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It is the year 3302, and the Republic of Caliss has finally begun to settle down from the aftermath of a liberation war that shook the nation and its surrounding areas ten years ago.

 

Led by the young hero Tennan Dohl and his rebel forces, the liberation army overthrew the tyrannical Emperor Rugner and the witch Windy. The hero, dispirited by the events of the war, disappeared from the public eye after his great victory, however, along with his most loyal followers, and hasn't been heard from in a decade. In his place, President Kirov, who had been one of Tennan's foremost supporters, took up the mantle to lead the country. Peace returned to Caliss at last, much to the relief of people everywhere. Kirov's fair and firm governance has guided the young Republic in its first steps, soothing wounded hearts and scarred political relations, rebuilding cities and restoring towns. His latest success has been to ally with a body that has, for all of known history, been among the most reclusive forces on the continent.

 

In western Caliss, just within its border that separates it from the barren Wastelands, stretches the Antei Mountain range. From time immemorial, the Dragon Knights have commanded those mountains with their mounts, the great beasts that require such precise conditions to hatch that they are rarely birthed outside of the vast network of Antei caverns known collectively as the Den. Though within Caliss' borders, the Knights have always been an independent governing body not large enough to be a nation, but whose military power is nevertheless respected worldwide. They have kept to themselves, never disrupting other nations, only taking up arms to defend their independence and the dragons they safeguard. However, due to special circumstances during the war, they lent their aid to Tennan Dohl's liberation effort, the beginning of a partnership that led to the Moravia Pact signed 5 months ago, an agreement between Captain Joshua Levenheit of the Dragon Knights and President Kirov, promising partnership and open connection.

 

This pact is the first of its kind, as the Dragon Knights heretofore have never welcomed outsiders, their methods and livelihoods a mystery to all those not born within the Stronghold's walls. There are those on both sides who embrace the new alliance, and those who disparage it.

 

-----

 

welcome to fef: scarlet crown! name's rai, i'll be doing my best to run this boat. as with all the other fef's that are on these forums, i'm sure most of you guys already know how this works. please read through the 1.salt handbook linked below if you have not already, as well as the additional changes i've incorporated. those in other fef's will likely be familiar with most of these changes, so feel free to look through the ones that'll matter to you.

 

you will be playing a member of the Allied Guard, a mix of soldiers from Caliss and the Dragon Knights that have been created to spearhead the collaboration between the two governing bodies and a representation of the new union. characters from the Caliss side can be any class. the Dragon Knights are a bit more complicated. classes that could be from the actual Knighthood that lives in the Stronghold are any class that could feasibly promote into a rider class: wyvern rider, shaman, and fighter. other classes would be from goya village outside of the Stronghold itself and not members of the Dragon Knights ( see worldbuilding section below ) but still under their governance. let me know if you have any other questions about this.

 

Republic of Caliss:

Spoiler

History:

Spoiler

Y2830: Following rumors of the death of Lestlian High Priest Arnantan spreading through the land and the chaos that followed, General Kranach Rugner led a coup in what was then the Caliss region of the Holy Kingdom. Aided by the strategist Julius Silverberg, the Caliss Imperium was formed in a bloodless coup. The Sovereign Rune, one of the Astral Runes in Lestli's possession, became the heirloom of the Rugner dynasty.

 

Y2836: The independent region of Lorimar joined with the Imperium after decades of autonomy under Lestli.

 

Y2895: Still working to consolidate the areas under its control, Caliss had been a state not even 60 years before tensions bloomed with their southern neighbor, the Kuluk Empire. It blossomed into a cold war, where neither side engaged in open warfare, but each engaged in plots and schemes against the other. Eventually, Caliss won the upper hand against the Kuluk regime and Calissian nobles would often ride into border villages to engage were what were known as 'human hunts'. This deplorable practice ended suddenly and mysteriously, however, and history is silent on why.

 

Y3072-3183: Known as the 'Bastion Age' of the Caliss Imperium, the empire during this period of over 100 years consolidated its energies inwardly. Under a set of nationalistic policies put in place by Lothar Rugner knows as the 'Steel Gate' policies, the empire grew strong under the tension of mounting disputes with the City-States of Averill, their northern neighbor. Many of Caliss' forts and castles date from this time, built as a line of impregnable defenses against Averill, they secured the safety of Caliss. It appeared little could trouble the powerful nation at this point.

 

Y3265: A twenty year old Crown Prince Barbarossa Rugner was conducting annual prayers of good harvest in the Kunan region when his uncle, Geil Rugner, removed his right to the throne through the 'Abdication Trial'. The plan to overthrow Barbarossa had been in motion for some time, as shown by the displacement of Barbarossa's loyal guards to obscure positions prior to the trial. Due to this planning, Geil's forces easily swept aside the Loyalist forces at first.

 

Y3272-3276: In hiding for years at Pannu Yakuta Castle in the Great Forest region, Barbarossa slowly gathered strength for the day he could successfully take back the throne. The time came when Leon Silverberg approached and offered his assistance. With his tactical genius, the Loyalist Army launched the War of Succession. Eventually, he confronted Geil's forces at Gregminster, defeating them in a final battle at Kwaba Fortress and executing his uncle. However, the displacement and subsequent war would greatly scar Barbarossa and ultimately lead to the Empire's undoing.

 

Y3277: The following year, the forces of Tinto and South Window, members of the City-States of Averill, invaded the Dana region, hoping to take advantage of the weakened Caliss Imperium in the wake of the Succession War. They marched all the way to Kalekka. Anti-war sentiment had risen in the Empire following the Succession War, which kept Barbarossa from being able to push all resources towards defending the region against Averill. However, the Averill massacre of the town of Kalekka turned sentiment in his favor, and the result was the defeat of Averilli forces within their territory.

 

Y3282-3287: The arrival of the Court Witch Windy leads to the Caliss' Imperium's decay. As Barbarossa's declining mental state leads to a deepening disinterest in public affairs, Windy rises to power and the Empire descends into corruption. The will of the people is slowly choked out and oppressed.

 

Y3288: Following the murder of her fiance Hannel for inciting revolt, Odessa Silverberg forms the Liberation Army, hatching numerous sabotaging plots against the Empire. The fledgling force goes ignored by the Imperials at first, but by late 3289, anti-Imperial sentiment had grown enough that a spy was sent to infiltrate the group. The Liberation Army's headquarters at Lenankamp are sacked in early 3290 and Odessa Silverberg is killed.

 

Y3290-3292: However, Tennan Dohl, son of Imperial General Teo Dohl, who had been driven into exile by Windy's machinations, took up the mantle of leadership. Forming a new base in Sovereign Lake, the Liberation Army built up its forces and began a full-scale rebellion against the Empire. The Dragon Knights, threatened by Windy's interference, join the Liberation effort. Eventually, Barbarossa and Windy are killed in Gregminster, and Kirov takes up leadership of the new Republic of Caliss after Tennan's sudden disappearance.

 

Regions:

Spoiler

Map:

Spoiler

FEFSC_Map.png

 

Caliss is divided into five regions, bordered by various rivers that originate from Sovereign Lake. Starting from the northeast and continuing clockwise, they are as follows:

 

Arlus Region

Just under the Kranach Canal, the main stretch of water that connects Lake Sovereign to the Eastern Ocean, is the Arlus region. Plenty of arable land: open fields dotted with lightly forested woods. To the far east close to the ocean, it gets rockier and drier, and more mountainous. The Seifu mountain range borders the ocean.

  • Gregminster: capital of Caliss. A hub of art and culture, Gregminster is renowned for its ceramics and pottery. Caliss, at the heart of its culture, it still founded on the tenants of trade and merchant-craft which contributed most to its development as a state, and this can be seen throughout the various markets, indoor and outdoor bazaars, and free-spirited riches-out-of-rags attitude that the city is known for. Most Calissian noble houses are, in their origins, somehow tied to trade, and all are based in Gregminster. The wealthy, celebratory atmosphere of Gregminster is manifested in the famous Our Golden Goddess statue at the city's center.
  • Lenankamp: the main trading hub of northern Caliss and a busy city. Also has historical significance for being the origin city of the Liberation Army. Known for its excellent smiths and armor makers, it is also known for the production of high quality liquor in the area. The Liberation Army was founded in a basement of the Lenankamp Inn. Though a popular inn before, the news of its importance has made its popularity skyrocket throughout Caliss.
  • Fortress of Kwaba: A fort outside Lenankamp that is the main gateway to Gregminster and is the location of Geil Rugner's last stand thirty years ago.
  • Rockland: A nondescript lumber and farming village in eastern Arlus near the base of the Seifu mountains.

 

Great Forest Region

Seldom visited by people due to being covered almost entirely in dense, un-navigable forest, this area is under Calissian jurisdiction but could not be more further removed from its culture and politics. As a result, it has been left almost entirely to wilderness.

  • Kouan: the only major town in the area that Caliss still has major influence over. Despite its large population, it does not have any notable industry and is often considered backwater by the more prosperous areas of Caliss. Its sole claim to fame is for being the birthplace of President Kirov. The people there hold him in very high esteem. 
  • Great Forest Village: a small settlement on the border of the Great Forest. The people here live in relative isolation and peace, far away from the chaos of the rest of the Republic. Though they know the outskirts of the Great Forest well, even they don't know what actually lies inside it.

 

Lorimar Region

The smallest region of Caliss and generally not traveled to due to also being (less dense) forested woodland and enclosed by swampland. It was once an independent area before unifying with Caliss when the state first formed. There is only one notable location in this region:

  • Warrior's Village: An small, isolated rustic settlement with a culture and traditions all its own. Though almost no one has ever been to the Warriors Village, every now and then, you may meet someone from there due to their particular and time-honored 'Journey to Manhood'. Young boys are raised in the village and trained in military arts until they are old enough to undertake their journey. They must leave the village and cannot return until they have become a man, though the criteria for that, exactly, are undetermined. The people of the Warrior's Village are very community-driven and are known for their battle prowess. The men ascribe great importance to their swords, as it is tradition to name one's sword after one's beloved, and the weapon is then treated as an extension of that person's honor. It is not customary for the women of the village to be combatants, though they are often trained in healing or magic arts.

