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RedMageCole

Fire Emblem On Forums: Mortal Transgressions (OOC)

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In the olden days of the continent of Purgus, there was peace. Everyone was unified under a single religion, a religion of seven gods. They were benevolent beings, believed to show themselves to the rulers of the seven kingdoms of old and offer them advice for how to tend to their kingdoms. These were the most peaceful days of the world.

 

What happened afterwards was lost to history; nobody bothered to figure out what happened and why it happened. The religion split apart; instead of a religion that believed in seven benevolent gods, there became seven religions that believed in one all-powerful god. The kingdoms were driven apart, and the gods began to abandon them.

 

In the days of the present, there was not war, yet there was not peace. There was constant, unending tension between the seven kingdoms, having stood from the start. These seven kingdoms were Gul, Ria, Ulux, Vaa, Perus, Ceda, and Vini. All seven had different problems, and all seven were in complete disarray. The only thing stopping the kingdoms from war was their own affairs that kept them tied down.

 

However, the brink of war eventually became more than just a worry and rumor; it became a looming threat. As Perus began to build its army up to be better and stronger than ever, Vini showed equal dedication to building an army in response to Perus, with Ria’s tensions towards the kingdoms heating to a boiling point and Gul, Ulux and Vaa hoping to take some glory for themselves. Even Ceda, long believed to be the most peaceful of the kingdoms, seemed ready for a fight.

 

Only one issue stops the seven kingdoms from starting their war, one that cropped up only a month ago yet made a name for themselves; a band of pirates, thieves, bandits, rogues, the list of insults towards this band of misfits went on. They were like a buzzing fly around the close-knit continent, distracting the kingdoms from turning to war. But they were not as malevolent as many would think; on the contrary, they may be the only ones left in the world who realize how grim things truly are. This is their story; the tale of the travelling band known as Virtuous.

 

------

 

Hello and welcome to Fire Emblem On Forums: Mortal Transgressions! My name is Cole and this will be my first time GMing a FEF. I will be providing a link to the FEF handbook below, though keep an eye out afterwards for changes I will make! If you have any questions, feel free to ask me or any of our more experienced members!

 

World

Map

 

CONTINENT OF PURGUS

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Religion and Kingdoms

 

Religion
At one point, there was simply one religion with seven gods. However, there are now seven religions with one god each. The gods’ names are unknown to the folk having been lost to history, but the symbols the gods represent, animals, are what the gods are referred to. With that, rather than being named, the gods are usually named by their animal, or the (Animal) God. Each of the gods the kingdoms worship are detailed in the Regions section.

The general belief is that the god under the kingdom is the only god and all the other gods do not exist, rather serving as false deities. However, while they are very few and far between, there are some who believe in the old ways that all seven gods exist in unity.

The only thing that is consistent with each religion is that the animal symbols taken by each god is a coverup, as the true forms of each gods are terrifying and inexplicable to the human mind, almost looking akin to monsters despite their benevolent forms.


Regions
Kingdom of Gul – Boar
Gul is known for its tendency of hoarding; many houses are often overly stocked with useless items that are unneeded, most of which food and other luxury goods. While shopkeepers and travelling merchants prosper by land and sea due to those who buy more than they need, the supply of food and luxury goods for the kingdom is starting to grow scarce due to said overindulgence. Gul has a varied biome, getting warmer near the top and colder near the bottom, with snow as you approach the bottom. The nation is ruled by the unwed King Jasper, well known for his tendency to overtax his citizens.

Kingdom of Ria – Horse
Ria’s nation is one full of constant tension, a spark just constantly waiting to explode. They are one of the biggest issues related to the war, as they are less than happy about Perus’ expansion. At the same time, however, they are one of the more easier kingdoms to distract from the topic of war as the kingdom most notable for their hatred of Virtuous. It’s overall the coldest kingdom, snow being common throughout the land; it is common to see Ria people dress warmly. It is also more mountainous compared to the rest of the kingdoms in the south. King Ruslan and Queen Zaara rule their kingdom with an iron fist, and their anger towards Perus supposedly has recently flared up; stemmed from a rumor that Perus had abducted their son a day before his coronation.

Kingdom of Vaa – Fox
In Vaa, selfishness is often a common trait in its people and rarely do you see anyone being generous or gracious. Perhaps due to being next to Gul, it exhibits similar traits in hoarding, though not quite in excess like Gul. They are also the wealthiest nation of the bunch, though the thought of them sending aid to the other kingdoms is laughable. While Vaa is cold very similarly to Ria, the top part and center of the continent is very lush with prairies and beautiful cities. Ruled over by King Francis and Queen Vivian; considered to be a couple of the more decent, if not overbearing rulers.

Kingdom of Ulux – Goat
Ulux’s problems are similar to that of Gul’s, but unlike Gul, they don’t have the resources that they quite desire. As a result, Ulux is a kingdom filled with longing, and are more than eager to jump into the war to claim the spoils of it. Alongside Vini, the two are the poorest nations, and as a result, Ulux’s people often resort to depraved measures to obtain money. The area is jampacked with housing, and very rarely do you see any space for actual land save for some trees scattered around the land. Ruled by King Darcy, presently unwed and, instead of getting married, opts to surround himself with the kingdom’s more desirable women.

Kingdom of Ceda – Bear
If there was a single kingdom that didn’t want Virtuous dead, it was Ceda. Ceda is the only kingdom that seems to be really against the idea of war, but they do nothing about it. While its people are rather happy with life and the kingdom is overall the happiest, the kingdom has a big problem with inaction. Work is rarely done on the kingdom, and its people not caring to do more than they absolutely have to. As a result of the general uncaring nature of Ceda’s people, this is where Virtuous’s main base of operations is. Ceda is the hottest of the kingdoms, having a few deserts scattered around it, most notably in the northwest. Ruled by Queen Stella and King Tobias; Queen Stella, despite allegations of a supposed drowsiness disorder, primarily takes over the reigns with her gentle nature contrasting with the usual royalty due to King Tobias confining himself to his chambers for unknown purposes.

Kingdom of Vini – Snake
Similar to its neighbor, Vini is the poorest nation, but unlike Ulux, Vini has a sense of aggression and aggravation towards its more prosperous kingdoms. As a result, Vini is potentially the second highest risk for going into war, wanting to match Perus in power and spoils. Vini as well does not care much about Virtuous but finds them a bother when there is a war to be started. Also similarly to its neighbor Ulux, Vini has a packing problem, though overcrowding of housing is more of an issue and it is significantly more common to see people on the streets. Ruled by Queen Victoria on her own, with the late King Cyrus having been assassinated in a poisoning a month ago.

Kingdom of Perus – Lion
The nastiest of the bunch, Perus is nearly as rich as Vaa, though unlike Vaa, the wealth is distributed amongst titans. It is impossible to live in Perus without having a status of near-royalty, and as a result, the kingdom is ruled by what feels like multiple rulers. If there was a single ruler amongst all of Perus, it would come as a surprise, though these multiple rulers seem to be under one collective. At the same time, however, Perus manages to be the most prosperous of the kingdoms, and its appearance shows that. Some rumors have spread that the streets are even paved with gold in Perus. Perus is the main source of wartime fears, as a result of building up their armies to powerful levels, using any means necessary to obtain soldiers, kidnapping and propaganda included. Perus, having taken up most of a side of the continent, has the most variety in biome, and the amount of land left not taken by the tyrants of the continent shows an actually rather beautiful scene; snow in the south, desert patches in the north, and green throughout the entire center.

 

Gameplay Changes

The handbook we are using can be found here, and make sure to give it a good read as it has gotten a major update into 2.0 about a month ago!

General

 

All supports, rather than giving +5 Crit or +5 Dodge, now all give +2.5 Crit and Dodge.


When you reach Level 10 in First Class, you choose one weapon 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.

Every extra point in HP on character creation counts as +2 HP, for a maximum of +4 HP.

Skills

 

Existing Skills:
Stillness, Provoke and Discipline are removed.
Luna is now Free.
Savior, in addition to its other effects, gives the user +3 Aid.

New Character Skills:
-Aegis (Free): When suffering an attack from Bows, Hidden Weapons, Tomes and Dragonstones, there is a (SKL+LCK)% chance to reduce the damage dealt by half.
-Desperation (Free): When making an attack, if you are < or = 30% HP, you may make any followup attacks immediately before your opponent counterattacks.
-Dragon Ward (Free): When an adjacent ally suffers an attack, there is a (SKL+LCK)% chance, based on your stats, to reduce the damage by half.
-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.

-Vengeance (Free) – During an attack, you have a (SKL+LCK)% chance to add half of your missing HP to your attack.

Characters may also instead opt to take one of these three previously-Cost versions of these Skills in exchange for the usual 30% Progression:
-Celerity+ (Cost): Gives +2 MOV.
-Desperation+ (Cost): HP threshold is 50% maximum or less.
-Vantage+ (Cost): HP threshold is 50% maximum or less.

Class Changes

 

Trainee
-Rider Trainee: If promoting into Cavalier or Pegasus Rider, may start with Sword (E) and a Slim Sword. If promoting into Cavalier or Wyvern Rider, may start with Axe (E) and a Hatchet. Relevant proficiencies will carry over to promotions, and Lance (E) with a Slim Lance can be chosen for all three routes.

First Class
-Bandit: Reckless Strike’s bonus damage now applies to both hits when doubling.
-Cavalier: Cavalier promotions have the same choice of preferred stats as Cavaliers. Cavaliers can choose between Swords/Lances and Axes/Lances for weapons. Can promote into Great Knight.
-Mage: Can promote into Battle Mage, keeping Anima proficiency and obtaining Bow proficiency.
-Pegasus Rider: May choose between Swords and Lances. Bonuses from Anti-Magic are gained when being attacked by the appropriate units as well.
-Pirate: Rapid Strike is replaced with Opportunist: Gain +20 to Hit against enemies that are suffering from ailments or have 50% or lower HP.
-Scavenger: Can promote into Shadow Sword. Scavenge Gold now only steals 50 Gold from First Tier enemies, and 100 Gold from Promoted enemies.
-Shaman: Ancient Gamble is replaced with 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.
-Wyvern Rider: May choose between Axes and Lances.

Promotion
-Battle Mage: Archers promoting into Battle Mage can choose between Anima and Light.
-Crusader: Crusaders may use their action to change the designated class type they gain advantage against, with the first time being a free action. This may be used up to 2 times after the first for a total of 3 times.
-Dancing Blade: Sword Dance is changed to: On their turn, can declare an attack against every adjacent enemy, which cannot be countered. Each enemy can only be hit once and each attack must be individually rolled.
-Dark Rider: May choose between Swords and Lances.
-Duke Knight: May have Swords/Lances or Axes/Lances depending on what proficiency was chosen as a Cavalier.
-Great Knight: Trample is renamed to Sturdy and only gives +3 DR against unmounted units, not +3 Damage. Obtains Weapon Mastery: While the character with this skill is equipped with a weapon of a higher class than their opponent, +2 Damage and +10 Hit/Evasion.
-Inquisitor: Miracle has a chance to activate before Benediction, rather than after.
-Paladin: Gains Aegis as a class skill that can replaced with another Free skill if Aegis was already chosen as a Free skill.
-Templar: Gains Rend Heaven as a class skill that can replaced with another Free skill if Rend Heaven was already chosen as a Free skill.
-Valkyrie: Has Sword profiency if Swords were chosen as a Pegasus Rider.
-Wanderer: Bargain is replaced with Pilfer Gold, a direct upgrade and replacement for Scavenge Gold that steals 100 Gold from First Tier enemies and 200 Gold from Second Tier enemies. They also have a (Luck)% chance of obtaining a Gold Bar (see Great Merchant below) when they defeat an enemy if they have a free inventory slot.
-Warrior: Rough and Tumble is reduced to 3 spaces of 3 enemies.
-Wyvern Hunter: Has Axe proficiency if Axes were chosen as a Wyvern Rider.
-Wyvern Knight: Has Axe proficiency and may choose between Lances/Swords if Axes were chosen as a Wyvern Rider.

New Classes

 

Apothecary

Promotes from Archer Trainee
Promotes to Great Merchant, Nomad Healer
Wields Bow (C/D)
Starting Weapon: Iron Bow
Preferred Stats: LCK, SPD
Class Skills:
Quick Salve: The Apothecary may use healing items on themselves as a free action.
Potent Brew: When using medicine to revive downed players, the healing is not halved.
Base Stats: 20 HP, 5 STR, 0 MAG, 4 SKL, 5 LUK, 3 DEF, 1 RES, 5 SPD, 7 CON, 6 AID, 5 MOV.
Promotion Bonuses: HP +2, STR +1, MAG +0, SKL +0, LUK +2, DEF +2, RES +0, SPD +3, CON +3, AID +3, MOV 5

 
Great Merchant
Promotes from Apothecary
Requires: Orion’s Bolt
Wields Bow (A/C), Lance (A/C)
Preferred Stats: LCK, DEF
Class Skills:
Payday: The Great Merchant has a (Luck)% chance during their movement and upon defeating a foe to find a Gold Bar. This is an item that has no effects other than being worth 200 Gold at a shop. Great Merchants have 1 extra inventory slot so long as it contains a Gold Bar and nothing else.
Spendthrift: If the Great Merchant is in possession of a Gold Bar in their inventory they may choose to expend it to deal +5 Damage and gain +5 DR for their next combat. The use must be declared when attacking.
Promotion Bonuses: HP +2, STR +2, MAG +0, SKL +2, LUC +3, DEF +3, RES +0, SPD +0, CON +3, AID +3, MOV 6

Malig Knight
Promotes from Wyvern Rider, Shaman, Necromancer
Requires: Elysian Whip
Wields Axes (A/C) OR Lances (A/C), Dark (A/C)
Preferred Stats: STR, MAG
Class Skills:
Wyvern
Trample: Gains a +3 Damage bonus against unmounted units.
Savage Blow: Has a (SKL + 1/2 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.
Promotion Bonuses: HP +3, STR +2, MAG +1, SKL +1, LUC +1, DEF +3, RES +1, SPD +1, CON +3, AID +3, MOV 6

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

War Cleric
Promotes from Priest / Sister
Requires: Faith Icon
Wields Staves (A/C), Axes (A/C)
Preferred Stats: HP, LUK
Class Skills:
Countermagic: When taking damage from a tome or other magical weapon, the War Cleric has a (SKL + LCK)% chance of the enemy suffering the damage they took.
Promotion Bonuses: HP +3, STR +3, MAG +1, SKL +1, LUK +2, DEF +1, RES +1, SPD +0, CON +3, AID +3, MOV 6

 

The Players

 

This story will be following the travelling band known as Virtuous; a ragtag team of people founded around a month ago who, to the public, are a bunch of no-good rotten criminals. However, your true intentions are far from malevolent; in fact, your true goal is distracting the nation from going into all-out war that may destroy the world, while simultaneously finding out what happened in history to make everything go wrong and turn the world from good to bad. Think of yourselves similar to the Phantom Thieves in Persona 5, in fact, this FEF will take heavy inspiration from Persona 5. This will make things rather different from the usual FE, as rather than just there being one or a couple of nations that hate you, most of the world generally hates you. Allies won’t come easy, and you will have to often lay low.

