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Fire Emblem: Wretched Whispers, Signups/OOC Thread


SB.
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This is an RP that I'm hosting with Rein/Reinfleche, based off of the GBA games. This uses a similar system to Magvel RPs (and sort of FEF/BC) but the system is heavily modified, and takes place in a completely different world to all of them. Your actions dictate how the story will flow, so choose wisely!

[spoiler=History]The history of continent of Treiban has never been one of peace. Only sixteen years ago saw the end of a long and bloody clash, the Great War of Treiban, that restarted the continents calendar. A war waged not between just humans, but between humanity and abominations, from well, nobody knows where. Their appearance sparked panic throughout the land, with many refusing to believe until the monstrosities reached their doorstep. After three years of feigning ignorance, and the fall of the nearby island nations, the three of the four primary nations of Treiban finally banded together and signed a pact, meant to unite Angala, Irska and Velms against the monsters, led by five heroes. After eight more years of endless fighting against the monsters, it appeared humanity had won, and the world was returning to its former state, as if the pact had never been signed, albeit with some nations noticeably more scarred than others. It seems that the peace between Angala and Irska shall be short-lived, and another force lurks out of sight of sight of the rest of the world, waiting for their chance...


[spoiler=The World]
[spoiler=Map]
FXKcvqz.png

This map is basic and may be changed over time! The Black circles with yellow centers indicate locations of capital cities, and the white circle in Velms indicates Norres, another important city.



Red: Angala
After the threat of monsters had passed, Angala was in by far the best position on the continent. They established consistent trades with their western neighbour Velms, although for the latter it was more of a matter of necessity. Their military strengthened, after initially being caught off guard the king ordered for military service in order to guard their homeland in case of the beasts unlikely return. In the eyes of Irska, this is just a front to prepare to march into war against them, having already expanded their borders since the start of the start of the Great War of Treiban. From the looks of things, they have every reason to be cynical. Angala is also the only country on the main continent to house wyverns, used by many a knight, including the now deceased hero Privia the Eagle. The war hero Tyrius holds a prominent position in nobility, and is arguably one of the few that isn't morally bankrupt or a total fool.

Green: Irska
Though not hurt as heavily as either Sloktan or Velms from the Great War of Treiban, Irska still lost much, including its two island territories to the monsters and a moderately sized area of land to Angala, which retook it from the monsters during the war. They are constantly engaging in negotiations with Angala to receive their land back, but the other power refuses to bargain, creating high tensions. Many an Irskan is paranoid and expecting a further military invasion at any moment. Its own military is rather small, but it is bolstered by mercenaries, primarily from Velms. The war hero Borvan lives in Irska's capital, Bonvale, but his public appearances are rare after the death of his love Arine.

Yellow: Velms
Circumstance has not been kind to the people of Velms as of late. After the other pact-signing countries had cleansed their own lands, Angala did a shoddy job in Velms, with pockets of monsters appearing fairly frequently, despite the efforts of Velms and Irksa. This led to several paranoid residents to begin attacking residents who practiced dark arts that were thought to have been associated with the monsters, lacking any evidence to prove this. This gradually devolved into a state of complete anarchy. Even in the capital city Handres, the government were too busy squabbling amongst themselves to put a stop to it. The southern city of Norres is more commonly thought of the capital in fact, thanks to the fact that the crime rates are drastically lower than that of the rest of the country. Many have tried and failed to restore order, including the war hero Arine who died not far from her hometown in the north. Velms relies on trade from Angala to aid in trying to reconstruct the towns and cities ravanged by monsters; however they resent them for leaving them after they helped clear their own country out. Velms is also home to Pegasi, and is the primary source of mercenaries looking for work on the continent, commonly working with the Irskans, who are desperately short on manpower and would be flattened in an outright war with Angala otherwise. Arguably their mercenary guilds are more organized than the actual ruling powers.

