A Thousand Years, and a Thousand More pass. The Seal Weakens, and eventually, the Last Sacred Stone is destroyed by the Malevolent Energies of Fomortiis' Soul. His power free, monsters once again start to roam the lands, and though the humans fight bravely, the continent is overrun.
Fast Forward another 1200 years, and the monsters have formed their own groups and societies. Basic and tribal, true, but they have started to gain human intelligence. And with that Intelligence, there is a chance to make something of yourself. To be more than just another in a horde.
So you all, for your own reasons, have sought out others to form a group. But on the horizon, dark tidings turn for this new era.
Tarvos
One of the first races to break free of the patterns and orders laid out by Fomortiis, their first act was to follow their own instinct. With no Humans to hunt, they began hunting the wilds, killing animal and monster alike for sport. Their baseline human intelligence gave way to their bestial instincts, and so they grew as a race, training the Mauthe Doog and Hellhounds to assist them in their hunts.
This eventually led them to conflict…
The dead rose against them, patterns, old instincts, and the Tarvos' own hunting leading them to strike back offensively.
Bael
The Bael, possessed of a strong hunting instinct. This, and the Patterns of Fomortiis laid into them, led them well once the humans died out. Their hunts took them to the mountains and forests, picking apart animals for their prey.
Unlike the Tarvos, possessed of near-human intellect, the Bael possessed an alien thought process. They never attacked other monsters as the Tarvos did, and many grew old enough to gain intelligence.
And so, even as the Tarvos hunted other monsters, one they rarely managed to down, was the nests of Bael. Still… Singular Bael, and smaller groups who had yet to reach the peak of their maturity were still caught roaming, and eventually, they came to know the Tarvos' habits.
Keeping to themselves, they grew, watching, as the war between the Tarvos and Undead raged.
Gorgon
The Gorgon, filled with malice. And yet, in the wake of the human's demise, they kept to their old habits, feasting and torturing animals of all sorts. Not truly intelligent then, but more following their old pattern.
Of course, their were those Tarvos who hunted them as well, for they were quite the victory to bring back. But on the whole, they never quite noticed, caught in the pattern of Fomortiis as they were.
The Tarvos had grown strong, the Bael watched on, and the dead rose against the Tarvos.
Why though? The dead possessed no special will, nor any true thoughts.
The blame for this, can mostly be laid at the feet of the Deimos. Accumulations of bone and power overwhelming, they walked the land, dead caught in their thrall. These feelings, the thoughts of the land, unbound. With no Fomortiis, the thoughts of humans caught in the cycle, their old instincts of battle and struggle, when faced with the Tarvos killing once more, struck out.
Undead of all types fought the numerous Tarvos, killing them and raising them as their own. The only ones exempt from this action were strangely the Dracozombies of the Last Human War.
With the Tarvos joining in their deaths, the war eventually spread to the Gorgon, and they themselves struck out in retaliation, and dragged the Mogalls into the war from their slumber in the skies. With this, the Mogalls awake and turned toward the undead, the Gargoyles awoke as well from their patrol patterns, once more striking at those who wandered into their areas, as the patrols relayed data to the Mogalls and Gorgons.
Surprisingly, the ones to end the fight were finally, the Sprites. They led the Golems they could find and reach from their resting places, and struck out at the Deimos directly. The war finally ended once the Bael joined to tip the Balance, and the Deimos and their armies were finally crushed for good.
Soon after the first war, the Bael struck out at the Tarvos, bit by bit. Weakened by the war, the Tarvos were forced to retreat far from the Forests and Mountains they once hunted in. The Mauthe Doog and Hellhounds they once trained, they were forced to leave many behind..
The wild ones eventually came together with them, even as the Bael retreated to their own nests.
This is the story of how the current world came to be. But what of the Ogres?
Well, they weren't the brightest in the world back then, and lived solitary lives more often than not, and usually mistook the Tarvos for Humans riding horses, and so killed horses and Tarvos. Being Intelligent, the Tarvos rarely hunted the Cyclops, so they just ended up on the fringes of the previous war.
Undead, were once more dead. The Mogalls, for the most part, entered hibernation once again, though some of the Gargoyles remained active. Golems remained where they were, or returned to their resting places. Sprites did as they always do, and protected their homes.