 

It is because of this that for characters who are already members of Virtuous (starting in Prologue), you want to generally try to be in a range of chaotic or neutral characters who aren’t afraid to get their hands dirty, while also being neutral or good to motivate your character to prevent the world you live in from being destroyed. As well, depending on where your character was born, no matter where they moved afterwards, they tend to exhibit traits of the overall people of the kingdom they were born from. Think of the trait as a birthmark showing where you were born, except rather than being physical, it’s mental. It’s ingrained within the character at birth similar to a seed, and the culture of the kingdom can allow it to grow and manifest into something larger; however, there is the potential to leave it as just a seed, and only show minor traits that sometimes can’t be said to be bad.

Of course, these traits will usually be watered down or almost nonexistent as to allow motivation to get into Virtuous. As a matter of fact, it is also important to note that while someone may have these negative traits, they are not always the most prominent flaw in the character.

For those who may not fit well into Virtuous, perhaps if you wish to play someone more lawful or erring on the side of evil or just believe it fits their character better, they have the chance of instead being thrown into prison (specifically in Perus, as a result of other prisons being overcrowded or perhaps they were imprisoned in Perus, which isn’t very hard to have done) for a crime they did or didn’t commit (starting in Chapter 1) and allying with Virtuous because of being broken out.

Your leader is Kane Kirioth, codename Phoenix; a Spy who is strict and no-nonsense when it comes to his rules, making it known that he is extremely stern about the rules because he knows this is an extremely dangerous task all of you are undertaking. He’s not afraid to take risks, and he isn’t above dirty measures towards his foes, but towards Virtuous he shows a lot of care towards everyone deep down.

 

When creating a character, when marking their name you will also come up with a codename for them to be referred to during missions to preserve secrecy of their identity. Codenames are generally short one word names, usually nouns, sometimes adjectives. They can be a word that means something special to your character, or just something they came up with out of thin air. Codenames will be marked in parenthesis next to the character’s name on their sheets.

 

You also have the option of a biography at the bottom of your character’s sheet; as long as you PM me their backstory, you have the option of not putting in a biography, putting in one while omitting certain parts of it, or putting in everything about the character. It’s all optional, and will not have an effect on your character getting in as long as I know their full biography.

 

We will be starting in Trainee classes. Before you post your character sheet, please DM your sheets and character backstory to me on Discord or PM me on Reborn (though I will be much faster on Discord).

 

Credit to Shauntaro for the header logo and Kane's mugshot!

Edited by RedMageCole

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Player Characters

 

hLH5mp3.png Baldur Anton / "Orchid"

 

Name: Baldur Anton (Orchid)

Class: Acolyte > Butler > Steward
Character Skill: Maturity
Affinity: Earth (+5 Evasion, +2.5 Crit/Dodge)

Personal Flaw: Seeping Regrets: Cannot restore HP to allies with ailments
Personal Skill: Perfectionist: When healing an ally with 50% or less HP, +5 HP restored 
/Personal Skill: Combat Elegance: When Baldur’s HP>50%, +10 Hit/Eva
//Personal Skill: The Trashman: When Baldur’s foe’s HP<50%, +2 Damage Dealt
 
Preferred Stats: Resistance, Luck
Weapon Proficiency: Staff (E)
 
Level: 1 (0/100)
Total Level: 1
Progression Spent: 370%/370%

Initial Stats:
HP: 15 ( 70% )
STR: 2 ( 60% )
MAG: 3 ( 40% ) (+1)
SKL: 1 ( 40% )
LCK: 4 ( 30% )
DEF: 1 ( 50% ) (+2)
RES: 6 ( 30% )
SPD: 5 ( 50% ) (+1)
 
MOV: 4
CON: 3 
AID: 2

Current Stats:
HP: 15 ( 70% )
STR: 2 ( 60% )
MAG: 4 ( 40% )
SKL: 1 ( 40% )
LCK: 4 ( 30% )
DEF: 3 ( 50% )
RES: 6 ( 30% )
SPD: 6 ( 50% )


MOV: 4
CON: 3 
AID: 2

 

Name       | Type ( )      | RNG | WT | MT | Hit | Cr | QL
Heal         | Heal (E)      | 1  | Heals (10+MAG) HP | 30/30
Vulnerary (3/3)

Heal:
Heals +14
Eva: 16
DG: 4

 

Bio: Baldur is just a wandering healer with a like minded goal and decided to join up with the group, or so he says. He does seem loyal and up to the cause though.

 

puy5Ygj.png Cecily Wagner / "Dragon"

 

Name: Cecily Wagner (Dragon)
Class: Rider Trainee > Wyvern Rider > Wyvern Knight
Character Skill: Guard
Affinity: Anima (+1 Damage, +2.5 Crit/Dodge)

Personal Fault: -2 RES when under 50% HP
Personal Skill: +1 DR when at 50% or higher HP
//Personal Skill: +2 STR when within 3 spaces of 3 allies

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

Level: 1 (0/100)
Total Level: 1
Progression Spent: 330/330

Initial Stats:
HP: 18 ( 65% ) (+1)
STR: 4 ( 55% )
MAG: 0 ( 0% )
SKL: 4 ( 60% )  
LCK: 2 ( 10% )
DEF: 3 ( 55% ) (+1)
RES: 1 ( 60% ) (+2)
SPD: 3 ( 25% ) 
 
MOV: 4 (+1 when mounted)
CON: 5 
AID: 4 (+16 when mounted)

Current Stats:
HP: 20 ( 65% )
STR: 4 ( 55% )
MAG: 0 ( 0% )
SKL: 4 ( 60% )  
LCK: 2 ( 10% )
DEF: 4 ( 55% )
RES: 3 ( 60% )
SPD: 3 ( 25% ) 
 
MOV: 4 (+1 when mounted)
CON: 5 
AID: 4 (+16 when mounted)

Name             | Type ( )    | RNG | WT | MT | Hit | Cr | QL
Hatchet          | Throw (E) | 1-2   | 6     | 4   | 80  | 5  | 40/40
Vulnerary (3/3)

Hatchet:
RNG: 1-2
AT: 8
Hit: 89
AS: 2
Eva: 6
Crit: 7
DG: 2
 
Bio:
Cecily was born in the country of Ulux, near its borders with Ceda and Persus. Because of this, young Cecily had the experiences of both her own culture and that of the nearby countries. She was always a curious one, talking with travellers passing through her little village, stranger danger be damned - she wanted to know about the world outside that village, that she was too young to leave.

Not that this would stop her from being a bit adventurous. A hunter returned to the village telling of fearsome beasts in the forest from which they barely escaped with their life, and the village guards had gone off to defeat them. Cecily, being… who she was, discreetly followed them from a safe distance. The hunt went for hours, and Cecily was considering returning home, when a roar sounded. Through the trees, she saw the men battling a raging wyvern, driven to rage by the hunter’s arrow. Cecily watched with fascination, circling the battle for a better angle. As the killing blow was struck, the girl nearly tripped over another beast - an infant wyvern, presumably the spawn of the one that had just been killed. Her yelp drew the guardsmen, and they moved to strike the young wyvern down, but Cecily protected it - she would take responsibility. It took some… convincing, of her parents, to allow the wyvern, but she was allowed.

Eventually, as she grew, she had to rein in the most adventurous and perhaps foolhardy aspects of herself. As the eldest girl in the family, she had to present a positive example for her siblings and the other village kids. And as the owner of the village’s new wyvern, she had to be responsible. But her burning desire for adventure remained. When one of her sisters grew old enough, and decided to go travelling, Cecily saw her chance. She said she had to accompany her in order to protect her - being the eldest sibling, she’d been trained by the village guards, as was tradition. Although, usually this didn’t involve riding a wyvern. - but the real reason was because she saw her opportunity to see the world.

When her sister went to join Virtuous, she went with her. A greater adventure, and at the same time, the chance to protect the peace that she and her family had grown up in.

 

notnaoise1.0.png Ferdiad Domniann / "Knight"

 

Name: Ferdiad Domniann (Knight)
Class: Rider Trainee > Cavalier > Great Knight
Character Skill: Renewal
Affinity: Fire (+0.5 Damage, +2.5 Hit, +2.5 Crit/Dodge)

Personal Flaw: Chivalric Heart [ when attacking enemies that cannot counterattack, -15 Hit and cannot crit ]
Personal Skill: Ritter Shield [ when within 3 spaces of 3 allies, +2 DMG reduction ]
/Personal Skill: Lumen Lance [ when over 50% HP, +2 DMG dealt ]
//Personal Skill: TBD

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

 

Level: 1 (0/100)
Total Level: 1
Progression Spent: 330/330

 

Initial Stats:

HP: 18 ( 80% ) (+2)
STR: 4 ( 50% )
MAG: 0 ( 0% )
SKL: 4 ( 45% )
LCK: 2 ( 10% )
DEF: 3 ( 60% )
RES: 1 ( 55% ) (+2)
SPD: 3 ( 30% )
 
MOV: 4 (+2 when mounted)
CON: 5 
AID: 4 (+14 when mounted)

Current Stats:
HP: 22 ( 80% )
STR: 4 ( 50% )
MAG: 0 ( 0% )
SKL: 4 ( 45% )
LCK: 2 ( 10% )
DEF: 3 ( 60% )
RES: 3 ( 55% )
SPD: 3 ( 30% )
 
MOV: 4 (+2 when mounted)
CON: 5 
AID: 4 (+14 when mounted)

Name             | Type ( )    | RNG | WT | MT | Hit | Cr | QL
Slim Lance     | Pierce (E) | 1       | 5    | 5     | 85  | 5  | 40/40
Vulnerary (3/3)

Slim Lance:
RNG: 1
AT: 9
Hit: 94
AS: 3
Eva: 8
Crit: 7
DG: 2

 

pirate.png Fey Rasparola / "Golden Eye"

Spoiler

Name: Fey Rasparola (Golden Eye)

Class: Fighter Trainee > Pirate > Swashbuckler
Character Skill: Aegis
Affinity: Thunder (+0.5 DR, +2.5 Evasion, +2.5 Crit/Dodge)


Personal Flaw: "I'm not a Pirate, Honest": If within 3 spaces of 3 enemies, -2 Damage
Personal Skill: Resilient Skin: If HP is over 50%, +2 Res
/Personal Skill: First Impressions: If attacking an enemy unit who has full HP, +15 hit
//Personal Skill:
 
Preferred Stats: Strength, HP

Weapon Proficiency: Axe (E)


Level: 1 (0/100)

Total Level: 1

Progression Spent: 330/330 

 

Initial Stats:

HP: 20 ( 55% )
STR: 6 ( 60% )
MAG: 0 ( 0% )    
SKL: 2 ( 45% ) (+1) 
LCK: 1 ( 45% )
DEF: 3 ( 20% )   
RES: 0 ( 65% ) (+2)
SPD: 2 ( 40% ) (+1)


MOV: 4

CON: 6
AID: 5

 

Current Stats:

HP: 20 ( 55% )
STR: 6 ( 60% )
MAG: 0 ( 0% )    
SKL: 3 ( 45% )
LCK: 1 ( 45% )
DEF: 3 ( 20% )   
RES: 2 ( 65% )
SPD: 3 ( 40% )


MOV: 4

CON: 6
AID: 5

 

Name                   | Type ( )    | RNG | WT | MT | Hit | Cr | QL
Hatchet                | Throw (E) | 1-2   | 6    | 4     | 80  | 5  | 40/40
Vulnerary (3/3)

 

Hatchet:
RNG: 1-2
AT: 10
Hit: 86
AS: 3
Eva: 7
Crit: 6
DG: 1
Aegis: 4%

 

ujhWfOm.png Hinabe / "Talapoin"

Spoiler

Name: Hinabe (Talapoin)

Class: Light Trainee > Ascetic > Crusader
Character Skill: Center
Affinity: Wind (+2.5 Hit/Evasion, +2.5 Crit/Dodge)

Personal Flaw: Punch-Drunk: When Hinabe is afflicted with an Ailment, -15 Hit. 
Personal Skill: In My Element: When Hinabe is within 3 spaces of at least 3 enemies, +10 Hit/Eva. 
/Personal Skill: Deflecting Blows: When Hinabe is doubling his opponent in combat, +1 DEF/RES. 
//Personal Skill: Unbloodied Lips: When Hinabe is at less than 50% HP, he recieves +2 AS. 

