"Does every adherent to your faith attach such a title to their name? Because there is no heaven. And my mask is a traditional design, I fail to see your point."Arachne apparently uses valleyspeak.
Shhh, let them be lulled into a false sense of security. Then, the trap will be sprung. The prey will be caught. The Lords will feast.
So the Lady will talk to Tir's character even before they're introduced. That sounds completely and utterly normal, but I believe we need to convince her to wear a frilly straitjacket just in case.
And I'm posting the character sheets I'm thinking of adapting so I don't need to hunt for them later. Backstories aside, in Dalaach's case the hybrid rule isn't in effect and in Theor's I might change his build. Hell, there's a lot to change.
Name: Dalaach Sothach'rath Samaan
Class: Mage Trainee > Monk > Inquisitor
Character Specific Skill: Potential
Affinity:
Personal Fault: Outsider: Dalaach receives no bonuses from Charisma or any similar skills.
Personal Skill (T): Whole: +10 Hit and +10 Eva while at or above 50% HP.
- Personal Skill (F): Fate-Eater: +2 MT when potato
- - Personal Skill (P): Potato Ascendant: Dalaach ascends into ultimate potato form and is actually the final boss
Preferred stats: MAG, SKL
Weapon profs: Light (E)
Starting Progression: 370/370%
HP: 17 [50%]
STR: 2 [5%]
MAG: 5 [60%]
SKL: 4 [60%]
CON: 3+2
AID: 2+2 (Auto)
LCK: 2 [50%]
DEF: 0+2 [40%]
RES: 3 [40%]
SPD: 4 [65%]
MOV: 4
HP +2 STR +0 MAG +1 SKI +2 CON +2
LUC +1 DEF +0 RES +2 SPD +0 MOV 5
HP +4 STR +0 MAG +2 SKI +3 CON +3
LUC +0 DEF +0 RES +0 SPD +3 MOV 6
HP +6 STR +0 MAG +3 SKI +5 CON +5
LUC +1 DEF +0 RES +2 SPD +3 MOV 6
Inventory:
Name Type () RNG MT WT CRT Hit QL
Lightning Holy (E) 1-2 6 4 5 85 40
Vulnerary 3/3
Bio: Dalaach is a tall, well-dressed individual who's never seen without a ritualistic-looking mask with a large eye-like red gem set on its center. Brought to the world by a couple with a set of beliefs even most polytheistic people would find strange at best and bizarre at worst, his worldview is consequently hard to understand. He's more driven by a desire to find something interesting to spend his time on than any more concrete or ambitious goals, resulting in his most recent travels. He's disconnected from many everyday worries, causing him to be swiftly branded as eccentric by those who chat with him or observe his behavior.
Despite an educated vocabulary that befits a noble or scholar, Dalaach doesn't spouse the ideas of authority by holy right or bloodline, with his attachment to groups and organizations based mostly on whims and inscrutable interests. Not that he's in any way rude to authority, no, he's just uninterested. He claims to worship no god despite the rich attire and usage of holy magic that hint at priesthood. The way he wields his power and the form it's manifested also don't conform to usual practices.
Name: Theor Domaine
Class: Swordsman Trainee -> Myrmidon -> Swordsmaster
Character Specific Skill: Awareness
Affinity: Dark
Personal Fault: Even Field: Theor doesn't benefit from WTA.
Personal Skill (T): Poise: Theor gains +15 Evasion at 50% HP and above.
- Personal Skill (F): -
- - Personal Skill (P): -
--------
Preferred stats: SKL, SPD
Weapon profs: Sword (E)
Progression spent: 330/330
HP: 18 (55%)
STR: 4 (60%)
MAG: 1 (00%)
SKL: 5 (55%)
LCK: 2 (50%)
DEF: 2 (30%)
RES: 0 (30%)
SPD: 4+2 (50%)
CON: 4+2 (-)
AID: 3 (-)
MOV: 4 (-)
Current Stats:
HP: 18
STR: 4
MAG: 1
SKL: 5
LCK: 2
DEF: 2
RES: 0
SPD: 6
CON: 6
AID: 5
MOV: 4
Inventory:
Name |Type| |(-)| |RNG| |MT| |WT| |CRT| |Hit| |QL|
Wooden Sword|Crush||(E)| |1| |6| |4| |0| |100| |50|
Vulnerary (3/3)
Battle Stats (with Wooden Sword):
AT : 10
Hit: 111
AS : 6
Eva: 14
Crt: 2
DG : 2
Bio: For Theor's story - as short as it might be - to be told, one needs first to be acquainted with his family. The Domaine family's roots stretch back to a mercenary band that existed a few decades ago and that then consisted mostly of Zadrye's sellswords. Despite a moderate variety of troops, a sizable amount of its soldiers used swords in combat both due to its versatility and to differentiate themselves from a regular army's usage of barely-trained spearmen due to its ease of manufacture and simplicity. Calling themselves the Giving Hand, they operated from North Vathatan, enjoying the good position of their small base to take contracts from three countries. They also enjoyed a good reputation, with ranks peppered by ex-soldiers and good warriors who avoided the near-bandit mindset of many other mercs.