Blue: Sloktan
The only nation not to sign the pact in the Great War of Treiban, Sloktan was hurt the hardest by the monsters, with the eastern half of the country being almost entirely uninhabited after it was ravaged by war. Some people near the border fled to Angala when the war started, but most population was pushed back to the western half of the country. Its relationships with other countries are very strained, as the people feel great distaste towards the other nations for largely abandoning them. The situation is worsened with travel being hampered due to the large desert that takes up much of the land, as well as a mysterious interference that makes the already difficult journey next to impossible. The only real communication between Sloktans and other nations occurs through messengers on pegasus or wyvern. Sickness is rampant, and the government struggles with managing overpopulation, leaving it in a precarious position. Even the revered Namures the Bold perished due to a plague, despite his seeming invincibility on the field of battle.

Greys: The Deadlands
The Deadlands are the two islands to the west and east of Treiban. Once part of Irska, they were thriving centers of civilization for many years, but during the Great War they were overrun by monsters. Some citizens escaped to the main continent before it was too late, most of whom live in mainland Irska. Occasionally a traveller claims to be a refuge from the hellish lands, but they are few and far between, and rarely believed. Many myths have arisen about them in the years since the war.


[spoiler=Who are you?]The players will be signing up as part of a mercenary band from Velms, working in northern Irska as of the start of the first map. You could also be an Irskan soldier, a traveler or something else, as long as we have a way that we can work you into joining the group (no Angalan loyalists etc). Characters from Sloktan would be pretty rare, and characters from the Deadlands are virtually non-existant. We'll try to be pretty lenient on signups though.


[spoiler=Signup Sheet]Name:
Age:
Appearance:
Personality:
Backstory:

As far as flavor goes, anything is fine as long as you're older than 18 or something, if you're planning on going younger we'd like you to discuss it with us first. With everything else, we'll be pretty lenient.

HP:
Str:
Mag:
Skl:
Spd:
Lck:
Def:
Res:
Con:
Aid:
Mov:
Weapon:
Affinity:
Skills:

Stat allocation is a little more complicated.


You get 320 points to allocate to growths as you see fit. Growths cap at 100%, and all growths must be at least 15%, excluding any attacking stat you don't use, which can be at 10%. All growths count as 1%.
You have 34 points to distribute at base for all stats. HP and Con start at 6, Mov starts at 5. You cannot invest points in Mov. All points allocated to HP count for 3. All points allocated to Skill and Luck count for 1.5 (this is rounded down).
Units start with Fighter movement costs, which can change depending on skills.
One weapon is free at D rank.
Affinity can be selected by free will (GBA affinities only) but if there are five Anima affinity characters I'm going to ask you to change it.
Unpromoted caps are 60 HP, 30 Luck, then 20 across the board.
Everyone starts with a basic weapon and a Vulnerary.
There is a hidden Con growth for every character, but we're not telling what it is.

You don't NEED a class name, but if you want to make one up and add it in (or just use an existing one) be my guest.

Skills are covered in another spoiler entirely, so be sure to check that.


[spoiler=Skills]You have three points to spend on skills with varying costs, and may pick up to two skills. You can't stack the same skill twice, including taking two chants or similar. More skills may become avaliable upon promotion, so check back once that's close.

3:
Wyvern/Pegasus - +2 movement flying unit. Flier move type. Aid becomes 20-con. Vulnerable to bows.
Dancing - Gain the ability to refresh a unit. This is restricted to one active dancer in the party!
Master Thievery - Same as regular, but may steal unequipped enemy weapons and does not require a Lockpick to open doors/chests.

2:
Horse- +2 movement mounted unit. Horse movement type. Aid becomes 20-con. Vulnerable to horseslaying weaponry. Not compatible with Armor, Piratewalk, or Banditwalk.
Thievery - Stealing items only/Lockpick usage.
Paragon - x1.2 experience gain.
Prf Weapon - Discuss this with me when you sign up.
Parity - Declare before attacking on player phase. All skills and terrain bases are negated for the battle.
Vantage - If your HP is lower than 50% (rounded down), you strike first whenever possible in battle.
(Stat) Chant - Select stat on creation. May opt to activate this skill once per battle. For the next 2 turns, the stat will be increased by 2 (4 for skl and lck. hp, mov, and con are invalid). Does not take up an action.