Preferred Stats: Magic, Luck
Weapon Proficiency: Light (E) > Warding (C), Light (D)

Level: 1 (0/100)
Total Level: 1
Progression Spent: 330/330

Initial Stats:
HP: 16 ( 70% )
STR: 0 ( 40% ) (+2)
MAG: 4 ( 40% )
SKL: 3 ( 30% ) 
LCK: 3 ( 10% )
DEF: 1 ( 45% ) (+2)
RES: 4 ( 45% )
SPD: 4 ( 50% ) 


MOV: 4
CON: 4
AID: 3

 

Current Stats:

HP: 16 ( 70% )
STR: 2 ( 40% ) 
MAG: 4 ( 40% )
SKL: 3 ( 30% ) 
LCK: 3 ( 10% )
DEF: 3 ( 45% ) 
RES: 4 ( 45% )
SPD: 4 ( 50% ) 


MOV: 4
CON: 4
AID: 3

 

Name                   | Type ( ) | RNG | WT | MT | Hit | Cr | QL
Lightning             | Holy (E) | 1-2   | 4    | 4    | 85  | 5   | 40/40
Vulnerary (3/3)

 

Lightning:

RNG: 1-2
AT: 8
Hit: 92
AS: 4
Eva: 11
Crit: 6
DG: 3


Bio: The Order of Saint Thaksin is a military religious order dedicated to protecting the southern mountainous borders of Ria. Rian monastic practices often involve refining one's hatred into a serene rage. In the case of monastic orders close to the borders, this often manifests in the hatred of Ria's neighbors. Hatred of the Perusians for robbing them of much of their lands, hatred of the Vinians for taking advantage of their weakened state by ransacking their borders, and hatred of the Vaans for doing nothing to help them.

 

Hinabe is an ex-member of the Thaksinite monks, who left the order after a physical conflict with a military official a year ago. The legal officials at the time ruled that Hinabe was in the right for defending a merchant from being stolen from, but it nonetheless made for a minor scandal for the Order. Regardless, Hinabe was not excommunicated, and left the order on his own accord, for reasons he has declined to mention. After leaving the order, he became a wandering vigilante, traveling from village-to-village, living on alms and righting wrongs. Two months ago, he was arrested and charged with killing three of four men who were burglarizing an inn, and has been in prison since. 

 

faquppZ.png Justine Wagner / "Minstrel"

Spoiler

Name: Justine Wagner (Minstrel)
Class: Performer Trainee > Dancer > Dancing Blade
Character Skill: Daunt
Affinity: Dark (+0.5 Damage, +2.5 Evasion, +2.5 Crit/Dodge)


Personal Fault: There Is No Sign Of You: If this unit is not within range of a Support, -2 damage dealt.
Personal Skill: Carry On, Beloved Maiden Mine: +10 Crit for one round if an ally defeats an enemy after being performed. 
/Personal Skill: Until The World's End: +15 Evasion for one round after defeating an enemy.
 
Preferred Stats: Luck, Strength
Weapon Proficiency: Performance (E) > Sword (D), Performance (D)
 
Level: 1 (0/100)
Total Level: 1
Progression Spent: 330/330
 
Initial Stats:
HP: 17 ( 70% )
STR: 2 ( 60% ) (+1)
MAG: 2 ( 0% )
SKL: 2 ( 70% ) (+1)
LCK: 5 ( 30% )
DEF: 1 ( 20% ) (+1)
RES: 3 ( 20% ) 
SPD: 5 ( 60% )


MOV: 4
CON: 3 (+1)
AID: 2 

 

Current Stats:

HP: 17 ( 70% )
STR: 3 ( 60% )
MAG: 2 ( 0% )
SKL: 3 ( 70% )
LCK: 5 ( 30% )
DEF: 2 ( 20% )
RES: 3 ( 20% ) 
SPD: 5 ( 60% )


MOV: 4
CON: 4
AID: 3

 

Name                   | Type ( ) | RNG | WT | MT | Hit | Cr | QL
Artemis' Song      | Lyrics (E) | +10 Hit for 3 Turns      | 30/30
Vulnerary (3/3)

 

Artemis' Song:

Gives +10 Hit for 3 Turns

Eva: 15

DG: 5


Bio: Born in Ulux near the northern borders with Ceda and Perus, Justine had the rare opportunity to be exposed to what all three cultures had to offer despite the poverty surrounding her as she grew up. As a result, she quickly acquired a strong taste and affinity for the arts, particularly theatre with its synthesis of song, dance, and tales of brave knights saving beautiful princesses. Living where she was, learning to defend herself was equally useful, especially when restless feet set her to traveling rather than trying to eke out a living where she was. Among her ancient tales of adventure and chivalry, she learned of more modern stories, of the gracious Queen Stella and her mysterious husband, developing something one might call a small obsession with the former. . . Being good-hearted and not one to follow rules that she hasn't set herself, she eventually ended up traveling with Virtuous; the group's mission made all too much sense for the accidental scholar of lyrical history.

 

2bn9VY2.png Lenore Snicket / "Mink"

Spoiler

Name: Lenore (Mink)
Class: Drifter -> Thief -> Rogue
Character Skill: Cancel
Affinity: Anima (+1 Damage, +2.5 Crit/Dodge)
 
Personal Fault: Don't Shoot to Kill: When initiating combat against an opponent who would be killed by the next attack, -15 HIT.
Personal Skill: The Sky's The Limit: When above 50% HP, +15 EVA.
/ Personal Skill: Your Lying Eyes: When facing Thieves and their promotions, +2 damage.
// Personal Skill: Show Your Stuff: When within 2 spaces of a Support partner, +15 Critical.
 
Preferred Stats: Speed, Luck    
Weapon Proficiency: Hidden (E)
 
Level: 1
Total Level: 1
Progression Spent: 330/330

 

Initial Stats
HP: 16 ( 60% ) 
STR: 4 ( 65% ) (+2)
MAG: 1 ( 0% ) 
SKL: 4 ( 60% ) (+1) 
LCK: 3 ( 65% ) 
DEF: 1 ( 10% ) 
RES: 1 ( 10% )        
SPD: 4 ( 60% ) (+1)

MOV: 5 
CON: 4 
AID: 3 

 

Current Stats:

HP: 16 ( 60% ) 
STR: 6 ( 65% )
MAG: 1 ( 0% ) 
SKL: 5 ( 60% ) 
LCK: 3 ( 65% ) 
DEF: 1 ( 10% ) 
RES: 1 ( 10% )
SPD: 5 ( 60% )

MOV: 5 
CON: 4 
AID: 3 

 

Name                   | Type ( ) | RNG | WT | MT | Hit | Cr | QL
Iron Knife            | Knife (E) | 1-2  | 5    | 4     | 90  | 0  | 40/40
Vulnerary (3/3)

Iron Knife:
RNG: 1-2
AT: 10
Hit: 101
AS: 4
Eva: 11
Crit: 2
DG: 3
Cancel: 8%

 

Bio:

The streets of Perus are a hard place for any person to make their living, with the widespread poverty. The largest part of the wealth belongs to the countless feudal rulers who own countless fiefs in the country, leaving the large multitude in bound servitude to their masters to amplify their wealth or to be conscripted into the personal armies of each king. With no king whose very presence could make the prideful wills of the squabbling mass, no authority holds sway over a vast majority of the country, leaving it full of bandits and those desperate to escape the conscriptions and in urgent need of the basics of survival. War seems constantly on the horizon with the building armies of each lord, built to show their power and to suppress their enemies. Indeed, though the kingdom of Perus is said to have roads paved in gold and riches beyond the imaginations of others, the reality remains that power and wealth belongs to a scant few; for the rest, life is as hard as it always been, with people toiling every day for a pittance, and children abandoned on the streets because their parents could not afford to raise them.
 

Lenore was one of the many children, abandoned by those who ought to have raised them. What is known of Lenore's natural parents is scant; the tavernkeeper who raised the girl mantained that it was a soldier who left her with him, a good friend who asked him to hide his identity, who gave her away because her mother had died and he could not raise her right. To this day, the soldier never appeared again, and neither Lenore nor her adoptive father have ever caught any trace of his whereabouts or current condition; he may have died, gone off to live in another land and forgotten the daughter he had left behind, or worse. The tavernkeeper, however, did not forget his duty to the girl who was now in his charge, for he had made a promise to raise her when his friend could not. Education was out of the question; though the business made money, he could not afford to educate the girl beyond the basics of running his business, and so that is what he did. Lenore spent much of her early life learning to run the tavern and helping her father with it, whether it was evicting the drunks or cleaning the utensils.

Lenore, however was sometimes a little too smart for her own good, occasionally participating in small games of chance with the clientele and swindling them out of money through sleight of hand and trickery like hidden trap dice, causing her father no small end of distress. He was never quite sure where she learned so much, not just about swindling, but about the world as a whole, though he suspected somewhat when he'd heard news of the clergymen missing the occasional book from their collection. As she grew, she became a fiery young girl, intelligent and clever enough to look for knowledge. She yearned to go beyond the tavern, but did not leave because she owed it to her father, who raised her to the best of his abilities. He tried his best to raise her as a just woman, a good woman, who would do right by others.
 

Her opportunity came one day, however. The tavern had been lacking for visitors, the town they lived in having lost its role as a major trade hub, and so the old keeper was forced to close it down. With nothing left to him, he went to seek work as a laborer. He wanted, desperately, to keep Lenore with him, to keep her safe as he had promised, but with no home and no money, he had no choice but to turn her out on to the world with what little possessions she had, sad as he was to see her go. Lenore, at first, was worried; her entire life was the tavern, and without it, she knew very little. Still young, she thought for a while as to what to do. After all, this was Perus, the Land of Gold, was it not? Surely there was something for her to seek out, some way to make a living, but all she saw was suffering, injustice and the hellish conditions her countrymen were subjected to by those who thought it right to do so, their lords.  It infuriated her, as she could do nothing to help, but watch.

As she sat by the roadside thinking one day, Lenore was suddenly accosted by a group of travelling traders, the unsavoury type who worked for the rulers to give them more and more wealth. Happening upon her, they surrounded her, hoping to take her along to their ruler, a notoriously lecherous old man, for boons and blessings. Lenore, however, was too quick-witted to be afraid, and came up with a plan. Playing the part of the innocent, naive ingenue, Lenore begged them to let her accompany them, offering them what was left of the tavern's beer. Seeing no threat in this girl, they agreed, and so they drank (she did not) and grew drowsy. She then asked them to play a game with her, a game of dice; if they won, they could take her to their king, but if she won, they would let her go free. Foolishly, they agreed; Lenore, now practiced at swindling drunkards, easily won with a pair of trick dice. As they fell asleep, the alcohol taking its toll, she took her opportunity; she robbed them blind, taking their money and what valuables she could carry, and a horse, and she scurried off into the night. That was Lenore's first proper scam.
 

From then on, Lenore lived off of the art of the con. She was careful only to target those who were the rich, who had much to give and yet gave nothing, not from necessity but from callousness; the robber barons, the lords who intended suffering upon those in their protection. She started small; unsavoury merchants accosting poor tavern girls in games of dice and cards for small amounts of money, lecherous clergymen who saw Lenore as another conquest, left drunk and passed out with naught but the clothes on their backs and sometimes not even that. Lenore diversified from simple games of chance, however; she became a skilled forger, convincingly faking priceless pieces of art, letters of pardon and other documents worth a fortune to the right buyers. Her targets became more ambitious; the lords in their high castles, who thought themselves untouchable by the law, but not by Lenore. It was a rough start, swindling them, but con, fool and fake her way through high society she did.

She became a jack-of-all-trades of all manners of frauds and lies and schemes, selling them exquisitely forged paintings that could scarcely be told from the real thing, appealing to the warped senses of chivalry of those who saw themselves as entitled to the love of maidens they saved by robbing them blind through plaintive cries for help. In the process, she became as genuinely learned as a scholar who had actually had a proper education under a proper teacher; after all, frauds and forgeries needed intimate knowledge of the subject, knowledge which Lenore was perfectly capable of acquiring. She became a chameleon to the best of her efforts, who could forge any document, effortlessly copy any painting or sculpture, and blend into any social function and speak on international affairs, and vanish like the wind when her task was done, as if she'd never been there in the first place. She built up a kit of tools and disguises (nothing large, just enough to change her look a little bit), and a network of trusted associates whom she would occasionally bring into her schemes in exchange for a share of the gains. 
 

Lenore never kept all the gains she made, however, because she never forgot who she once was; though she wasn't so charitable as to give all of her gains away to the poor, she did give them a significant portion, keeping some for herself. After all, if she was going to steal from the rich and give to the poor, she ought to profit a little bit from it, right? Her motives were not necessarily completely benevolent; though some part of her was genuinely motivated by the injustice that her countrymen were facing, some other part of her did it out of pride. Specifically, she did it out of pride that those who thought the law could not punish them, were punished because they thought a beautiful woman was too stupid to fool them, because she could outwit them. Indeed, she shied away from force and violence, though she was unafraid to defend herself, because of this; what kind of a con artist would need to rely on the threat of violence to get what they wanted?

On some level, Lenore lived for the chase, the hunt, the next con. Knowing she had done right by a family of eight who needed the money to last the winter was a high only matched by knowing that the money had come from another fool who had thought her naive yet again, or perhaps someone who was savvy to her schemes but not prepared enough, and so fell victim to her anyway. Some part of her, however, wanted to go straight; if not now, then one day, in the future. Lenore knew that this life was unsustainable, as enjoyable as it was, but the future was not now. Furthermore, she wanted to do right by her old man; he had made an honest living, and she knew, deep down, he would not have approved of her methods. Going straight, she resolved, was an end goal, the aim, but not something she could pursue now.
 

Virtuous was, in Lenore's opinion, the logical next step. Having heard of the band through the web of connections she'd made of this band put together, both sides of Lenore had their interest piqued. The benevolent, heroic side, the one who fought for the little guy, was interested because it was a chance to do right, both by her old man and by those who she'd witnessed starving on the streets, to change affairs. The huntress, the fraud, the conwoman in her was interested because it was another challenge, another con, another scheme, possibly the biggest scheme she'd ever run. Both, however, were subsumed under a different desire; perhaps, if Virtuous succeeded, if they did what they had to, Lenore could go straight, could quit the life of a conwoman, and do the memory of her father good.