It was after a village defense contract that one of the group's lieutenants had an idea that'd change the group's destiny: train militiamen. Unless you were part of a military, most combat learning had to come from the school of hard knocks and that was a harsh one. Though the idea seemed at first a foolish one since they'd be taking their own jobs, a few good points were raised: there were always jobs available, and not all of them involved protecting or saving peasants; they could keep charging while the training lasted, providing steady and larger income; the militia would still need their help sometimes, and when they did the band's own manpower losses would be diminished, and finally they could use the villages as recruiting grounds, recovering part of their invested time.
The plan was approved and put into motion, and in the span of a few years the Giving Hand had many of its older members working as full-time instructors while some of the veterans rotated between combat and teaching. The system was working surprisingly well, specially within Nostor's territory. Thanks to the more learned and/or wiser members of the Hand, a few of the mercs were raised to a way of the sword that included a measure of honor and fairness even in war. The best instructors were hired by noblemen as private combat tutors for their children, finding it chic to have exotic mercenaries as opposed to generals or officers teaching their offspring in the ways of war.
The Domaine family was one that was born into the new era of a burgeoning Guiding Hand, when what was a small hideout became a village filled with training buildings and a reserve force apt to defend it from bandit predations. The surname was created and taken by the patriarch, originally named only Mathias and a lieutenant of the Hand, with the intention of making it an important one within the organization, and much like its founder the members of the family cultivated both honor and pride for their sword technique. Not only were they expected to be exemplary warriors, but they were also taught strive to be good teachers, so as to better train both militias and the odd savvy nobleman's offspring.
Theor was therefore born to an already well-established family, the third son of a family which already had tradition and was a recognized name within the village as one of the founding families of the Guiding Hand's new era. The only major problems suffered during his infancy being the occasional shortage of vital materials due to the merc village's forces stretching too thin and allowing bandit blockades to be formed, and even those didn't last that long. Still it was a mostly good childhood, being taught important values of honor and philosophy before he was allowed to train with a practice sword. He and his siblings helped his family's noncombatants and resting soldiers during daily tasks and grew up to be a surprisingly educated intelligent for a mercenary; observing the enemy, and doing it well could be far more decisive to a clash of blades than strength or speed.
When his teenage years hit what was colloquially called "real" training began for him; exercises focusing on both skill and sheer ability were introduced into his life and he would be bestowed the Domaine sword technique just like to his brothers and sisters - no distinctions made. Like most of his line, he was also instructed on how to teach at the same time, learning how to hold drills and correct wrong stances and swings. However, a problem was made known to the head of the household after a few years. Theor had not only began using heavier swords for training but also seemed driven to incorporate them into his fighting style for whatever reason. The young man could not be convinced to give up on using such weapons, or at least forfeit his attempts at integrating them into his family's traditional swordsmanship.
It was not that Theor disliked the slashing swords his family favored - he was in fact an eclectic fighter and had quite the fondness for throwing knives - but for a reason that he disclosed to no one he insisted on employing inadequate and unbalanced blades to execute his family's training. He was told he hadn't been trained to handle them, and that the technique was nearly completely weighed towards precision instead of hacking motions, to no avail. Tensions ran high and the facade of wise acceptance held by many of the family's relatives and acquaintances was pushed to its limits, until Theor decided to leave out of his own volition to seek his own path and better opportunities before he was disinherited or worse.
Looking for job opportunities, he found a promising one in the shape of employ to a noblewoman and readily sought it out, eager to prove his worth and, of course, make a living.
Name: Alsandair Tuhlann
Class: Soldier Trainee > Soldier > General
Character Specific Skill: Potential
Affinity:
Personal Fault: Deliberate, Not Ailing: -1 MOV if Alsandair hasn't attacked an enemy in the last turn.
Personal Skill (T):
- Personal Skill (F):
- - Personal Skill (P):
Preferred stats: DEF, HP
Weapon profs: Lance (E)
Starting Progression: 370/370%
HP: 20 (80%)
STR: 4 (50%)
MAG: 0 (0%)
SKL: 5 (60%)
CON: 5+2
AID: 4+2 (Auto)
LCK: 1 (50%)
DEF: 5 (50%)
RES: 0+2 (50%)
SPD: 4 (10%)
MOV: 4
Inventory:
Name Type () RNG MT WT CRT Hit QL
Slim Lance Pier (E) 1 5 4 10 85 50
Vulnerary 3/3
Description: Pale.
Biography: Born in his family’s fortified state a few miles away from one of Terrania's largest cities, Indra had most of his future decided even before he was born; as a member of the Tuhlann household, a predetermined set of expectations had already been laid out by the ones who had lived before him and the boy would grow following the tenets of the house.
In order to get such matters understood, an explanation is in order: The members of young Indra’s family—and their specialized bloodlines—are moderately famous in the scenario of magic and maintain good relations with scholarly families, but not because of their own spell casters. In fact, they possess only a reasonable number of dedicated wielders of magic, having their house divided in a few branches which strive to provide the muscle, brawl and, in some cases, the common sense and world-weariness most bookworms lack.
