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"The baby has known the dragon intimately ever since he had an imagination. What the fairy tale provides for him is a St. George to kill the dragon."
-G.K. Chesterton, Tremendous Trifles (1909), XVII: "The Red Angel"
Last edited by dbaque; Aug 30th, 2021 at 04:40 PM.
Reason: level up & party fund
Name: Ingo | Race: Hume | Age: 60 | Job:Weapons: Arcane, Blade, Reach, Brawl, Huge Armor: Heavy Magic School: BlackDark Knight | Level:Level 3/Character Creation: Red Mage Level 4: Red Mage Level 5: Red Mage
Job change! Level 5: Dark Knight5 HP: 130/25% for SOS: 32
20% for Regen/Poison: 26130 | MP: 65/65 | PWR: 4 | RES: 8 | DEX: 8 | MND: 11 Force: 3 (Opposed rolls gain an additional +2 (from tier 3 accessory)OR 5) | Finesse: 4 (Opposed rolls gain an additional +2 (from tier 3 accessory)OR 6) | AVD:+2 from DEX (DEX/4)
+4 from Dark Knight6 | ACC:+2 from Level (Level/2)
+2 from Dark Knight4 | ARM:+12 from heavy tier 2 armor12 | M.ARM:+8 from heavy tier 2 armor8 Skills: Athletics (2) | Awareness (5) | Inquiry (4) | Lore (Everything) (7) | Nature (2) | Negotiation (2) | Stealth (6) | Synthesis (Armor) (7) Abilities:(Innate Ability) Declare Darkside as an Instant Action. Next attack or spell deals Shadow damage instead of normal type. Damage steps increased by 3. User suffers damage equal to 25% of maximum HP. If attack or spell was a critical hit or causes a Limit Break, it deals 50% instead. If the user is reduced to 0 HP in this way, gain a Dark Knight physical scar. Darkside | The character may now use her DEX score for the purposes of
calculating of damage with any weapon category, and she may
substitute her MND score for her PWR score for the purposes
for calculating damage with spells.Charismagic | Upon taking this ability, the character receives an additional 5 skill points to distribute anywhere she sees fit. Skill points do not have to be spent immediately. Furthermore, the maximum number of points you can have in any skill is now limited by your (Finesse +3) instead of your (Finesse +1). The ability may be taken multiple times, granting 5 additional skill points and increasing the cap by two each time.Skillful Hero | Espers: Carbunckle
Summoning an Esper is a Slow Action.
Espers cannot be affected by Knockback or Disarm,
cannot have their equipment targeted or broken, do not take
falling damage, cannot have their spells interrupted, cannot be
swayed or affected by skills of any sort, such as an attempt to
intimidate or coerce, and cannot receive the effects of Haste
(unless they already have the Auto-Haste property).
An Esper may act immediately upon being summoned. The
Esper can stay on the battlefield for up to three rounds before
automatically being dismissed. An Esper can be dismissed
sooner than this if the battle ends, if it loses all of its HP, or if the
characters choose to send it away. Once an Esper is dismissed,
the summoners rejoin the battle, become active targets for
damage and attacks, and all status conditions inflicted continue
to take effect.
On the Esper's third turn, they may Instantly and automatically
utilize a powerful ability known as an Astral Flow before
they depart. These attacks are of immense potency, capable of
altering entire landscapes with their destructive and restorative
properties.
Upon summoning, the Individual Esper summoner
becomes untargetable and protected by the guardian creature's
powerful magic. The player is then able to take a normal turn
using the Esper that has been summoned. They may move, cast
spells, and use any of the attacks on the Esper's list, using the
character's normal attributes.All damage done by the Esper is
automatic, not requiring an attack role, and considered
nonelemental magic damage that is reduced by MARM as
normal unless specified otherwise.Grand Summoner | Pact Gift: Carbunckle's Glowstone: Simply picking up any discarded
chunk of earth and concentrating, Carbunckle's Summoner may
grant the stone the Glowing property. This Glowstone
emits enough light to help the party find their way even in pitch
blackness, but loses all magical properties and reverts back to a
regular rock the moment it leaves the Summoner's grasp.Glowstone | Animal Companion: The companion is loyal enough that it can never be persuaded to act
in any way contrary to the direct wishes of the PC. If the owner
controlling an Animal Companion is reduced to 0 HP or otherwise
incapacitated, it will generally not act until its owner has been revived.
Carbunckle's Animal Companion form is only a partial manifestation
into this world. Its Animal Companion abilities cannot be used while
it is fully summoned and vice versa.
Cheer: Triggered ability. Following a Complication, +4 to next roll.
The companion is oddly comforting when things seem dire, and can
provide encouragement even in the face of overwhelming adversity.
The character gains a +4 bonus on the next roll made after sufffering
a Complication.
Rejuvenate: Standard Action once per combat to remove one negative status
effect and restore 2d6+11 MP.
The creature is able to assist the party by bolstering their spirits with
an amusing display, by using a small amount of white magic, or just
calling out with encouraging noises. You may command your
companion to use this healing power as a Standard Action once each
combat. It removes one negative status effect and restores (Owner's
Highest Attribute x Half Nature skill) + 2d6 MP to one target of your
choice.
This Carbunckle is quite curious, spending an unusual degree of time
in the mortal world in its attachment to Ingo.
Beyond the normal bond of an eidolon and summoner, it is still only
partially manifested into the mortal world.Carbunckle Spells:Cure (7 MP) (2d6+22) Target: Single Type: Recovery Reflectable
Small, glittering particles of light twinkle down upon the target,
filling their lungs and bathing their wounds in white. Cure
restores (MND x 2) + 2d6 points of HP to any conscious target.Cure, Life (30 MP) Target: Single, Short Range Type: Recovery
May only be cast at Short Range on an ally with 0 HP. Returns from slain/feinted to 1 HP.
Gained at Level 5 (Red Mage).Life, Resonance (25 MP) Target: Self Type: Status
A recursive ring of light swirls about your body that lets out a
low, echoing note whenever an enemy wounds you.
Whenever the caster of Resonance takes damage from a
enemy’s physical attack, their attacker suffers (RES x 2) points
of M.ARM damage and the character regains (MND x 2) points
of health as Regeneration. The next time the character is struck,
these values are both increased by one step; for example, the
fifth time that Resonance activates in a single encounter, the
attacker would suffer (RES x 6) damage and the character
would regain (MND x 6) HP.
These damage and healing step values may not exceed the
character’s level, and Resonance fades at the end of combat.
Gained at Level 4.Resonance, Water (5 MP) (2d6+33 / 2d6+11) (Charismagic allows use of MND) Target: Single or Group Type: Elemental (Water) Reflectable Water begins to filter out of the air, forming a solid ball around
the target that lifts it off the ground before bursting in a shower
of liquid. Water inflicts (PWR x 3) + 2d6 points of Water damage
to the target, or (PWR x 1) + 2d6 points of Water damage to all
enemies.Water, Drain (25 MP) (2d6+33) (Charismagic allows use of MND) Target: Single Type: Elemental (Shadow)
Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (PWR * 3) + 2d6 points of Shadow damage to the target, and the caster regains a number of Hit Points equal to the amount lost by the target.
Gained at Level 5 (Dark Knight).Drain, Stop (4 MP) Target: Single Type: Status Reflectable, Resistible
The joints of the target bend and lock suddenly, leaving the
target unable to move. While definitely uncomfortable, the
paralyzing effects of this spell are completely painless and
cause no lasting damage. The target is affected by the negative
status effect Stop.Stop, Sleep (5 MP) Target: Single Type: Status Reflectable, Resistible
Clouds of light mist play around the target as an apparition of
the moon appears overhead. If the target doesn’t resist the
calming influence of the starlight softly showered over it, it
becomes inflicted with the Sleep status ailment.