 

Kunan Region

What people usually think of when they think of 'Southern Caliss'. The Kunan region is another large trade center for the southern part of the Republic. It consists of lightly forests grassland like its northern counterpart and a stretch of swampland called the Moravia Marshes, but the Antei Mountains take up most of its western side. The largest and oldest mountain range in this area of the Northern Continent, this is the Dragon Knights' territory, and few others ever venture into it. The region is divided in two by the Sacine River, the main lifeblood for settlements in the area, serving as the region's largest water source and means of transportation.

  • Antei: the largest city in southern Caliss and the commerce hub of the area. It sees a lot of tourists not only for this reason but also because of the prolific amount of flowers placed and planted all over the city, so much that it has come to be colloquially known as the City of Flowers. Rose brooches are often taken home as souvenirs by those who visit. During Geil Rugner's brief rule, the city was briefly renamed "Bier Blanche" due to its alabaster walls, but the name proved unpopular and it quickly returned to Antei after his overthrow.
  • Scarleticia Castle: an old fortress that was once built as a defense point against Averill, it quickly fell out of use once Fort Duha was built further north for the same purpose. Now, it serves a largely ceremonial purpose as the home of the General assigned to the Kunan region.
  • Fort Moravia: situated in the foothills of the Antei Mountains on the border of the marshes, this fort has long served as a well-defended gateway into the Dragon Knights' territory. It was also amply used as a defense point by the Liberation Army once the Knights joined their forces.

 

Dana Region

Rocky and rough, the Dana region is home to semi-arid steppe and savannah which become the foothills into the Banner mountains at Caliss' northern border. The smaller Tigre Mountains also border the region on its eastern side along the Canal. Most of Caliss' mining takes places in this region, which is otherwise not very densely populated.

  • Sarady: a remote mountain town at the base of the Tigre Mountains that is much calmer than other areas of Caliss, but nevertheless draws visitors due to its abundance of rare mountain plants and famed crystal-clear water.
  • Kalekka: an abandoned village that still bears the scars of the wartime massacre known as the 'Kalekka Incident' as though it had just been destroyed yesterday. Efforts to repopulate the town have been slow, and it is remains empty.

 

 

Dragon Knights' Domain

Spoiler

The ancient Antei Mountains have always been the home of the Dragon Knights, who have guarded the range for countless centuries. It is unsure when they originated, or from where. The legend among the Knights is that the Dragon Rune, said to be a child of one of the Astral Runes that govern the world, created the Knighthood along with the dragons they protect, and they have existed ever since.

 

Stronghold: A great fortress nested in the heart of the mountains, the Stronghold is more of a small city. This is where the Knights live, along with their families and their mounts. They spend most of their days in the Barracks, the central area of the fortress set aside for their living and training quarters. This is where they hold meals with their fellow Knights, train, and study. In their down time, they may pass time in other areas of the Stronghold beyond the Barracks walls. As with a small city, there are different districts with small markets, recreational areas, etc.

 

Dragon's Den: A vast network of caverns beneath the surface of the mountains that one could easily get lost in and perish. These caverns are the only known area in the world where dragons appear naturally due to precise geographical and natural requirements that must be met for the eggs to hatch. These caverns are the most Knights' most guarded treasure. 

 

Goya Village: The only other major settlement in the mountains under the Knights' jurisdiction. The village, well-protected by the Knights, provides basic necessities such as food and clothing for them in return. Those who do not make it into the Knighthood often spend their lives here peacefully.

 

The Knighthood: A small, close-knit military and self-governing body, they are respected throughout the world for their power despite their small numbers. Membership within the Knighthood is steeped deeply in ancient traditions, and intimate bonds are forged between members thanks to a strong mentor / mentee relationship that governs its structure. A Dragon Knight whose dragon dies is banished from the Knighthood and Goya and not permitted to return until they bond with another dragon. It is the Knighthood's harshest law, but also its oldest tradition. Due to the rarity of dragons outside the Antei Mountains, banished knights seldom return. Given that most Knights have lived their lives in the Stronghold, the shock of banishment is often as great as that of losing one's dragon.

  • Apprentice Knight: any child from the Stronghold or Goya may become a Knight. The prerequisite for being considered within the pool is that one must bond with a dragon before the age of eight. Yearly, eligible children are escorted into the Dragon's Den where the eggs are kept and they wait with bated breath for one to hatch for its bonded rider. An apprentice Knight then train under a veteran Knight for anywhere from 8 to 10 years, becoming more experienced as time goes on. Only in the last few years of apprenticeship are they permitted to fly on their own dragon.
  • Knight: most Dragon Knights are of this basic rank. They have graduated from apprenticeship somewhere between the ages of 16-18 depending on what their mentor says, and have become a full-fledged Knight. They perform routine Knight duties such as patrolling and guard duty, and fight in units called Wings when needed, under a Wing Commander.
  • Small-Wing Commander: the next step up and the first position of command. Usually not attained until one has been a regular Knight for a number of years and has shown promise.
  • Mid-Wing Commander: the next step up and a more seasoned position of command. Veteran Knights of 10+ years may hold this position.
  • Large-Wing Commander: the highest position of command one can obtain. One must have demonstrated outstanding qualifications as a Knight and leader. These Commanders report directly to the Captain.
  • Captain of the Dragon Knights: the highest position of authority within the Knights. There can only be one Captain at a time. The Captain very rarely actually goes into battle due to the qualification of being Captain being that one must be chosen by the Dragon Rune. The Captain, as the bearer of the Dragon Rune, thus has a great responsibility: his or her death and the destruction of the Dragon Rune means the death of all dragons in the world. Currently filled by Joshua Levenheit.
  • Father of Dragons: technically the supreme position of power within the Knights, higher than even the Captain. However, this position has not been filled in all of known history, and the requirements for it are unknown.

 

Other Locations:

Spoiler

City-States of Averill
The region directly north of Caliss is governed by a Federal Aristocracy made up of five separate States, each independent of each other. However, they are united through a treaty and do not war with each other. Each city-state is distinct, and over the course of history has diverged from the others in culture and livelihood. This is the area that Caliss primarily does trade with, although some tensions still simmer due to the war with the two southernmost city-states 25 years ago.

 

The five City-States are: Tinto, South Window, Mathilda, Two River, and Greenhill. According to the terms of the Averill Alliance, national and international policy would be formulated at a convening of the heads of each city-state at Averill Hill while regional politics would usually be completely handled by the leader of the individual city-states. Surprisingly, no formal way of establishing policy existed within Averill with decisions in alliance meetings being made seemingly by consensus.

 

Magedom of Foen
An island off the southeast coast of Caliss. Despite being small, it is very densely populated. Built around a volcanic centerpiece, the community is mostly concentrated in the packed city of Janam, which teems with life and is dense with the practice of magic in contrast to the open wilderness of the rest of the island. A certain mystery surrounds this area despite many famous mages having originated from there. They have access to magics unknown to the rest of the world, and dress and speak in a style that shares no similarities of roots with any other known location.

 

Wastelands
A massive, barren stretch of parched, inhospitable land that extends along Caliss’ entire western border to the ocean. Once known as the Senan region and very lush, it was destroyed in a battle between two famed mages over a century ago, killing all life and halting growth in the area. It is now uninhabitable and covered in cracked, dry badlands, not even home to scavengers. It is extremely dangerous to venture into, though a rare few have crossed it and lived to tell the tale.

 

Kuluk Empire

A struggling empire only several decades older than the Caliss Imperium. It borders Caliss to the north and the Kuknasi Sea to the south. A strongly naval power, the Kuluk Empire was founded in an ongoing feud with the Gaien Dukedom far to the west, both trying to lay claim to the Island Nations that populated the sea separating the two countries. Due to a string of political divisions and the tragic devastation wrought by the Rune of Ending, the Kuluk Empire is now a nation on the verge of collapse, suffering from food shortages and an increasingly corrupt military.

 

Various Other Locations

There are many other countries and areas in our world. The Holy Kingdom of Lesli, the Grasslands, the Zexen Confederacy, and the Camaro Alliance of Free Knights are all places that make up the rest of the Northern Continent.

In the waters south of the Northern Continent are the Island Nations and the Gaien Dukedom.

And the Southern Continent across the ocean consists of the Queendom of Sathor, the New Armes Kingdom, and the Theocracy of Nagarea. None of these are locations that will inform our story much due to geographical distance, but they do exist. Characters would know of them to varying degrees, and very well-traveled characters may even have been to some of them. Let me know privately if you're interested in more details on any of these.

 

Astral Runes

Spoiler

Beast Rune
The Astro Rune of the North representing animalistic rage and passion, and a refusal to be controlled.

 

Moon Rune
The Astro Rune of the North-East that represents the forces of compassion and solitude. It is said to be a cursed sign.

 

Rune of Chaos
The Astro Rune of the East that represents the change that affects the universe. It is the sign of wanderers and the displaced.

 

Gate Rune
The Astro Rune of the South-East that represents the force of connection and binding. It is said to be a sign that transcends worlds.

 

Soul Rune
The Astro Rune of the South that represents the inevibilities of life and death, and is said to be connected to the shaping of humanity.

 

Sun Rune
The Astro Rune of the South-West that represents nurture and destruction. It is said to govern both prosperity and barrenness.

 

Circle Rune
The Astro Rune of the West that represents order and stagnation. It oversees peace and harmony, but also stillness.

 

Sovereign Rune
The Astro Rune of the North-West that represents power and collectivity. Natural-born leaders are said to be born under this sign.

 

Rune of Beginning
The Astro Rune of the above that represents the uncertainty of birth inherent in times of creation. The sign is one of judgment and protection.

