging from it being a triangle formed of convex edges with a pigeon-blood ruby set in the center.

Personality
Calm, measured, reliable, Jagred is at his best when he can devote himself to a single, preferably physical, task. His metaphorical skin is as tough as his physical skin, and he prides himself in being able to shrug off any insult tossed in his direction. It wasn’t as if any of those insults were personal, after all, and the world was a large enough place that he’d probably never see them again. He’s cordial to strangers, merciful to enemies, and resolute in the face of obstacles, preferring to go all in once he has truly decided upon something. Is it ironclad determination, or simply bullheaded obstinacy? Jagred’s not all too certain himself, but he doesn’t mind it, whatever it is. Eighteen years had passed since he could think for himself and act for himself, and hell, it was about time he got a little self-serving.
Jagred’s father and mother were merchants sailing under the banner of the Courtmark Merchant Navy, travelling across the sea towards Ark, trading tropical fruits and artisanal crafts with Al’faed Sulfanate, who exchanged spices and artifacts in exchange. With a collective fifty years of experience between the two of them, they brought Jagred with them on one of their trips down to the eastern continent. He would be the one to inherit their profession, and at five years old, he was considered mature enough to not fall off the side of the ship.

Of course, nature didn’t give a damn, and an unexpectedly powerful storm tore the ship apart, casting them all into the waves below.

Jagred was lucky enough to survive, waking up on foreign shores. He was less lucky to be picked up by Al’faedan slave traders. And by some strange fate, he was sold to the son of an influential merchant, a boy his age who was sick of being surrounded by grim bodyguards and saccharine maids. That boy’s name was Merrezan Il’suhd. and though he was a spoiled brat, his dreams of grandeur painted Jagred’s world. Merrezan wanted to be a treasure hunter, wanted the distinction of succeeding in the ruin expeditions where so many others had failed. Between his mundane chores, Jagred was dragged alongside Merrezan’s fantasies of adventure and action, occasionally serving as a horse or a monster, but always serving as the scapegoat when Merrezan’s antics got him into trouble.

Unfair? Certainly, but Jagred had become normalized to such within the third year of his existence as a slave. And while he resented Merrezan’s attitude sometimes, he benefitted from the boy’s favour too. Jagred received an education, and he received training too, for the personal retainer of the Il’suhd heir certainly couldn’t be an unskilled philistine. Other slaves resented his treatment, even paid servants did, and Jagred found it hilarious. If only they knew just how exhaustingly ambitious Merrezan was, and how much flack Jagred got from the master when they caused a mess.

Life continued on. Merrezan got closer and closer to his dream, and Jagred followed in his shadow, until the two of them had become pilots of Phantasmal Armors and members of an expeditionary force sent to investigate what was purportedly one of the underground shelters of the People of the Earth, exposed to the eyes after a particularly powerful windstorm blew apart the dunes. On that day, Merrezan’s dream came true.

And on that day, Merrezan’s dream ended.

Of that disastrous expedition, only one-fifth of the force returned, Jagred numbering one of them. In his Armor’s hands was the broken cockpit that contained what remained of his selfish, deluded friend, and he returned to the Il’suhd Estate, expecting to die for the sin of outliving his master.

Instead, he was set free and granted citizenship in the Al’faed Sultanate. Merrezan wasn’t so deluded after all, and wasn’t so unkind either. And though Master Il’suhd had dearly wanted to strike Jagred down, he had wanted to respect the wishes of his fallen son further. So Jagred was released and left with nothing at all.
Nothing, but the skills he had obtained to support his friend’s dreams, and the Phantasmal Armor that had failed to be their shield when it counted.
Equipment: Light Armor, Handaxe, Medkit, Emergency Telelink Module, Water Bottle, 50m Rope
Extra: Theme

Stats
Strength:
4
Speed: 1
Endurance: 3
Perception: 2
Pilot Skills
Bastion – Shield WL cost is reduced by 2.

Tactical Magic Known
Storm Orb

Supply Point Total: 4

Phantasmal Armor
RuM9xSX.png
Description
Leiru models are designed to serve as unflinching guardians for Tactical Magic-focused Phantasmal Armors, with specialized pauldrons designed to carry heavy shields when travelling long distances and polished armor that reflects the sunlight in efforts to both disrupt the vision of those aiming at the Leiru while also attracting the attention of those seeking an easy target. Though lacking in the sheer power output to end fights definitively, its baseline mobility is impressive for such a heavy frame, ensuring that it can consistently play its role as a shield.