Although Sleep ends if the target takes damage, this spell
remains a powerful method of temporarily taking one foe out of
the fight.
Gained at Level 4.Sleep, Twilight (8 MP) Target: Special Type: Elemental (Shadow) Resistible
By casting this loathsome spell the mage can induce natural
illness or weakness. Normally this spell targets only a single
character, but by casting it on a city’s food or water supply it can
affect multiple targets. It can cause a healthy individual to
become bed-ridden with a hacking cough, or a target already
suffering a serious illness to suddenly worsen or even die.
In combat, a Humanoid who fights with Hex suffers various
penalties.
In the first round the target is afflicted with Hex, they suffer a -1
penalty to their ACC and AVD scores.
In the second round, this penalty remains and they also have a
25% chance to fall unconscious whenever they make a Slow
action.
In the third round and onward, the chance to fall unconscious
occurs whenever they make a Standard action as well.
Hex can only be removed with the Healing skill or white magic.Hex, Twilight (2 MP) Target: Local Type: Effect
Torches and lanterns wink out, and a strange darkness creeps
outwards, reducing the illumination in the area and turning the
battlefield into Difficult Terrain. Bright, direct sunlight becomes
shadowy and causes a -2 penalty to attack rolls for both
enemies and allies alike. If the spell is cast in an environment
that is already dark, the area becomes pitch black and all
combatants are affected by the negative status effect Blind,
which cannot be removed by other spells or items.
The effects of the Twilight spell last for several turns.Twilight Limit Abilities:You may cast one spell each round as a Standard Action instead of a Slow Action.Fastcast Limit Breaks:Rank: 1 | Effects: Blind (2), Speed Break (4), Area Effect (5), Undead Immune (-1)
All enemies make a Force or Finesse roll to avoid being Blinded for 4 rounds. All
enemies' Finesse, AVD, and ACC scores are halved for 4 rounds. Undead are
immune.
Ingo's history as a Dark Knight haunts him. When in danger, the darkness of his
former life spills forth. Ingo's cursed markings, the shadows beneath the skin around
his eyes, seep down his face like a tar and into the world. The surrounding area
darkens, shadows splaying and dancing until they rise from their surfaces. They grasp
and dive and shriek terribly at the enemies. Ingo channels his enemies' doubts and
self-deceptions to cripple them in a nightmare prison made real.Lingering Nightmares Equipment: Right Hand:Tier 2 Blade Weapon | Humanoid Eater | Reliable
2d6+16 ((PWR or RES*2)+2d6) (Charismagic allows use of DEX)
Humanoid Eater: If equip-ee slays a Humanoid, regain HP and MP equal to the amount of damage done in the same round.
Reliable: Allows the wielder to reroll one attack per combat and
use whichever roll result they prefer.
A hefty blade that appears to be made of silver. Fine grooves along its edges catch what lesser blades would simply spill.
Crafted by Aria for Ingo after he embraced his past as a Dark Knight. Penitent | Left Hand:Empty | Armor:Tier 2 Heavy Armor | Jagged
ARM: 12 | M.ARM: 8
Jagged: When struck by Short Range spell or attack, opponent takes 10 (PWR * Half Level) damage, ignoring ARM, Protect, and all other type of damage reduction.
Glistening, black armor that covers the arms and legs. A loose, shimmering robe covers the torso and flows from the waist. A heavy, black, fur-lined cloak creates an ephemeral and unnerving appearance.Wicked Mail | Accessory: Tier 3 Accessory | Accurate
Bearer enjoys +2 on all opposed rolls.
A circlet consisting of several fine chains, adorned with a brilliant opal. The shimmer in the gem seems to ebb and flow when under soft light, as if reflecting a far away tide. A gift from Remi to Ingo on her deathbed.Opal Circlet Pack:Tier 1 Consumable | HP RestoreHealing Potion x 1, Tier 1 Consumable | MP Restore
This ether is especially concentrated and potent. Restores 30% MP instead of the standard 25%.Ether, Quality-Made x 1, Tier 1 Consumable | MP Restore
This ether is especially concentrated and potent. Restores 25% MP.Ether x 3, Tier 2 Consumable | Cure Seal.
A soothing tonic for the voiceless.Echo Screen x 1 | Tier 3 Shield | SOS-Invisible
ARM: 7 | MARM: 7 | AVD: 2
A well-polished, medium shield that glints translucent in certain angles.Getaway Shield | Tier 2 Medium Armor | Confuse-Proof
ARM: 8 | MARM: 8
A hooded, sleeveless trench jacket once favored by field researchers.Field Researcher's Jacket Status Effects:If equip-ee slays a Humanoid, regain HP and MP equal to the amount of damage done in the same round.Human Eater, When struck by Short Range spell or attack, opponent takes 10 (PWR * Half Level) damage, ignoring ARM, Protect, and all other type of damage reduction. Jagged Gil: 327 | XP: 10/16 | Destiny Points: 0 Quote:"I'm such a fool..." Victory Pose: Flourishes his weapon into its sheathe as he looks to the ground, forlorn, before looking upwards at the sky, longingly.
Tier: 1 | Summoning: Individual | Cost: N/A HP: 63/63 | ARM: 0 | MARM: 0 | AVD: 4 Statuses:Immunity to negative status effects.Impervious, Takes 200% from all physical sources and half from all magical sources.Unusual Defense: Physical, Auto-The literal opposite of Poison. While under the effects of Regen, a character gains 20% of his max HP at the
end of each of his turns.Regen, Auto-Most magic that would otherwise affect the target is instead redirected towards a random target on the
opposite side. For example, this means that casting Fire on a Reflected enemy will result in you or one of your allies
being damaged instead.Reflect Spells:Dia (2d6+18) Target: Single Type: Elemental, Holy Reflectable
Pinpricks of white light circle the target rapidly, blasting away with tiny beams of light for a moment before dissipating. Dia inflicts (PWR x 2) + 2d6 points of Holy damage, and removes magically-granted [I]Invisibility] and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Dia spell cannot successfully make Stealth rolls until the end of combat.Dia, Wall Target: Single Type: Effect
The user of this spell is capable of forming a shimmering barrier of magical force, strong enough to deflect and absorb most projectile attacks.
All attacks made against the target of a Wall spell from a Medium Range or Long Range away are negated. Short Range attacks are unaffected, and the spell ends if the Walled character is ever the target of a Critical Hit of Limit Break, regardless of distance.
This spell is not a status effect and cannot be removed with Dispel or similar methods.Wall, Meteorite (2d6+27) Target: Group Type: Non-elemental
The caster tears a small meteorite free from its path across the cosmos, puling it down to earth where it crashes into all enemies. Meteorite inflicts (PWR x 3) + 2d6 points of non-elemental damage to all enemies.Meteorite Abilities: (2d6+18, non-elemental, ignore Shell and Unusual Defense) The tiny gem within Carbunckle's forehead sears a foe with ruby energy, doing (RES x 1) or (MND x 2) + 2d6 points of non-elemental damage that ignores the effects of Shell and Unusual Defense.Searing Light, Carbunckle raises its head, causing the light of the sun to reflect off its ruby brightly. The reflected light seems to coat one of the Summoner's party members. As the light dies, the affected party member feels lighter in spirit, as though the light is protecting him. The target gains the positive status effect Reflect for several rounds.Ruby Light, Astral Flow: Carbunckle rears up onto its hind legs, staring at the sun. Suddenly, it launches itself into the air, spinning around quickly. Once it is several feet off the ground, it seems to pause, floating in midair as it collects the solar rays. Finally, it releases its accumulated light over the Summoner's party, coating each in a divine light and granting each party member with Reflect and Shell for several rounds, and restoring (MND x 3) MP to all party members.Shielding Light Devotion: The Esper of glee has no driving goals, content to watch the character do what they like so long as it does not interrupt Carbunckle's naptime. Carbunckle never costs Destiny to summon, and always grants his Pact Gift automatically. Pact Gift: Simply picking up any discarded chink of earth and concentrating, Carbunckle's Summoner may grant the stone the Glowing property. This Glowstone emits enough light to help the party find their way even in pitch blackness, but loses all magical properties and reverts back to a regular rock the moment it leaves the Summoner's grasp.