 

lizavetaneutral.png Lizaveta Medvedeva / "Scarlet"

Spoiler

Name: Lizaveta Medvedeva (Scarlet)

Class: Dark Trainee > Scholar > Virtuoso

Character Skill: Charisma

Affinity: Heaven (+5 Hit, +2.5 Crit/Dodge)

 

Personal Fault: Destructive Obsession: All attacks from Perusian opponents are guaranteed to hit Lizaveta.

Personal Skill: We All Struggle Together!: When within three spaces of three allied units, Lizaveta gains +15 Hit

 

Preferred Stats: Magic, Skill

Weapon Proficiency: Dark (E)

 

Level: 1 (0/100)

Total Level: 1

Progression Spent: 330/330

 

Initial Stats:

HP: 18 ( 50% )

STR: 0 ( 0% )

MAG: 5 ( 60% )

SKL: 5 ( 60% ) (+2)

LCK: 0 ( 40% ) (+1)

DEF: 0 ( 40% ) (+1)

RES: 3 ( 40% )

SPD: 3 ( 40% )

 

MOV: 4

CON: 5

AID: 4

 

Current Stats:

HP: 18 ( 50% )

STR: 0 ( 0% )

MAG: 5 ( 60% )

SKL: 7 ( 60% )

LCK: 1 ( 40% ) 

DEF: 1 ( 40% ) 

RES: 3 ( 40% )

SPD: 3 ( 40% )

 

MOV: 4

CON: 5

AID: 4

 

Name                   | Type ( ) | RNG | WT | MT | Hit | Cr | QL
Worm                 | Dread (E) | 1-2  | 6    | 6    | 80  | 6   | 40/40
Vulnerary (3/3)

 

Worm
RNG: 1-2
AT: 11
Hit: 94
AS: 2
Eva: 5
Crit: 9
DG: 1

 

Bio:

Lizaveta was a middle-class scholar, a fairly rare thing in Vini, and attended one of Vini's few universities. She had started off learning about dark magic and found that she had a natural aptitude for magical study, due to a curious and studious nature that let her understand how magic systems work quickly and easily. However, she neglected her magical work in favor of finding out more about the world, learned more about the way that Vini, and for that matter people of all of the world’s kingdoms, had been victimized, ground into the dust by the way the world worked. She learned about Perus, she learned about the way Perus made carefully sure that its neighbors would never eclipse it, and in the middle of learning about Perus’ economic domination, she stumbled upon a relatively new book written by an author in Vaa, the Manifesto of the Peasantry.

 

It is hard to overstate the effect of this book on Lizaveta. It changed her way of thought to an entirely new view of the world – a view of the world in three classes, and in three stages. The Manifesto spoke of the aristocracy, the merchantry, and the peasantry, classes whose histories were locked in conflict. It spoke of the aristocracy dominating the both through tradition, then of the merchantry overthrowing the power of the aristocracy via monetary power.  And it spoke of the merchantry gathering wealth among themselves, putting their foot on the peasants’ necks, and using dirty tactics and exploitation in order to keep their number as low as possible. And it prescribed a solution, a rise of the peasantry and of the workers in order to create a world with none of this unevenness, this class exploitation, this dominance.

 

It opened her mind to a group of people that she had long in her life been unaware of, the vastly poor, the majority of those in Vini, who were so incredibly poor that they never had the opportunity to even make their children any richer, those who spent their lives toiling and struggling. It filled her heart with compassion to them too – thanks to a newfound empathy about what it was like to be oppressed, and with a naturally loving heart, Lizaveta became inflamed by the plight of the poor.

 

This gave her a new purpose in life. She had been a studious girl when she started at the university, but now she threw herself not only into her dark magic with a renewed vigor but studied the world as well and received lectures from professors on how trade and merchants worked. She even began tertiary study in matters of anima magic. She had a goal in life now: she was going to be the one to begin the revolution of the peasants and the workers, to bring to an end the oppression and exploitation and monopoly which marked the world, and her country, in its current order.

 

As the state of the world got worse and worse, it only emboldened Lizaveta further. It became clear that the order that Perus kept the world in was getting worse and worse – the aristocracy killed each other, with the king of Vini being assassinated, and the merchantry of Perus tightening its hold on the world but inviting a blowback at the same thing. The world was ripe for revolution, for change, for a breaking of the order that threatened to tear it apart. Motivated by love for those peasants so crushed by the flaws of their kingdoms and by the grasp of Perus’ rich, for the people at threat by the suicidal machinations of the elite, Lizaveta was spurred to take action.

 

So when she became aware of the existence of Virtuous, she immediately did her utmost to seek them out – these were people who also saw the flaws of the world they lived in, and if there was any vehicle for her to spread the ideology of the peasantry, Virtuous would be it…

 

9Lt7IrL.png Mim Rhedan / "Snowbird"

Spoiler
Name: Mim Rhedan (Snowbird)
Class: Archer Trainee > Apothecary > Merchant
Character Skill: Cancel
Affinity: Earth (+5 Evasion, +2.5 Crit/Dodge)
 
Personal Fault: Too Fluffy: Occasionally her clothes can get in the way of moving quickly. When following up against an enemy, -15 hit
Personal Skill: Homebrewer: After using a healing item on herself, +2 SPD until next player phase
/Personal Skill: TBD
//Personal Skill: TBD
 
Preferred Stats: Skill, Defense
Weapon Proficiency: Bow (E)
 
Level: 1
Total Level: 1
Progression Spent: 330/330
 
Initial Stats:
HP: 16 ( 50% )
STR: 4 ( 50% )
MAG: 1 ( 0% )
SKL: 5 ( 45% )
LCK: 2 ( 60% )
DEF: 3 ( 30% )
RES: 1 ( 40% ) (+2)
SPD: 4 ( 55% ) (+2)
 
MOV: 4
CON: 4
AID: 3
 
Current Stats:
HP: 16 ( 50% )
STR: 4 ( 50% )
MAG: 1 ( 0% )
SKL: 5 ( 45% )
LCK: 2 ( 60% )
DEF: 3 ( 30% )
RES: 3 ( 40% ) 
SPD: 6 ( 55% ) 
 
MOV: 4 
CON: 4
AID: 3
 

Name                 | Type ( )       | RNG | WT | MT | Hit | Cr | QL
Training Bow      | Recurve (E) | 2      | 3     | 4    | 95  | 5  | 40/40
Vulnerary (3/3)

 

Training Bow:
RNG: 2
AT: 8
Hit: 106
AS: 6
Eva: 14
Crit: 7
DG: 2
Cancel: 8%

 

Reiko.png Reiko Masuda / "Thistle"

Spoiler

Name: Reiko Masuda (Thistle)
Class: Swordswoman Trainee > Myrmidon > Samurai 
Character Skill: Vengeance

Affinity: Wind (+2.5 Hit/Evasion, +2.5 Crit/Dodge)

 

Personal Flaw: Dawn of a Miserable Morning: If unit is above 50% max HP, -15 to Evasion
Personal Skill: Don’t Toy With Me On A Whim: If unit is below 50% max HP, +5% to Vengeance activation chance.
/Personal Skill: Imitation Gold: If unit is in combat with an enemy who wields a sword, +10 to Hit/Evasion
//Personal Skill: I’m Not Your Cute Woman: If unit is within 3 spaces of 3 enemy units, +10 Crit.

 

Preferred Stats: Skill, Speed

Weapon Proficiency: Sword (E) > Slashing (C), Sword (D)

 

Level: 1
Total Level: 1

Progression Spent: 330/330

 

Initial Stats:

HP: 18 ( 90% ) (+1)
STR: 4 ( 40% ) (+1)
MAG: 1 ( 0% ) 
SKL: 5 ( 60% )
LCK: 2 ( 40% ) (+2)
DEF: 2 ( 30% )
RES: 0 ( 20% ) 
SPD: 4 ( 50% )
 
MOV: 4
CON: 4
AID: 3

 

Current Stats:

HP: 20 ( 90% )
STR: 5 ( 40% )
MAG: 1 ( 0% ) 
SKL: 5 ( 60% )
LCK: 4 ( 40% )
DEF: 2 ( 30% )
RES: 0 ( 20% ) 
SPD: 4 ( 50% )
 
MOV: 4
CON: 4
AID: 3

 

Name                  | Type ( )   | RNG | WT | MT | Hit | Cr | QL
Slim Sword          | Slash (E) | 1      | 3     | 4    | 95  | 5  | 40/40
Vulnerary (3/3)

 

Slim Sword:

RNG: 1
AT: 9
Hit: 107
AS: 4
Eva: 12
Crit: 7
DG: 2
Vengeance: 9%

24nnPmY.png Shin Surutaro / "Ficus"

Spoiler

Name: Shin Surutaro (Ficus)
Class: Archer Trainee > Nomad > Nomad Trooper
Character Skill: Desperation+

Affinity: Wind (+2.5 Hit/Evasion, +2.5 Crit/Dodge)

 

Personal Flaw: Focal Contamination - (If Shin is within 3 spaces of 7 units, -15 Hit.)
Personal Skill: Beggar's Craftiness - (If Shin isn't adjacent to 2 or more units, +2 AS.) 
/Personal Skill: Nature of the Escapist - (If Shin moves more than half his MOV, +15 Evade until his next turn.)
//Personal Skill: Eye Opener - (If Shin is under 50% of his Max HP, +10 Crit.)

 

Preferred Stats: Skill, Defense

Weapon Proficiency: Bow (E) > Longbow (C), Bow (D)

 

Level: 1
Total Level: 1

Progression Spent: 300/300

 

Initial Stats:

HP: 16 ( 50% )
STR: 4 ( 60% ) 
MAG: 1 ( 0% )
SKL: 5 ( 50% ) (+1)
LCK: 2 ( 10% ) 
DEF: 3 ( 30% ) 
RES: 1 ( 40% ) (+2)
SPD: 4 ( 60% ) (+1)
 
MOV: 4
CON: 4
AID: 3

 

Current Stats:

HP: 16 ( 50% )
STR: 4 ( 60% ) 
MAG: 1 ( 0% )
SKL: 6 ( 50% )
LCK: 2 ( 10% ) 
DEF: 3 ( 30% ) 
RES: 3 ( 40% ) 
SPD: 5 ( 60% ) 
 
MOV: 4
CON: 4
AID: 3

 

Name                   | Type ( )       | RNG | WT | MT | Hit | Cr | QL
Training Bow        | Recurve (E) | 2      | 3     | 4    | 95  | 5  | 40/40
Vulnerary (3/3)

 

Training Bow:
RNG: 2
AT: 9
Hit: 108
AS: 5
Eva: 12
Crit: 8
DG: 2

 

Bio: Shin was born into a pretty well-off family and he lived a pretty comfortable life for most of his childhood, but certain events pushed him to leave all of that behind and set out on his own. Shin made most of his living through simple odd-jobs and some mercenary work. This is all he could remember about his past at the current moment however, as he was once tasked with stealing from a shaman, and failed. He was subsequently cursed as punishment, and one of the effects was amnesia.

With the inability to fully recall his past, Shin continued his work doing odd jobs and mercenary work, eventually finding himself in the Kingdom of Ceda, which he took up as his place of origin. In Ceda, Shin was hired as a guard due to the lack of willing applicants and he was deemed "good enough" for the job. Due to coincidence or plain misfortune, on the very first night on his job, he came up against a group of bandits all by himself. Against all odds however, Shin managed to hold his ground and came out unscathed, much to his surprise.

Shin's feat was witnessed by Kane, and was soon confronted by him. Kane was surprised at the ..raggedness of Shin and his living circumstances (or lack thereof) and offered to talk over some food. Shin nervously denied, stating that he couldn't afford to get anything at the current moment, to which Kane insisted that he'd pay for whatever Shin wanted. Taken aback by his generosity, Shin offered to take up work from Kane should he need it, seeing as he has no where else to go anyway.

Kane was admittedly reluctant at first, but eventually recruited Shin into Virtuous. Despite his looks, he proved to be a valuable addition to the group. Probably.

 

Character Art: http://www.rebornevo.com/forum/uploads/monthly_2018_12/image.png.6c9df92a525b3e35b8852eafa5706218.png

tVbO18g.png Tabitha Bellmonte / "Rose"

Spoiler

Name: Tabitha Bellmonte (Rose)
Class: Acolyte > Sister > War Cleric
Character Skill: Center

Affinity: Thunder (+0.5 DR, +2.5 Evasion, +2.5 Crit/Dodge)

 

Personal Flaw: Impatience - If Tabitha hasn't performed any action on her previous turn, -10 Hit and Evade until her next turn.
Personal Skill: Memorial Prayer - If a unit within 3 spaces of Tabitha is reduced to 0 HP, Tabitha recovers +5 HP next turn. 
/Personal Skill: Raw Focus - If Tabitha is within 3 spaces of 3 enemies, Tabitha gains +15 Evade.
//Personal Skill: Peak Condition - If Tabitha is over 50% of her Max HP, Tabitha gains +15 Hit.