Jagred’s Leiru, however, is in desperate need of a new paint job, and the many superficial scars upon its form divorces it from the image of a ‘paladin’ that other, well-treated models have.

Core: Golem
Frame: Sultanate
Armor: Heavy
Arsenal Loadout: 2xShield | Bladed Weaponry (Scimitar)
System Magic: Telelink (1) | Mana Sense (3) | Overclock (3)
Tactical Magic: N/A
Optional Equipment: N/A

Stats:
Mana Points:
8/8(15)
Weight Limit: 10/10
Power: 1
Potency: 1
Mobility: 3
Durability: 2(+5)(+1)(+3)(+3)
Resistance: 3
 
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Renard
Pilot

Name:
Renard
Age: 38
Gender: Male
Height/Weight:
68 inches / 185 pounds
Appearance/Description: Renard has very little in terms of his appearance that would make him stand out. His short, brown hair and stubble and rugged physique would not be out of place in any number of places.
Renard.PNG
Personality: Living with a caring family in a small village, Renard grew to value cooperation to care for others. Shortly after he started to fight with a Phantasmal Armor he found to his surprise that he enjoyed brutally smashing his foes to bits and even had an innate sense of when his enemy was at their weakest.

Backstory: Despite being born to a pair of retired mercs that had settled in the Kingdom of Lacille, Renard knew nothing of war growing up. As his father had been crippled in his last battle, his Armor had been sold to give the family enough money to have a decent life in their village with no real need to work for a number of years. As Renard and his elder sister grew up, they started to did various jobs around the village to supplement the family's dwindling funds, but it was not enough when their father grew ill and needed expensive medications to live. After being trained by their mother, the older sister left to fight as a independent mercenary for the Lacille military.

Not long after she had sent the first batch of medicine back to them did they receive word that she had been killed in action, her body and shattered Armor returned to the family. Running out of options and time to keep his father alive, Renard took the broken down Phantasmal Armor and sought out the rumored brawling pits of the Southern Seas. He found out first hand just how brutal those fights could be, but Renard also discovered that he had a bit of talent for it. Enough so that was able to climb the ranks and send a steady stream of money and medicine to his parents. Eventually he worked his way up to where where he was able to acquire a fully functional PA and join the 'official' arenas where he soon caught the eye of someone who recruited him for a mercenary unit.

Equipment: Normally stashes extra food and water in the cockpit, and has a survival knife on his belt.
Extra: N/A (at least for now)

Pilot Stats:
Strength:
4
Speed: 2
Endurance: 2
Perception: 2
Pilot Skill(s): 'Blood in the Water' – When Renard's target is heavily damaged, he gets +1 to either Power or Strength against that target depending on if he's on foot or in his PA.
Tactical Magic Known: Seeking Cluster
Supply Point Total: 3

Phantasmal Armor

Designation:
Brutal Giant
Appearance/Description: This large Phantasmal Armor has heavily reinforced limbs to deal with the large greatsword like weapon that is normally attached to its back when not in use. The armor plating is shaped to be more rounded and to have as few sharp angles and other surfaces that an enemy could grab a hold of in the brutal, no holds-barred combat that could happen in the arenas. Other than these two modified features, the PA is actually a stock Confederacy model that could be found in a number of their military units. As it was her favorite color, the Armor is painted in shades of blue, primarily a dark navy blue, in the memory of his older sister.
Core: Golem
Frame: Confederacy
Armor: Heavy
Arsenal Loadout: Two-Handed Weaponry
System Magic: Overclock, Mana Sense, Telelink
Tactical Magic: Seeking Cluster
Optional Equipment: N/A

Phantasmal Armor Stats:
Mana Points (Current/Max):
7/7
Weight Limit (Used/Max): 10/10

Power:
4 (+1)
Potency: 1
Mobility: 1
Durability: 2 (+5)
Resistance: 2
 
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NPCs
NPCs
FC 2.jpg"All units, prepare to advance."
Name: Reyn Berit
Age: 19
Gender: Male
Height/Weight: 5'9'', 144 lbs
Appearance/Description: A confident young man who prefers to dress formally. If the slight limp in his step didn't tip you off to the lasting effects of prior injuries, then his cane and the leg brace/kneepad on his right leg will. His slim build betrays his career as a mercenary.
Personality: With a practiced smile and a calm demeanor, Reyn attempts to maintain distant, but professional relationships with the mercenaries in the company. Still, he possesses a sharp tongue, as seen with more candid encounters with Alfried. In his interactions, it seems that he restrains himself - a terse exchange of words are really all that he's willing to engage in.
Backstory: A young man who serves as the strategist of the Shahyrar family's mercenary company. He seems to hail from the Kingdom of Lacille and has a pre-existing history with Alfried. Reyn is responsible for organizing much of the mercenary company and handling affairs off the battlefield.
Equipment: His cane, a watch, a spyglass, and a telelink module.