 

Rune of Ending
The Astro Rune of the below that represents atonement and forgiveiness. This sign oversees the twilight when all things come to rest.

 

Rules and Changes:

Spoiler

Handbook 2.1

 

General Changes:

Spoiler
  • Effective Damage is x3. Greatbows deal only x2 Effective Damage.
  • Wind Magic is no longer effective against wyverns; thunder magic is.
  • Sleeping units always wake up when hit or after five consecutive turns.
  • People who use staves/performances autoequip a weapon if they have it in their inventory and can use it.
  • Supports and Terrain grant Damage Reduction instead of Defence.
  • Hit and Crit rolls are separated.
  • Two affinities are chosen for a player based on Astro Rune. The player then chooses one of them.
  • Critical % chance hard-capped at 80.
  • Performers can not move again when performed on by another performer.
  • CON no longer used to determine amount of inventory slots. Every unit have 5 inventory slots, unless special rules are applied ('Bag of Holding' of Rogue class, for example).
  • You die when the 'KO' counter goes to 0. Death is permanent.
  • Automated Weapon Rank Progression: When you reach Level 10 in First Class, you choose one subcategory, either already ranked or from general category, and it gains 1 Rank up. The same happens when you reach Level 10 in Promoted Class.

 

Skills:

Spoiler
  • Center and Imbue cannot restore more than 50% of a character’s max HP in 1 turn.

  • Discipline, Stillness, and Provoke are removed.

  • Luna is Free.

  • Maturity’s name is now Aptitude.

  • Parity does not remove the effects of Weapons or Carried items on the user or their foe.

  • Saviour, in addition to its other effects, gives the user +3 to Aid.

  • Vantage now triggers when below 50% or lower HP instead of speed.

  • Guard is not restricted to supports.

 

New Skills:

  • Aegis(Free): When suffering an attack from, Bows, Hidden Weapons, Tomes, or Dragonstones there is a (Skill+Lck)% chance to reduce the damage dealt by half.
  • Desperation (Cost): When making an attack, if you are < or = 50% hp, you may make any followup attacks immediately before your opponent counterattacks.
  • Pavise(Free): When suffering an attack from Swords, Lances, Axes, and Monsters, there is a (Skl+Lck)% Chance to reduce the damage by half.
  • Rend Heaven (Free): During an attack, you have a (Skl+Lck)% chance to deal damage equal to half your enemy’s Str or Mag Stat based on the type of weapon YOU are wielding. (lf using a physical weapon, calculate with enemy’s Strength. if using a Magical Weapon, calculate using the enemy’s Magic. Weapons capable of both use the stat that targets the same defensive stat as they do.)
  • Trailblazer (Free): Penalties for moving into forest, desert, deep snow, and hills tiles are reduced by 1. No ill effects from Weather are suffered as well.

 

Class Skills:

Spoiler
  • Performer: Changes
  • Bandit: Reckless Strike’s Bonus damage applies to both hits when doubling.
  • Cavalier: Duke Knight Promotion replaced with Great Knight. Cavaliers choose either Axes/Lances or Swords/Lances.
  • Fencer: Sneaking may not be used if there is impassable terrain between the two pillar tiles the fencer is travelling between.
  • Knight: Hold the Line passively reduces the mov of an enemy who steps into an adjacent tile of the knight to 0. Knights may choose between swords, axes, or lances.
  • Mage can now promote into Battle Mage.
  • Pegasus Knight: The Bonuses from Anti-Magic are gained when being attacked by the appropriate units as well.
  • Pirate: Rapid Strike is removed. In it’s place is Opportunist. “Gain +20 to hit against enemies that are suffering from ailments or 50% or lower HP”.
  • Shaman: Ancient Gamble’ is removed. Instead they gain 'Anthropomancy': Whenever this character lands the final blow on an enemy, they gain +10 to Evade and Dodge, +3 to Damage Reduction, and +3 to Con. At the end of every turn one third of the bonus is removed, starting with Damage Reduction and Con, then Dodge and finally Evade. This ability does not stack with itself, but is refreshed when dealing the final blow to another enemy.
  • Soldier: Anti-Cavalry does not cancel the enemy’s Weapon Triangle Advantage.
  • Troubadour: Physical Training only grants +5 to Strength and Magic growths. This does not stack with Aptitude.
  • Wyvern Rider: Dragon Scales does not confer a bonus to resistance. It is now +6 Def. Wyvern Riders may choose between Axes and Lances.
  • Duke Knight has been removed.
  • Great Knight: gains Weapon Mastery: while the character with this skill is equipped with a weapon of a higher proficiency than their opponent, +2 DMG and +10 Hit.
  • Mage Knight: Weapon Profs. are now Sword Subcat (A), Swords (C), Anima Subcat (A), Anima (C). Spear and Magic Helmet no longer adds STR stat to CON.
  • Paladin: No longer gains Nullify, and instead gains Aegis. They gain Jousting from Duke Knights.
  • Summoner has been remove. Replaced with Dark Knight.
  • Wanderer: Bargain is removed.
  • Warrior: Rough and Tumble is reduced to 3 spaces of 3 enemies.

 

Additional Classes:

Spoiler

Dark Knight

  • Promotes from Shaman
  • Wields: Swords (A/C), Dark (A/C)
  • Preferred Stats: MAG, STR
  • Class Skills:
    • Horseback, Dismount
    • Lifetaker: When this unit defeats an enemy, all overkill damage is regained as health.
  • Promotion Bonuses: HP +2, STR +2, MAG +3, SKL +0, LUC +0, DEF +2, RES +3, SPD +0, CON +3, AID +3, MOV 6 (+2)

 

Basara

  • Promotes from Soldier, Monk/Nun
  • Wields Lances (A/C), Light (A/C)
  • Preferred Stats: HP, LUC
  • Class Skills:
    • Gain Rend Heaven. If you already have that skill choose another free skill.
    • Quixotic: Increases hit rates for both opponent and user by 20%, and crit rates by 10%
  • Promotion Bonuses: HP+3, STR+2, MAG+1, SKL+2, LUC+1, DEF+2, RES+1, SPD+2  CON+3, AID +3, MOV 6

 

Malig Knight

  • Promotes from Wyvern Rider, Shaman, Fighter
  • Wields Axes (A/C) OR Lances (A/C), Dark (A/C)
  • Preferred Stats: STR, MAG
  • Class skills:
    • Trample: +3 damage dealt against foot units.
    • Savage Blow: SKL+.5 LUC chance to deal 20% of your attacking stat to the target and adjacent enemies after combat resolves when you initiate combat. This cannot reduce HP below 1.
    • Wyvern
  • Promotion Bonuses: HP+3 STR +2 MAG +1 SKL +1 CON +3 LUC +1 DEF +3 RES +1 SPD +1 MOV 6

 

Kinshi Knight

  • Promotes from Archer, Pegasus Knight, Nomad
  • Wields Lances (A/C), Bows (A/C)
  • Preferred Stats: SKL, SPD
  • Class skills:
    • Amaterasu: At the start of each turn, passively heals all adjacent allies for 10% of their total Health.
    • Ruler of the Skies: Hit +20 and avoid +10 against other flying units
    • Kinshi ( works the same as Pegasus )
  • Promotion Bonuses: HP+1 STR +2 MAG +0 SKL +2 CON +3 LUC +1 DEF +0 RES +3 SPD +3 MOV 6

 

 

Submissions:

Please submit all sheets to me either through Reborn DM or Discord with a backstory.  Once approved, you may post them here without the backstory section. Submissions are open until 7/20 so that we can begin in time for next weekend. A final roster will be chosen from the approved submissions after the closing date.

 

We will be starting at the trainee level, but you may include prospective promotion classes, skills, and growth bonuses in your sheet. 

 

Please do not post until I reserve one more post. A sample sheet will be included in said post, which will present the game's starting NPC.

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Convoy:

Spoiler
  • Pure Water 3/3
  • Iron Longbow 40/40
  • Thunder 40/40
  • Steel Halberd 35/35
  • Rescue Stave 25/25
  • Nul Needle 3/3

 

NPCs:

 

johanna_1.pngJohanna Levenheit

Spoiler

Name: Johanna Levenheit
Class: Wyvern Rider > Wyvern Hunter
Character Skill: Rend Heaven

Astrological Rune: Rune of Ending

Affinity: Earth

 

Personal Flaw: ‘We never turn on our own.’ [ cannot attack or counterattack Wyvern Riders or their Promotions ]
Personal Skill: ‘The most important blow is the first one.’ [ if enemy is at full HP, +2 AS ]
Personal Skill: ‘I’ll be right behind you!’ [ if combat has taken place within 3 spaces of this unit, +5% skill trigger chance ]
Promotion Personal Skill: TBD

 

Preferred Stats: Defense, Strength

Weapon Proficiency: Hack (C), Axes (D)

 

Level: 1
Total Level: 6

 

Progression Spent: 335/335

 

Stats:

HP: 27 ( 65% ) 
STR: 13 ( 60% )
MAG: 1 ( 5% )
SKL: 13 ( 60% )
LCK: 6 ( 50% ) 
DEF: 7 ( 20% ) 
RES: 2 ( 20% ) 
SPD: 9 ( 55% )

 

MOV: 5 ( +1 when mounted )
CON: 9 ( +10 when mounted )
AID: 8 ( +10 when mounted )

 

Levels:

Trainee 2: LCK, DEF

Trainee 3: HP, SKL, DEF, SPD

Trainee 4: HP, STR, SKL, SPD

Trainee Final: HP, STR, SKL, LCK

Promo Bonuses: 2 HP, 2 STR, 1 SKL, 1 DEF

Base 2: HP, STR, LCK

Base 3: HP, STR, SKL, LCK, SPD

Base 4: SKL, DEF, SPD

Base 5: HP, STR, MAG, SKL, RES

Base 6: HP, STR, SKL

 

Supports:

Ceridwen (C): +0 DR, +2 Hit, +5 EVA, +5 Crit +5 DGE

 