1:
Quickswap - May switch equipped weapons after a battle on player phase.
Extra Weapon type - Gains an extra weapon type at base (E rank)
Weapon Rank Up- Increase your starting rank with a weapon.
Acrobatics - Reduce terrain costs by 1, excluding terrain that can't be traversed and terrain that already costs 1.
Piratewalk- Movement type changed to Pirate. Not compatible with Horse, Banditwalk, or Armor.
Banditwalk- Movement type changed to Bandit. Not compatible with Horse, Piratewalk, or Armor.
(Weapon)faire - +3 Atk when using (weapon type) on player phase.
Capable - Halves AS loss from weapons, rounded down.
Healer - Use gains +5HP when using healing items and may use them on others for standard amounts (a Vulnerary would heal you for 15 HP and an ally for 10, for example). Gains 10exp from healing others.
Stamina - Gain +10 hit/avo when you battle an enemy you have already fought with no interruptions.
Farsight - Extended vision in fog of war maps. Also may be used to give bows 3 range at -20 hit.
Cancel - Twice per battle, may halve damage dealt by an attack (before defense) in order to prevent an enemy counter.
Armor - Grants heavy armor. Armor movement type. -1 mov, +3 def, +3 to other base stats, +20 growth points. Vulnerable to armorslaying weaponry. Not compatible with Horse, Banditwalk, or Piratewalk.

Enemy Only
Irongrip - Items cannot be stolen from this unit.


[spoiler=Promotion!]Promotion occurs upon reaching level 20, then leveling up once more to reach promoted level 1, much like in the Tellius games. There are no Master Seals or any other kinds of item that allow promoting earlier than this point.

Units receive several special bonuses upon reaching promotion. Firstly, each unit gains +2 HP and +1 movement. Then 11 more points can be distributed freely amongst any stat except for movement, with only 3 being placed in any one stat. Mounted units have their aid changed to (25- con). 50 weapon experience may be distributed amongst any number of weapon types this unit can already use.

For caps, every promoted unit has 60 HP cap and 30 luck. Str/ Mag/ Skl/ Spd/ Def/ Res caps all start at 21, and each unit has 23 points to increase caps with (27 for armored units). Caps can be a maximum of 30.

Furthermore, each unit will gain 6 skill points upon promoting. You can pick 3 of the following skills (less if you use up all your points in 2 skill). Each skill may only be taken once.

Variable:
-PRF Weapons. Depending on how powerful the PRF in question is, it will cost a different amount, stronger PRFs costing more points. Already existent PRFs may have their power increased as well.

4 point skills:
-Ascendant. Upon defeating an enemy, this unit will gain a +3 stat boost corresponding to the highest of that unit's Strength, Magic, Skill, Speed, Luck, Defense, or Resistance until another enemy is defeated or this unit is downed.
-Galeforce. This unit may move again after defeating an enemy on their turn. Can only be used twice per map, and not on the same turn.
-Astra. Skill% chance to attack 5 times consecutively for halved damage.

3 point skills:
-Nullify. Weapon effectiveness does not apply to this unit.
-Fortune. This unit cannot be critically hit.
-Horse. This unit will receive a Horse, and their movement type will be changed to reflect this, and 2 points will be added to their movement. They will also become weak to horseslaying weaponry Not available to units who already have modified movement types already except for Armored units. Can't be taken alongside armor (unless armor is already possessed).
-Rewarp. This unit may travel squares equal to their Magic/4, rounded down, igoring terrain and stopping on any square they could traverse regardless of movement cost. This replaces their usual movement for the turn. Can be used once every 3 turns.
-Lethality. Critical hits by this unit will defeat an enemy in one strike, with some exceptions.

2 point skills:
-Imbue. At the start of each of their turns, this unit will recover HP equal to the lower of their Strength or Magic.
-Composure. An upgraded form of Quickswap, this unit will switch to the most suitable weapon for each combat automatically. Units who already have Quickswap will be able to purchase this for only 1 point.
-Savior. Rescuing does not impair stats.
-Ferocity. +10% critical hit at all times.
-Rule of Might. This unit may pay 1 HP to increase their Strength by 1, 3 HP for 2, 6 HP for 3, etc. until the beginning of their next turn. Effects that would recover their HP are ignored until their strength reverts to normal.
-Negate. Upgraded Cancel. This unit may attack twice on their turn, facing no counterattacks. Units who had Cancel already will be able to take this for one point.
-Stat Rally. An upgraded form of Stat Chants, they can still only be used once per map but work on the user and allies adjacent to them for 2 turns without costing a move. Units who had a stat chant may pick this for free.
-Armor. Same bonuses as unpromoted units get, -1 move cancels out promotion move. Can't be taken alongside horse (unless one is already possessed) or walk skills.
-Strongwilled. This unit is immune to negative status.
-Vantage. Same as unpromoted.
-Parity. Same as unpromoted.