Of the Dracozombies, there were no sign. And if their was, no one lived to tell about it.
The Moothe Dog and Hellhounds hunted, simple things, but the Gorgons came out of it changed for the better in some ways. They developed a pretty good relationship with Dark Sprites & Fire Sprites. No longer were they so cruel, though not by much. Moreover, they managed through that difficult war to gain intelligence, if not to the same level as the Bael. That type of intelligence may be why they resonated with the Sprites so well.
The Bael had retreated to their nests, occasionally fending off Tarvos war parties. And the Tarvos learned of caution, though their tribalism, such as it was, didn't change all that much.
The Dead rise. The Deimos remained dead, though from them, Titans came to being. And were promptly killed, the end.
Really though, this time period is mostly most of the Undead finally reviving. Took them long enough. Still, no Dracozombies around.
This did cause some friction between the various races, of the sense of them remembering the undead from the few stories passed down.
The Bael Watched, the Gorgon Plotted, and the Tarvos didn't bother, simply happy to have some sport again.
Of course, these undead, other than the titans, hollow husks that they were, were no easy thing to fight against, though the undead themselves weren't as hostile anymore for some reason.
Mogall, Tarvos & Bael, Various Undead and Gorgon, Sprites, Mauthe Doog and Hellhounds,, more undead, Ogres, Fiends, Golems.
The spark of Intelligence and will came to all of them over time, in this order. While their was society before this, it was far more basic, and with intelligence came a new era.
Bael: Spiders who have been known to live for 200-300 on average. They never quite stop growing, if slowly, and are an adult around 25 years of age. Their chitin grows stronger as they age, as does their poison, until it becomes like acid.
They make good silk, and are quite shrewd. While somewhat low in number in comparison to other living monsters, they seem to be acting as merchants now. They are fairly clannish, and won't hesitate to protect their own if threatened in their nests. Non-aggressive, though that is by choice rather than being unable to fight. Quite a few of the younger adults have shown signs of wanderlust, while the Elders from before the Spark remain in their lairs.
Tarvos: Hunters for sport and pleasure, their ranking in the tribe is determined by their kills. The best of the best are allowed to use bows, though they themselves have trouble crafting them. The Spark seems to have made them more polite to those outside their social grouping, though it has also led to some tribes splintering. A good number of them keep trained Mauthe Doog, who don't seem to have the Spark as wild ones do. This has led to tension between Tarvos of Mauthe/Hellhound packs.
Gorgon: Crafters of Items and Magic, they make a living selling their wares. It's rather rare to see them attacking others, though their are those who splintered off to make their own way. Their Relationship with the Sprites seem to have changed for good though. They tend to live together in various places, and have crafted homes as well..
Sprites: Anima and Dark Sprites both have proven greatly effected by the Spark, traveling from their own homes rather often in search of opportunity. While still somewhat simple in their outlook, they have proven to be able to create Gems of various effects, both naturally and otherwise. They appear to have a great respect for Nature and ancient history, respectively, though this is not always the case.
sidenote: Light Sprites still prove Hostile to any who enter their hallow territory. I have yet to see any affected by the Spark be open to any degree of dialogue.
Undead: A general term for those raised from the grave. They are as varied in outlook as they are in combat. From the Revenants to the Fiends. My own experiences has shown that they all seem to retain something from their lives previously, and they usually seem to revive after enough time has passed. Most of them seem limited to the very basics of their martial skill though, but that by no means mean they are weak.
side note: As a merchant, they tend to be the main consumer of items, mostly cause of their variety and their old human instincts. They trend toward human actions as well, but given how good & evil are so prevalent, this makes predicting them impossible for most monsters.
They have no trouble grouping up to take down those tougher than them, regardless, unlike many others.
Mogall: Birthed of Dark Magic they may be, they are still wellsprings of knowledge. They never forget anything they see, as far as I can tell. They are a dying race though, and most remain motionless in slumber unless someone retains their services. I've had to gather this info secondhand, given they really don't like me.