This Carbunckle was imparted to Ingo by his late wife, Remi, shortly before she died. Ingo refused to call the creature for a long time, unable to confront his grief. What he didn't know was how Remi foresaw the crucial role this lighthearted Esper could play in Ingo's journey to reclaim himself. As fickle punishment for being slighted during the years it was never called once, and because it can't stand Ingo's moping, Carbunckle now requires Ingo to concentrate on a different memory of happiness every time it's summoned.
Last edited by cottontailwind; Sep 6th, 2021 at 06:37 PM.
Reason: KO
Name: Aria Deepchasm Race: Mithra Class: Thief Quote: “What use is being a thief if you can’t steal some hearts along the way?”
Description: Aria is a fairly ordinary looking Mithra. She looks neither young nor old and is on the shorter side for a Mithra at 5 feet. She has feminine curves but is lean and wiry rather than muscular. Her dark brown hair is not quite shoulder length and held back from her forehead by a dark purple headband. Her eyes are not quite black, although most people don’t notice since she usually avoids direct eye contact. Her only jewelry is an earring in the shape of a dangling teardrop that sometimes looks like it holds glowing embers and at other times a flame. Her skimpy clothing reveals tan skin, although she does have arm and leg guards and soft leather boots that are surprisingly sturdy and perhaps not so surprisingly quiet. The amount of pockets on her clothing is truly marvelous because only a few are obviously visible. People have often exclaimed, “Where did that come from?!” when she pulls something from off her person.
Backstory: Aria grew up in a traveling merchant family. It was a big family to begin with, lots of aunts and uncles and cousins, and eventually 12 siblings. Aria was in the middle, and although her parents loved all their children, there were quite a few of them and there were many demands on her parents attention besides the children. Unlike most of her siblings, Aria’s response to this was to sneak away and learn something “fun.” Her definition of fun changed daily. Sometimes it was learning to juggle or do gymnastics from the performing troop that had joined their caravan for a while. Sometimes it was to listen to the adults haggle over merchandise. Sometimes it was to explore the city they happened to be staying at that day. Sometimes it was to seek out classes for magic users and listen with rapt attention until someone finally noticed her and asked where her parents were. The world was full of wonders and Aria wanted to discover them all.
When Aria reached adulthood, she bid farewell to her family and set out to have adventures of her own. The first year or so was rather disastrous because although Aria had learned many things, life on the road on one's own was rather unforgiving. Luckily, she happened to run into an experienced thief who taught her how to steal and not get caught, and more importantly, what to steal and how to sell it. The thief taught her how to be a lover as well, and how that could also be used in thievery. Her motto was, “What use is being a thief if you can’t steal some hearts along the way?” which Aria happily adopted. This came in very useful in her continuing adventures.
Aria enjoyed a challenge, sometimes stealing something just to prove it could be done, but she never stole from someone who couldn’t afford it and she never destroyed what she stole. It was from one of her lovers that she learned of a mysterious mountain and the rumored treasure within, for those brave enough to scale its heights. Little did she know that this challenge would alter the path of her life irrevocably. The flame haired man she met in the surprisingly warm cave at the top of the mountain seemed quite amused and impressed by Aria as she told him of her trek to the top of the mountain and her adventures thus far. He declared that she was fit to be his knight and from then on she wielded the emblem of fire. Her adventures for a time became even grander than she could have ever imagined, but then came the dark time of the war, and she sensed the magic and wonder slowly leaving the world. Desperate to try to save some of the history and majesty of the world, she started stealing and preserving artifacts and records of the races and cultures she had encountered, storing them in the cave of the fire crystal, in hopes that one day balance would be restored and people would want to know about the world that was.
She knew of the other crystal knights, even met one or two in passing, but hadn’t had much to do with them. Even so, she was deeply saddened when she learned that one of them had sinned, and horrified when he began murdering the others. Through stealth and guile, she managed to avoid his attempts to kill her. Until one day she learned of a wonder from before the war; an entire library within a slim book of gold. Too late she realized the trap he had set for her, and her dying thought was regret that she would see no more wonders, and face no more challenges.
When she woke, she knew something was wrong. Very wrong. The world didn’t feel right, she couldn’t remember who she was, and she felt as though she’d lost something she could never get back. When she found the Fat Chocobo, and the avatar of the crystal of light, she felt as though she’d been given a second chance to protect her world, and a fierce sense of determination to bring back wonder and magic. Who better to steal them back than a thief?
Name: Aria Deepchasm | Race: Mithra | Job:Weapons: Brawl, Concealed, Ranged Armor: Light, MediumThief | Level: 4 HP: 100/25% for SOS: 25
20% for Regen/Poison: 20100 | MP: 24/24 | PWR: 4 | RES: 6 | DEX:14 Base DEX
+2 from Tier 2 Armor16 | MND: 7 Force: 2 | Finesse: 5 | AVD: 10 | ACC: 4 | ARM: 8 | M.ARM: 8 Skills: Athletics (5) | Awareness (Treasure Hunter Thief Class Ability allows use of Thievery skill for all Awareness rolls.7) | Inquiry (2) | Mercantile (6) | Scavenge (2) | Stealth (6 Base Stealth
+3 from half of Mercantile skill, rounded down, from Smuggler Class Ability9) | Synthesis: Weapon (7) | Thievery (7) Abilities:You may use the Thievery skill to pickpocket
in combat, and with a much wider variety of
possibilities at the GM's discretion; often
everything from snatching your opponent's
weapon to the clothes off his back, proving
once and or all that the hand is indeed quicker
than the eye.
In order to Steal in the midst of combat, a
Standard action and opposed check is
required - the Thief rolls her Thievery skill
versus the Finesse of one opponent within a
Short Range. A success means that the Thief
managed to nab her chosen prize, where a
failure means that Steal has no effect. If the
Thief doesn't already have a specific object in
mind, the Bestiary lists the items that can be
stolen from any given monster; however, we're
certain that creative Thieves will find better
uses for this ability than simply lining their
pockets and disarming enemies.Innate: Steal | The character may now choose to use her Thievery skill in place of her Awareness skill
on all checks. In addition, a character with
Treasure Hunter never has to make Escape
checks to Run Away in combat - it is assumed
that they always automatically succeed if they
choose to do so.Treasure Hunter | Whenever the Thief participates in a
successful Teamwork Attack they are
treated as having the Lucky property
(allowing for critical hits to occur on attack
rolls of 11-12) and their damage dealt is
increased by two steps. Sneak Attack | All of the character's weapons are
treated as though they were also
Concealed, allowing the Thief to deal
additional damage during the first
round of combat. Any Special Vehicle
owned by the Thief or a member of
the party gains the Smuggler's Hold
feature (or any other feature of your
choice if it already had access to a Smuggler's Hold). And finally, the
Thief may add half of their Mercantile
to their Stealth rolls, rounded down.Smuggler | Upon taking this ability, the character
receives an additional 5 skill points to
distribute anywhere she sees fit. Skill points
do not have to be spent immediately.