 

PCs:

DQSIRFd.pngArgos von Bodin

Spoiler

Name: Argos von Bodin, “Invoker of Mayhem”
Class: Initiate > Mercenary > Hero
Character Skill: Renewal
Astrological Rune: Rune of Chaos

Affinity: Fire

Personal Flaw : Draconic Sin: When fighting wyvern riders or their promotions, takes +2 DMG
Personal Skill: Dynamic Mayhem Blade!: When HP is at 100% +2 damage dealt
Personal Skill: Guardian’s Righteous Spinning Spiral!: When 3 allies are within 3 spaces, +2 AS
Promotion Personal Skill: Ultimate Draconic Indignation Guillotine!: When fighting with a Magical Sword, +10 Critical Chance


Preferred Stats: Skill, Strength
Weapon Proficiency: Swords (E) > Crush (C), Swords (D)

Level: 1
Total Level: 6
Progression Spent: 335/335

Current Stats:
HP: 29 (90%)
STR: 13 (55%)
MAG: 1 (0%)
SKL: 10 (50%)
LCK: 4 (25%)
DEF: 7 (45%)
RES: 0 (10%)
SPD: 10 (60%)

MOV: 5
CON: 8
AID: 7

 

Levels:

Trainee 2: HP, SKL, SPD

Trainee 3: HP, STR

Trainee 4: HP, STR, LCK, SPD

Trainee Final: HP, SKL, DEF

Promo Bonuses: 2 HP, 2 STR, 1 SKL, 1 SPD, 4 CON, 4 AID

Base 2: HP, SPD

Base 3: HP, STR, SKL

Base 4: HP, SKL, LCK, DEF

Base 5: HP, STR, DEF

Base 6: HP, STR, DEF

 

Supports:

Dulcibella (C): +1 DMG, +2 Hit, +5 Crit, +5 DGE 

 

Kerr1.pngKerr

Spoiler

Name: Kerr
Age: 19
Class: Recruit-->Soldier-->Basara
Character Skill: Rend Heaven
Astrological Rune: Sovereign Rune 

Affinity: Earth

Personal Flaw: Duty Ignored: Whenever an ally is downed, -15 hit until they are revived
Personal Skill: Storm Forged: When within 3 squares of 3 enemies, +10 crit
/Personal Skill: Persistant: +5% chance to activate Rend Heaven after taking damage (only applies for that combat)
//Personal Skill: TBD 

Preferred Stats: Skill, Defense
Weapon Proficiency: Pierce (C), Lances (D)

Level: 1
Total Level: 1 

Progression Spent: 335/335 

Current Stats:
HP: 25 (50%)
STR: 8 (45%)
MAG: 6 (35%)
SKL: 12 (55%)
LCK: 4 (55%)
DEF: 8 (20%)
RES: 1 (10%)
SPD: 9 (65%)

MOV: 5
CON: 8
AID: 7

 

Levels:

Trainee 2: MAG, LCK, DEF

Trainee 3: SKL, SPD

Trainee 4: STR, SKL

Trainee Final: SKL, LCK, RES

Promo Bonuses: 2 HP, 1 STR, 2 SKL, 1 DEF, 1 SPD, 3 CON, 3 AID

Base 2: HP, STR, MAG, SPD

Base 3: HP, MAG, SKL, SPD

Base 4: SKL, DEF

Base 5: HP, SKL, SPD

Base 6: STR, MAG, SKL, SPD

 

Supports:

Rhian (C): +5 Hit, +5 EVA, +10 DGE

 

chris_4_t.pngKris

Spoiler

Name: Kris "Just Kris" (Actual name Christiana Delarosa)
Class: Drifter -> Scavenger -> Treasure Hunter
Character Skill: Weapon Saver

Astrological Rune: Moon Rune

Affinity: Wind
 

Personal Flaw: And I forgot four: When at or below 50% HP Kris gets -15 eva
Personal Skill: One for the money: Kris gets a +15 to hit if the enemy is at full hp.
Personal Skill: Two For the Show. If Kris would double her opponent she gains a +10 to Crit
Promotion Personal Skill: Three to get out of here. If Kris is within 3 squares of 3 enemies she gains +2 to damage
 

Preferred Stats: Skill, Luck

Weapon Proficiency: Hidden (E) > Hidden (D), Dark (D)

 

Level: 1
Total Level: 1
 

Progression Spent: 335/335

 

Current Stats: 
HP: 21 (50%)
STR: 7 (50%)
MAG: 7 (40%)
SKL: 11 (40%)
LCK: 10 (55%)
DEF: 1 (20%)
RES: 1 (20%)
SPD: 13 (60%)

 

MOV: 6
CON: 7
AID: 6

 

Levels:

Trainee 2: HP, LCK

Trainee 3: SKL, SPD

Trainee 4: HP, MAG, SPD

Trainee Final: HP, STR, MAG

Promo Bonuses: 1 HP, 1 STR, 2 MAG, 1 SKL, 2 LCK, 2 SPD, 3 CON, 3 AID

Base 2: SKL, LCK

Base 3: MAG, SKL, SPD

Base 4: MAG, SKL, LCK, SPD

Base 5: SKL, LCK

Base 6: HP, SKL, SPD

 

Naomi.pngNaomi

Spoiler

Name: Naomi 
Age: 19 
Class: Light Trainee > Ascetic > Crusader
Character Skill: Luna 
Astrological Rune: Beast 

Affinity: Thunder

Personal Flaw: Uncontrollable Power: Upon scoring a critical hit, Naomi takes 5 damage. 
Personal Skill: Shining Bright: If above 50%, +10 Critical hit  
/Personal Skill: Dazzling Blast: +15 Evasion against enemies hit by her light magic, until the next player phase.  
//Personal Skill: ??? 

Preferred Stats: Resistance, Defense
Weapon Proficiency: Light (E) > Judgment (C), Light (D)

Level: 1 
Total Level: 6


Progression Spent: 335/335 


Stats: 
HP: 24 (50%) 
STR: 0 (0%) 
MAG: 12 (70%) 
SKL: 11 (65%)
LCK: 8 (60%)
DEF: 5 (10%) 
RES: 4 (20%) 
SPD: 10 (60%)

MOV: 5 
CON: 5 
AID: 4

 

Levels:

Trainee 2: HP, SKL, SPD

Trainee 3: MAG, SKL, LCK, DEF

Trainee 4: MAG, SKL

Trainee Final: MAG, SPD

Promo Bonuses: 3 HP, 1 MAG, 1 SKL, 1 LCK, 3 DEF, 1 RES, 1 CON, 1 AID

Base 2: MAG, SKL, LCK

Base 3: HP, MAG, LCK, SPD

Base 4: MAG, SKL

Base 5: HP, LCK, SPD

Base 6: HP, DEF

 

image.png.5ebf550ec816fafd66790701ac96eab5.pngMichi Wilhelm

Spoiler

NameMichi Wilhelm
Class: Pupil -> Mage -> Mage Knight
Character Skill: Aptitude
Astrological Rune: Sovereign Rune

Affinity: Anima
 
Personal Fault: Tale of Woe: When poisoned, -15 Dodge.
Personal Skill: Bring Back Hope: While under 50% HP, +15 Evade.
/ Personal Skill: Call Down the Reckoning: If a supported ally is downed, +2 damage to the next combat.
// Personal Skill: Unleashing Eternal Power:  If countering an enemy using tomes, +10 Crit.

 

Preferred Stats: Skill, Magic
 
Weapon Profs: Anima (E) > Fire (C), Anima (D)
 
Level: 1
Total Level: 6
 

Progression Spent: (375%/375%)


Current Stats:
HP: 24 (70%)
STR: 7 (55%)
MAG: 13 (60%)
SKL: 9 (50%) 
LCK: 4 (15%)
DEF: 2 (30%)
RES: 8 (40%)
SPD: 10 (55%)
 
CON: 6
AID: 5
MOV: 5 

 

Levels:

Trainee 2: HP, STR

Trainee 3: HP, SKL, RES, SPD

Trainee 4: HP, STR, MAG, RES

Trainee Final: HP, MAG, DEF, SPD

Promo Bonuses: 1 HP, 2 MAG, 2 SKL, 1 LCK, 2 RES, 1 SPD, 2 CON, 2 AID

Base 2: STR, SKL, LCK, DEF

Base 3: STR, MAG, RES

Base 4: HP, MAG, SPD

Base 5: HP, STR, SPD

Base 6: MAG, SKL

 

CeridwenNormal.pngCeridwen Rhydderch

Spoiler

Name: Ceridwen Rhydderch

Class: Rider --> Wyvern Rider --> Wyvern Knight

Character Skill: Aegis

Astrological Rune: Rune of Beginning

Affinity: Light

 

Personal Flaw: Wondering At A Strange Land: For the first 3 turns of each map (outside of the Antei Mountains), Ceridwen loses 2 AS.

Personal Skill: A Mentor’s Innovation: Ceridwen gains +2 DR against attacks made with bows during the Enemy Phase.

/Personal Skill: It's Still Better Me Than Them...!: When under 50% HP, Ceridwen has a 5% additional chance for Aegis to activate.