Gargoyles: There are two types of Gargoyles, the insane guardians, and the roaming loners. Of the two, the wanderers are learned indeed. New gargoyles are birthed from stone, and only rarely. And when they have died, they crumble to dust and masonry. Like the Bael, they watch, though they will often defend their own homes, and prefer the company of others besides their own. This is likely why their birth rate is so low, as the insane do not replenish beyond what is needed, and those others must gather in groups atop mountains for their century meetings to discuss, which is only a recent activity for those with the spark The third such meeting will be coming up soon..
Golems: Rarities born from magic and statuary. The Spark has affected the number of newbirths. Before, they were, as far as most know, never born. They can be seperated into the Old Ones, and New Ones. The old continue to guard, resting. Communication with them is difficult, and nearly impossible in a social, as they usually remain in old areas infested with Gargoyles.
Titans: There are no Titans. The old bones collectively assembled were destroyed with their rebirth. End of story. There are no Deimos either, or Onuuos.
What remains of them are but hollow fragments, only rarely imbued with the Spark, and far to Small to be called titans.
Ogres: Ogres, and their derivative elders, the Cyclops, were not exactly smart in early days. These days however, the Spark has given birth to those with a natural ability to create medicines that work on any living being. While simple, they are well versed is Sprite-speak, and communicate and commune with them regularly in their work. A peaceful race, in most cases, and quite simple in their reasoning. Their might makes them good traders, couriers, and bodyguards, when you can convince them to work for you, and they will complete their job most times with all their effort.
side note: Trying to trick an Ogre, is not the best idea, as they have a long history of stories. And trying to trick a Cyclops will likely end with your death.
A few have become warlords in some parts of the world lately, which adds to the theory of them being far more shred than they seem.
Mauthe Doog and Hellhounds: I split these together, because they are only tangibly linked to one another. The culture of these packs can differ greatly from one another, and Hellhounds are almost universally strong of will. They also have an affinity for Fire almost unheard of in this age. They also like bones.. Not the best situation for gathering info from them.
side note: It should be noted that Tarvos are almost never seen with Hellhounds, unless they happen to be fighting. There is not a single known instance of them working together, and the Tarvos' Mauthe Doog are almost universally weaker then their Spark counterparts. The growth to Hellhound always seem to end in the Mauthe Doog either dying or rebelling in madness in Tarvos trained Mauthe Doog..
Dark Seals are almost universally produced by Mother Gorgon of great standing. They allow any Monster to reach the next stage.
While not the only way, most are very specific. Dark Seals, so long as that monster is powerful enough, let them skip the time normally necessary to evolve naturally. Though, if the monster isn't ready, the Seal consumes the user itself.
This may be due to them being incompatible with it. Not really worth the chance, as waiting for it is likely to leave you stronger anyway.
As you can tell, this is a Game of Monsters. As such, for bases, we'll be using the GM Book (https://drive.google.com/open?id=1QE4xUAinkHPPUwuqW2PaXSTyiyVBzLJN) of Monsters.
Also this 2.1 handbook (https://www.dropbox.com/s/jruwyxkrofrur9c/Players%20Handbook%20v2.1.pdf?raw=1), for those of you who haven't seen it.
Discord Link for talking to your fellow players/FEF talk (https://discord.gg/ntQ9Cq)
Now, suppose I should put in some houserules here.
[spoiler]
1, Dracozombie is off limits. 2, All skills listed in bestiary are skills you have. 3, You start with 1 E rank weapon of your Subcatagory and 1 Vulnerary.
Golems are fine to pick, though do note that for FC, Bolder Toss' range is reduced to 5-7 instead. Also, Boulder Toss requires you to not move to use it, and still has a 40 hit penalty. It also does not receive support or PS bonuses. You do counter with it though, but that will usually only apply to other Golems, and those that have Siege Magic.
For Character Design, check the Bestiary. You have a Growth of 330% to spend. Note that your Base stats are what is in the book, and your Growths for an individual Stat can not deviate by more than 40%. You also get 4 points to spend. No more than 2 to a stat, and HP Growths count for 2 per point rather than 1.
Pick a Character Skill, and make some Personal Skills and a Personal Fault.
You have-
1 Character Skill
1 Personal Fault
1 PC Personal Skill
1 First Class Personal Skill
1 Promotion Personal Skill
Finally, your Lord isn't going to join for a while yet. She's a Dracozombie by the way.
I'll be taking 4 to 7 players. 4 Starting in the Prologue, then the others will join in subsequent chapters. Campaign length is.. longish.