Furthermore, the maximum number of points
you can have in any skill is now limited by
your (Finesse +3) instead of your
(Finesse +1). The ability may be taken
multiple times, granting 5 additional skill
points and increasing the cap by two each
time.Skillful Hero Limit Abilities:After gaining this ability, there is literally no longer any limit to what can be stolen
with a Thievery skill check at appropriately high difficulties outside of combat,
and characters are encouraged to be outrageous in the use of this ability. Be
aware the GM will undoubtedly set the difficulty for such feats as "Godlike" and
"Impossible" - and rightly so! During a combat situation, however, the Thief may
still attempt to Steal any of the following from his enemies:
Cool Stuff: The Thief can often nab crafting additional Components from
Notorious Monsters and Bosses, though generally at a much lower tier level than
the party is used to or would obtain with a successful Scavenge skill check.
Essence: The Thief may instantly remove 25% of his opponent's maximum HP
and MP with a successful Steal, which is then added to his current HP (and MP,
if applicable) totals directly as a Regeneration effect.
Destiny: The Thief may snatch a single point of Destiny from his opponent.
There's no way to tell how many points of Destiny a monster has (if any!) before
this maneuver is attempted, however.
Ability: The Thief strips their monstrous target of their powers, gain any one of
the following Monster Abilities if the creature possesses them: Regeneration,
Flight, Unusual Defense, Counterattack, Magical Counterattack, Status Touch,
Flawless Spell, Submerge, or Inhale. The enemy then loses access to this ability
until the end of combat.
If used on an opponent with Job Abilities, the same rule of thumb applies; the
target loses access to one Job Ability of the thief's choice (that cannot be a Limit
Ability) and the character gains access to it.Master Thief Limit Breaks:Rank: 1 | Effects: Attack: Weapon (3),
Status: Stop, Poison, Blind, Sleep (8),
Power Item: Weapon (-1)
Strike with the equipped weapon at medium
range with non-elemental damage and at
+2 damage step increase. The target makes
an opposed Force roll to avoid being Stopped, Poisoned, Blinded, and Sleeped
for 4 rounds.Malboro Venom Equipment: Right Hand:Tier 3 Ranged/Concealed Weapon | Sleep Touch | Distance | Backstab
2d6+45 ((DEX*3)+2d6)
Sleep Touch: On a successful weapon attack, may choose to deal 50%
damage and make an opposed Force/Finesse roll to inflict Sleep on the
target for 4 rounds.
Ranged: Allows the wielder to attack enemies up to a Medium Range
without penalty, and can attack foes at Long Range by taking a -4
penalty to attack rolls. Ranged weapons do not suffer any penalties for
attacking flying targets.
Backstab: Allows the wielder to inflict +1 damage step in the first
attack made of each combat. (Smuggler class ability allows weapons
to be treated as Concealed.)Dream Dagger | Left Hand: Empty | Armor:Tier 2 Medium Armor | Attribute Bonus
Bearer enjoys immunity to fire elemental damage.Flame Earring Pack: Empty Gil: 1077 | XP: 0 | Destiny Points: 2 Status Effects: Immune: Fire Quote:"What use is being a thief if you can’t steal some hearts along the way?"
Last edited by Reistar; Sep 4th, 2021 at 09:17 PM.
Name: Charon Race:With Unusual Species, planning on taking Arcana to represent what her parents did when she was a child to keep her alive.Hume Age: 23 Job: Black Mage Crystal: Fire
Slight in all respects, Charon doesn't cut an imposing figure, far from it. The young woman is short by most standards, and looks as though she could do with a good meal. None of which helps to make her look less like an apparition, as with fair skin, dark hair, and vibrant blue eyes many do a double take to confirm she isn't in fact a ghost. Charon does nothing to counteract this assumption keeping her posture near perfectly straight and moving with surprising grace almost appearing to drift along with little to no effort.
In general her attire is simple but well made, a commoner's clothes but with a noble touch. Golden embroidery, velvet lining, and white fur trim are just a few of the notable additions that distinguish Charon from the crowd. Another, and perhaps the most recognizable for those in the Republic, is a silver amulet emblazoned with the crest of the fallen house Dorrett. The most notable part of the young lady's outfit however is the oddity of her wearing both a cloak, a simple cream colored affair whose hood is perpetually up, and a cape, a much shorter deep navy bit of fabric embroidered with golden thread and trimmed with fur.
Nearly every inch of the young woman is covered by some article of clothing the exceptions being her hands and face. A tell tale sign she's used to the colder climates of the north, and a quirk that makes her stick out in warmer climates often looking less like a ghost and more like a fool. Yet she's never seen without each and every one of her layers, and for good reason for beneath all the cloth spreading across her skin like roads on a map are thin scars that, at a glance, look as though they were made with surgical precision. The thin lines tell a story Charon never will, and so they remain hidden from the world.
Quote:
"Fire is unpredictable. You think you have it beat and it comes back ten times stronger, or it's all bluster and a drop of water turns it into a sputtering mess. How are people any different?"
People say a person's surroundings shape who they are, yet there are some who can push past the chains of their lives and become something else entirely. Charon would consider herself to be one such individual. Despite the harshness of her homeland, the eccentricities of her parents, and the general populace's dismal view of her family Charon stands as a bright, cheerful, and kindhearted individual. She's a soul seemingly unperturbed by all the darkness in the world and one that focuses on bringing warmth and light into the lives of the people she meets, and tackles each day with optimism, exuberance, and a can-do attitude.
Friendly and soft-spoken, Charon is a surprisingly gentle soul who continually puts others before herself, even to her own detriment. Add onto this a reckless bravery, and a willingness to throw herself into harm's way in place of others and you have a seemingly selfless young lady but everyone has their secrets. Charon’s involve her seeking the approval of others and a selfish want to feel like she belongs somewhere. On top of that she's a brick wall with anything concerning her own history, feelings, or desires swiftly changing the subject or simply refusing to talk about it.
Add onto that a constant sense of self-doubt and you have the basis of Charon. A young woman who hides her fears behind the guise of an eternally cheerful and optimistic individual.
Quote:
"I'm...Charon."
Born as Lucina Marie Dorrett, Charon started her life as the only child of Bertrand and Rosalyn Dorrett. Each an accomplished mage in their own right, Bertrand blue and Rosalyn white, in addition both of them held high positions at the Institute for Magical Advancement and Engineering in the capital of the Grand Republic. If that wasn't enough Charaon's father, Bertrand, was the head of house Dorrett, a well-respected noble family that could trace its lineage back to the founding of the Republic. A fact that afforded the family privileges above most and solidified them as a name known throughout the Republic.
Yet, Charon's life was set to be cut short before it began. She was a sickly child and the majority of her younger years were spent laid up in bed. Her condition caused her parents to retire from their work at the Institute and retreat to the western reaches of the Republic. The wilder, less law-riddled part of the Republic. Why, simple, they turned their efforts to finding a way to ensure their daughter lived more than a handful of years. While Charon was oblivious to her parent’s machinations she spent what few days she could shamble out of bed curled up in the massive library contained within the manor she called home. Her time outdoors in the town of Marviken was limited to trips to the local market with her mother.
Through the years Bertrand and Rosalyn worked hard to find a way to extend their daughter’s life. Yet, each step forward resulted in two steps back. Though, one supposes finding a way to permanently infuse an individual with the essence of a crystal is not a simple task. The two came up with countless theories most of which remained untested until Charon was ten. The young lady succumbed to her illness and grew worse by the day. Desperation took hold and Charon’s parents turned to methods they both abhorred.