 

Preferred Stats: Defense, Strength

Weapon Proficiency: Lance (E) > Spears (C), Lances (D)

 

Level: 1

Total Level: 6

 

Progression Spent: 335/335

 

Current Stats:

HP: 27 (80%)

STR: 12 (55%) 

MAG: 0 (0%)

SKL: 10 (55%)

LCK: 6 (50%)

DEF: 13 (65%)

RES: 3 (10%)

SPD: 3 (20%)

 

MOV: 5 (+1 when mounted)

CON: 9 (+10 when mounted)

AID: 8 (+10 when mounted)

 

Levels:

Trainee 2: HP, SKL, LCK, DEF

Trainee 3: STR, LCK, DEF

Trainee 4: HP, STR, SKL

Trainee Final: HP, STR, RES

Promo Bonuses: 2 HP, 2 STR, 1 SKL, 1 DEF, 4 CON, 4 AID

Base 2: HP, SKL, DEF

Base 3: STR, SKL, LCK, DEF

Base 4: HP, DEF

Base 5: HP, DEF

Base 6: HP, STR, LCK, DEF

 

Supports:

Johanna (C): +0 DR, +2 Hit, +5 EVA, +5 Crit +5 DGE

 

krimdude.pngFallon Vaer

Spoiler

Name: Fallon Vaer

Age: 45

Class: Pupil -> Shaman -> Malig Knight

Character Skill: Aptitude

Astrological Rune: Soul Rune

Affinity: Light

 

Personal Flaw: ‘Storm Warning’ [-10 Dodge if foe uses thunder magic]

Personal Skill: ‘Commander’s Intuition’ [+15 hit if within three spaces of three or more allies]

Personal Skill: ‘Draconic Vengeance’ [+2 base damage if foe uses thunder magic]

Promoted Personal Skill: ???

 

Preferred Stats: Magic, Skill

Weapon Proficiency: Dark (E) > Dread (C), Dark (D)

 

Progression Spent: 375/375

 

HP: 24 (65%)
STR: 3 (45%)
MAG: 12 (60%)
SKL: 10 (40%)
LCK: 5 (15%)
DEF: 7 (45%)
RES: 10 (45%)
SPD: 10 (60%)
 

MOV: 5

CON: 8
AID: 5

 

Levels:

Trainee 2: MAG, LCK, SPD

Trainee 3: HP, MAG, DEF

Trainee 4: HP, SKL, LCK, RES, SPD

Trainee Final: HP, SKL, RES

Promo Bonuses: 1 HP, 2 MAG, 2 SKL, 1 DEF, 2 RES, 1 SPD, 2 CON, 2 AID

Base 2: MAG, SKL, DEF, SPD

Base 3: HP, SKL, DEF, RES

Base 4: HP, STR, MAG, RES

Base 5: HP, STR, MAG, DEF, SPD

Base 6: STR, LCK, RES, SPD

 

Pd8Pbv5.pngDulcibella Mauro

Spoiler

Name: Dulcibella Mauro
Class: Scout > Bow Knight > Ranger
Character Skill: Trailblazer
Astrological Rune: Rune of Ending

Affinity: Water
 
Personal Flaw: Naïveté: Some would say that the quality of believing the best in every person, no matter their past deeds, is a great virtue. All, however, agree that it is best to dispense with this particular virtue on the battlefield. [Dulcie takes +2 Damage from enemies the first time she enters combat with them, on either phase.]
Personal Skill: Exuberance: Full of good cheer and positivity, Diane always seems to be ready to jump into action at a moment’s notice. [When Dulcie has at least [max-1] HP, gains +2 AS.]
Personal Skill: Perseverance: Once she has set herself onto a path, the very gods themselves would be hard pressed to move Dulcie from it, no matter what that path may be. [Dulcie receives +10 Hit and +5 Crit against her target during subsequent combat after making an attack against them during her phase. This bonus lasts until that enemy is defeated and cannot be removed or switched to another target prematurely.]
Personal Skill: Defiance: Not even the terror of a brush with death can bring Dulcie down for long. She’ll find a way to get right back onto her feet and keep going, every time, until the very end. [Upon the first time Dulcie would be reduced to 0 HP and downed during a battle, she is instead left with 1 HP and can act normally. Ailments such as poison or a burn, or damage from a map effect, can trigger Defiance prematurely or cause Dulcie to be downed after it has already triggered. An enemy that could attack Dulcie twice but only needs one hit to knock her to 0 HP will be granted that second attack if the first connects and would have downed Dulcie without Defiance triggering.]
 
Preferred Stats: Skill, Speed
Weapon Proficiency: Bows (E) > Recurve (C), Bows (D) > Recurve (A), Bow (C) / Crush (A), Sword (C)
 
Level: 1
Total Level: 6

 

Progression Spent: 335/335%
 
Current Stats:
HP: 24 ( 55% )
STR: 11 ( 55%)
MAG:
SKL: 15 ( 65% )
LCK: 4 ( 20% )
DEF: 9 ( 50% ) 
RES: 6 ( 40% )
SPD: 12 ( 50% )
 
MOV: 5 ( +2 when mounted )
CON: 9 ( +10 when mounted )
AID: 8 ( +10 when mounted )

 

Levels:

Trainee 2: SKL, DEF, RES, SPD

Trainee 3: SKL, DEF, RES

Trainee 4: STR, SKL, SPD

Trainee Final: STR, SKL, DEF, SPD

Promo Bonuses: 2 HP, 1 STR, 2 SKL, 2 SPD, 3 CON, 3 AID

Base 2: SKL, LCK, DEF, RES, SPD

Base 3: HP, STR, LCK, DEF

Base 4: HP, STR, SKL

Base 5: HP, STR, SKL, DEF, SPD

Base 6: HP, STR, SKL, RES, SPD

 

Supports:

Argos (C): +1 DMG, +2 Hit, +5 Crit, +5 DGE

 

e5TiIke.pngRhian Jernigan

Spoiler

Name: Rhian Jernigan
Class: Soldier Trainee->Knight->General
Character Skill: Wrath
Astrological Rune: Rune of Ending

Affinity: Heaven

 Personal Flaw: Lost My Battle Before It Starts: Rhian takes 2 damage after every combat, regardless of the result.
Personal Skill: Murder the Dawn: Rhian gains +10 Crit against flying units.
/Personal Skill: Born With A King's Heart. . .: +15 Hit on enemies within 3 spaces of a downed ally. 
//Promotion Personal Skill: But Fate Fooled Me/Fulfilled my Fate: TBD

Preferred Stats: Defense, HP
Weapon Proficiency: Bow (E) -> Greatbow (C) Bow (D)

Level: 1
Total Level: 6

Progression Spent: 335/335


Current Stats:

HP: 29 ( 80% ) 
STR: 12 ( 70% ) 
MAG: 0
SKL: 8 ( 75% ) 
LCK: 1 ( 10% ) 
DEF: 17 ( 35% )
RES: 8 ( 35% ) 
SPD: 6 ( 30% )

MOV: 4
CON: 9
AID: 8

Levels:

Trainee 2: HP, STR, SKL, DEF

Trainee 3: HP, STR, RES

Trainee 4: HP, STR, SKL, RES, SPD
Trainee Final: STR, DEF, RES, SPD

Promo Bonuses: 2 HP, 1 STR, 4 DEF, 1 RES, 4 CON, 4 AID

Base 2: HP, STR, DEF, RES

Base 3: HP, SKL, DEF

Base 4: DEF, RES

Base 5: HP, STR, SKL, DEF, RES

Base 6: HP, STR, SKL, RES

 

Supports:

Kerr (C): +5 Hit, +5 EVA, +10 DGE

 

Clement.pngClement May

Spoiler

Name: Clement May
Class: Acolyte > Troubadour > Valkyrie
Character Skill: Blossom
Astrological Rune: Sun Rune
Affinity: Light

 

Personal Flaw: Bloodlust (If Clement is within 3 spaces of 3 enemies, Clement must forcibly attack an enemy.)
Personal Skill: Unwavering Will (If Clement is within 3 spaces of 3 allies, +5 HP restored.)
/Personal Skill: Kiss of Death (For every ally that is affected by Clement's Healing Flow, +5 Crit, capping at +15.)
//Personal Skill: Levelheadedness (When reviving a downed ally, +15 Evade until next turn.)

 

Preferred Stats: RES, LUK, STR > SPD, LUK, STR
Weapon Proficiency: Staff (E) > Staff (D), Sword (D)

 

Level: 1
Progression Spent: 335/335

 

Current Stats:
HP:
20 (55%) 
STR: 8 (40%)
MAG: 11 (50%)
SKL: 11 (50%)
LUK: 6 (10%) 
DEF: 3 (35%) 
RES: 10 (40%) 
SPD: 12 (55%)

 

CON: 6
AID: 5
MOV: 5

 

Levels:

Trainee 2: MAG, SKL, RES (pref.)
Trainee 3: HP, MAG, RES (pref.)
Trainee 4: MAG, SKL, RES
Trainee Final: STR, SPD, RES (pref.)
Promo Bonuses: +1HP, +2STR, +1MAG, +2SKL, +1LUK, +3CON, +3AID
Base 2: HP, MAG, SKL, DEF, SPD
Base 3: HP, STR, MAG, SKL, DEF, SPD
Base 4: HP, STR, SKL, SPD
Base 5: MAG, SPD, LUK (pref.)
Base 6: MAG, SKL, SPD

 

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First! *gets shot*

 

DQSIRFd.png

"Never fear! For the 'Invoker of Mayhem' shall defend against all threats!"

Argos von Bodin, “Invoker of Mayhem” Sheet

 

Name: Argos von Bodin, “Invoker of Mayhem”
Class: Initiate > Mercenary > Hero
Character Skill: Imbue
Astrological Rune: Rune of Chaos

Personal Flaw : Anti-Luck: When HP is below 50%, +10 Enemy Critical Chance
Personal Skill: Dynamic Mayhem Blade!: When HP is at 100% +2 damage dealt
Personal Skill: Guardian’s Righteous Spinning Edge!: When 3 allies are within 3 spaces, +2 AS
Promotion Personal Skill: Ultimate Draconic Indignation Guillotine!: When fighting with a Magical Sword, +10 Critical Chance


Preferred Stats: Skill, Speed
Weapon Proficiency: Swords (E) > Crush (C), Swords (D)

Level: 1
Total Level: 1 
Progression Spent: 330/330

Stats
HP: 18 (90%)
STR: 5 [4+1] (55%)
MAG: 2 [1+1] (30%)
SKL: 5 (50%)
LCK: 2 (10%)
DEF: 2 (25%)
RES: 0 (10%)
SPD: 6 [4+2] (60%)

MOV: 4
CON: 4
AID: 3

 

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Did somebody order an obnoxious bard? No? Uh welp... this is awkward then. He's already arrived.

