I still unsure on if I should continue as Eron (from the last game) where he left off (just before battle with some smoke wraith), since he had barely started, or if I should leave him behind as a possible NPC looking for some lasting respite for that village of the undead (that's what I was inspired to do with him before the last thread ended) and go in with a new character.
...hmm...
...I guess I could possibly return to him at some point in the future, provided he isn't yet made into an NPC then...
..no. After a while of brainstorming up characters, I can't thing of any that have real motive. I'll just be returning as Eron. Can we say that, after the last turn he was able to repel/defeat that wraith thing? And that, afterward, he left the undead-riddled village, hoping to find some way to let the spirits rest in peace?
Name: Eron...something. He can't remember his last name.
Species: Ghost Musician
Appearance: Often, just an old trumpet in decent condition, hovering midair like some unknown force is holding it, even playing it. Truly, he is a ghost with a head and arms, but they barely exist in this reality, only somewhat visible in the right conditions, such as fog.
Attributes:
HP 10
MP 10
Strength -1
Constitution 1
Power 1
Resistance 0
Intelligence -1
Individuality 0
Traits: Possesed Body- Being a ghost bound to a physical object, he is hard to his physically, and even hits to the trumpet would not deal too much damage.
Skills: Mystic Wisps- can conjure flaming wisps from his trumpet and control them. He can only have three out at a time, though.
If it turns out that I DO get to go up a stage from generally surviving (despite being a ghost), here's how I'll change:
Species: Phantom Musician
Appearance: The trumpet is less rusty, his hands have a bit more presence in this world (possible, but hard, to notice normally), and a cloak is now existent, but practically invisible.
HP or MP increase: MP
Attributes increased: Individuality
Traits gained : Musician's Soul: When performing for another entity that hears and appreciates what he's playing, Ebon can gain some Essence from them, as if he had consumed part of them. Takes longer, and with more appreciation or skill, to take from higher stage monsters
Skills gained: Warding Melody: A song imbued with protective magic. Repels evil or demonic energy, or beings possessed by them, as well as weakening the effects of curses.
Wisp Jump: A technique that allows Ebon to switch place with one of his wisps nearby. Not instantaneous, but still useful for evasion.