1 point skills:
-Extra weapon type. This unit may gain a new weapon type at D rank.
-Weaponfaire. Same as the unpromoted version.
-Capable. Same as unpromoted too.
-Piratewalk/ Banditwalk/ Acrobatics. Same as unpromoted, still can't be taken along Armor/ Horse, Piratewalk and Banditwalk can now be taken together.
-Farsight. Same as unpromoted.
-Endurance. Upgraded Stamina- the bonus is now 15 hit, 15 avoid, 3 mt, and 3 def/res against the same enemy multiple times in a row (does not stack). Can be taken for free if Stamina is already possessed (which nobody has but still).
-Resourceful. This unit has access to an extra inventory slot.


Note: taking an upgraded version of a skill you already had does not count towards the 3 skill limit.



[spoiler=Mechanics]-This RP uses a 1 RN system, as opposed to GBA.
-Skill = Crit.
-Every character has an individual exp pool, like in the games.
-Calculations are the same as they are in the GBA games, unless we explicitly mention otherwise.
-Console style Canto is in, and you can talk and perform another action on the same square without using your turn up.
-Forging is allowed, albeit heavily modified. For 40% of the weapon's costs, you gain 2 points to put into the weapon's stats, and may reallocate 3 more. You may not reallocate 3 points from a single stat. As far as exchange rates between the four, here is the system:
1 MT = 1 WT = 8 hit = 3 crit
This may also only be done once per map.
-A group convoy will exist, and it can hold an infinite number of items - once you get it, that is.
-Shoving is not a feature.
-Units with any sort of mount are unable to be rescued, no matter how low their con is.
-Weapon effectiveness is x3 (like FE8).
-Supports are awarded as Rein and I see fit to do so. If you think you have a good case for it though, go for it.
-Human enemies aren't stupid, but won't employ stuff like rescue/tradechains. Otherwise, it's up to you to figure out what they're going to do.
-NPCs won't be stupid either unless they have a reason to be. However, just being green does not mean that they are on your side. If flavour suggests that they are a third faction, treat them as such.
-Every unit starts with three chances. If their HP drops to 0, they lose one. They can be revived by being restored to full HP or by completing the map (when this is reasonable IC). If a unit survives a map without downing, they get a life back (3 is cap though). If a unit exhausts all of their chances, they die for real. If you have a decent case to argue why your death was stupid (as in we screwed up with the balance) then we'll listen, but if we disagree, tough.
-MVP bonuses will be awarded at the end of every map. The two players (both IC and OOC) who contributed to the success most in the GM's eyes will roll be RNGed a choice of two stats to increase by 1 at the end of the map. The same player cannot get this two maps in a row.
-BEXP will exist, but it is mod allocated, similarly to MVP bonuses. If you're struggling, we'll help you out a little but if you're cruising by just fine without it, don't expect much help.



As a note, we have the final say in what's goes on here. If we tell you to stop doing something, stop doing it.

If you have any queries, post in the thread, pm me/Rein or talk to us on Skype or something if you have us added on it. We're looking for six players to start and around ten maybe at maximum, but if you want to pm us characters anyway and you really want to join with a good character we may be able to make an exception.

Characters (stats here):

1. Peter Ratchliff (eclipse)
2. Taima Rai (scorri)
3. Declan Blackmoor (Polydeuces)
4. Rahman bin Tuah (Rothene)
5. Magali Brogan (Xinnidy)
6. Melanie De la'Croix (Trent)
7. Lugos Ovidio (Oersted)
8. Artemis (Refa)
9. Diana Telsmuth (Manix)
10. Wolfgang Night (Bluedoom)

Edited by SB.
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Where do growths start? Right at 0?

Looks interesting, and easy enough to get into. I'll throw up a signup in a bit once I decide how I'm working this.

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The 320 growth points are all you get, if that's what you mean.

I just wanted to know where they started; right at 0% or if there was the flat minimum. I see now, though.