 

TZodHEN.png

Spoiler

 

Name: “Lord” Gradun
Age: Probably 30 something, no one actually knows though and he’ll never answer if asked.
Class: Performer Trainee > Bard > Lore Master.
Character Skill: lmbue
Astrological Rune: Sovereign Rune

Personal Flaw:  Annoyance Elemental: When above 50% HP enemies deal +2 damage with their attacks.
Personal Skill: “UNLEASH THE DOOTS OF WAR!!!”: Allies that receive a performance from this character deal +2 damage on an attack action following. They can’t hold onto this bonus.
/Personal Skill: Exotic Water Mamba: Cerulean Rhythm Mk.ii: When within 3 spaces of 3 enemies, gain +15 to evade
//Personal Skill:

Preferred Stats: Luck, Speed
Weapon Proficiency: Performance (E)


Level: 1
Total Level: 1

Progression Spent: 330/330

Stats:
HP: 17 [70%] +4 (uses 2 points)
STR: 2 [10%]
MAG: 2 [50%] +2
SKL: 2 [30%]
LCK: 5 [30%]
DEF: 1 [60%]
RES: 3 [60%]
SPD: 5 [20%]

MOV: 4
CON: 3
AID: 2


 

 

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I'll be playing as this horse boy:

 

J11WN9Q.png

 

Spoiler

Name: Flynn
Age: 20
Class: Rider Trainee > Cavalier > Paladin
Character Skill: Luna
Astrological Rune: Gate Rune

 

Personal Flaw: Vow of Protection: If an ally within 3 spaces is reduced to 0 HP, -2 Defense until the end of the next enemy phase.
Personal Skill: Determination: If Flynn is under half HP, +2 Attack Speed.
/Personal Skill: My Allies Give Me Strength: If Flynn is within 3 spaces of 3 Allied Units, +50% increase to Support bonuses.
//Personal Skill: Ramming Speed: If Flynn uses all MOV in the round, +5% chance of triggering Luna.

 

Preferred Stats: Skill, Speed
Weapon Proficiency: Lance (E)

 

Level: 1
Total Level: 1

 

Progression Spent: 330/330

 

Stats:
HP: 18 (55%)
STR: 4 (60%)
MAG: 0 (0%)
SKL: 4 (60%)
LCK: 2+2 (50%)
DEF: 3+1 (25%)
RES: 1+1 (20%)
SPD: 3 (60%)

 

MOV: 4+2 mounted
CON: 5
AID: 4+14 mounted

 

Edited by GM_3826
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Mug will come at some point but:

 



Name: Kerr
Age: 19
Class: Recruit-->Soldier-->Basara
Character Skill: Rend Heaven
Astrological Rune: Sovereign Rune

Personal Flaw: Duty Ignored: Whenever an ally is downed, -15 hit until they are revived
Personal Skill: Storm Forged: When within 3 squares of 3 enemies, +10 crit
/Personal Skill: TBD
//Personal Skill: TBD

Preferred Stats: Defense, HP
Weapon Proficiency: Lances (E)

Level: 1
Total Level: 1

Progression Spent: 330/330

Base Stats:
HP: 20 (50%)
STR: 4 (45%)
MAG: 0 (35%) +2
SKL: 3 (55%)
LCK: 1 (55%) +1
DEF: 5 (20%)
RES: 0 (10%)
SPD: 2 (60%) +1

MOV: 4
CON: 5
AID: 4

Current Stats:
HP: 20 (50%)
STR: 4 (45%)
MAG: 2 (35%)
SKL: 3 (55%)
LCK: 2 (55%)
DEF: 5 (20%)
RES: 0 (10%)
SPD: 3 (60%)

MOV: 4
CON: 5
AID: 4

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And Kris has arrived 

chris_4_t.png

Spoiler

Name: Kris "Just Kris" (Actual name Christiana Delarosa)
Class: Drifter -> Scavenger -> Treasure Hunter
Character Skill: Weapon Saver

Astrological Rune: Moon Rune
 

Personal Flaw: And I forgot four: When at or below 50% HP Kris gets -15 eva
Personal Skill: One for the Money: When the enemy is above 50% HP Kris gets a +15 to hit.

Personal Skill: Two For the Show. If Kris would double her opponent she gains a +10 to Crit
Promotion Personal Skill: Three to get out of here. If Kris is within 3 squares of 3 enemies she gains +2 to damage

Preferred Stats: Speed, Luck

Weapon Proficiency: Hidden (E) 

 

Level: 1
Total Level: 1
 

Progression Spent: 330/330

 

Stats: 
HP: 16 (50%)
STR:  5 [4+1] (50%)
MAG:  1 (40%)
SKL:  4 (40%)
LCK:  4 [3+1] (50%)
DEF:  1 (20%)
RES:  1 (20%)
SPD:  6 [4+2] (60%)

MOV:  5
CON:  4
AID: 3

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Name: Seymore Corrogo
Class: Journeyman > Fighter > Dread Fighter
Character Skill: Blossom.
Astro Rune: Gate

Personal Flaw: Measure of Guilt. When attacking foes that cannot counterattack you, you have -10 Crit per blow.

Personal Skill: Forceful Swing. When attacking an enemy with at least 3 less STR or MAG (whichever is higher) than your own STR or MAG (whichever stat he attacks with), you gain +10 to Crit.

/Personal Skill: Adrenaline Rush. When under 50% HP, you gain +2 to base damage.

//Personal Skill: Gritting Teeth. For every attack after the first during the enemy phase, you gain +2 DEF. Does not stack.

Preferred Stats: Strength, HP, Speed. ((3 due to blossom.))
Weapon Proficiency: Axes (E) > Hacking (C), Axes (D) > Hacking (A), Ancient (A), Axes (C), Dark (C)

Level: 1
Total Level: 1
Progression Spent: 330/330

HP: 20 (80/100%)
STR: 6 (50/70%)
MAG: 0 (40/70%) + 1
SKL: 2 (40/70%)
LUK: 1 (20/70%)
DEF: 3 (40/70%)

RES: 0 (25/70%) + 2
SPD: 2 (35/70%) + 1
CON: 6
AID: 5
MOV: 4
 

 

Edited by The Nonexistent Tazz
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Hello mug if she's accepted, this is Naomi 

 

 


Name: Naomi

Age: 19

Class: Pupil>Ascetic>Crusader

Character Skill: Luna

Astrological Rune: Beast

 

Personal Flaw: Uncontrollable Power: Upon scoring a critical hit, Naomi takes 5 damage.

Personal Skill: Shining Bright: If above 50%, +10 Critical hit 

/Personal Skill: Dazzling Blast: +15 Evasion against enemies hit by her light magic, until the next player phase. 

//Personal Skill: ???

 

Preferred Stats: SKL, MAG

Weapon Proficiency: Light (E)

 

Level: 1

Total Level: 1

 

Progression Spent: 330/330

 

Stats:

HP:17 (50%)

STR: 0 (0%)

MAG: 5 (70%)

SKL: 5 (60%)

LCK: 3 (60%)

DEF: 0 (10%)

RES: 3 (20%)

SPD: 6 (60%)

 

MOV: 4

CON: 4

AID: 3
 

 

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IuuWMQz.png

Spoiler

NameMichi Wilhelm
Class: Pupil -> Mage -> Mage Knight
Character Skill: Aptitude
Astrological Rune: Sovereign Rune
 
Personal Fault: Tale of Woe: When poisoned, -15 Dodge.
Personal Skill: Bring Back Hope: While under 50% HP, +15 Evade.
/ Personal Skill: Call Down the Reckoning: If a supported ally is downed, +2 damage to the next combat.
// Personal Skill: Unleashing Eternal Power:  If countering an enemy using tomes, +10 Crit.

 

Preferred Stats: Skill, Magic
 
Weapon Profs: Anima (E)
 
Level: 1 (Trainee)
Total Level: 1
 
Initial Stats - Progression Spent: (370%/370%)
HP: 17 (70%)
STR: 0 (55%) [+2]
MAG: 5 (55%)  [+1]
SKL: 4 (50%) 
LCK: 2 (15%)
DEF: 0 (30%)
RES: 3 (40%)
SPD: 4 (55%) [+1] 
 
CON: 4
AID: 3
MOV: 4 

 

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Mug’ll be made at a later date.

Ceridwen Rhydderch:

Spoiler

Name: Ceridwen Rhydderch

Class: Rider --> Wyvern Rider --> Wyvern Knight

Character Skill: Aegis

Astrological Rune: Rune of Beginning

 

Personal Flaw: Wondering At A Strange Land: For the first 4 turns of each map (outside of the Antei Mountains), Ceridwen loses 2 AS.

Personal Skill: A Mentor’s Innovation: Ceridwen gains +2 DR against attacks made with bows during the Enemy Phase.

 

Preferred Stats: Skill, Speed

Weapon Proficiency: Lance (E) Javelin (E)

 

Level: 1

Total Level: 1

 

Progression Spent: 0/330

Stats:

HP: 18 (80%)

STR: 5 (50%) +1

MAG: 0 (0%)

SKL: 5 (55%) +1

LCK: 2 (50%)

DEF: 5 (65%) +2

RES: 1 (10%)

SPD: 3 (20%)

MOV: 4 (+1 when mounted)

CON: 5 (+10 when mounted)

AID: 4 (+10 when mounted)

 

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Spoiler

Name: Fallon Vaer

Age: 45

Class: Pupil -> Shaman -> Malig Knight

Character Skill: Aptitude

Astrological Rune: Soul Rune

 

Personal Flaw: ‘Storm Warning’ [-10 Dodge if foe uses thunder magic]

Personal Skill: ‘Commander’s Intuition’ [+15 hit if within three spaces of three or more allies]

Personal Skill: ‘Draconic Vengeance’ [+2 base damage if foe uses thunder magic]

Promoted Personal Skill: ???