Signups should close on January 12th.
I also would mind if someone drew me an old nature overrun Magvel either. And my mugging skills mean enemies with faces are not going to be common at all without help.
New info. Mostly a small change. Two NPCs will end up joining at some point. 1 of them is the Dracozombie, but they've been pushed back a bit.
Still a Lord, but that's mostly cause of import. The other NPC is a Modified Healer, if a limited/unconventional one. She's likely to join around Chapter 6 or so. Once you have some levels at least. Bring Swords and Magic.
Same reasoning applies to the Dracozombie joining, actually. If I threw you all in with those weapons, you'd all die.
Said healer actually starts with only being able to heal for 5, due to having 0 MAG at Level 1..
Along with a few other problems till her promotion.
Almost Forgot. Anyone with 15 CON has an extra inventory slot. Same goes for 20 CON.
Not a major thing, but it's there for the heavier ones.
The People have been chosen. Sorry about any who didn't get in. There may be more room {way} later down the line though, we'll see.
IC Thread is Here. (http://www.bay12forums.com/smf/index.php?topic=173097.msg7919085#msg7919085)
Prologue A
Arial the Husk (https://pastebin.com/BnSY0Wxq)(Sirius)
Alshadmar the Fiend (https://pastebin.com/DztGPsiY)(SirAston)
Samedra the Gorgon (https://pastebin.com/ek4Zq5sB)(blasbo)
Grizel Blair the Mauthe Doog (https://pastebin.com/mncW21zb)(kj1225)
Chapter 3
Sebast the Tarvos (https://pastebin.com/5wGZRJUm)(Spiderpig2398)
Prologue B & Chapter 4 Onward
Ujarak the Golem (https://pastebin.com/EmeSv1DH)(SeriousConcentrate)
Surthendys the Thunder Sprite (https://pastebin.com/x9ZSNtLw)(Sentient Bowtie)
first
Name: Surthendys
Species: Sprite -> Elemental
Special: Levitation, Unformed Magic, Arcana Corporis
Character Skill: Discipline
Affinity: ??
Personal Fault - Fulmen Languens: Even for a sprite, Surthendys’ body is not kept particularly well together... [All final damage to Surthendys is increased by +2, even if it was originally 0. Attacks that activate Unformed Magic are unaffected.]
Basic Skill - Fons Medeis: ...Because the sheer power contained within it is so great. [When Surthendys is at or above 50% HP of their max HP, they gain +2 to AT.]
Primary Skill - Furvus Par: Though Surthendys is harmed by darkness, they are not nearly unfamiliar with it. [Surthendys does not suffer the Weapon Triangle Disadvantage penalties to Hit and Damage when facing Dread magic, although Dread magic retains its Effective Damage bonus against them from Arcana Corporis. The Ancient and Druidic subcategories are unaffected.]
Advanced Skill - Fulgur Extremus Tentatio: All beings fear death, even having returned from it. Surthendys is no different. [When at or below 25% of their maximum HP, Surthendys gains +15 to their Crit Rate.]
Preferred Stats: SPD, MAG
Weapon Proficiency: Thunder category (C)
Level: 1
Base Stats / Progression - 330%
HP: 18+2 (50%)
STR: 0
MAG: 6 (60%)
SKL: 5+1 (65%)
LUK: 4 (10%)
DEF: 1+2 (40%)
RES: 5 (35%)
SPD: 6 (70%)
CON: 5
AID: 4
MOV: 5
Levels Gained
-N/A
Current Stats
HP: 20
STR: 0
MAG: 6
SKL: 6
LUK: 4
DEF: 3
RES: 5
SPD: 6
CON: 5
AID: 4
MOV: 5
Supports
N/A
Inventory
Name | Type ( ) | Rng | Wt | Mt | Hit | Cr | Ql
Thunder |Thndr (E)| 1-2 | 5 | 6 | 70 | 5 | 40/40
Vulnerary 3/3
Biography
Surthendys is a young sprite, having formed only a century and a half ago out of the crackling power of Thunder magic. Their body is loosely held together compared to others of their kind, but this is a result of the large amount of energy contained within. They are inquisitive, erratic, and excitable, contrasting their partner, Ujarak.