Quartermaster 2.jpg"Need somethin'?"
Name: Ruger L. Enfield
Age: 36
Gender: Male
Height/Weight: 5'11'', 160 lbs
Appearance/Description: A shifty man whose gray hair make him look far older than he actually is. With his ever-present smile and the noticeable scar on his temple, one can't help but wonder what sort of life he led when he was younger.
Personality: A man who fits the money-loving aspect of mercenary life the most. Nothing makes his face light up more than making a profit. Though greed is his greatest vice, Ruger's reliability and resourcefulness make him an invaluable quartermaster for the mercenary company. His jovial and easy-going nature make him a pleasant person to chat with, even if he's particularly evasive about his past.
Backstory: Much of Ruger's life prior to being hired by the Shahyrar family is unknown, but his skills when it comes to salvaging Phantasmal Armor wrecks and possible connections to black markets all across the world suggest that the man has lived a harsh life. Regardless, he seems to be a natural born survivor and has shown no signs of turning tail and running away with the funds that he's been entrusted to keep. Though, his smoking is definitely a problem.
Equipment: A pocketwatch, a spyglass, and a telelink module.











Blacksmith.jpg"...On it."
Name: Oroma
Age: ???
Gender: Female
Height/Weight: 7'7'', 450 lbs
Appearance/Description: A woman clad in an inhumanly large set of armor, mechanically automatized and almost functionally similar to a miniaturized Phantasmal Armor. No one has actually seen her outside of her armor, let alone outside of the forge and development labs where she works and resides in.
Personality: Oroma is a woman of few words, incredibly terse and to the point. Even her specialty, Phantasmal Armor development, doesn't seem to elicit more than a subtle elation within her. Some have suggested that this may simply be a case of extreme shyness, however, as it seems that she finds it difficult to even initiate conversations with others.
Backstory: A relatively obscure blacksmith who happened to be within the Southern Seas when the time came to recruit someone for Phantasmal Armor development. With how she's constantly inside that suit of armor, some rumors have begun to spread that she's a spirit inhabiting it or a woman cursed to life as an animate suit of armor from an alchemical experiment gone horribly wrong. Regardless, she does her job and properly researches new technology to incorporate onto the mercenaries' Phantasmal Armors
Equipment: A large hammer, a properly-sized satchel full of blueprints, and a large set of pliers.

















Ship Doctor.png"Keep getting hurt like that, and I'll start charging you."
Name: Dr. Jeren Calgos
Age: 29
Gender: Male
Height/Weight: 6'0'', 144 lbs
Appearance/Description: Tall and perpetually scowling, the ship doctor does not seem like the first choice for medical aid. He certainly looks and dresses the part, however, and the infirmary is kept sterile and tidy.
Personality: Dr. Calgos is a grump. Even if there's no serious injuries on hand, the man is perpetually surly with the patient he has. His brilliance as a medical professional is hampered by his anti-social tendencies and miserly attitude. He's quick to remind everyone of the stipulations of his contract and eager to collect on money, though what he actually spends it on is a mystery given that he only ventures outside the ship to restock on medical supplies.
Backstory: Before coming aboard, Dr. Calgos had quite the reputation as a wandering doctor - while the prices he charged were exorbitant, a client's recovery were always guaranteed. It should be noted, however, that he lacks certification or a license to practice from any nation. He's from the Kingdom of Lacille, but that's about as much he's willing to share about his past.
Equipment: His stethoscope, a journal, and a couple of vials.