 

Preferred Stats: Skill, Magic

Weapon Proficiency: Dark (E)

 

Progression Spent: 370/370

 

HP: 17 (65%)
STR: 0 (40%)
MAG: 5 (60%)
SKL: 4 (40%)
LCK: 2  (15%)
DEF: 0 (45%) (+2)
RES: 3 (45%)
SPD: 4 (60%)
 

MOV: 4

CON: 4 (+2)
AID: 3

4

 

 krimdude.png

Mug by Swordstar, as per usual.

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Pd8Pbv5.png

”I may look cocky and abrasive, but this is just a placeholder mug for now. I would actually love to talk to all of you if I am accepted!”

 

Respecting Women Beam: ACTIVATE

Spoiler

Name: Dulcibella Mauro
Class: Scout > Bow Knight > Ranger
Character Skill: Trailblazer
Astrological Rune: Rune of Ending
 
Personal Flaw - Naïveté: Some would say that the quality of believing the best in every person, no matter their past deeds, is a great virtue. All, however, agree that it is best to dispense with this particular virtue on the battlefield. [Dulcie takes +2 Damage from enemies the first time she enters combat with them, on either phase.]
Trainee Personal Skill - Exuberance: Full of good cheer and positivity, Diane always seems to be ready to jump into action at a moment’s notice. [When at or above 50% HP, Dulcie gains +2 AS.]
First Class Personal Skill - Perseverance: Once she has set herself onto a path, the very gods themselves would be hard pressed to move Dulcie from it, no matter what that path may be. [Dulcie receives +10 Hit and +5 Crit against her target during subsequent combat after making an attack against them during her phase. This bonus lasts until that enemy is defeated and cannot be removed or switched to another target prematurely.]
Promotion Personal Skill - Defiance: Not even the terror of a brush with death can bring Dulcie down for long. She’ll find a way to get right back onto her feet and keep going, every time, until the very end. [Upon the first time Dulcie would be reduced to 0 HP and downed during a battle, she is instead left with 1 HP and can act normally. Ailments such as poison or a burn, or damage from a map effect, can trigger Defiance prematurely or cause Dulcie to be downed after it has already triggered. An enemy that could attack Dulcie twice but only needs one hit to knock her to 0 HP will be granted that second attack if the first connects and would have downed Dulcie without Defiance triggering.]
 
Preferred Stats: Skill, Defense
Weapon Proficiency: Bows (E) > Recurve (C), Bows (D) > Recurve (A), Bow (C) / Crush (A), Sword (C)
 
Level: 1
Total Level: 1

 

Progression Spent: 330/330%
 
Stats:
HP: 16 ( 55% ) [+1]
STR: 4 ( 50%)
MAG: 1 
SKL: 5 ( 65% )
LCK: 2 ( 20% )
DEF: 3 ( 50% ) 
RES: 1 ( 40% ) [+1]
SPD: 4 ( 50% )
 
MOV: 4
CON: 4 [+2]
AID: 3 [+2 from CON]

 

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e5TiIke.png

"Just stay outta my way and nobody will get hurt that isn't supposed to."

 

Name: Rhian Jernigan
Class: Soldier Trainee->Knight->General
Character Skill: Wrath
Astrological Rune: Rune of Ending

 Personal Flaw: Lost My Battle Before It Starts: Rhian takes 2 damage after every combat, regardless of the result.
Personal Skill: Murder the Dawn: Rhian gains +10 Crit against flying units.
/Personal Skill: Born With A King's Heart. . .: +15 Hit on enemies within 3 spaces of a downed ally. 
//Promotion Personal Skill: But Fate Fooled Me/Fulfilled my Fate: TBD

Preferred Stats: Defense, HP
Weapon Proficiency: Bow (E) -> Greatbow (C) Bow (D)

Level: 1
Total Level: 1

Progression Spent: 330/330
Stats:

 

HP: 20 ( 80% ) 
STR: 4 ( 70% ) 
MAG: 0
SKL: 3 ( 70% ) 
LCK: 1 ( 10% ) 
DEF: 7 ( 35% ) +2
RES: 0 ( 35% ) 
SPD: 4 ( 30% ) +2

 MOV: 4
CON: 5
AID: 4 

 Levels:
None yet!

 

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Spoiler

Name: Verden
Class: Acolyte > Priest > Bishop
Character Skill: Charisma
Astrological Rune: Moon Rune

Personal Flaw: “I can’t run and keep my guard up at the same time!” [If use all MOV in a turn, +2 damage taken.]
Personal Skill: “Now is not the time for me to get hit, for sure.” [If below half HP, +15 evasion.]
/Personal Skill: “Alright, just let me focus…” [If use no MOV in a turn, +2 healing power.]
//Personal Skill: ‘Oh, my friend died. I’m upset now.’ [If an ally is reduced to 0 HP, +15 HIT.]

Preferred Stats: Resistance, Luck
Weapon Proficiency: Staff (E)
Level: 1
Total Level: 1

Progression Spent: 330/330
Stats:
HP: 15 (60%) 
STR: 2 (0%)
MAG: 3 (40%)
SKL: 1 (40%)
LCK: 4 (60%) 
DEF: 1 (30%) 
RES: 6 (70%) 
SPD: 5 (30%)
CON: 3
AID: 2
MOV: 4

 

Bit late, but...

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[ TRAINEE LEVEL 2 ]

 

DQSIRFd.png

Spoiler

HP: 18 (90%) +1
STR: 5 (55%)
MAG: 2 (30%)
SKL: 5 (50%) +1
LCK: 2 (10%)
DEF: 2 (25%)
RES: 0 (10%)
SPD: 6 (60%) +1

 

Kerr1.png

Spoiler

HP: 20 (50%)
STR: 4 (45%)
MAG: 2 (35%) +1
SKL: 3 (55%)
LCK: 2 (55%) +1
DEF: 5 (20%) +1
RES: 0 (10%)
SPD: 3 (60%)

 

chris_4_t.png

Spoiler

HP: 16 (50%) +1
STR:  5 (50%)
MAG: 1 (40%)
SKL:  4 (40%)
LCK:  4 (50%) +1
DEF:  1 (20%)
RES:  1 (20%)
SPD:  6 (60%)

 

tazzdude.png

Spoiler

HP: 20 (80%) +1
STR: 6 (50%) +1
MAG: 1 (40%) +1
SKL: 2 (40%)
LUK: 1 (20%)
DEF: 3 (40%)
RES: 2 (25%)
SPD: 3 (35%) +1

 

Naomi.png

Spoiler

HP: 17 (50%) +1
STR: 0 (0%) 
MAG: 5 (70%) 
SKL: 5 (60%) +1
LCK: 3 (60%)
DEF: 0 (10%) 
RES: 3 (20%) 
SPD: 6 (60%) +1

 

IuuWMQz.png

Spoiler

HP: 17 (70%) +1
STR: 2 (55%) +1
MAG: 6 (55%)
SKL: 4 (50%) 
LCK: 2 (15%)
DEF: 0 (30%)
RES: 3 (40%)
SPD: 5 (55%)

 

CeridwenNormal.png

Spoiler

HP: 18 (80%) +1

STR: 5 (50%) 

MAG: 0 (0%)

SKL: 5 (55%) +1

LCK: 2 (50%) +1

DEF: 5 (65%) +1

RES: 1 (10%)

SPD: 3 (20%)

 

krimdude.png

Spoiler

HP: 17 (65%)
STR: 0 (40%)
MAG: 5 (60%) +1
SKL: 4 (40%)
LCK: 2  (15%) +1
DEF: 2 (45%)
RES: 3 (45%)
SPD: 4 (60%) +1

 

Pd8Pbv5.png

Spoiler

HP: 18 ( 55% )
STR: 4 ( 50%)
MAG: 
SKL: 5 ( 65% ) +1
LCK: 2 ( 20% )
DEF: 3 ( 50% ) +1
RES: 2 ( 40% ) +1
SPD: 4 ( 50% ) +1

 

e5TiIke.png

Spoiler

HP: 20 ( 80% ) +1
STR: 4 ( 70% ) +1
MAG: 0
SKL: 3 ( 70% ) +1
LCK: 1 ( 10% ) 
DEF: 7 ( 35% ) +1
RES: 0 ( 35% ) 
SPD: 4 ( 30% )

 

Verden

Spoiler

HP: 15 (60%) +1
STR: 2 (0%)
MAG: 3 (40%) +1
SKL: 3 (40%) +1
LCK: 6 (60%) +1
DEF: 1 (30%) +1
RES: 6 (70%) +1
SPD: 5 (30%)

 

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[ TRAINEE LEVEL 3 ]

 

DQSIRFd.png

Spoiler

HP: 19 (90%) +1
STR: 6 (55%) +1
MAG: 2 (30%)
SKL: 6 (50%)
LCK: 2 (10%)
DEF: 2 (25%)
RES: 0 (10%)
SPD: 6 (60%)

 

Kerr1.png

Spoiler

HP: 20 (50%)
STR: 4 (45%)
MAG: 3 (35%)
SKL: 3 (55%) +1
LCK: 3 (55%)
DEF: 6 (20%)
RES: 0 (10%)
SPD: 3 (60%) +1

 

chris_4_t.png

Spoiler

HP: 17 (50%)
STR:  5 (50%)
MAG: 1 (40%)
SKL:  4 (40%) +1
LCK:  5 (50%)
DEF:  1 (20%)
RES:  1 (20%)
SPD:  6 (60%) +1

 

tazzdude.png

Spoiler

HP: 21 (80%) +1
STR: 7 (50%) +1
MAG: 2 (40%)
SKL: 2 (40%) +1
LUK: 1 (20%) +1
DEF: 3 (40%)
RES: 2 (25%)
SPD: 4 (35%) +1

 