 

Preferred Stats: Resistance, Luck

Weapon Proficiency: Staff (E) > Healing (C), Staff (D)

 

Level: 1
Total Level: 1

Progression Spent: 330/330

 

Initial Stats:

HP: 15 ( 60% ) 
STR: 2 ( 35% ) 
MAG: 3 ( 40% ) +1
SKL: 1 ( 45% ) +1
LCK: 4 ( 40% ) 
DEF: 1 ( 40% ) +2
RES: 6 ( 35% ) 
SPD: 5 ( 35% ) 
 
MOV: 4
CON: 3
AID: 2

 

Current Stats:

HP: 15 ( 60% ) 
STR: 2 ( 35% ) 
MAG: 4 ( 40% )
SKL: 2 ( 45% ) 
LCK: 4 ( 40% ) 
DEF: 3 ( 40% )
RES: 6 ( 35% ) 
SPD: 5 ( 35% ) 
 
MOV: 4
CON: 3
AID: 2

 

Name                   | Type ( )       | RNG | WT | MT | Hit | Cr | QL
Heal                     | Heal (E)       | 1  | Heals (10+MAG) HP | 30/30
Vulnerary (3/3)

Heal:
Heals +14
Eva: 14
DG: 4

 

Bio: Tabitha was born to one of the more wealthier families in the Kingdom of Ria. From a young age Tabitha had always been a troublemaker, often getting into skirmishes and violent disagreements with other children. As she grew older, her parents continued to worry about the state of her daughter, so eventually at a young age she was sent away to live in a monastery in the Kingdom of Ulux. At the monastery Tabitha quickly learned about the inhabitants of the Kingdom of Ulux, particularly a brothel owner named Pud who would constantly come to the brothel in order to purchase pardons to atone for the sins he committed. Years went by and Tabitha grew older, gaining a reputation as a "foul-mouthed sister". One day, one of the dancers from Pud's brothel arrived to the monastery, begging for someone to help her. She claimed that Pud had done unspeakable things to her, and that if she didn't continue doing them, Pud would kill the dancers that she mentored. Tabitha and the dancer grew close over the next few weeks, as she would often stop by the monastery to pray with Tabitha, that the gods would help to save her from her situation, or at least make it bearable. Eventually, the dancer stopped coming to the monastery, and as Tabitha was helping dispose of the corpses behind the monastery she came into contact with her friend again. Call it divine insight, or a gift from the gods, but the fire inside of her burned brighter than it ever had before, and throughout the night a grand pyre of flames burned, muffled by the screams of a certain brothel owner begging the gods to save him as his flesh melted away. The following day Tabitha was apprehended by guards, her being the most likely suspect in the fire. Despite being in chains, she was content knowing that what she did was right. However she was also angrier than ever before, wondering why the gods that claimed to protect the people were silent. She vowed to take matters in her own hands from this point on.

 

Character Art: https://i.imgur.com/LI8nz2j.png

 

Edited by RedMageCole

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Non-Player Characters

 

bFZXdn5.pngKane Kirioth / "Phoenix"

 

Name: Kane Kirioth (Phoenix)

Class: Thief Trainee > Spy > Master Spy
Character Skill: Rend Heaven
Affinity: Wind (+2.5 Hit/Evasion, +2.5 Crit/Dodge)

Personal Flaw: In the Spotlight (If Kane moves less than half of his MOV, -10 Hit/Evasion until his next turn.)
Personal Skill: Glory of Virtuous (If Kane is above 50% HP, +10 Crit Rate.)
/Personal Skill: Constant Vigilance (If Kane is within 3 spaces of 3 enemy units, +15 Evasion.)
//Personal Skill: Sticky Fingers (If Kane utilizes Trick Up The Sleeve, he recovers +5 HP next turn.)

Preferred Stats: Skill, Luck
Weapon Proficiency: Exotic (C), Hidden (D)

Level: 1 (0/100)
Total Level: 6
Progression Spent: 330/330

Trainee Stats:
HP: 16 ( 60% )
STR: 4 ( 50% )
MAG: 1 ( 0% )
SKL: 4 ( 60% ) +1
LCK: 3 ( 45% )
DEF: 1 ( 25% ) +1
RES: 1 ( 20% )
SPD: 4 ( 70% ) +2

 

MOV: 5
CON: 4
AID: 3

Trainee Level 2: HP +1, STR +1
Trainee Level 3: HP +1, LCK +1, DEF +1
Trainee Level 4: HP +1, STR +1, SKL +1, LCK +1, RES +1, SPD +1
Trainee Level 5: SKL +1, SPD +1
Promotion: HP +2, STR +2, SKL +2, SPD +2, CON +2, AID +2, MOV +1, STR +5%

Current Stats:
HP: 21 ( 60% )
STR: 8 ( 55% )
MAG: 1 ( 0% )
SKL: 9 ( 60% )
LCK: 5 ( 45% )
DEF: 3 ( 25% )
RES: 2 ( 20% )
SPD: 10 ( 70% )


MOV: 6
CON: 6
AID: 5

Name                   | Type ( ) | RNG | WT | MT | Hit | Cr | QL
Iron Knife            | Knife (E) | 1-2  | 5    | 4     | 90  | 0  | 40/40
Lockpick (15/15)
Vulnerary (3/3)

Iron Knife:
RNG: 1-2
AT: 12
Hit: 110
AS: 10
Eva: 25
Crit: 4
DG: 5
Rend Heaven: 14%

Bio: Kane was born in Vini, the youngest in a family of two; his mother and older sister, with his father having been recently deceased. Despite being the youngest, he has been on top of providing for his family, though he admits most of his paid work was dirty work, that he did not worry his mother or sister with. All of this dirty work, however, was for a greater purpose; gathering information.
 
By doing all of this work, he was able to gather news about the world, and not only had he heard whispers of a time where the continent was supposedly a good place free of strife, the whispers of the supposedly inevitable war of the kingdoms started to reach his ears. With his surge of desire to protect the world he was born in and try to change it for the better, Kane planned to cause an uprising to not only prevent the war from occurring and destroying the continent as Perus would inevitably do, but to potentially change the world for the better. This would not be done alone; he would get the help from a band of downtrodden yet talented members of his choosing named Virtuous.

At just around 20 years old, he left home, promising to send his mother and sister money. He set up his operations in a rather sizable abandoned building in Ceda; feeling that he would encounter the least amount of opposition there. From then on, he used his charisma and knowledge of the world to seek out members for around four months; while the team he got was small, their purpose was great. Having planned out specific courses of action for the four months, they got to work.

Within only a month after this four month period, Virtuous had become well known for their terrorizing, stealing, and even the occasional kill, but Kane promised his members he would not be doing all of this for nothing; he only ever targeted those taking advantage of others, and people that should be locked up in jail but were not. Despite his supposed merciless approach towards criminals, he’s quite kind and rather charming towards those he cares about; his members being no exception. While he makes it a point that there is no fooling around on the field and everyone must be in perfect shape to take on any challenge, he keeps everyone well-fed and well-rested whenever possible.

 

Edited by RedMageCole

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ferdiad_talking.png

"I promise I will do my utmost to protect you all. Such is the way of the knight."

Spoiler

Name: Ferdiad Domniann ( Knight )
Class: Rider Trainee > Cavalier > Great Knight
Character Skill: Renewal

Affinity: ---

 

Personal Flaw: Chivalric Heart [ when attacking enemies that cannot counterattack, -15 Hit and cannot crit ]
Personal Skill: Ritter Shield [ when within 3 spaces of 3 allies, +2 DMG reduction ]
/Personal Skill: Lumen Lance [ when over 50% HP, +2 DMG dealt ]
//Personal Skill: TBD

 

Preferred Stats: SKL, SPD

Weapon Proficiency: Lance (E)

 

Level: 1
Total Level: 1

 

Progression Spent: 330/330

 

Stats:

HP: 22 ( 80% ) +2
STR: 4 ( 50% )
MAG: 0 ( 0% )
SKL: 4 ( 45% )
LCK: 2 ( 10% )
DEF: 3 ( 60% )
RES: 3 ( 55% ) +2
SPD: 3 ( 30% )
 
MOV: 4 ( +2 when mounted )
CON:
AID: 4 ( +14 when mounted )

 

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Spoiler

Name: Elise Le Violètt

Class: Acolyte > Troubadour > Holy Guard

Character Skill: Blossom

Affinity: ? ? ?

Code Name: Harmancer

Nation of Birth: Perus

Age: 14(15?) Currently.

 

Personal Fault: I won't quit.: When facing a WTD, -10 Hit/Evade. 

Personal Skill: Focus Beyond All Else: When next to an Enemy, +2 MAG.

Personal Skill: Natural Study: When battling with a WTA, +10 Hit/Evade

Personal Skill: You Are Going Down!: When your Critical Rate is 30+, you are not at a WTD, and your foe can/did attack that combat, +15 Crit.

Preferred Stats: Resistance, Luck, HP > Speed, Luck, HP > Resistance, Defense, HP.

Weapon Profs: Staff(E) > Troubadour Axe(D)

 

Level: 1

Total Level: 1

 

Initial Stats:

 

HP:  15 (40%) 2x2=+4

STR: 2  (50%) 

MAG: 3  (50%) 

SKL: 1 (60%) 

LCK: 4  (20%) 

DEF: 1  (50%) 

RES: 6  (30%) 

SPD: 5  (30%)  

 

CON: 3+2

AID: 4

MOV: 4

Spoiler
Elise ended up joining the Virtuous during Kane's trip in Perus. She just starting helping them. Afterward, she said she mainly wanted to travel and fight. So Kane took her into his group.
 
She's known to be a bit of a Battle Maniac, though outside of that she tends to be proud and kind to others in the group. In her own way. She doesn't particularly care about the lives of others though, and has no trouble killing those she needs to. If there was a class to describe her, it would probably be.. Berserker.

 

Edited by TricMagic

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faquppZ.png

"♪Wherever I go, you'll be with me, my first thought and my last. . . ♪"

 


Name: Justine Wagner (Minstrel)
Class: Dancer - > Dancing Blade
Character Skill: Daunt
Affinity:
Personal Fault: There Is No Sign Of You: If this unit is not within range of a Support, -2 damage dealt.
Personal Skill: Carry On, Beloved Maiden Mine: +10 Crit for one round if an ally defeats an enemy after being performed. 
Personal Skill: Until The World's End: +15 Evasion for one round after defeating an enemy.
 
Preferred Stats: Luck, Strength
Weapon Skill: Sword (D), Performance (D)
 
Level: 1
Total Level: 1
Progression Spent: 335%
 
Base Stats:
HP: 17 (70%)
STR: 2 (60%) (+1)
MAG: 2 
SKL: 2 (70%) (+1)
LCK: 5 (30%)
DEF: 1 (20%) (+1)
RES: 3 (20%) 
SPD: 5 (60%)
CON: 3 (+1)
AID: 2 
MOV: 4

Bio: Born in Ulux near the northern borders with Ceda and Perus, Justine had the rare opportunity to be exposed to what all three cultures had to offer despite the poverty surrounding her as she grew up. As a result, she quickly acquired a strong taste and affinity for the arts, particularly theatre with its synthesis of song, dance, and tales of brave knights saving beautiful princesses. Living where she was, learning to defend herself was equally useful, especially when restless feet set her to traveling rather than trying to eke out a living where she was. Among her ancient tales of adventure and chivalry, she learned of more modern stories, of the gracious Queen Stella and her mysterious husband, developing something one might call a small obsession with the former. . . Being good-hearted and not one to follow rules that she hasn't set herself, she eventually ended up traveling with Virtuous; the group's mission made all too much sense for the accidental scholar of lyrical history.

 

 

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hLH5mp3.png

"An honor to be of service. I do not plan to be a burden however, so please do not hesitate to make a request!"

 

 


Name: Baldur Anton (Orchid)
Class: Acolyte > Butler > Steward
Character Skill: Maturity
Affinity: TBD
Personal Flaw: Seeping Regrets: Cannot restore HP to allies with ailments
Personal Skill: Perfectionist: When healing an ally with 50% or less HP, +5 HP restored 
/Personal Skill: Combat Elegance: When Baldur’s HP>50%, +10 Hit/Eva
//Personal Skill: The Trashman: When Baldur’s foe’s HP<50%, +2 Damage Dealt
 
Preferred Stats: Res, Luk
 
Weapon Proficiency: Staff (E)
 
Level: 1
Total Level: 1
 
Progression Spent: 370%/370%

HP: 15 (70%)
STR: 2 (60%)
MAG: 4 [3+1] (40%)
SKL: 1 (40%)
LCK: 4 (30%)
DEF: 3 [1+2] (50%)
RES: 6 (30%)
SPD: 6 [5+1] (50%)
 
MOV: 4
CON: 3 
AID: 2
 

Bio: Baldur is just a wandering healer with a like minded goal and decided to join up with the group, or so he says. He does seem loyal and up to the cause though.
 

 

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Here's my character.

GmPoxdw.png

"There are two types of people in this world; lions, and mice. You can get by as just a mouse, but if you want to thrive, be a lion."

Spoiler

Name: Marfisa (Tempest)
Class: Rider Trainee > Pegasus Rider > Falcon Knight
Character Skill: Wrath
Affinity: 
Personal Fault: Distant: Marfisa's support bonuses are halved. This does not affect her ally's support bonuses.
Personal Skill: Highlander: If Marfisa is on a Hill or Mountain tile, she gains +15 Evade.
/ Personal Skill: Pragmatic: If the target is under 50% of their max HP, Marfisa deals +2 DMG.
// Personal Skill: Fury: If an ally is reduced to 0 HP, Marfisa gains +10 Critical until her next turn.

Preferred Stats: Skill, Speed
Weapon Skill: Lance (E) > Spear (C), Lance (D) > Spear (A), Lance (C), Slashing (A), Lance (C)

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

Base Stats:
HP: 18 (50%)
STR: 4 (50%)
MAG: 0 (0%)
SKL: 4 (60%)
LCK: 2 (40%)
DEF: 3 (15%)
RES: 1 (50%)
SPD: 3 (65%)
CON: 5
AID: 4
MOV: 4

Level-Ups
Character Creation: +1 STR, +1 SKL, +1 RES, +1 SPD

Current Stats:
HP: 18 (50%)
STR: 5 (50%)
MAG: 0 (0%)
SKL: 5 (60%)
LCK: 2 (40%)
DEF: 3 (15%)
RES: 2 (50%)
SPD: 4 (65%) 
CON: 5
AID: 4
MOV: 4

Inventory: 
Name | Type ( ) | Rng | Wt | Mt | Hit | Crit | QL
Slim Lance | Type (E) | 1 | 5 | 5 | 85 | 5 | 40

Vulnerary 3/3

Battle Stats:
Rng: 1
AT: 10
Hit: 96
Crit: 7
AS: 4
Eva: 10
DG: 2

 

Bio: According to public records, Marfisa was a member of a tribe of hunter-gatherers that lived in the highlands of Ria. Four years ago this tribe was slaughtered by the government and military of Ria in order to secure the natural resources of the mountains in which they lived. Marfisa escaped and lived a mobile lifestyle until she was arrested by guards on the border of Ceda and Gul. Allegedly she was part of Virtuous, who broke her out of jail the morning afterwards.