Surthendys was created in the ruins of what used to be a human temple many lifetimes ago. Populated with many other sprites and isolated from the other races, this temple was a perfect home, and Surthendys was content to stay there, perhaps their whole life. This was until the temple’s centerpiece - a giant statue of a humanlike figure - came to life, born itself from the energy that seeped out from the sprites as they went about their business.
The statue golem told them he was called Ujarak and asked them about the world. Surthendys spent much of this time talking to him and asking everything he knew, which wasn’t very much. The sprites told him what they could and this was enough, for a while, until Ujarak decided he wanted to learn more himself and departed the temple. Surthendys insisted on joining him, saying that they wanted to learn more things too (and convincing none of the others that they didn’t just want to be around Ujarak some more).
And my mugging skills mean enemies with faces are not going to be common at all without help.
I can't help with the more obtuse species, but Tarvos and other creatures with human-like faces should still be doable easily, no? Speaking of the Tarvos, actually...
(https://cdn.discordapp.com/attachments/294195466571218946/528420955253637122/Sebast.png)
"This'll be interestin' for sure."
Name: Sebast
Class: Tarvos
Character Skill: Cancel
Class Traits: Equine, Canto, Onslaught
Affinity: Go ahead and generate them. I'll wait.
Flaw: Too Many, Too Close: If there are two or more units (Allied, Enemy, Green, it doesn't matter) adjacent to this unit, unit's Base DMG -2.
Personal Skill (Char): Deep Breath: If this unit does not move or attack this turn, regain 4 HP. If unit is given another turn via dance or other methods, this cannot happen on subsequent moves. This also does not happen if unit does anything and then doesn't move with Canto.
Personal Skill (Class): Struggle To the Bitter End: If unit's HP is at or under 50% at the start of combat (rounded down), this unit gains +15 evade rate.
Personal Skill (Promo): Wind Means Nothing: If the unit is in combat with an enemy that has the Flying trait, unit gains +15 hit for that battle.
Preferred Stats: STR, SPD
Weapon Proficiency: Bludgeon (C), Axes (D)
Starting Inventory: Iron Mace, Vulnerary
Level: 1
Total Level: 1
Stats:
HP: 20 (70%) [1 pt]
STR: 6 (60%)
MAG: 0 (0%)
SKL: 6 (50%)
LCK: 5 (30%) [2 pt]
DEF: 5 (40%)
RES: 3 (30%) [1 pt]
SPD: 6 (50%)
MOV: 7
CON: 9
AID: 8
Bio: Where as most Tarvos prefer to hunt for sport, Sebast is relatively peaceful in comparison. By no means is he a complete pacifist though, he merely prefers non-lethal activities such as taking down notes about the history of the world within Tarvos knowledge. He'd say he keeps a level head about what happened in the past with wars, even if it means he has to live by himself as a wanderer somewhere. But honestly? That's just the way he likes it. Sure, he has to do everything on his own for the time being, but there's only one Tarvos to take care of and it's him.
But at the same time, being by himself for who knows how long has left him wanting to at least have some sort of interaction with others, even if it ends up being negative. So a group sounds like something he should seek out. As a leader? Probably not, given he's not the most tactical person out there. But as a Tarvos, he naturally has strength, speed, and toughness, so he might be more than a mere soldier in line...
I have a Gorgon mugshot in the works--but in the meantime, I guess I don't have much of a reason not to post the sheet so long as I can edit the mugshot in later. Mugshot is more or less ready I believe, just gotta get the backstory typed up she's all ready cap'n
(https://i.imgur.com/vccTRvv.png)
"Oh, you think I'm cruel? Honey, if that's what you think, this cold, uncaring world of ours is gonna eat your ass alive."
Name: Samedra
Class: Gorgon -> Mother Gorgon
Class Skill: Gorgon Eye
Character Skill: Maturity
Affinity: --
Personal Flaw - Crumbling Facade - As practiced as she is in the art of being queen bee, anyone may find it difficult to keep composed in the face of death. (If unit's HP falls below 50%, +2 to damage taken.)
Personal Skill (Character) - Power Trip - She knows she's strong enough for the world out there--but to truly exercise that strength is a hit almost akin to morphine. (If this unit scores a critical hit, she recovers 5 HP.)