The handful of knights produced by the family with each passing generation is expected to be composed of skillful bodyguards, generals and even spokespeople for their masters whenever needed, with weapon drills and lessons about battlefield command and strategy being part of the students’ schedule. It is even said some of the classes go as far as including extra reading in order to provide loyal and faithful servants capable of ensuring the soldiers’ capability of providing pleasant company to their enlightened wards whenever needed. Some of the warriors are stronger than their masters and stay that way throughout their entire lives.
Without spending far too long digging deeper into their traditions, it suffices to say Indra was born to a branch of the family which had since long ago focused their efforts in producing reliable bodyguards and advisors to the practitioners of ancient magic. Reliable bulwarks of mental and physical prowess, they tend to be shining examples of what one expects from a guardian (and from the boss fight before the final one).
Albeit born healthy, Indra would end up known amidst his peers for unflattering reasons. A good part of his childhood was spent on a bed sick with fevers—having been struck by disease early in his life—due to an apparently weak immune system coupled with a frightening measure of bad luck which made the castle and local healers' life slightly busier. Being forced or otherwise preferring to stay most of his time indoors and the constant health problems granted him a very pale skin which quickly brought upon him the derisive nickname of "Ghost" amidst the ones of less education and respect.
To make matters worse, he did not appear to display the natural talent for combat many expected of his lineage, something he tried to compensate through taxing sessions of training hardly helped by his frail health. Weakness was looked down upon much in the way one could expect it to be in the "real" world and as long as he was able to keep his abilities at the required minimum standard he should at least keep the family name.
What could be described as a good measure of stubbornness pushed him into maintaining both the practice of weapon drills and necessary studies through his child and teen years when his sickness allowed, up to the point he completed the long and tiring basic training course with a very considerable delay of years compared to the other warriors of similar age. By then part of his family already considered him to be secondhand goods and he was issued a mission to prove his worth as a Tuhlann; his whereabouts would be constantly known to his family via means of a spy and he would be occasionally tailed so they would receive constant information on his behavior and deeds. To bring honor to the family by accomplishing a grand feat or dying as a nobody—there seemed to be no middle ground in their terms.
And so he left home—with the soothing promise of having his body and belongings recovered and buried with his ancestors in the likely case he wound up killed somewhere far from his birthplace.
Despite the apparent callousness of his parents and relatives, Indra does not resent them at all. He’s reasoned his unfortunate life forced their hand and the fact he’s alive after ailing for so long is nearly a miracle in itself. He has a realistic—maybe even pessimistic—outlook of life but is sensible enough not to constantly share it with others. After all, if he dies then he’s dead and that’s it—his family’s watcher may even take his remains back home before they become vulture food. He’d rather not die before at least managing to honor the surname he carries, but there is no use bemoaning his fate, whatever it may turn out to be.
The effects of his grooming to be a black magic spellcaster’s faithful Blackguard is reflected in his sharp mind. He has a good measure of knowledge of tactics, world history, religion and science as well as aptitude towards household skills. His morals are also flexible per his originally intended role’s profile and even the hysterical laughter of a powerful druid as he razes a village to the ground doesn’t make him bat an eye.
Name: Nao Takeda
Class: Priest Trainee > Priest > Bishop
Character Specific Skill: Charisma
Affinity:
Personal Fault: No Camouflage: No Evasion bonus from Woods terrain
Personal Skill (Trainee): Divine Insight: +2 MAG when at or above 50% HP
Special: ---
Trainee Preferred stats: Resistance, Luck
Weapon profs: Staff (E)
Starting Progression: 330/330%
HP: 15 (40%)
STR: 2 (0%)
MAG: 3+2 (60%)
SKL: 1 (55%)
CON: 3
AID: 2
LCK: 4 (45%)
DEF: 1+2 (40%)
RES: 6 (40%)
SPD: 5 (50%)
MOV: 4
Current Stats:
HP: 15
STR: 2
MAG: 5
SKL: 1
CON: 3
AID: 2
LCK: 4
DEF: 3
RES: 6
SPD: 5
MOV: 4
Inventory:
Name Type () RNG MT WT CR Hit QL
Heal Staff (E) 1 - - - - 30 Recovers 10+MAG HP
Battle Stats:
AT: -
Hit: -
AS: 7
Eva: 18
Crt: -
DG: 4
Bio: Part of a family with a long tradition of producing men and women of the cloth, Nao Takeda followed the family's wishes for his education without complaint, the weight of centuries of ancestors and a respected man on his shoulders. From a young age he was taught about religion and philosophy, trained to be a priest of remarkable knowledge and spotless ability. His parents took care personally of the earlier part of his schooling, though elders and scholars took up the mantle as he grew older.
He was introduced to the higher echelons of the government already dressed in the traditional robes of his clan and recruited as part of the expedition to be sent off to mysterious lands. He was tasked with keeping the spiritual and physical health of the crew as well as working part-time as a scholar, documenting discoveries and important facts that may transpire in the new continent. He considers both of his assignments to be of importance, and deals with them as well as his many duties allow.
And now I "accidentally" made the post a repository of most of my abandoned characters. I'll pick one soon. Character concept repository.