Old Man.jpg"...You can hear it, can't you? The ticking of each gear. Such a beautiful symphony..."
Name: Veilone
Age: ???
Gender: Male
Height/Weight: 5'11'', 160 lbs
Appearance/Description: A blind old man with gray hair. Though his advanced age is discernable through his gravelly voice and the gravitas of each word, he seems as sprightly as he was in his youth.
Personality: Someone who speaks in cryptic words should ordinarily be dismissed as a loon, but Veilone's occasional insight into the situation at hand hint at a hidden wisdom befitting his age... whatever it is. He has a habit of suddenly appearing and disappearing almost as quickly. He also seems to have a particular fondness for sweets, often haunting the mess hall when desserts are brought on.
Backstory: Easily the most enigmatic member of the ship's crew, Veilone simply showed up one day. Although initially threatened by the armed personnel, his familiarity with the ship's internal workings and his ability to maintain led to a contract to be drafted by the Shahyrar family... that was then discarded for a verbal agreement to let him live upon the ship and maintain it for no salary. Despite his blindness, it seems that he has no need for a cane.
Equipment: A particularly ancient looking set of tools and a simple rag.
 
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Alfried Coswell
PilotAlfried.png
Name: Alfried Coswell
Age: 23
Gender: Male
Height/Weight: 6'0'', 153 lbs
Appearance/Description: A princely young man who cuts a gallant figure in his armor. With his refreshing smile and warm demeanor, he almost seems like the model knight.
Personality: Alfried is someone who hopes to inspire the people he leads, and seems bereft of lofty goals - the life of a mercenary seems like something below his station, but the former knight seems content with his life. He seems to have a particular soft spot with children and hopes to act as a rolemodel to those he comes across. While he's friendly and respectful with allies, it almost seems at times that he keeps a careful distance from most people. In combat, Alfried is the sort who leads from the front and will often stay within mid-range for flexibility.
Backstory: Although he grew up in relative obscurity and lacked noble lineage, Alfried came into prominence in Holy Calendar 114 as one of the youngest Royal Knights appointed in history within the Kingdom of Lacille. Regardless of the circumstances of his birth, Alfried became a popular figure across the kingdom. However, in HC 117, Alfried became involved in a scandal concerning the embezzlement of military funds by certain noble families. Without any connections outside of the military, Alfried was ultimately made the scapegoat for his oversight in the matter and was stripped of his knighthood. And so, after reuniting with an old acquaintance, Alfried came into the employ of the Shahryar family as the captain of their new mercenary company.
Equipment: His sword, a notebook, and a pendant containing a small crystal.



Pilot Stats:
Strength:
3
Speed: 3
Endurance: 3
Perception: 3
Pilot Skills:
Charisma - Allies within close range gain +2 to their Mobility stat.
Tactical Magic Known: Storm Bolt
Supply Point Total: 5

Phantasmal ArmorDesignation: Gardlite [Alfried Custom]
Appearance/Description: A customized variant of the Kingdom of Lacille's most common Phantasmal Armor, resembling a Gundam but lacking its dual-eye cameras and v-fin. Rather than the standard red and white, Alfried's unit is done up in a shining silver befitting the imagery of a knight. Its pristine condition and paintjob are telling of its recent construction.
Core: Golem
Frame: Kingdom
Armor: Medium
Arsenal Loadout: Sword, Crossbow, Rod
System Magic: Telelink, Mana Sense
Tactical Magic: Storm Bolt
Optional Equipment: N/A

Phantasmal Armor Stats:Mana Points: 11
Weight Limit: 10/10
Power: 4
Potency: 2 (+2)
Mobility: 3 (+2)
Durability: 2 (+2)
Resistance: 1
 
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Allie
Pilot
Name:
Allie
Age: 18
Gender: Male
Height/Weight: 6'0"/160 lbs
Appearance/Description: 624feca26b138a11bf2bac57bc0d6aa4--anime-oc-anime-guys.jpg
Personality:

Allie is an earnest young man who is always looking to help people in need. No matter how big or small the problem is, he always tries to lend a hand with plenty of enthusiasm and a friendly disposition. Being able to help others and see them smile brings him great joy, providing him with the feeling that he's doing something worthwhile. His desire to be of assistance is one of the main reasons he focuses so heavily on self-improvement, the time he puts into refining his skills making him more capable. He's always striving to learn more and get stronger, hoping to become someone who anyone can turn to for help.

He's never liked the idea of lazing around and sleeping the day away. While he's fine with taking a rest now and then, he looks at it as wasting time that could be spent doing something more meaningful. He feels more at ease when he's busy, knowing that he's working toward something instead of just being useless. In a way, moments of peace bring him the greatest discomfort.

Allie is never short on determination. He's always pushing forward, doing anything he can to get even a little closer to his goal. He has an incredibly strong will, refusing to back down when he believes something is important. He possesses strong convictions and can be very stubborn when trying to uphold them. Even so, he's not thickheaded enough to ignore the words of his friends and superiors.