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Who's an idiot? ME! I'll probably mess up stuff along the way; my apologies if I do.

Name: Peter Ratchcliff

Age: 30

Appearance: Sunburnt complexion, scraggly dark blond hair that ends at his shoulders, stubbly beard and mustache, brown eyes that show signs of too much squinting, sharp nose, a bit larger than average build.

Personality: Peter will do what it takes to survive. Usually, this means cooperating with others. Once he wants something done, he'll do it with a single-minded devotion.

Backstory: A career mercenary from Velms, he's seen his share of groups. His last gig imploded (badly), so he's looking for a job again.

Stats

HP: 30 (75)
Str: 7 (60)
Mag: 0 (10)
Skl: 6 (50)
Spd: 5 (55)
Lck: 6 (40)
Def: 3 (15)
Res: 0 (15)
Con: 9
Aid: 8
Mov: 5
Weapon: Bows (main), Axe (skill)
Affinity: Wind
Skills: Quickswap, Extra Weapon Type (axe)
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Name: Taima Rai
Age: 24
Appearance: Blue hair pulled up in a ponytail, purple eyes, fair skin, solid build, 6' tall, usually wears a tunic and leggings with solid armor over top if she's fighting
Personality: Brash, confident, not afraid to lead. Ready to fight, and enjoys it
Backstory: Born in Velms, Taima started learning how to fight from a young age. Soon she realized that her talents were well suited towards protecting others. With that in mind, she joined up with a local merc group and trained herself until she was strong enough to wear heavy armor with ease and defend her fellow fighters.


HP: 27 (70%)
Str: 7 (60%)
Mag: 0 (10%)
Skl: 9 (50%)
Spd: 6 (40%)
Lck: 6 (20%)
Def: 5 (50%)
Res: 5 (40%)
Con: 6
Aid:
Mov: 4
Weapon: Lance
Affinity: Thunder
Skills: Armor, Prf Weapon

Edited by scorri
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[spoiler=My Signup]

Name: Declan Blackmoor
Age: 25
Appearance: Short, black hair with a red streak in the middle, dark brown eyes, and a very thin soul patch. He wears a blue longcoat with light armour underneath on his upper body, and slacks with leather padding on his lower body.
Personality: Amongst his fellow fighters, he is cocky and to a degree untrusting at first, but very loyal to anybody who's earned his trust. In fights, he tend to emphasize flash over substance.
Backstory: Born as the next heir to the fortune of an influential Irskan family, Declan soon found himself abusing his influence and title to get things his way, and, after a prolonged period of nomadism due to boredom and a love of travel, became a noted ruffian in the city of Handres in an attempt to make his name more well-known. After the Irskans lost a great deal of power and consolidated what they had left, he found his influence diminished and ended up taking up mercenary work in order to restore his noted name to its former glory.

HP: 21 (55%)
Str: 7 (55%)
Mag: 0 (10%)
Skl: 7 (60%)
Spd: 7 (50%)
Lck: 6 (35%)
Def: 4 (35%)
Res: 2 (20%)
Con: 6
Aid: 5
Mov: 5
Weapon: D Swords, E Axes
Affinity: Dark
Skills: Paragon, Extra Weapon Type (Axes)

Edited by Polydeuces
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Skill should be 7 rather than 8. Other than that he's fine.

Do you want to start with a sword or an axe?

EDIT: Your backstory has a few problems because Velm was in bad shape long before he was born. He either needs to be older or you need to patch that up.

Edited by Reinfleche
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Skill should be 7 rather than 8. Other than that he's fine.

Do you want to start with a sword or an axe?

EDIT: Your backstory has a few problems because Velm was in bad shape long before he was born. He either needs to be older or you need to patch that up.

Sword first, he can pick up an axe later.

And I just bumped his age up to 25. Need it a bit higher?

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At 25 the war will have just about started, and he'd be 9 by the time it's over. By that time Velm's influence would be awful. He'd need to be at least like 42 for him to be exactly as is. He could probably be about 36 with a bit of edits, or however old you feel like with a lot of edits.

To put it into perspective at 36 about the oldest he could get away with using his influence would be 15 at best before nobody caring about the fact he's a noble, which is still a really young age for a "noted ruffian". There's not so much a problem with his character as that it just doesn't fit the timeline of the Great War of Treiban.