Not wanting to attempt untested theories on their daughter they sought out prisoners, beggars, and travelers, anyone who would go unmissed. The duo’s efforts failed nine times out of ten and the one time it wouldn’t the person was never the same. As Charon grew worse her parents grew more desperate. Nothing they tried proved effective, so Bertrand decided to visit an old friend, Estrus Ringold.
When Bertrand returned he had with him a small red-orange crystal. It was a small fragile-looking thing but there was power in that small stone and it was Charon’s last chance. With heavy hearts her parents went about fusing the crystal and the power within to their daughter. Days of work, and weeks of waiting later and Charon opened her eyes.
It was a relief for her parents, but the relief was short-lived. They feared what they managed to do would fail one day and wanted to be ready for such an occurrence. So, despite Charon’s miraculous recovery, the two weren’t around to enjoy it. With her newfound health, the young lady discovered she had a bit of magical talent, something her condition kept her from discovering earlier. It was a talent her parents encouraged and nurtured when they could.
Years passed and Charon grew from a young girl into a young lady. Despite her generally good health Charon would relapse at least once a year and this spurred her parents to continue their research. Going further and further beyond methods they previously condoned to do it, even going so far as to start taking townsfolk to test on.
It wasn't until she was sixteen that Charon realized the implications of her parent's research. One night the young lady found her father dragging the unconscious form of the innkeeper's son through the servant's entrance. Suffice to say an argument in contention for disagreement of the century ensued, in the end, the young man was let go. With no real idea of what to do with her new insight she began to keep a closer eye on her parent's movements. Yet, that wasn't enough. The innkeeper's son had a good memory and his tale only helped to enforce the town's suspicion and disdain for the Dorretts. So, when the mob of townsfolk showed up on their doorstep Bertrand and Rosalyn greeted them with hostility. They denied no accusations thrown their way, laughed in the face of the town's fear, and went so far as to strike at those with the courage to actively confront them.
With tensions reaching an all-time high between the two sides, the townsfolk did the one thing they could think of, asked those in power for help. The final conflict started with a cease and desist order from the king. An order that was blatantly ignored by Charon's parents, who instead went so far as using their failed attempts at recreating their success with Charon as a personal guard. A denial of a peaceful solution in the king's eyes and the last spark needed to ignite the flames of conflict. Retribution was swift and unforgiving, the event that would later be referred to as the Fall of House Dorrett was over within a fortnight, such was the king's power and the power of the knight of the fire crystal.
The night the manor fell Charon had her first and last conversation with Estrus Ringold, the knight of the fire crystal and unbeknownst to her the reason she was still alive. The pair met in the library, and spoke at length about her parents, their demise, their research, their failures, their goals, and their single success. Charon smiled all the while, unperturbed by her looming death she was happy to have a chance to speak about her parents, explain their intentions, and perhaps, earn them a hint of redemption by pointing out the good they did. Yet the discussion did not end in Charon's death, it ended in her escape.
"You have a kind heart girl, and I know you'll do great things. But, you cannot stay here and I haven't the time to tell you more. Gather only what you need and run." Such were the words Estrus left Charon with. Despite her reservations, she listened, packed a small bag, and gathered her parent's research hoping to hide it from the world. Marviken faded into the night behind her, and the warm glow of a fire where her home stood saw her out, and it was then she realized that in the span of a few hours she'd lost everything.
For the next two years, Charon found herself adrift searching for a purpose. She made herself a home in a abandoned house in the wilds of the western fringes of the Republic and learned to look after herself in the process. As time passed she'd make trips to nearby towns for supplies, such trips tended to end with the discovery that she was a Dorrett. Often this meant she was shunned, but some were more open with their distaste and went straight to name-calling, flinging accusations, and refusing to serve her. Charon did not condemn or complain about such actions. People needed someone to hate, and if it made them feel better Charon would happily take on that role. All the while hoping to earn her parents a hint of redemption because of it.
The acceptance of well-deserved hatred wasn't the only action Charon took to earn her parents some peace. The young woman became a mercenary of sorts, slaying monsters that threatened towns, villages, and cities alike as well as dealing with other issues when she could. She never asked for compensation for her work and accepted no reward the handful of times one was offered. Instead, she'd smile and say she was happy to help. Her actions earned her little trust, and most folks continued to treat her with disdain.
Charon was eighteen when she rescued a young warrior from the biting cold of the Republic. While the young lady's skills were more suited to destruction she'd learned enough from her mother to know how to whip up a potion. When he awoke Charon asked the man what he was doing so far from the safety of civilization. The young man, Charon Lindholm, was the squire of the former knight of the fire crystal, Estrus Ringold. Estrus had made a final request of his young trainee and that was to find the last living Dorrett, for she was to be his successor.
Imagine the warrior's surprise when he realized he'd been saved by the very woman he'd been asked to find. It took a week to convince Dorrett that there was even a chance she was meant to be the fire knight. In the end, the two traveled to the Republic's southern mountain ranges and climbed Mount Raudona atop which they entered a cave. It was there the would-be knight met Ignis for the first time. When their conversation concluded it was clear the black mage was to be the crystal's knight and he wouldn't take no for an answer. So it was the young woman found her purpose, though she was going to do it her way. Which involved using the previous knight's former squire as a face, to give the people someone they didn't have to feel conflicted about believing in.
The idea was a hard sell to Charon Lindholm himself, in the end, he agreed. The two traveled together for five years, during which time they served the people of the republic loyally. While the new knight did her duties from the shadow's, the young warrior stood in the limelight getting all the praise and recognition. Charon, the Fire Knight became a name countless people looked up to, and one they could rely on. Monsters were slain, battles won, and frontier towns made safe all thanks to Charon. The people adored him, and when word of the other knights falling reached the Republic they were confident Charon would not succumb to such a fate.
That confidence was misplaced, and one day the people of the Republic lost their hero, and Charon lost her only friend. They had known the Dark Knight would come and the true knight was determined to face him alone, the warrior would have none of it. He tried desperately to get the true Fire Knight to accept his help, but his attempts were met with cheerful smiles and firm nos. Not one to sit idly he took matters into his own hands, wanting both to protect his home and closest friend but in the end, he was no match for the Dark Knight.
When the young Dorrett learned of this she felt hatred for the first time, aimed towards both the Dark Knight and herself. The opposing Knight for going so far against someone they could tell was not a crystal knight and herself for not being able to stop her friend. Vengeance drove her forward and for the next few months, she tracked the Dark Knight's movements confronting them outside her hometown, Marviken. The woman's childhood home would be the stage for their confrontation. Before the conflict, the Dark Knight asked her a single question: "Who are you?"
"I'm," The woman paused. Her own name was on the tip of her tongue, but she couldn't bring herself to say it. Lucina Dorrett had never been the Fire Knight, and just because the ,man she'd forced to take the title had perished didn't mean his name needed to. Besides, why add a complicated truth to her legend, to his legend. With that thought she'd let out a small laugh and smiled before giving her response. "Charon." The mage hoped she could make the original owner proud, and with that thought, sent a gout of fire in her foe's direction.
Charon lost, but she was fine with that if it meant she'd get the chance to see her family and friend again. But, that single wish wasn't granted and she found herself in a void with nothing but her thoughts to keep her company. It felt like both an eternity and a second before she blinked open her eyes. She lay in front of the husk of her childhood home, the place she'd perished, confusion gripped Charon as she set out to find just what was going on. Imagine her surprise when she learned of the war, and how much time had passed. While her instincts screamed at her to do her job, even if she felt a gaping hole where Ignis once was, she had to do something else first, locate her parent's research. She'd intended to find a better place to hide it other than under the floorboards of her home but death came first.