 

 

Edited by GM_3826

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Okay here's mine, this is sort of a placeholder since I'm currently remaking this but:

tVbO18g.png

"If the gods won't listen to our pleas, I'll just have to take matters into my own hands." 

 

Spoiler

Name: Tabitha Bellmonte (Rose)
Class: Acolyte > Sister > War Cleric
Character Skill: Center

Affinity: yes

Personal Flaw: Impatience - If Tabitha hasn't performed any action on her previous turn, -10 Hit and Evade until her next turn.
Personal Skill: Memorial Prayer - If a unit within 3 spaces of Tabitha is reduced to 0 HP, Tabitha recovers +5 HP next turn. 
/Personal Skill: Raw Focus - If Tabitha is within 3 spaces of 3 enemies, Tabitha gains +15 Evade.
//Personal Skill: Peak Condition - If Tabitha is over 50% of her Max HP, Tabitha gains +15 Hit.

Preferred Stats: Resistance, Luck

Weapon Proficiency: Staff (E) > Healing (C), Staff (D) > Healing (A), Hacking (A), Staff (C), Axe (C) 

Level: 1
Total Level: 1

Progression Spent: 330/330

Stats:

HP: 15 ( 60% ) 
STR: 2 ( 35% ) 
MAG: 3 ( 40% ) +1
SKL: 1 ( 45% ) +1
LCK: 4 ( 40% ) 
DEF: 1 ( 40% ) +2
RES: 6 ( 35% ) 
SPD: 5 ( 35% ) 
 
MOV: 4
CON: 3
AID: 2

 

Bio: Tabitha was born to one of the more wealthier families in the Kingdom of Ria. From a young age Tabitha had always been a troublemaker, often getting into skirmishes and violent disagreements with other children. As she grew older, her parents continued to worry about the state of her daughter, so eventually at a young age she was sent away to live in a monastery in the Kingdom of Ulux. At the monastery Tabitha quickly learned about the inhabitants of the Kingdom of Ulux, particularly a brothel owner named Pud who would constantly come to the brothel in order to purchase pardons to atone for the sins he committed. Years went by and Tabitha grew older, gaining a reputation as a "foul-mouthed sister". One day, one of the dancers from Pud's brothel arrived to the monastery, begging for someone to help her. She claimed that Pud had done unspeakable things to her, and that if she didn't continue doing them, Pud would kill the dancers that she mentored. Tabitha and the dancer grew close over the next few weeks, as she would often stop by the monastery to pray with Tabitha, that the gods would help to save her from her situation, or at least make it bearable. Eventually, the dancer stopped coming to the monastery, and as Tabitha was helping dispose of the corpses behind the monastery she came into contact with her friend again. Call it divine insight, or a gift from the gods, but the fire inside of her burned brighter than it ever had before, and throughout the night a grand pyre of flames burned, muffled by the screams of a certain brothel owner begging the gods to save him as his flesh melted away. The following day Tabitha was apprehended by guards, her being the most likely suspect in the fire. Despite being in chains, she was content knowing that what she did was right. However she was also angrier than ever before, wondering why the gods that claimed to protect the people were silent. She vowed to take matters in her own hands from this point on.

 

And then I guess I also drew her at one point so I'll include that too https://i.imgur.com/LI8nz2j.png

 

Edited by Flannelmagician
  • Upvote 1

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image.png.4bfaca85e93a3b7530990962498e8a20.png

"I'll make absolutely sure this ends up worth my time!"

Spoiler

Name: Motte (Sting)
Class: Soldier Trainee -> Soldier -> Sentinel
Character Skill: Renewal

Affinity: yes

 

Personal Flaw: Nearsighted: If enemy attacks from range greater than or equal to 2, unit's evasion -15.
Personal Skill: Strength in Numbers: If two allies are adjacent to this unit, +10 Critical Rate.
/Personal Skill: Cornered Bear Tactic: If unit's HP ≤ 50% (rounded down), +2 base damage.
//Personal Skill: Bracing Stance: If unit does not move any spaces this turn, Def+2.

 

Preferred Stats: DEF, HP

Weapon Proficiency: Lance (E) -> Polearm (C), Lance (D) -> Polearm (S), Lance (B)

 

Level: 1
Total Level: 1

 

Progression Spent: 330/330

Stats:
HP: 22 ( 80% ) [1 pt]
STR: 4 ( 50% )
MAG: 0 ( 0% )
SKL: 3 ( 40% )
LCK: 2 ( 30% ) [1 pt]
DEF: 5 ( 40% )
RES: 2 ( 40% ) [2 pt] 
SPD: 2 ( 50% )

 

MOV: 5
CON: 4
AID: 4

 

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ujhWfOm.png

"Hey, can you calm down and think about this? Neither of us would want this to escalate any further, trust me."

Spoiler

Name: Hinabe (Talapoin)

Class: Light Pupil -> Ascetic -> Crusader
Character Skill: Center
Affinity: ---

Personal Flaw: Punch-Drunk: When Hinabe is afflicted with an Ailment, -15 Hit. 
Personal Skill: In My Element: When Hinabe is within 3 spaces of at least 3 enemies, +10 Hit/Eva. 
/Personal Skill: Deflecting Blows: When Hinabe is doubling his opponent in combat, +1 DEF/RES. 
//Personal Skill: Unbloodied Lips: When Hinabe is at less than 50% HP, he recieves +2 AS. 

Preferred Stats: Magic, Luck
Weapon Proficiency: Light (E) -> Warding (C), Light (E)

Level: 1 (0/100)
Total Level: 1
Progression Spent: 330/330

Base Stats:
HP: 16 ( 70% )
STR: 2 ( 40% ) (+2)
MAG: 4 ( 40% )
SKL: 3 ( 30% ) 
LCK: 3 ( 10% )
DEF: 3 ( 45% ) (+2)
RES: 4 ( 45% )
SPD: 4 ( 50% ) 
CON: 4
AID: 3
MOV: 4

 

Name                   | Type ( ) | RNG | WT | MT | Hit | Cr | QL
Lightning             | Holy (E) |   1-2 |    4 |    4 |  85 |   5 | 40/40
Vulnerary (3/3)

Bio: The Order of Saint Thaksin is a military religious order dedicated to protecting the southern mountainous borders of Ria. Rian monastic practices often involve refining one's hatred into a serene rage. In the case of monastic orders close to the borders, this often manifests in the hatred of Ria's neighbors. Hatred of the Perusians for robbing them of much of their lands, hatred of the Vinians for taking advantage of their weakened state by ransacking their borders, and hatred of the Vaans for doing nothing to help them.

 

Hinabe is an ex-member of the Thaksinite monks, who left the order after a physical conflict with a military official a year ago. The legal officials at the time ruled that Hinabe was in the right for defending a merchant from being stolen from, but it nonetheless made for a minor scandal for the Order. Regardless, Hinabe was not excommunicated, and left the order on his own accord, for reasons he has declined to mention. After leaving the order, he became a wandering vigilante, traveling from village-to-village, living on alms and righting wrongs. Two months ago, he was arrested and charged with killing three of four men who were burglarizing an inn, and has been in prison since. 

 

Edited by Unlurking Sentinel
2018-12-06: Added my sheet, finally!

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AB3NpX6.png

"Don't get me wrong, I won't let you die. But I have bigger priorities right now than making friends."

Spoiler

Name: Reiko Masuda (Thistle)
Class: Swordswoman Trainee > Myrmidon > Samurai 
Character Skill: Vengeance

Affinity:  i still dont choose this

 

Personal Flaw: Dawn of a Miserable Morning: If unit is above 50% max HP, -15 to Evasion
Personal Skill: Don’t Toy With Me On A Whim: If unit is below 50% max HP, +5% to Vengeance activation chance.
/Personal Skill:  Imitation Gold: If unit is in combat with an enemy who wields a sword, +10 to Hit/Evasion
//Personal Skill: I’m Not Your Cute Woman: If unit is within 3 spaces of 3 enemy units, +10 Crit.

 

Preferred Stats: Skill, Speed

Weapon Proficiency: Sword (E) > Slashing (C), Sword (D) > Slashing (A), Recurve (A), Sword (A), Bow (C)

 

Level: 1
Total Level: 1

Progression Spent: 330/330

 

Stats:

HP: 20 ( 90% ) ( +1 )
STR: 5 ( 40% ) ( +1 )
MAG: 1 ( 0% ) 
SKL: 5 ( 60% )
LCK: 4 ( 40% ) ( +2 )
DEF: 2 ( 30% )
RES: 0 ( 20% ) 
SPD: 4 ( 50% )
 
MOV: 4
CON: 4
AID: 3

 

Edited by Blasbo
edited mugshot

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cowboy_v2_t.png

"Why howdy there partner."

Spoiler

Name: William Colt (Thunderer)
Class: Initiate-->Myrmidon-->Swordmaster
Character Skill: Vantage+
Affinity: N/A

Personal Flaw: Overconfidence:  take +2 damage when hit when above 50% HP 
Personal Skill: High Noon: Deals +2 damage when at 50% HP or lower
/Personal Skill: Showdown: +10 to Crit when Enemies HP is at 50% or higher
//Personal Skill: Shootout: gain +15 evasion when getting attacked from range 2.
 

Preferred Stats: Skill, Speed (Speed, Skill)

Weapon Proficiency: 
Swords (E)

 

Level: 1
Total Level: 1
 

Progression Spent: 300/300

 

Stats: 
HP: 18 (60%)
STR: 4 (60%) +2
MAG: 1 (0%)
SKL: 5 (60%) 
LCK: 2 (20%)
DEF: 2 (20%)
RES: 0 (20%)
SPD: 4 (60%) +2. 

MOV: 4
CON: 4
AID: 3

 

Current stats
HP: 18 (60%)
STR: 6 (60%) 
MAG: 1 (0%)
SKL: 5 (60%) 
LCK: 2 (20%)
DEF: 2 (20%)
RES: 0 (20%)
SPD: 6 (60%)

 

 

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arseny2.png

"I'm not in it for your crusade. Pay me my wage or get out of my way."

Spoiler

Name: Arseny "Lightning" Vengerbask.
Class: Swordsman Trainee - > Mercenary - > Hero.
Character Skill: Fortune.

Affinity: 

Personal Flaw: Heritage Scars - If Enemy Unit is attacking/attacked on the left or botto sides of the Unit, -15 Hit.
Personal Skill: Sentinel - If Unit doesn't move this round, +15 evasion.
/Personal Skill: Domineering Will - If Enemy is under half HP, +10 Critical.
//Personal Skill: Motherland Sacrifice - If an Ally is reduced to 0 HP, +5 HP recovered next turn.

Preferred Stats: Skill, Speed.

Weapon Proficiency: Sword (E) -> Slash (C), Sword (D) -> Slash (A), Hack (A), Sword (C), Axe (C)

Level: 1
Total Level: 1

Progression Spent: 330/330

Stats:

HP: 18 ( 40% )
STR: 4 ( 55% )
MAG: 1 ( 0% )
SKL: 6 (+1) ( 70% )
LCK: 3 (+1) ( 20% )
DEF: 2 ( 30% )
RES: 1 (+1) ( 45% ) 
SPD: 5 (+1) ( 70% )
 
MOV: 4
CON: 4
AID: 3.

 

Bio: 

Born in a small hamlet originally within the territory of Perus; change in territory left Arseny, his village, and its occupants in no man's land and outcasted from the protection their people once gave with none ever returning from the six other kingdoms. The son of a shoemaker, the boy watched his father's success decline rapidly with the retreat of Perus into stronger territory and witnessed the essence of man turn into little more than spirits of wine and overindulgence. With the coming of drunken abuse soon came the retreat of himself and his mother, wandering the plains looking for a home. While his mother was determined to send him to become a scholar and never live the poverty they did again, Arseny looked to mercenary work to prove himself to his home kingdom and join their ranks. However, after a tragic accident in recruitment involving a stray arrow into his left arm and losing most of his motor skills in the limb, Arseny was outcast, turning to brigandry and petty theft where he could, again and wandered by himself after leaving his only family in a town to live her days peacefully.

 

Years after his pilgrimage, his nineteenth year in the world, he returned to Perus not as a hero-- but as a whore of the sword. His mission, although simple, was rigged from its origin to smuggle a treaty of arms from a noble within the kingdom to the border of Vini. However, as the party had approached, they were cut down by assassins of the same kingdom that hired them-- not privy to the fact they were set up to give Perusian sycophants and fanatics a reason kickstart a war for glory. Blamed for the death of the noble, Arseny was slandered a traitor to his country and a spy for Vini and locked away in torturous encampment to rot amongst criminals and scum.

 

Edited by Wendy's Old Fashioned

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First time making one of these, here goes

 

Shin.png.41b1fff8e1fbb05856dde953012aab5a.png Shin Surutaro

"Just call me ..uh...   ..Ficus. Don't worry about it."
Info:

Spoiler

Name: Shin Surutaro (Ficus)
Class: Archer Trainee > Nomad > Nomad Trooper
Character Skill: Desperation+

 

Affinity: Wind

 

Personal Flaw: Focal Contamination - (If Shin is within 3 spaces of 7 units, -15 Hit.)
Personal Skill: Beggar's Craftiness - (If Shin isn't adjacent to 2 or more units, +2 AS.) 
/Personal Skill: Nature of the Escapist - (If Shin moves more than half his MOV, +15 Evade until his next turn.)
//Personal Skill: Eye Opener - (If Shin is under 50% of his Max HP, +10 Crit.)