The stat changes are good though. I'll put him on the sheet.

Edited by Reinfleche
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At 25 the war will have just about started, and he'd be 9 by the time it's over. By that time Velm's influence would be awful. He'd need to be at least like 42 for him to be exactly as is. He could probably be about 36 with a bit of edits, or however old you feel like with a lot of edits.

To put it into perspective at 36 about the oldest he could get away with using his influence would be 15 at best before nobody caring about the fact he's a noble, which is still a really young age for a "noted ruffian". There's not so much a problem with his character as that it just doesn't fit the timeline of the Great War of Treiban.

The stat changes are good though. I'll put him on the sheet.

I switched him to having been born in Irska as opposed to Velm, though I kept in his living in Velm at the time due to the fact that he's also the type to get bored with life easily.

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Name: Rahman bin Tuah

Age: 18

Appearance: Black skinned and lanky, with deep brown eyes. Clean shaven with his long black hair bundled in a turban.

bWUZaYK.png thanks scorri~


Personality: Rahman tends to dislike backing down from arguments as being the youngest but not most favoured he had to compete with six elder siblings for food, parental affection and more.

Backstory: Being the youngest in a family of seven, Rahman was too young to experience the full horrors of the war. But that was small solace compared to the horrors of starvation and cramped living conditions he had to grow up with in Sloktan. As soon as he came of age, Rahman fled from his village to the 'paradise' down south for a better future.



Stats:

HP: 24 (60)

Str: 6 (60)

Mag: 0 (10)

Skl: 12 (45)

Spd: 5 (70)

Lck: 12 (45)

Def: 1 (15)

Res: 0 (15)

Con: 6

Aid: 14

Mov: 7

Weapon: Bow D

Affinity: Fire

Skills: Farsight, Horse

Edited by Rothene
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I am a masochist.

Name: Magali Brogan

Age: 22

Appearance: Short in stature, standing at 5'03". Magali has hazel hair barely reaching past her shoulders. Usually dressed in blue, silky robes, a bit relaxed and showy to be assumed clergy clothing. Ocassionally, she prefers a change of clothes consisting a silky purple shirt and brown, tight shorts --costume that certainly gets her assumed as a dancer or performer. She always wears knee high strap sandals and strap gloves, which suit both looks.

Personality: Magali is quite easygoing and lets the flow do the talking rather than speak up most of the time. She doesn't start conversations with strangers but won't shy out if talked to. She doesn't invest herself in many things at all, unless she's given the chance to sing.

Backstory: Magali was at the same time blessed and cursed to be born in southern Sloktan. While the Desert was no impeding factor there, it was still all but lost in the war of the past. Her parents, fortunate survivors along a few of their village, left further south shortly after her birth, knowing that, even if the war were to end in the future, there was barely any home to go back to.

In her childhood to teenage years, she was raised in Anglana by her parents. Her father sustained the family through trade in woodworks, the mother helped as a farmhand for a local family, and Magali was mostly left to the cares of the church when it was hoped that she were to grow and learn of literacy and refinement. Magali ended up realizing she had quite some potential for magic, and was taught about the common tools of the clergy in healing magic. Ultimately, she grew pretty content with her bringing, but there was something that fascinated her too much -- Singing, dancing, the art of performance. It was since the first time she was able to join a choir that she was mesmerized by music and songs, something she felt held much power, at least to herself. Not long after her growing of age, she decided to leave her parent's care for her own purposes -- at first, because her parents had suspiciously grown more talkative of the farm owner's son to her, and it made her suspect they wanted to arrange her marriage. Eventually, it came down to self-discovery, she wanted to search the words and find her own values, as well as having more chances to delve in music, and also in dance while at it. She made her ruse as a performer and departed south, through the lands of south Angala and eventually reaching Irska in her own pace. Her travels had her skills in performing blossom, and, when needed, her healing magic also brought the favor and protection from others where she went, which helped her travels become safer.