Personal Skill (First Class): Stunning Physique - A key skill to know when aiming to rule the roost--always know how to turn heads. (If Gorgon Eye is used against a male target, +10 to hit on the skill.)
Personal Skill (Promotion): Merciless - Some who have met Samedra would call her a mythic bitch. She's not about to argue. (If attacking an enemy who is below 50% HP, +15 to hit.)
Preferred Stats: Resistance, Magic
Weapon Proficiency: Dread (C), Dark (D) -> Dread (S), Dark (B)
Level: 1
Total Level: 1
Progression Spent: 330/330
Stats:
HP: 16 ( 65% ) ( + 1 )
STR: 0 ( 5% )
MAG: 10 ( 75% ) ( + 2 )
SKL: 6 ( 55% )
LCK: 0 ( 15% )
DEF: 2 ( 35% )
RES: 7 ( 65% )
SPD: 6 ( 55% ) ( + 1 )
MOV: 5
CON: 8
AID: 7
Starting Inventory: Worm, Vulnerary
Bio: Samedra hails from a company and community of Gorgon artisans--perhaps not hailed as the best in Magvel, but decent enough at their craft. Publicly, this community seems...well, not kind, definitely, but acceptable as Gorgons go. Internally, though, it was never a fun place for anyone to work in but the Mother Gorgons in charge--the eldest held the most social power by hegemony and by strength, and in their fondness for the old, cruel ways had a tendency of abusing it on the Gorgons beneath them. Their abuse took more than one form, ranging from sadistic and humiliating jokes to using them as guinea pigs for new curses to, on occasion, taking out their frustrations on an unfortunate member of the underclass.
It's in this environment that Samedra grew and developed, in this environment that she came to understand a simple truth--the weak, in absence of a protector or a way to become strong themselves, were destined to be trampled and tormented at the whims of the powerful. So naturally, modeling herself partially after the only examples of strength she knew, she became a defiant thorn in the Mother Gorgons' side over a period of years and somewhat of a folk hero among the Gorgon underclass--until an incident she herself doesn't much like to speak of lead to her final expulsion from the community by the leadership.
Life alone on the outside is admittedly lonely, and she does still want to return one day and do more for those downtrodden in her old community--but at the least, while the attitude she's adopted hasn't won her a wealth of friends, it does ensure her enemies know she's not someone to be fucked with.
Okay, sheet and bio are pretty much done.
(https://i.postimg.cc/MpsFxq01/01skelly.png)
Name: Arial
Class: Husk -> Deadeye
Monster Skills: Undead, Skeletal
Character Skill: Sol
Affinity: ?
Personal Fault: Osteoporosis: Arial takes +2 damage from Bludgeon and Crushing weapons. These old bones are brittle!
Personal Skill: Emergency Self-Repair: When below 50% HP, Sol's proc chance increases by 5%.
/Personal Skill: Skullking About: Arial gains 10 crit when attacking a foe that cannot counter.
//Personal Skill: ?
STATS
HP: 15 (60%) +1
STR: 6 (60%) +1
MAG: 0 (0%)
SKL: 8 (70%)
LUK: 0 (20%) +2
DEF: 5 (30%)
RES: 2 (30%)
SPD: 8 (60%)
CON: 6
AID: 5
MOV: 5
Inventory: Iron Longbow, Vulnerary
Bio: Arial's been around for a time. Awakening just barely before humanity's extinction, she fought in the early wars against the Tarvos and skirmished against most other monster species over the long years. She spent most of this time in a sort of fugue state; active but never truly conscious.
That is, until the day when she found herself among a large group of undead, all lost and confused and all fully self-aware for the first time in centuries. Arial helped organize the new community, first overseeing the construction of shelter and then volunteering to serve in the ad-hoc militia. Arial became a respected member of this community, one of the world's first true undead settlements.
Years passed. The settlement, now known as Bonetown, became the size of a small city, full of various types of undead getting on with their new existence. Arial, still a guard, spent a good deal of time scouting the land around Bonetown, looking for potential threats but usually finding nothing. This suited the skeletal archer just fine; she enjoyed getting away from the city and running across peaceful members of other monster types. Their stories of faraway lands infected Arial with a sort of wanderlust - not a desire to be alone, but a desire to start again with a new group somewhere far away.