Naomi.png

Spoiler

HP: 18 (50%) 
STR: 0 (0%) 
MAG: 5 (70%) +1
SKL: 6 (60%) +1
LCK: 3 (60%) +1
DEF: 0 (10%) +1
RES: 3 (20%) 
SPD: 7 (60%)

 

IuuWMQz.png

Spoiler

HP: 18 (70%) +1
STR: 3 (55%)
MAG: 6 (55%)
SKL: 4 (50%) +1
LCK: 2 (15%)
DEF: 0 (30%)
RES: 3 (40%) +1
SPD: 5 (55%) +1

 

CeridwenNormal.png

Spoiler

HP: 19 (80%)

STR: 5 (50%) +1

MAG: 0 (0%)

SKL: 6 (55%)

LCK: 3 (50%) +1

DEF: 6 (65%) +1

RES: 1 (10%)

SPD: 3 (20%)

 

krimdude.png

Spoiler

HP: 17 (65%) +1
STR: 0 (40%)
MAG: 6 (60%) +1
SKL: 4 (40%)
LCK: 3 (15%)
DEF: 2 (45%) +1
RES: 3 (45%)
SPD: 5 (60%)

 

Pd8Pbv5.png

Spoiler

HP: 18 ( 55% )
STR: 4 ( 50%)
MAG: 
SKL: 6 ( 65% ) +1
LCK: 2 ( 20% )
DEF: 4 ( 50% ) +1
RES: 3 ( 40% ) +1
SPD: 5 ( 50% )

 

e5TiIke.png

Spoiler

HP: 21 ( 80% ) +1
STR: 5 ( 70% ) +1
MAG: 0
SKL: 4 ( 70% ) 
LCK: 1 ( 10% ) 
DEF: 8 ( 35% )
RES: 0 ( 35% ) +1
SPD: 4 ( 30% )

 

Verden

Spoiler

HP: 16 (60%) 
STR: 2 (0%)
MAG: 4 (40%)
SKL: 4 (40%) +1
LCK: 7 (60%) 
DEF: 2 (30%) 
RES: 7 (70%) +1
SPD: 5 (30%)

 

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[ TRAINEE LEVEL 4 ]

 

DQSIRFd.png

Spoiler

HP: 20 (90%) +1
STR: 7 (55%) +1
MAG: 2 (30%)
SKL: 6 (50%)
LCK: 2 (10%) +1
DEF: 2 (25%)
RES: 0 (10%)
SPD: 7 (60%) +1

 

Kerr1.png

Spoiler

HP: 20 (50%)
STR: 4 (45%) +1
MAG: 3 (35%)
SKL: 4 (55%) +1
LCK: 3 (55%)
DEF: 6 (20%)
RES: 0 (10%)
SPD: 4 (60%)

 

chris_4_t.png

Spoiler

HP: 17 (50%) +1
STR:  5 (50%)
MAG: 1 (40%) +1
SKL:  5 (40%)
LCK:  5 (50%)
DEF:  1 (20%)
RES:  1 (20%)
SPD:  7 (60%) +1

 

tazzdude.png

Spoiler

HP: 22 (80%) +1
STR: 8 (50%)
MAG: 2 (40%) +1
SKL: 3 (40%)
LUK: 2 (20%)
DEF: 3 (40%) +1
RES: 2 (25%)
SPD: 5 (35%) +1

 

Naomi.png

Spoiler

HP: 18 (50%) 
STR: 0 (0%) 
MAG: 6 (70%) +1
SKL: 7 (60%) +1
LCK: 4 (60%)
DEF: 1 (10%) 
RES: 3 (20%) 
SPD: 7 (60%)

 

IuuWMQz.png

Spoiler

HP: 19 (70%) +1
STR: 3 (55%) +1
MAG: 6 (55%) +1
SKL: 5 (50%) 
LCK: 2 (15%)
DEF: 0 (30%)
RES: 4 (40%) +1
SPD: 6 (55%)

 

CeridwenNormal.png

Spoiler

HP: 19 (80%) +1

STR: 6 (50%) +1

MAG: 0 (0%)

SKL: 6 (55%) +1

LCK: 4 (50%)

DEF: 7 (65%)

RES: 1 (10%)

SPD: 3 (20%)

 

krimdude.png

Spoiler

HP: 18 (65%) +1
STR: 0 (40%)
MAG: 7 (60%)
SKL: 4 (40%) +1
LCK: 3 (15%) +1
DEF: 3 (45%)
RES: 3 (45%) +1
SPD: 5 (60%) +1

 

Pd8Pbv5.png

Spoiler

HP: 18 ( 55% )
STR: 4 ( 50%) +1
MAG: 
SKL: 7 ( 65% ) +1
LCK: 2 ( 20% )
DEF: 5 ( 50% ) 
RES: 4 ( 40% )
SPD: 5 ( 50% ) +1

 

e5TiIke.png

Spoiler

HP: 22 ( 80% ) +1
STR: 6 ( 70% ) +1
MAG: 0
SKL: 4 ( 70% ) +1
LCK: 1 ( 10% ) 
DEF: 8 ( 35% )
RES: 1 ( 35% ) +1
SPD: 4 ( 30% ) +1

 

Verden

Spoiler

HP: 16 (60%) 
STR: 2 (0%)
MAG: 4 (40%)
SKL: 5 (40%)
LCK: 7 (60%) +1
DEF: 2 (30%) 
RES: 8 (70%) 
SPD: 5 (30%) +1

 

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[ TRAINEE FINAL LEVEL ]

 

DQSIRFd.png

Spoiler

HP: 21 (90%) +1
STR: 8 (55%)
MAG: 2 (30%)
SKL: 6 (50%) +1
LCK: 3 (10%)
DEF: 2 (25%) +1
RES: 0 (10%)
SPD: 8 (60%)

 

Kerr1.png

Spoiler

HP: 20 (50%)
STR: 5 (45%)
MAG: 3 (35%)
SKL: 5 (55%) +1
LCK: 3 (55%) +1
DEF: 6 (20%)
RES: 0 (10%) +1
SPD: 4 (60%)

 

chris_4_t.png

Spoiler

HP: 18 (50%) +1
STR:  5 (50%) +1
MAG: 2 (40%) +1
SKL:  5 (40%)
LCK:  5 (50%)
DEF:  1 (20%)
RES:  1 (20%)
SPD:  8 (60%)

 

tazzdude.png

Spoiler

HP: 23 (80%) +1
STR: 8 (50%) +1
MAG: 3 (40%) +1
SKL: 3 (40%) +1
LUK: 2 (20%)
DEF: 4 (40%)
RES: 2 (25%)
SPD: 6 (35%) +1

 

Naomi.png

Spoiler

HP: 18 (50%) 
STR: 0 (0%) 
MAG: 7 (70%) +1
SKL: 8 (60%)
LCK: 4 (60%)
DEF: 1 (10%) 
RES: 3 (20%) 
SPD: 7 (60%) +1

 

IuuWMQz.png

Spoiler

HP: 20 (70%) +1
STR: 4 (55%)
MAG: 7 (55%) +1
SKL: 5 (50%) 
LCK: 2 (15%)
DEF: 0 (30%) +1
RES: 5 (40%)
SPD: 6 (55%) +1

 

CeridwenNormal.png

Spoiler

HP: 20 (80%) +1

STR: 7 (50%) +1

MAG: 0 (0%)

SKL: 7 (55%)

LCK: 4 (50%)

DEF: 7 (65%)

RES: 1 (10%) +1

SPD: 3 (20%)

 

krimdude.png

Spoiler

HP: 19 (65%) +1
STR: 0 (40%)
MAG: 7 (60%)
SKL: 5 (40%) +1
LCK: 4 (15%)
DEF: 3 (45%)
RES: 4 (45%) +1
SPD: 6 (60%)

 

Pd8Pbv5.png

Spoiler

HP: 18 ( 55% )
STR: 5 ( 50%) +1
MAG: 
SKL: 8 ( 65% ) +1
LCK: 2 ( 20% )
DEF: 5 ( 50% ) +1
RES: 4 ( 40% )
SPD: 6 ( 50% ) +1

 

e5TiIke.png

Spoiler

HP: 23 ( 80% ) 
STR: 7 ( 70% ) +1
MAG: 0
SKL: 5 ( 70% ) 
LCK: 1 ( 10% ) 
DEF: 8 ( 35% ) +1
RES: 2 ( 35% ) +1
SPD: 5 ( 30% ) +1

 

Verden

Spoiler

HP: 16 (60%) +1
STR: 2 (0%)
MAG: 4 (40%)
SKL: 5 (40%) +1
LCK: 8 (60%) 
DEF: 2 (30%) +1
RES: 8 (70%) +1
SPD: 6 (30%)

 

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Seymore Promotes to Fighter! Seymore gains +2 HP, +2 STR, +1 SKI, +1 SPD, +4 CON, +4 AID and +1 MOV from Promotion bonuses.

+5% growth for DEF. Seymore needs a bit of encouragement with that stat.
 

Seymore gains his first class Personal Skill: Adrenaline Rush. When under 50% HP, you gain +2 to base damage.

He gains D-Rank proficiency for all axes and C-Rank proficiency for Hacking specifically.
 

Preferred Stats: Strength, Skill, Speed. ((3 due to blossom.))
Weapon Proficiency: Hacking (C), Axes (D) > Hacking (A), Ancient (A), Axes (C), Dark (C)

Level: 1
Total Level: 6
Progression Spent: 335/335

HP: 27 (80/100%)
STR: 11 (50/70%)
MAG: 4 (40/70%)
SKL: 5 (40/70%)
LUK: 2 (20/70%)
DEF: 4 (45/70%)

RES: 2 (25/70%)
SPD: 8 (35/70%) 
CON: 10
AID: 9
MOV: 5
 

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DQSIRFd.png 

He's going Mercenary boys!

He's gonna CRUSH his enemies with his giant sword!

+5% Mag Magic level up when?

Personal Skill: Guardian’s Righteous Spinning Edge!: When 3 allies are within 3 spaces, +2 AS

 

 

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