Stats:

HP:  21 (65%)
Str: 0 (10%)
Mag: 5 (50%)
Skl: 3 (40%)
Spd: 5 (40%)
Lck: 9 (40%)
Def: 4 (30%)
Res: 7 (45%)
Con: 6
Aid: 5
Mov: 5
Weapon: Staves (D).
Affinity: Ice
Skills: Dance Dance Revolution.
Edited by Xinnidy
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Name: Melanie De la'Croix

Age: 17

Appearance: A bit short (5'4"), weighing a bit less than she should for her height (115). She's got auburn hair (at shoulder length), a slight hourglass figure, and her face is covered in freckles. Her face is angular, though her cheeks are a bit rounded. She wears a lovely, forest green robe, and has similarly green shorts on underneath, with a plain beige t-shirt.

Personality: Melanie tends to be quiet, but when she latches onto something, or reads about certain situations, she tends to act in the way she had read. Otherwise, she's jovial, but due to her lack of human contact, doesn't read well into situations or the feelings of others. She isn't entirely inept, but sometimes she'll not realize she's bothering someone until it's too late. I.e., she'll tell someone to stop doing something that's bothering her, but could jump right into bothering them in a similar manner.

Backstory: Melanie was raised in Velms, her parents being her village's local healers and magical practitioners. She was a lonely child, though that didn't upset her. Her parents were very keen on the idea of teaching her magic, and her lack of socialization proved most useful in doing so. Though, they thought as she got older, that perhaps she should try speaking to people.

Despite the anarchy in Valms, this village was outset, within a small alcove, settled between some small mountains. This brief peace only lasted until the girl was in her late teens, as a group of radical hunters, one of the many anarchist clans in Velms, had finally found her village. Said group was specifically on the hunt for dark magic practitioners. Despite there still being no evidence, many people still believed them to be in with the monsters, and would hunt them down for it. Melanie's parents were two of these practitioners.

Her village razed, and only a small group of people having made it out with her, through a back trail around the mountains, she knew she had to do something for work and to live. Not able to grieve for the loss of her parents, she took the skills in magic that they had taught her to a mercenary group, to try and make some sort of living. Even if that meant having to speak to people, and use the very magic that had gotten her parents killed.

HP : 24 (60%)
Str: 0 (10%)
Mag: 7 (70%)
Skl: 6 (25%)
Spd: 5 (45%)
Lck: 6 (30%)
Def: 2 (30%)
Res: 6 (50%)
Con: 6
Aid: 5
Mov: 5

Weapon: (D) Dark Magic (E) Staves

Affinity: Dark

Skills: Extra Weapon Type (staves), Capable

lemme just hop on in here.

Edited by I have opinions
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Magali and Melanie are both accepted!

We'll still be taking signups, but be warned that any past this point might not show up for the first map, depending on how things go. We'll be sure to work them in after, though!

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Name: Lugos Ovidio

Age: 20

Appearance: He stands at a slightly above average height of 5'8" with burnt orange and slightly curly hair. He wears what he has dubbed mage armor, a robe with inscribed runes over some light armor. Underneath his so called mage armor he wears a white t-shirt and brown trousers.

Personality: Blunt and to the point, Lugos isn’t afraid to speak his mind regardless to whom he might offend. Confident with his skills as both a mage and wyvern rider he’s ready to fight so long as he gets paid.

Backstory: The only thing Lugos remembers about life during the war is that one day his mother never came home and from then on it was just he and his father. As the son to a man who now serves as a messenger between Sloktan and the outside world he was eventually taught how to ride a wyvern. Also, due to his father’s long trips to Sloktan he was free to do whatever he wished. When he one day discovered he had magical potential he decided to put much of that time into studying magic, eventually discovering that anima magic best suited him and how to use it properly.

His choice to become a mercenary came about when one of his father’s trips to Sloktan resulted in his father catching the plague and thusly dying. Not eager to meet the same fate his father had, and perhaps sooner than his father did, it was more than obvious that he would not do what had gotten his father killed. Turning to mercenary life as a way to make money seemed to be an easy enough decision given his skills.

HP: 27 (60)

Str: 0 (10)

Mag: 7 (60)

Skl: 6 (45)

Spd: 6 (50)

Lck: 3 (20)

Def: 3 (35)

Res: 5 (40)

Con: 6

Aid: 14

Mov: 7

Weapon: Anima

Affinity: Light

Skills: Wyvern

With any luck everything is satisfactory.