 

Preferred Stats: Skill, Defense

 

Weapon Proficiency: Bow (E) > Longbow (C), Bow (D) > Longbow (A), Slashing (A), Bow (C), Sword (C) 

 

Level: 1
Total Level: 1

 

Progression Spent: 300/300

 

Stats:

HP: 16 ( 50% )
STR: 4 ( 60% ) 
MAG: 1 ( 0% )
SKL: 5 ( 50% ) +1
LCK: 2 ( 10% ) 
DEF: 3 ( 30% ) 
RES: 1 ( 40% ) +2
SPD: 4 ( 60% ) +1
 
MOV: 4
CON: 4
AID: 3

Bio:

Spoiler

Shin was born into a pretty well-off family and he lived a pretty comfortable life for most of his childhood, but certain events pushed him to leave all of that behind and set out on his own. Shin made most of his living through simple odd-jobs and some mercenary work. This is all he could remember about his past at the current moment however, as he was once tasked with stealing from a shaman, and failed. He was subsequently cursed as punishment, and one of the effects was amnesia.

With the inability to fully recall his past, Shin continued his work doing odd jobs and mercenary work, eventually finding himself in the Kingdom of Ceda, which he took up as his place of origin. In Ceda, Shin was hired as a guard due to the lack of willing applicants and he was deemed "good enough" for the job. Due to coincidence or plain misfortune, on the very first night on his job, he came up against a group of bandits all by himself. Against all odds however, Shin managed to hold his ground and came out unscathed, much to his surprise.

Shin's feat was witnessed by Kane, and was soon confronted by him. Kane was surprised at the ..raggedness of Shin and his living circumstances (or lack thereof) and offered to talk over some food. Shin nervously denied, stating that he couldn't afford to get anything at the current moment, to which Kane insisted that he'd pay for whatever Shin wanted. Taken aback by his generosity, Shin offered to take up work from Kane should he need it, seeing as he has no where else to go anyway.

Kane was admittedly reluctant at first, but eventually recruited Shin into Virtuous. Despite his looks, he proved to be a valuable addition to the group. Probably.

Character Art/Token:

Spoiler

 

Mushot/Token Closeup:

image.png.90e010dad92cab9c9cfeca8961046614.pngimage.png.9ae6c15caf797945b726721e2c93b59a.png


Character Art:  

image.png.6c9df92a525b3e35b8852eafa5706218.png

 

Edited by Shauntaro
  • Haha 1

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2bn9VY2.png
".I'm not much of a fighter, myself. Still, I 'll see what I can do for you, and we'll call it even, yeah?"

Spoiler

Name: Lenore Snicket(Mink)
Class: Drifter -> Thief -> Rogue
Character Skill: Cancel
Affinity: 
 
Personal Fault: Don't Shoot to Kill: When initiating combat against an opponent who would be killed by the next attack, -15 HIT.
Personal Skill: The Sky's The Limit: When above 50% HP, +15 EVA.
/ Personal Skill: Your Lying Eyes: When facing Thieves and their promotions, +2 damage.
// Personal Skill: Show Your Stuff: When within 2 spaces of a Support partner, +15 Critical.
 
Preferred Stats: Speed, Luck    
 
Weapon Profs: Hidden (E)
 
Level: 1
Total Level: 1
 
Special:

 

Initial Stats- Progression Spent: (330%/330%)
 
HP: 16 (60%) 
STR: 4 (65%) (+2)
MAG: 1 (0%) 
SKL: 4 (60%) (+1) 
LCK: 3 (65%) 
DEF: 1 (10%) 
RES: 1 (10%)        
SPD: 4 (60%) (+1)
 
CON: 4 
AID: 3 
MOV: 5 

 

Bio:

The streets of Perus are a hard place for any person to make their living, with the widespread poverty. The largest part of the wealth belongs to the countless feudal rulers who own countless fiefs in the country, leaving the large multitude in bound servitude to their masters to amplify their wealth or to be conscripted into the personal armies of each king. With no king whose very presence could make the prideful wills of the squabbling mass, no authority holds sway over a vast majority of the country, leaving it full of bandits and those desperate to escape the conscriptions and in urgent need of the basics of survival. War seems constantly on the horizon with the building armies of each lord, built to show their power and to suppress their enemies. Indeed, though the kingdom of Perus is said to have roads paved in gold and riches beyond the imaginations of others, the reality remains that power and wealth belongs to a scant few; for the rest, life is as hard as it always been, with people toiling every day for a pittance, and children abandoned on the streets because their parents could not afford to raise them.
 

Lenore was one of the many children, abandoned by those who ought to have raised them. What is known of Lenore's natural parents is scant; the tavernkeeper who raised the girl mantained that it was a soldier who left her with him, a good friend who asked him to hide his identity, who gave her away because her mother had died and he could not raise her right. To this day, the soldier never appeared again, and neither Lenore nor her adoptive father have ever caught any trace of his whereabouts or current condition; he may have died, gone off to live in another land and forgotten the daughter he had left behind, or worse. The tavernkeeper, however, did not forget his duty to the girl who was now in his charge, for he had made a promise to raise her when his friend could not. Education was out of the question; though the business made money, he could not afford to educate the girl beyond the basics of running his business, and so that is what he did. Lenore spent much of her early life learning to run the tavern and helping her father with it, whether it was evicting the drunks or cleaning the utensils.

Lenore, however was sometimes a little too smart for her own good, occasionally participating in small games of chance with the clientele and swindling them out of money through sleight of hand and trickery like hidden trap dice, causing her father no small end of distress. He was never quite sure where she learned so much, not just about swindling, but about the world as a whole, though he suspected somewhat when he'd heard news of the clergymen missing the occasional book from their collection. As she grew, she became a fiery young girl, intelligent and clever enough to look for knowledge. She yearned to go beyond the tavern, but did not leave because she owed it to her father, who raised her to the best of his abilities. He tried his best to raise her as a just woman, a good woman, who would do right by others.
 

Her opportunity came one day, however. The tavern had been lacking for visitors, the town they lived in having lost its role as a major trade hub, and so the old keeper was forced to close it down. With nothing left to him, he went to seek work as a laborer. He wanted, desperately, to keep Lenore with him, to keep her safe as he had promised, but with no home and no money, he had no choice but to turn her out on to the world with what little possessions she had, sad as he was to see her go. Lenore, at first, was worried; her entire life was the tavern, and without it, she knew very little. Still young, she thought for a while as to what to do. After all, this was Perus, the Land of Gold, was it not? Surely there was something for her to seek out, some way to make a living, but all she saw was suffering, injustice and the hellish conditions her countrymen were subjected to by those who thought it right to do so, their lords.  It infuriated her, as she could do nothing to help, but watch.

As she sat by the roadside thinking one day, Lenore was suddenly accosted by a group of travelling traders, the unsavoury type who worked for the rulers to give them more and more wealth. Happening upon her, they surrounded her, hoping to take her along to their ruler, a notoriously lecherous old man, for boons and blessings. Lenore, however, was too quick-witted to be afraid, and came up with a plan. Playing the part of the innocent, naive ingenue, Lenore begged them to let her accompany them, offering them what was left of the tavern's beer. Seeing no threat in this girl, they agreed, and so they drank (she did not) and grew drowsy. She then asked them to play a game with her, a game of dice; if they won, they could take her to their king, but if she won, they would let her go free. Foolishly, they agreed; Lenore, now practiced at swindling drunkards, easily won with a pair of trick dice. As they fell asleep, the alcohol taking its toll, she took her opportunity; she robbed them blind, taking their money and what valuables she could carry, and a horse, and she scurried off into the night. That was Lenore's first proper scam.
 

From then on, Lenore lived off of the art of the con. She was careful only to target those who were the rich, who had much to give and yet gave nothing, not from necessity but from callousness; the robber barons, the lords who intended suffering upon those in their protection. She started small; unsavoury merchants accosting poor tavern girls in games of dice and cards for small amounts of money, lecherous clergymen who saw Lenore as another conquest, left drunk and passed out with naught but the clothes on their backs and sometimes not even that. Lenore diversified from simple games of chance, however; she became a skilled forger, convincingly faking priceless pieces of art, letters of pardon and other documents worth a fortune to the right buyers. Her targets became more ambitious; the lords in their high castles, who thought themselves untouchable by the law, but not by Lenore. It was a rough start, swindling them, but con, fool and fake her way through high society she did.

She became a jack-of-all-trades of all manners of frauds and lies and schemes, selling them exquisitely forged paintings that could scarcely be told from the real thing, appealing to the warped senses of chivalry of those who saw themselves as entitled to the love of maidens they saved by robbing them blind through plaintive cries for help. In the process, she became as genuinely learned as a scholar who had actually had a proper education under a proper teacher; after all, frauds and forgeries needed intimate knowledge of the subject, knowledge which Lenore was perfectly capable of acquiring. She became a chameleon to the best of her efforts, who could forge any document, effortlessly copy any painting or sculpture, and blend into any social function and speak on international affairs, and vanish like the wind when her task was done, as if she'd never been there in the first place. She built up a kit of tools and disguises (nothing large, just enough to change her look a little bit), and a network of trusted associates whom she would occasionally bring into her schemes in exchange for a share of the gains. 
 

Lenore never kept all the gains she made, however, because she never forgot who she once was; though she wasn't so charitable as to give all of her gains away to the poor, she did give them a significant portion, keeping some for herself. After all, if she was going to steal from the rich and give to the poor, she ought to profit a little bit from it, right? Her motives were not necessarily completely benevolent; though some part of her was genuinely motivated by the injustice that her countrymen were facing, some other part of her did it out of pride. Specifically, she did it out of pride that those who thought the law could not punish them, were punished because they thought a beautiful woman was too stupid to fool them, because she could outwit them. Indeed, she shied away from force and violence, though she was unafraid to defend herself, because of this; what kind of a con artist would need to rely on the threat of violence to get what they wanted?

On some level, Lenore lived for the chase, the hunt, the next con. Knowing she had done right by a family of eight who needed the money to last the winter was a high only matched by knowing that the money had come from another fool who had thought her naive yet again, or perhaps someone who was savvy to her schemes but not prepared enough, and so fell victim to her anyway. Some part of her, however, wanted to go straight; if not now, then one day, in the future. Lenore knew that this life was unsustainable, as enjoyable as it was, but the future was not now. Furthermore, she wanted to do right by her old man; he had made an honest living, and she knew, deep down, he would not have approved of her methods. Going straight, she resolved, was an end goal, the aim, but not something she could pursue now.
 

Virtuous was, in Lenore's opinion, the logical next step. Having heard of the band through the web of connections she'd made of this band put together, both sides of Lenore had their interest piqued. The benevolent, heroic side, the one who fought for the little guy, was interested because it was a chance to do right, both by her old man and by those who she'd witnessed starving on the streets, to change affairs. The huntress, the fraud, the conwoman in her was interested because it was another challenge, another con, another scheme, possibly the biggest scheme she'd ever run. Both, however, were subsumed under a different desire; perhaps, if Virtuous succeeded, if they did what they had to, Lenore could go straight, could quit the life of a conwoman, and do the memory of her father good.

 

 

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[portrait/headshot to be added later!!]

"Hehe, the only people I'm fighting for are my creepy crawly friends! This is just an added bonus, hehe!"

 

Spoiler

Name: Freyja (Pale Rider)
Class: Dark Trainee -> Shaman -> Druid
Character Skill: Fortune 

Affinity: 

Personal Flaw: Unpleasant Child - If Freyja is adjacent to an Allied unit, her support bonuses are decreased by 50%.
Personal Skill: Bug-Rotten - If a unit within 3 spaces is reduced to 0 HP, Freyja gains +10 Hit and Evade until her next turn. 
/Personal Skill: Lord of the Flies - If Freyja isn’t within 3 spaces of 3 Allied units at the beginning of her turn, she recovers 5 HP.
//Personal Skill: Zealot - If the target has attacked a different unit on their turn, Freyja gains +2 DMG.


Preferred Stats: MAG, SKL

Weapon Proficiency: Dark (E) --> Dark Subcat (C), Dark (D)

Level: 1
Total Level: 1

Progression Spent: 330/330

 

Stats:
HP: 18 ( 70% )
STR: 0 ( 0% )
MAG: 5 ( 70% )
SKL: 5 ( 70% )
LCK: 0 ( 30% )
DEF: 0 ( 30% )
RES: 3 ( 30% ) 
SPD: 3 ( 30% )
 
MOV: 4
CON: 5
AID: 4

 

Bio:
A mysterious young woman clad in winter wear no matter what season is who hails from the kingdom of Ria. She doesn't talk much about her past, but she has joined Virtuous to end the war due to the fact the fighting disturbs what she truly cares for-- bugs and nature. She doesn't care about what comes after.

 

 

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Lazy-ass character creation process COMPLETE

lizavetasmile.png

"Come, friends! Now the time is finally upon us to end the bourgeoisie-aristocratic order that the world runs upon -- we can make the people happy, and protected from exploitation like they never have been before! Um, let me find the passage in the Manifesto for this...!"

Spoiler

Name: Lizaveta Medvedeva (Scarlet)

Gender: Female

Age: 22

Class: Dark Trainee->Scholar->Virtuoso

Character Skill: Charisma

Affinity:

 

Personal Fault: Destructive Obsession: All attacks from Perusian opponents are guaranteed to hit Lizaveta.

Personal Skill: We All Struggle Together!: When within three spaces of three allied units, Lizaveta gains +15 Hit

 

Preferred Stats: Magic, Skill

Weapon Profs: Dark (E)

Level: 1

Total Level: 1

 

Initial Stats - Progression Spent: (330%/330%)

 

HP: 18 (50%)

STR: 0 (0%)

MAG: 5 (60%)

SKL: 5(+2) (60%)

LCK: 0(+1) (40%)

DEF: 0(+1) (40%)

RES: 3 (40%)

SPD: 3 (40%)

CON: 5

AID: 4

MOV: 4

Bio: 

Spoiler

Lizaveta was a middle-class scholar, a fairly rare thing in Vini, and attended one of Vini's few universities. She had started off learning about dark magic and found that she had a natural aptitude for magical study, due to a curious and studious nature that let her understand how magic systems work quickly and easily. However, she neglected her magical work in favor of finding out more about the world, learned more about the way that Vini, and for that matter people of all of the world’s kingdoms, had been victimized, ground into the dust by the way the world worked. She learned about Perus, she learned about the way Perus made carefully sure that its neighbors would never eclipse it, and in the middle of learning about Perus’ economic domination, she stumbled upon a relatively new book written by an author in Vaa, the Manifesto of the Peasantry.