A fact that bit her in the end, for when she found the decrepit skeleton of her house in the snow-covered plains of the Republic the journals and scraps of paper were nowhere to be found. Someone had found them, and who knew what they were doing, or did with the information contained within. It was another mystery that spurred Charon forward, in the hopes of finding answers to what was going on, what happened to her, where Ignis was, and what she was supposed to be doing.
Short-term #1: Locate her parent’s research, wherever it may be, and either destroy it or find a better place to hide it rather than under some floorboards for a few hundred years. Short-term #2: Successfully help the Grand Republic to drive back the Federation and stop the war that’s raging there. Short-term #3: Reunite with Ignis, and ensure his safety. Long-term Goal: Find somewhere to call home, while she can happily say she comes from the republic she’s never felt it was really her home. In truth she only ever felt she had a ‘home’ with her parents and Charon. She wants to find that again, and this time she’ll do everything she can to keep it from being taken away from her. In addition to that she wishes to find people who will accept her for who she is, rather than who she pretends to be.
Attributes - 13 Max - 30 points to spend.
Power(PWR) - 13 | Resolve(RES) - Base: 4
+2 from Unusual Species(See Ablities).6 | Dexterity(DEX) - 5 | Mind(MND) - Base: 8
+2 from Armor(See Equipment)10
Combat Statistics
Maximum Hit Points(MHP) - 20 x 4
(6 + 14) x 4
(RES + Class Bonus) x Level80 | Maximum Mana Points - 18 x 4
(10 + 8) x 4
(MND + Class Bonus) x Level72 | Accuracy - (4/2)+0
(Level/2) + Class Bonus2 | Avoidance - 1 + 4
(5/4) + 4
(DEX/4) + Class Bonus5
Armor(ARM) - +4 from Tier Two Light Armor(See Equipment)4 | Magic Armor - +12 from Tier Two Light Armor(See Equipment)12
When at full HP casting cannot be interrupted by knockback, critical hits, or other effects.
In addition, when at full HP gain a +2 bonus on any opposed rolls to inflict or resist
an effect caused by a spell.Focus | Instant Action
The caster's next single target spell or attack will ignore the effects of the foes M.ARM
and remove the effects of Shell should the target possess it. In addition, their M.ARM
score is reduced to 0 until the start of the caster's next turn. This ability may be used
once per combat. Elemental Seal | Causes the mages eyes to dimly glow, blue in Charon's case.
The mage can see through magical illusions(as per the Illusion and Advanced Illusion
spells), and always rolls an additional d6 on one specific type of skill check, chosen
when this ability is taken. In addition by spending one(1) point of Destiny the mage
can glean the surface thoughts of any sentient creature(even if they don't speak a the
same language). Using this ability on Bosses, notorious monsters, and other extremely
powerful individuals may require an opposed Finesse roll at the GM's discretion.
Likewise at the GM's discretion the constant glow of the mages eyes may cause future
stealth rolls to be slightly higher in difficulty.
Skill Chosen - Lore(Magic)Golden Gaze | Choose an element from Ice, Fire, Water, Earth or Lightning. Whenever you deal damage
of that elemental type you deal an extra step of damage. You also gain an additional
bonus effect based on your chosen element.
Chosen Element - Fire
Bonus - Whenever Charon rolls max damage with a spell(it need not be fire) she sets
the target ablaze causing them to take additional Fire damage at the start of their turn
that ignores M.ARM and lasts until they are extinguished with a Standard Action,
exposure to liquid, or the GM's discretion.
Bonus Damage - 13 | (PWR x 1)Spell Specialization(Fire) | Charon is considered an Arcana instead of a Humanoid, this confers several benefits.
Gain a permanent +2 to an attribute of your choice. | +2 Resolve
Lose the Humanoid weakness to the Shadow element.Unusual Species | Limit Ability
Instant Action
By expening two(2) points of destiny the character can now cast any of the Black Magic
spells that are one rank higher than he actually has access to for the remainder of the
game session. In addition, they have access to all the Black Magic spells o their rank
or lower, even if they did not obtain these spells previously. The character must still be
able to pay the MP cost for these spells normally.
If the character is 13th level or higher they instead gain access to all Black Magic spells
and gain a +4 bonus on opposed rolls to inflict negative statuses.Manafont
Spell(s) - Black Mage(Black Magic) - 4 Novice - 1 Intermediate Novice - 5mp
Target - Single or Group
Elemental - Ice
Reflectable
Damage - 39 + 2d6(Single)/13 + 2d6(Group) | (PWR x 3) + 2d6(Single)/(PWR x 1) + 2d6(Group)Blizzard | Novice - 9mp
Target - Single
Elemental - Varies
Potential Spell Specialization Boost
Effect - Deal elemental damage to an attacker when the target of this
spell is struck. This damage ignores M.ARM and Shell. Lasts until combat
ends.
Damage - 6 | (RES x 1)
Fire Damage | 12 | (RES x 2) Elemental Spikes | Novice - 5mp
Target - Single or Group
Elemental - Fire
Reflectable
Spell Specialization Boost
Damage - 52 + 2d6(Single)/26 + 2d6(Group) | (PWR x 4) +2d6(Single)/(PWR x 2) + 2d6(Group)Fire | Novice - 5mp
Target - Single or Group
Elemental - Lightning
Reflectable
Damage - 39 + 2d6(Single)/10 + 2d6(Group) | (PWR x 3) + 2d6(Single)/(DEX x 2) + 2d6(Group)Thunder | Intermidiate - 25mp
Target - Single
Reflectable
Spell Specialization Boost
Effect - If cast on a weapon or other held object the wielder takes Fire damage
at the start of their turn for three turns, or until the item is dropped. If cast on
armor, in addition to the damage taken each round, the target's ARM score is
reduced to 0. Regardless of if the spell is effective, or even reflected the caster
takes Fire damage.
Target Damage(Recurring) - 39 + 2d6 | (PWR x 3) + 2d6
Caster Damage - 39 + 2d6 | (PWR x 3) + 2d6Melt
Limit Break - 1(10 points) Inflict Debilitate - Choose an elemental weakness for the enemy that is in effect until the battle ends, or is replaced by another elemental weakness.
Inflict Status - If the target fails an opposed Force roll they are inflicted with Stop.
Spell Specialization Boost
Damage - 78 + 2d6 | (PWR x 6) + 2d6Pyrexia - Attack: Magic - Fire (3), Elemental: Fire (1), Debilitate x2 (4), Status: Stop (2)
Skill(s) - Max 4 - 24 to spend
Awareness +4 | Inquiry +2 | Golden Gaze - Roll 3d6 instead of 2d6 for checks involving this skill.Lore(Magic) +4 | Lore(Monster) +4 | Language +2 | Synthesis(Alchemy) +3
Synthesis(Cooking) +3 | Nature +2
Equipment - 1200 gil to spend - 340 gil remaining Type - Arcane
Property - Quick-cast
Damage - 10 + 2d6 | (MND x 1) + 2d6Tier One Weapon(150g) | Type - Light
ARM - +4 | M.ARM - +12
Property - Attribute Bonus(MND +2)Tier Two Armor(450g) | Property - SOS-HasteTier Three Accessory(Free)
Potion x4(80g) | Ether x4(80g) | Echo Screen x2(100g)
Skills: Awareness +4 | Inquiry +2 | Golden Gaze: Roll 3d6 instead of 2d6 for checks.Lore(Magic) +4 | Lore(Monster) +4 | Language +2 | Synthesis(Alchemy) +3 | Synthesis(Cooking) +3 | Nature +2
Abilities:Declare you're activating Elemental seal as an instant action;
your next single target spell or attack will ignore the effects
of the foes M.ARM and remove the effects of Shell if
they possess it, and their M.ARM score is reduced to zero
until the start of your next turn. This job ability may be used
once per combat.Elemental Seal | Innate
As long as you remain at 100% hit points, your spell casts
cannot be interrupted (due to knockback effects, critical hits,
etc.) and you gain a +2 bonus on opposed rolls to inflict or
resist any effects caused by a spell.Focus | Charon's eyes glow a dim blue, a side effect from dealing with
the darker arts.