Edited by Oersted
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Name: Artemis

Age: 19


Appearance: Short light-blonde hair...if by short, you mean an inch above her shoulders. Striking blue eyes, Artemis is definitely master race material. Frailer than the average Pegasus Knight, which still means slightly more macho than average girls her age, thank you very much. Also doesn't have any of the scars or similar wounds that you'd expect a mercenary to have, look it makes sense later, you can just skip to the backstory if you're that impatient to know. Wears lame ass peasant clothing (so, a leather tunic and pants, made out of what pants were usually made out of during this time, fuck if I know) accompanied by lame ass peasant boots, because she has a disappointing lack of ego. But she does have a pretty swank blue robe, almost TOO swank, I wonder where she got it from...


Personality: Kind of lacking in the streets smarts, but is uncannily wise about other things. Probably would be considered pretty naive, actually! Also is pretty kind, I guess, this is sooooo boring to write. Oh yeah, doesn't really care about her position in society, but generally likes helping others more than an average person would (but not on the level of a JRPG protagonist, she's not that lame, geez). Also kind of ridiculously optimistic, her optimism levels would definitely be classified as over 9000. And too lazy to write more, so that's all you get for now!


Backstory: OK, let's not beat around the bush, her parents were fucking monster worshippers. And not the half-assed kind who live perfectly normal lives and maybe dabble in it in the background, these assclowns were steeped in the occult 24/7 and hey, even managed to make their own cult. In case you didn't get the image, nooot exactly the people you'd want as friends, and their respect for human life is about as much as any given player can be expected to respect the lives of those generics in Shadow DragonNOTVERYMUCH. So you can imagine what a miraculous occasion it was that these two "lovely" people stopped hitting the books and starting hitting on each other and making babies. Well, one baby. Somehow her early years weren't god awful and she surprisingly didn't starve to death or become super angsty because of some Freudian desire for more parental love or something, amazing I know! Now, the cult life was kind of like the merchant life in that there was a lot of traveling, only there was less peddling goods and more ritualistic slaughter! Good times, good times.


So around the time our little hellspawn reached the age of 8, her family and their local cult compatriots were living in a small town in Velms. This was when she met her Steed Of Justicingâ„¢ , although it was like a baby so perhaps the term "Steed" wasn't appropriate. Nevertheless, the happy times of a monster worshiping cult can't last forever (as I'm sure we all know from personal experience), and some members of the various anarchist clans (roughly around 10 or so) had decided they were going to cause real havoc...or not. Turns out the chumps weren't actually ready for REAL monster worshippers after all, and pretty much got slaughtered. Good ti-oh, is this not an appropriate time to say that? Anyways, the incident kind of really affected our adorable little gift from Satan, who swore never to kill people again after that incident (not that she did before, but ssshhhhhhdetails).


While the cult probably could have taken on any other anarchist clans and still had time to make a 12 course meal, they decided it was too much of a nuisance and moved away. Like, near one of those super dangerous islands (crazy, I know). For some reason, their sense of child safety kicked in (or maybe they just got tired of training the cute demon child), and they left her up for adoption with one of the fairly well off families in Angala. Now, I don't know exactly why they chose to adopt a frankly rather suspicious child, but it was probably because she was super adorable (citation needed) and also master race material. Having grown up, our not-quite-so-cute (citation needed) Hiro Protagonist now works for a Pegasus Delivery Company (name to be stated/created at a later time, so lazy am I), which has branches all over the continent except on those islands because just no. So I'm sure there's some way you can fit her into joining the team, right?


HP 24 (50%)

Str 0 (10%)

Mag 8 (45%)

Skl 6 (30%)

Spd 7 (60%)

Lck 3 (25%)

Def 7 (40%)

Res 0 (60%)

Con 6 (??%)

Aid 14

Move 7

Weapon: D Anima

Affinity: Anima

Skills: Pegasus

Edited by Refa
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Waiting for discussion from my co-mod before accepting Artemis.

Poly needs to edit his backstory up a little bit with the changes discussed in thread before I add his character sheet to the op.

Edited by SB.
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Rein will totally accept her because it's obvious she'll become best friends with the Cult Dancer!...somehow. IF YOU BELIEVE.

Edited by Refa
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