 

It is hard to overstate the effect of this book on Lizaveta. It changed her way of thought to an entirely new view of the world – a view of the world in three classes, and in three stages. The Manifesto spoke of the aristocracy, the merchantry, and the peasantry, classes whose histories were locked in conflict. It spoke of the aristocracy dominating the both through tradition, then of the merchantry overthrowing the power of the aristocracy via monetary power.  And it spoke of the merchantry gathering wealth among themselves, putting their foot on the peasants’ necks, and using dirty tactics and exploitation in order to keep their number as low as possible. And it prescribed a solution, a rise of the peasantry and of the workers in order to create a world with none of this unevenness, this class exploitation, this dominance.

 

It opened her mind to a group of people that she had long in her life been unaware of, the vastly poor, the majority of those in Vini, who were so incredibly poor that they never had the opportunity to even make their children any richer, those who spent their lives toiling and struggling. It filled her heart with compassion to them too – thanks to a newfound empathy about what it was like to be oppressed, and with a naturally loving heart, Lizaveta became inflamed by the plight of the poor.

 

This gave her a new purpose in life. She had been a studious girl when she started at the university, but now she threw herself not only into her dark magic with a renewed vigor but studied the world as well and received lectures from professors on how trade and merchants worked. She even began tertiary study in matters of anima magic. She had a goal in life now: she was going to be the one to begin the revolution of the peasants and the workers, to bring to an end the oppression and exploitation and monopoly which marked the world, and her country, in its current order.

 

As the state of the world got worse and worse, it only emboldened Lizaveta further. It became clear that the order that Perus kept the world in was getting worse and worse – the aristocracy killed each other, with the king of Vini being assassinated, and the merchantry of Perus tightening its hold on the world but inviting a blowback at the same thing. The world was ripe for revolution, for change, for a breaking of the order that threatened to tear it apart. Motivated by love for those peasants so crushed by the flaws of their kingdoms and by the grasp of Perus’ rich, for the people at threat by the suicidal machinations of the elite, Lizaveta was spurred to take action.

 

So when she became aware of the existence of Virtuous, she immediately did her utmost to seek them out – these were people who also saw the flaws of the world they lived in, and if there was any vehicle for her to spread the ideology of the peasantry, Virtuous would be it…

 

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9Lt7IrL.png

"Just give me a second and I'll find a potion in here to help you all~"

 

Name: Mim Rhedan (Snowbird)
Gender: Female
Age: 18
Class: Archer Trainee->Apothecary->Merchant
Character Skill: Cancel
Affinity: TBD
Personal Fault: Too Fluffy: Occasionally her clothes can get in the way of moving quickly. When following up against an enemy, -15 hit
Personal Skill: Homebrewer: After using a healing item on herself, +2 SPD until next player phase
/Personal Skill: TBD
//Personal Skill: TBD
 
Preferred Stats: Skill, Defense
 
Weapon Profs: Bow (E)
 
Level: 1
Total Level: 1
 
Initial Stats - Progression Spent: (330%/330%)
 
HP: 16 (50%)
STR: 4 (50%)
MAG: 1 (00%)
SKL: 5 (45%)
LCK: 2 (60%)
DEF: 3 (30%)
RES: 1 (40%) +2
SPD: 4 (55%) +2
CON: 4
AID: 3
MOV: 4
 
Current Stats:
HP: 16 (50%)
STR: 4 (50%)
MAG: 1 (00%)
SKL: 5 (45%)
LCK: 2 (60%)
DEF: 3 (30%)
RES: 3 (40%)
SPD: 6 (55%)
CON: 4
AID: 3

MOV: 4

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pirate.png

"Anyone around looking for a merchant?"

Spoiler

 

Fey Rasparola (Golden Eye)

 

Fighter Trainee-->Pirate-->Swashbuckler
Character Skill: Aegis
Affinity: (Pending)
Personal Flaw: "I'm not a Pirate, Honest": If within 3 spaces of 3 enemies, -2 Damage
Personal Skill: Resiliant Skin: If HP is over 50%, +2 Res
/Personal Skill: First Impressions: If attacking an enemy unit who has full HP, +15 hit
//Personal Skill:
 
Preferred Stats: Strength, HP

 

Weapon Profs: Axe(E)

 

Total Level: 1
Level/Tier: 1

 

Progress Spent: 330/330 

 

Initial Stats:

HP: 20 (55%)
STR: 6 (60%)
MAG: 0 (0%)    
SKL: 2 (45%) +1 
LCK: 1 (45%)
DEF: 3 (20%)   
RES: 0 (65%) +2
SPD: 2 (40%) +1  

CON: 6
AID: 5
MOV: 4

 

Current Stats:

HP: 20 (55%)
STR: 6 (60%)
MAG: 0 (0%)    
SKL: 3 (45%) 
LCK: 1 (45%)
DEF: 3 (20%)   
RES: 2 (65%) 
SPD: 3 (40%)  

CON: 6
AID: 5
MOV: 4

 

 

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tumblr_inline_oqbqk5kW0q1soyhn7_540.png

"Heads need knockin'? I'm on the case."

( I stole this mug and character from Cait and Rai in that order)

 

 


Name: Noah (Seven)

Class: Fighter Trainee -> Bandit -> Berserker 
Character Skill: Blossom
Affinity: 

Personal Flaw: Allergies: -15 Evasion if on a Forrest Tile, and no benefits gained from the tile. 
Personal Skill: Crowd Pleaser: +15 Hit if within 3 spaces of 3 or more allies. 
/Personal Skill: A Little Big Problem: +2 DMG if the unit has taken damage this turn. 
//Personal Skill: Confident: +1 DR after scoring a critical hit. 

Preferred Stats: Strength, Health, Skill
Weapon Proficiency: Axe (E)

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

Current Stats:
HP: 20 (60%)
STR: 6 (50%)
MAG: 0 (0%)
SKL: 2 (40%) +2
LCK: 1 (20%)
DEF: 3 (55%)
RES: 0 (55%) +2
SPD: 2 (50%)
CON: 6
AID: 5
MOV: 4
 

 

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yk7OgX3.png

"This is a once-in-a-lifetime offer, so buy now or regret it forever~"

 

Spoiler

 

Name: Anna-Rose ["Bargain"]

Class: Archer Trainee > Apoth > Great Merchant

Character Skill: Gamble

Personal Flaw: Imperfect Actors: When under attack and unable to counterattack, -1 DR

Personal Skill: Lesser Economancy: Profit Margin: When at 50% or greater HP, gain +10 Evade and Dodge.

/Personal Skill: Greater Economancy: Trickle Down Economics: When using an item to heal an ally at 50% or lower HP, they gain an additional +5 HP.

//Personal Skill: Ultimate Economancy: Rags to Riches: When attacking an enemy with a higher rank weapon, gain a 10% bonus chance to trigger Payday on a kill.

 

Preferred Stats: Skill, Defense

 

Weapon Proficiency: Bow, E

 

Level: 1

Total Level: 1

Progression Spent: 330/330%

 

HP: 16 {40%}

STR: 4 {60%}

MAG: 1 {0%}

SKL: 5 {50%}

LCK: 2 {60%} [4]+2

DEF: 3 {40%}

RES: 1 {30%}

SPD: 4 {50%} [6] +2

 

MOV: 4

CON: 4

AID: 3

 

 

 

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Mug coming soon!

 

How could you leave me when you swore that you would stay...?

 

Spoiler

 

Galen II (Pneuma)
Pupil -> Necromancer, Summoner
Character Skill: Gamble
Affinity: ...?

 

Personal Fault - Path to Isolation: The light that showed the way is gone \ And darkness takes control [When within 2 spaces of 2 allies, -10 Hit and Evade.]

Personal Skill [T] - Let’s Just Live: Move onward, not there yet \ So let's just live [The next attack made after being brought back from 0 HP gains +3 AT. Missing wastes the bonus.]
Personal Skill [F] - I May Fall: There's a moment we'll make a decision \ Not to cower and crash on the ground [If attacked on the enemy phase while under 50% HP, Draw Life recovers 15% of damage as HP.]
Personal Skill [P] - All Things Must Die: Life is just a journey \ Yours is near its end [Gamble grants +25 Crit if used both while at or under 50% HP and before attacking an enemy that can retaliate.]

 

Preferred Stats: MAG, SKL
Dark (E) -> Druidic (C), Ancient (C), Dread (D) // Druidic (S), Ancient (S), Dread (B)

 

Total Level: 1
Level/Tier: 1/Trainee

Stats/Progression: (330%/330%)
   HP: 18+1 (65%)
   STR: 0 
   MAG: 5    (55%)  
   SKL: 5     (60%)
   SPD: 3     (55%)
   LCK: 0     (15%)
   DEF: 0+2 (50%)
   RES: 3     (30%)
   CON: 5+1
   AID: 4+1
   MOV: 4

 

Biography and Personality
[OOC: The following is information the original Virtuous members (including Kane) would know, as well as what can be assumed Galen would tell new ones without necessarily needing to touch upon it via roleplaying.]

 

   Tighearnach Galen Heulwen II, more commonly known just as Galen II, is a subdued young man hailing from Perus. His family is relatively well-off but have gone into a decline following the passing of his grandfather Tighearnach Galen Heulwen I about fourteen months ago. The remaining Heulwens in Perus are his grandmother Moyna and older sister Brighid; his parents, Maeve and Conley, both died when he was quite young, and the family currently have no other heirs to speak of. Galen left the estate just after his grandfather’s unexpected death due to illness and spent many months roaming the country.

   Galen met Kane not too far from the Cedan border with Perus, very soon after the latter began his formation of the Virtuous, and became the third overall member. He is fiercely dedicated to the team and especially to Kane — the Virtuous and his studies appear to be the only things he truly gets excited over. Galen’s personal, ultimate goal, which he holds in equal value to that of the Virtuous, is to unlock the secrets of resurrection magic that have been hidden away from the world. “Impossible” is usually just a suggestion with magic, he finds. To this end he left his home and it is why he is frequently found reading an ancient spellbook or practicing rituals during offtimes.

   In terms of mannerisms, Galen is quite frank with others. Politeness isn’t alien to him, but in his own words, “too much sugarcoating rots the teeth”. Not many things interest him other than academic study, which he is happy to discuss at length in all its forms. He sometimes has trouble articulating himself exactly the way he wants to, and may correct himself midsentence or start over entirely if it gets particularly bad. He also has an unfortunate habit of correcting misinformation when presented with it, oftentimes without being asked for his contribution, or even by inserting himself without permission into someone else’s conversation. 

   Galen likes to engage with Kane in discussions of tactics or helping to plan the group’s next move, as several books from his “personal archive” (as he affectionately refers to it) are atlases of various locations on the continent. He is difficult to annoy and even more so to anger, although calling him any variation of unintelligent or suggesting he isn’t as capable as he presents himself both drive him instantly furious. Afterwards he will almost invariably give you the silent treatment for quite some time before returning to a tentative peace.

 

 

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Did anyone say "last minute submission"
No?
Too bad

 

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"Get behind me! I'll protect you!"

Spoiler

Name: Cecily Wagner (Dragon)

Class: Rider Trainee > Wyvern Rider > Wyvern Knight

Character Specific Skill: Guard

Affinity:

Personal Fault: -2 RES when under 50% HP

Personal Skill: +1 DR when at 50% or higher HP

//Personal Skill: +2 STR when within 3 spaces of 3 allies

 

Preferred stats: Skill, Speed

Weapon profs: Axe (E)

Level: 1 (0/100)

Total Level: 1

Progression spent:

 

HP: 18 (65%) (+1)

STR: 4 (55%)

MAG: 0 (0%)

SKL: 4 (60%) 

LCK: 2 (10%)

DEF: 3 (55%) (+1)

RES: 1 (60%) (+2)

SPD: 3 (25%) 

 

Bio:

Cecily was born in the country of Ulux, near its borders with Ceda and Persus. Because of this, young Cecily had the experiences of both her own culture and that of the nearby countries. She was always a curious one, talking with travellers passing through her little village, stranger danger be damned - she wanted to know about the world outside that village, that she was too young to leave.

 

Not that this would stop her from being a bit adventurous. A hunter returned to the village telling of fearsome beasts in the forest from which they barely escaped with their life, and the village guards had gone off to defeat them. Cecily, being… who she was, discreetly followed them from a safe distance. The hunt went for hours, and Cecily was considering returning home, when a roar sounded. Through the trees, she saw the men battling a raging wyvern, driven to rage by the hunter’s arrow. Cecily watched with fascination, circling the battle for a better angle. As the killing blow was struck, the girl nearly tripped over another beast - an infant wyvern, presumably the spawn of the one that had just been killed. Her yelp drew the guardsmen, and they moved to strike the young wyvern down, but Cecily protected it - she would take responsibility. It took some… convincing, of her parents, to allow the wyvern, but she was allowed.

 

Eventually, as she grew, she had to rein in the most adventurous and perhaps foolhardy aspects of herself. As the eldest girl in the family, she had to present a positive example for her siblings and the other village kids. And as the owner of the village’s new wyvern, she had to be responsible. But her burning desire for adventure remained. When one of her sisters grew old enough, and decided to go travelling, Cecily saw her chance. She said she had to accompany her in order to protect her - being the eldest sibling, she’d been trained by the village guards, as was tradition. Although, usually this didn’t involve riding a wyvern. - but the real reason was because she saw her opportunity to see the world.

 

When her sister went to join Virtuous, she went with her. A greater adventure, and at the same time, the chance to protect the peace that she and her family had grown up in.

 

10
10

 

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