He's ways been fiercely loyal to the people he cares about. Friends and family are extremely important, and he'd never want to do anything to inconvenience the precious people in his life. As a mercenary, he's obedient to his commander, following orders to the best of his ability.

All of his good qualities are connected to his desire to help people, whether they be strangers or close friends. He wants to be useful, seen as someone that can be relied on. He always wants to do his best, constantly improving and achieving great things. He's extremely motivated, but his good intentions are tainted. He doesn't lie about the person he is, never trying to wear a mask to deceive others. Everything he does is genuine, but it comes from something even he isn't fully aware of.

He helps so he can be loved. He doesn't want to be alone and go back to a dark place without anyone by his side. He fears loneliness, being abandoned and seen as worthless. It will take over if he isn't constantly trying to do something to stop it. He has to try harder to become someone who people will want to keep around. If he isn't trying his hardest, bad things will happen. If bad things happen, he can only blame himself.

His desire to help others is an unhealthy obsession. Any positive traits he has are just a result of this. His loyalty is just a desire to not be abandoned. His resolve to endure pain and push through any challenge with a strong will is self-destructive. He thinks nothing of how broken he becomes as long as there are a few words of praise waiting for him. Even his beliefs about what's right and wrong can be twisted if someone he cares about knows how to manipulate his weakness. His determination is born from the notion that terrible things happen simply because he doesn't put in enough effort to prevent them.

His obsession is an ugly side of himself that he doesn't acknowledge. He always ignores the truth, pushing it to the back of his mind. He's repressed everything that might make him aware of the fact that his altruism is just self-serving. His mind has been warped.

Allie hopes that by succeeding as a mercenary, he can make his name known and prove that that he's learned from his past mistakes. If he's lucky, that will allow him to return to Wing's side. He just has to work harder.
Backstory:
Allie's earliest memories are of being trapped beneath rubble, struggling to breathe in the cramped, dark space that was once his home. During the time he spent there, he tried his best to stay awake, fearing what would happen if he slipped into unconsciousness. He relied on the sounds of war to keep his eyes open, each thunderous boom making his eyelids feel a little less heavy. However, the effect lessened as he slowly got used to the noises from the horrible battle that ruined his village. Eventually, silence took over, signaling the end of a conflict he still knew nothing about.

Not knowing how much time had passed, he could feel what little energy he had in his body fade away. The distressing darkness began to feel comforting, urging him to finally give in. That's when light suddenly broke through, slipping through the cracks as the rubble shook once again. As his eyes adjusted to the sun he thought he'd never see again, the first thing he saw was the magnificent machine towering over him.

As the sole survivor of his village, Allie had nowhere else to go. Everything and everyone he knew was suddenly gone, but he hadn't processed it. Words lost their meaning, and he could only focus on breathing. His eyes followed anything that moved, but it was as if he couldn't register anything he saw. Unable to do anything on his own, he was taken in by the mercenary company that found him.

For a time, Allie remained almost completely unresponsive. He didn't speak, only moving and eating when told to. Most of the men and women stopped trying to get a reaction from him, deeming any attempt a wasted effort. However, one person stuck with him every day, speaking to him and making sure he didn't waste away in a dark corner. If not for them, he likely wouldn't have recovered. Thanks to that person's compassion, he managed to crawl out of the darkness that threatened to swallow him. Because of that, he developed an undying sense of loyalty and admiration for the leader of the Zenith mercenary company.

The company was led by the man everyone referred to as Wing. Of course, that wasn't his real name, just a nickname that had been around since his early days as a pilot. He didn't reveal much about himself, leaving his personal history outside of accomplishments on the battlefield a mystery. However, even if he kept many secrets, people still looked up to him. Even someone as inexperienced as Allie could see how great of a man he was, showing unparalleled ability as a leader and soldier. He dominated everything in his path the moment he stepped into his Phantasmal Armor, showing how he earned his title by soaring through the sky. Everything beneath the clouds was his territory as he flew close to the sun. From the moment he saw Wing take off, Allie decided to follow him for as long as he could. He wanted to soar just like him.

Filled with determination, Allie did his best to become a proper member of Zenith instead of a kid that just inconvenienced everyone with his presence. While most of the crew didn't think much of him, they didn't have a problem with an extra pair of hands helping with the work. There wasn't much he could do at his age, so he had to start with minor things, such as the chores that the others hated dealing with. He pitched in with cooking, cleaning, and carrying equipment whenever he could, never giving himself a moment to rest.