The charater is able to see through magical illusions (as
per the Illusion and Advanced Illusion spells), and always
rolls an additional d6 when making a Lore(Magic) check.
In addition, a Black Mage with this ability can instantly glean
of any sentient creature (even if they don't speak the same
language) simply by spending one point of Destiny, making
eye contact with the target and looking directly into their soul.
In this way, a character with Golden Gaze is often privy to
secrets that others simply couldn't know. Bosses, Notorious
Monsters, and other extremely powerful individuals require a
successful opposed Finesse check before the Destiny can be
spent, at the GM's discretion.
Likewise at the GM's discretion the mage might suffer from a
slightly higher difficulty on future Stealth rolls due to their
constantly glowing eyes.Golden Gaze | The character deals an additional damage step whenever
they inflict Fire damage. Furthermore, when they roll max
damage with a damage-dealing spell (regardless of the spell's
elemental type) they gain an additional advantage.
When max damage for a damage-dealing spell is rolled
Charon ignites enemies, causing them to take an extra
13 points of Fire damage at the start of their turn that
ignores M.ARM until the flames are extinguished with a
Standard Action, exposure to liquid, or the GM's discretion.Spell Specialization(Fire) | Charon is considered Arcana rather than Humanoid. She
gains a permanent +2 to her RES and is no longer weak
to Shadow elemental damage.Unusual Species
Spells:Blizzard (5 MP) Target: Single or Group Type: Elemental(Ice) Reflectable
A flurry of high-speed ice particles are launched
at the target, inflicting (39 + 2d6) points of ice
damage to a single enemy, or (13 + 2d6) to all
enemies.Blizzard | Elemental Spikes (9 MP) Target: Single Type: Elemental(Varies)
The character is surrounded by globes of elemental
energy. Declare which of five elements the spies will
be tied to - Fire, Ice, Water, Wind, or Lightning - when
casting this spell. When a target under the effect of
Elemental Spikes is struck their attacker will take 6*
points of damage of the chosen element. This damage
is not reduced by M.ARM or Shell.
* If the element chosen is Fire, attackers will take 12
points of elemental damage instead.Elemental Spikes | Fire (5 MP) Target: Single or Group Type: Elemental(Fire) Reflectable
A burning sphere of fire rushes towards a chosen point
and explodes on impact. Fire inflicts (52 + 2d6) points
of Fire damage to the target, or (26 + 2d6) points of Fire
damage to all enemies.Fire | Melt (25 MP) Target: Single Type: Effect Reflectable
This spell allows the caster to channel white hot heat into
an inanimate object - usually armor - and render it twisted
and worthless until the magic ends.
If cast on a weapon or other held object Melt deals (39 + 2d6)
points of fire damage to the items holder every round
until the spell ends, or the item is dropped. If cast on armor
in addition to the damage taken each round, the target's
ARM score is reduced to zero as fabrics ignite and metals
become fragile.
Melt lasts for a total of three rounds, and is therefore quite
useful when used to neutralize foes with high physical
defense. Regardless of whether the spell is effective - or
even if it is reflected or otherwise negated - the caster
of this spell takes (39 + 2d6) points of fire damage due to
the incredible heat channeled by this spell.
Melt cannot be re-cast on the same target until the effect
has worn off.Melt | Thunder (5 MP) Target: Single or Group Type: Elemental(Lightning) Reflectable
A brilliant bolt of lightning tears down from the sky, striking
its target with barely contained energy. Thunder inflicts
(39 + 2d6) points of Lightning damage to the target, or
(10 + 2d6) points of Lightning damage to all enemies.Thunder
Limit Ability:By expending two points of Destiny as an Instant Action,
the character can now cast any Black Magic spells that
are one rank higher than he actually has access to for
the remainder of the game session. In addition they have
access to all Black Magic spells of their rank or lower, even
if they did not choose to obtain these spells previously. The
character must still be able to pay the MP cost of any spells
cast using this method.Manafont | Limit Break:Rank 1 | Attack: Magic (3), Debilitate x2 (4), Elemental: Fire (1), Status: Stop (2)
This Limit Break deals (78 + 2d6) fire damage, and allows Charon to choose an elemental
weakness to infuse the target with. In addition, after an opposed force roll the target may
be forced to cease all movement due to the pain. Pyrexia
Right Hand:Tier One Weapon | Arcane | (10 + 2d6) | Quick-Cast
An old leather-bound journal etched with arcane sigils.
Though it's pages are weathered it still hums with a
modicum of power.Weathered Tome | Left Hand: Empty | Armor:Tier Two Armor | Light | +2 MND | 4 ARM | 12 M.ARM
A short navy blue cape trimmed with white fur, and
embroidered with gold thread. Sturdier than it looks.Embroidered Cape | Accessory:Tier Three Accessory | SOS-Haste
A gentle warmth emanates from this finely detailed
bird shaped brooch. The gems used for the eyes
seem to dance with living flames in the right light.Firebird's Brooch
Inventory:Restore 25% of a target's maximum HP.Potion x4, Restore 25% of a target's maximum MP.Ether x4, Removes the negative status effect Seal.Echo Screen x2 | Gil: 340
Name: Dwaigo, The Silver Wolf Race: Hume raised by Galka Class: Ninja Crystal: Earth, Gaia
"When times are as dark as this one must find a way to laugh at the misery or become part of it."
Dwaigo has bright golden eyes that contrast heavily with his silvery-white hair. He is never caught without wearing the garments of his trade, a loose black gi that is worn by the ninja. On each of his arms he wears a pair of bracers engraved with the history of the Earth Knight champions and have been passed down from generation to generation. They help him control the earth and protect him from harm from it. He has two swords strapped to him at all times as well as other weapons and he almost always keeps his face covered behind a black mask. Despite the mask however its is often easy to tell that his 'eyes are smiling' as their bright nature often betrays his light-hearted side. Dwaigo is not tall in stature and often is dwarfed by the Galka he grew up among his build is athletic but not bulky or stocky. The Earth Knight is very limber and can move as smoothly as the sands.
The Knight of the Earth is known for going with the breeze. Dwaigo loves a good joke and always tries to bring the levity out of a situation often times using his skills to embarrass his enemies and make them say foolish things. Knowing that he often faces insurmountable odds he uses humor as a veil of protection against the despair that would surely follow. Although many might align his trickster attitude with that of Gaia's sister Zephyr, the Knight of the Earth is not malicious but a kind-hearted soul with a soft spot for those who are downtrodden or in need of help. He would gladly give his last piece of bread so a child could eat and risk his wife for a stranger.