As the years went by, Allie continued to help with simple chores, but most of his time was spent assisting members of the maintenance division. He was too young to be a proper pilot, so he settled on learning everything he could about Armors to prepare for the day he received his own. Keeping the machines in top condition was a rewarding experience, helping him learn and providing him with a sense of accomplishment. He was able to support the company in a more meaningful way, improving the relationship between him and its members.

There weren't many people in Zenith, but it was a strong and trustworthy crew. He spent most of his life with them, so he came to see them as his family. As the passage of time strengthened their bonds, he got the sense that they thought the same about him. They acknowledged his efforts, helping him improve in areas he was lacking. Even Wing praised his development, giving him more important work as he made progress.

After some time, he became more involved with Zenith's contracts, giving him a better look at how the company operated. Wing accepted any job as long as the pay was good, and his reputation ensured that there were always requests flooding in. It didn't matter if the job was small or big, everyone always gave their best effort when they were deployed. He always thought about how amazing they were as he watched the backs of their Armors leave the hangar. Being able to see them up close for so many years let him know how much of an honor it was to be one of them.

Allie would never forget the day Wing made him an official member of the Zenith pilots. Knowing that the man he admired trusted him with such an important position was an honor. His Armor wasn't as impressive as the ones that belonged to the veteran members, but he didn't need anything fancy as long as he was able to stand alongside them. He still had a lot to learn before he could be their equal and handle advanced machinery. Even though he had achieved a new rank, he was still chasing a dream. He wanted to fly alongside Wing one day.

He made sure to never step beyond his boundaries during a mission, always keeping in mind that he was a rookie. His position was almost always near the back as a support member, allowing him to learn as he worked. He continued to improve with each successful job, gaining more experience and praise from the other members. He couldn't be at Wing's side in the skies just yet, so he tried to conquer the land like he did the air, speeding through the battlefield. In a sense, he wanted to fly on the ground.

Eventually, Allie had earned enough trust to accompany Zenith on an important mission. Like usual, Wing kept most of the details hidden from him, but he assured that the pay was more than enough to keep them comfortable for a long time. All he had to do was follow orders and everything would be okay. All he had to do was stay back and pitch in when needed. That's all he had to do, but even those simple orders were hard to follow when everything fell into chaos.

As soon as they arrived at the meeting location, multiple Armors emerged from the darkness, striking like lightning in the night sky. One by one, his fellow pilots fell, fueling his panic. He broke formation, charging forward to help the people he cherished. None of the skills he learned were enough to overcome this obstacle, painfully reminding him that he was just an amateur. If not for Wing, he would've been nothing more than another dead body on the battlefield. It was only because of him that the two of them escaped with their lives. Just the two of them.

Even after everything was over, he was still in shock. It felt like he was still there as Wing berated him, reminding him of every mistake he had made. He wasn't strong enough. Had he learned anything? Had he even tried? Did he put in any effort at all? He tried to process what was being said to him, a lot of it not making sense as he tried to listen with a scrambled mind. There was only one thing he understood. He was no longer a member of Zenith. His former leader made it a point to formally dismiss him before shutting down the company completely, sending him off with only a cold stare and monotone words of farewell.

He regressed to the same person he was when he was first freed from the rubble. Wing's words played over and over again in his head, sounding more distorted with each repetition. Then there was the sound of something breaking, bringing back silence. He just focused on one thing he had been told. He just didn't try hard enough. If he did that, things would turn out alright. He just had to try harder.
Equipment: Combat knife, Medkit, Toolkit, Multitool, Emergency rations, Watch, Zenith dog tags

Extra:


Pilot Stats:
Strength:
1
Speed: 3
Endurance: 3
Perception: 3
Pilot Skill(s): Resolve- Allie's Phantasmal Armor gains +2 DUR when heavily damaged.
Tactical Magic Known: Flare Bolt
Supply Point Total: 2

Phantasmal Armor
Designation:
Sparrow
Appearance/Description: Mecha.jpg
Core:
Golem
Frame: Empire
Armor: Light
Arsenal Loadout: Bladed Weaponry, Miniature Crossbow, Shield
System Magic: Telelink, Mana Sense.
Tactical Magic: Flare Bolt
Optional Equipment: N/A

Phantasmal Armor Stats:
Mana Points:
11/11
Weight Limit: 10/10
Power: 3
Potency: 1
Mobility: 2 (+4)
Durability: 2 (+4)
Resistance: 2
 
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