Background
Ages ago in a time that has fade into countless memories there was a great war. That war lasted for many generations and was so fierce that the crystals themselves had to intercede to finally bring peace to the land. Each of the crystals chose a divine champion, one that embodied their values and would peace to the land. Gaia as the crystal of the Earth chose his champion from the vast desert nation of Ebanara. In the capital of Ebanara, by the same name as is nation , there was a great temple dedicated to the crystal of earth. Painted on the walls were murals distilling Gaia’s values Endurance, Strength, Secrecy, Modesty, and a Strong-Will.
The prince of the nation at the time instilled in himself all of those qualities proudfully and when the time came it was he that Gaia had named as champion. The hero took on the mantle of the Earth Knight and served in brining justice to the land. It was said that the enemies of the Earth Knight often did not see him coming but instead were onset by a storm of sand and great wind and when the dust settled those with malicious intentions against the world or who threatened peace were in one way or another no longer a threat.
It wasn’t until the Dark Knight came looking for the Earth Knight that the peace in the world began to dim into darkness. There had been rumors, stories of what the Dark Knight had done with the Light Knight, but at this point no one was sure. The idea that one of the knights would turn on their own was so profane it was almost unbelievable, so it was ignorance in the end that did the Earth Knight in. A refusal to believe the threat was really out there. Gaia’s champion was not easy to pin down so the Dark Knight had to lure him out. Being one of the few people who knew the knights origins it wasn’t long before he found himself in Ebanara.
The Earth Knight had held the Dark Knight in high regard, had trusted him as a friend and brother so when the Dark Knight slayed the royal family and laid Ebanara to ruin it was a profound betrayal. The Earth Knight came upon him home with a wrath and anger unbecoming of him. Falling into the trap of the Dark Knight he was unable to think clearly and fought with anger and haste instead of taking advantage of his own strengths. A great battle followed and in the end the defeated Earth Knight fell at the ruins of Ebanara.
In the years to come the ashes would be covered with sands and the once great nation would be forgotten as the Dark Knight made sure that any record of it was erased from history.
Dwaigo’s history is almost has tragic. It is the story of sorrow from a boy without a name or a memory to serve him. It took place in the lands that are now claimed by the Lord General and the Federation, a once prideful place that took great care of its people and respected the earth above all else. There was a great temple in the middle of their city that Dwaigo remembers vividly in his dreams, but never when awake. It was a place of beauty where the people would come to barter and tell stories and where his parents, the rulers of the kingdom, fell in love.
Dwaigo’s memories are a bit foggy. They are full of patches and holes as a great trajedy locked his memories deep into his subconcious mind. From what he remembers all of that peace was destroyed when the Lord General came to ‘unite’ the lands. The warlord refused any offer of peace as the pulled the people out of their homes and laid siege to the peaceful kingdom. When the dust had settled no one was left standing either brought away as slaves or murdered for their ‘rebellion’. The Lord General had purposefully been ruthless in their destruction to set and example to the other kingdoms he wished to conquer under his banner in the name of unity.
Only Dwaigo was left, all that remained of a once proud kingdom. The light of the temple had gone out and all that was left was a shell of who he had been before shocked into a traumatic state wondering through empty streets trying to find someone, anyone, to care for him. The formerly prosperous kingdom was now a ghost town. Dwaigo wandered from one area of the capitol to another trying to find food and shelter as the days went on. Eventually he was forced to move on and made his way into the desert. It was there that he first met the Galka. Never having seen them before he first thought they were monsters who were taking him away to eat him. When he would encounter them he would run and hide. From what Dwaigo remembered he ran into many different tribes of Galka but over time they changed and opened up to him. They welcomed him into their villages with open arms.
In time he was able to understand their tenderness and even speak their language. They were the people of the earth, tied heavily to the earth crystal from the temple in his memories. In time his memories of his old life faded, and he began to replace them with a new family one that was not conquered by the federation in the harsh desert. Dwaigo was an outcast and a runaway, but he didn’t know from where or why and purposely locked away the secret he carried deep inside of his subconscious. No one was ever told where he came from or what his name truly was before he wandered the desert. Dwaigo mentioned nothing about the temple of the earth crystal or any of his memories of the place until they faded into his dreams.
The tribe of Galka and raised as one of their own. The chief named Gehlvik was the one who took him in teaching him the ways of their people and instilling in him the responsibility of doing right in the world and respecting the sands from which they came. The Galka taught him their ways and traditions but over time it became more and more clearly he physically was not one of them. Dwaigo of course had a unique set of talents as soon began to find his own way. Growing up he always loved the stories by the elder known as Black Mud. Black Mud would tell him tales of the Earth Crystal Gaia and her champions and how they moved withing the desert sands unseen. Black Mud insisted on telling him these great tails repeatedly and the importance that the Earth Knight had in the world. The most secretive of the crystals Dwaigo used Gaia’s tactics to build upon his own. The knights of the stories would come upon their enemy’s unseen and the young boy was raised on stories about the Gaia’s knights and their great deeds on behalf of her followers and people. The knights were never seen within the sands of the desert Dwaigo began to value such attributes and adopted them into the skills he practiced.
In time Dwaigo realized that he could not fulfill his own destiny staying within the safety of the Galka. Stories of the Federation were spreading and there was something itching inside of him at the back of his mind that told him he must do something about it. That alone was a question he wanted answered, what was his history with the Federation and why must it be stopped? Who was he and where did he come from? What was he meant to do with it all?
Dwaigo often met the seriousness of the questions weighing on him with humor, but they weighed on him all the same and it finally lead him to act. Dwaigo took to the road again this time old enough to fend for himself. First he roamed the desert doing good deeds for the followers of Gaia and picking up stories of the Federation. Eventually such stories lead him to a group known as the Redeemers. Their goal was to Redeem he past wrongs done by the Federation and to stop the Lord General from persecuting other nations.
The Redeemers were aligned with the Grand Republic and acted as a saboteur force within the borders of the Federation to aid the war effort and resistance to the republic. Identifying with their cause Dwaigo spent years in their ranks serving under an Elf by the name of Alpex Lagane. Alpex was a good commander and their unit became very close knit. There was a dwarf that served with him known simply as ‘Mac’ and three other humans as well, Biggs, Wedge, and Hodge. They all completed more missions successfully than any other unit putting a serious delay in much of the Federation’s plans. Dwaigo spent many years with them until one mission where the Lord General had found their position and simply overwhelmed them throwing wave upon wave of soldiers on their position. They all would have died if Mac hadn’t taken the initiative and collapsed a tunnel while the others got away. It was the last they saw of the dwarf and after that things were not the same. It was then that Dwaigo moved on seeking to answer more questions about himself and his mysterious past. Unbeknownst to him his dreams lead him back to the desert, but he was unable to find what he was looking for, Gaia however found him.
It was then that he would rise to power as the Earth Knight easily making the choice to follow in the footsteps of the Galkan stories he had grown up on. Dwaigo’s heritage had somehow tied him to the Earth Crystal giving him a stronger connection to the element than most. Adopting the mantle never seemed like a choice to him, it was a destination. As the Earth Knight he travelled about the world as a nomadic hero. Some would see evidence of his deeds without ever seeing his face while those who abused their power or took advantage of the weak cursed him as a criminal and coward of the shadows. Dwaigo cared little for his reputation however, it was his duty to be what the world needed, not what they wanted.
Despite all of his success however something still ate away at him from the inside. Who was he? Where had he come from and what were his ties to both the Federation and the Earth Crystal? One day Dwaigo hoped to answer all those questions and more.
Bearer enjoys immunity to fire elemental damage.Earth Bracers Pack: Empty Gil: 300 | XP: 0 | Destiny Points: 1 Status Effects: Immune: Earth Quote:"When times are as dark as this one must find a way to laugh at the misery or become part of it!"