(https://www.bilder-upload.eu/upload/b93d5c-1546476910.png) "I called the desert my home, but I feel this is no longer the case for me. Where was that hut I always see when I shroud myself in ephemeral darkness?"
Name: Alshadmar
Class: Fiend -> Devil
Character Skill: Nullify
Affinity: : )
Eternal Champion (PF): Support Bonuses for Alshadmar are only half as effective as long as he is adjacent to 2 units. If this triggers, he also doesn't have access to his S-Rank Support Skill.
Life Siphon (PS C): If an enemy unit within 2 spaces is reduced to 0 HP, Alshadmar recovers 5 HP.
Keen Eyes (PS F): If Alshadmar hasn't attacked during his previous turn, he gains +15 Hit until his next turn.
Demonic Aura of the Warlord (PS P): If Alshadmar is within 3 spaces of 3 Enemies, he gains +2 DMG until his next turn.
Preferred Stats: DEF, HP
Weapon Profs: Piercing C, Lance D
Monster Skills:
Armored (Like Core Rules)
Undead (Effective damage against Undead applies)
Bonestuck (When struck by an attack at melee range that targets DEF, attacking unit suffers -4 AS until their next phase. This can prevent Follow-Up attacks)
Total Level: 1
Level/Tier: Fiend 1
Base Stats:
HP: 19 (80%)
STR: 7 (50%)
MAG: 0 (0%)
SKL: 4 (45%)
LCK: 0 (10%)
DEF: 7 (55%)
RES: 3 (30%)
SPD: 4 (30%)
CON: 8
AID: 7
MOV: 4
Current Stats:
HP: 23 (80%)
STR: 8 (50%)
MAG: 0 (0%)
SKL: 5 (45%)
LCK: 0 (10%)
DEF: 7 (55%)
RES: 3 (30%)
SPD: 4 (30%)
CON: 8
AID: 7
MOV: 4
Physical DR: 2
Magical DR: 2
Iron Lance E | RNG: 1 | WT: 7 | MT: 7 | Hit: 80 | Crit: 0 | QL 40/40
Vulnerary 3/3
--
--
--
Bio: Before Humanity's downfall, the nation of Jehanna ruled over one of the largest deserts in Magvel. It was a major display of humans surviving even against the greatest odds that nature has to offer, raising several impressive villages and buildings, including Jehenna Hall, the place next to a great oasis where the regent of Jehanna lived and ruled.
Then the monsters, energized by what was left of Fomortiis, claimed victory over the continent.
For the longest time, monsters who weren't adapted to it avoided the desert, the once impressive structures of Jehanna eroded with the flow of time and the opressive desert winds, having no one that would take care of it. Sun-bleached, barely reckognizable ruins were left. There was no one that would observe the slow disappearance of the former desert nation.
That was, until the undead rose in larger numbers during the Peaceful Age and regained something resembling intelligence. While the majority wasn't part of the first wave of undead that led to the First War, they managed to notice that they weren't exactly welcomed amongst the other monster races. Noting that the other races require more varied sources of nourishment than the undead, the latter started to gather in the desert, forming simple tribes that take from the desert what they need. Sandworms, insects, cacti, the oasis itself - To those that don't need much to sustain, it was the perfect place to be left in peace.
Alshadmar was a Fiend raised during the early stages of the desert's repopulation. Unlife was simple back then for him: He wandered around in the desert, chose to serve the strongest tribe of undead and slowly but surely became a champion for said tribe during the occasional minor war between the undead. At this point in time, Fiends were a rarity amongst the freshly-risen and he won duels simply because of this fact.
As the general desert population increased, intelligence also increased in small steps. The larger tribes began to merge with smaller tribes, until the largest tribe amongst them, the Bleached Shamblers, became acknowledged as the ruler of the desert. Alshadmar, being the champion of the Bleached Shamblers, noted the increase of Fiends and he began to make crude efforts at training himself so he can remain the champion. It was all what he knew, what else could he do?
As the Spark happened, the ruling tribe became more and more organized. Efforts were made to make simple buildings for storage and as a display of power for the proto-nobility. A crude military has been formed patrolling the desert. And the undead, for the first time, learned how to rest in a sleep-like state. Scattered fragments of former times haunted many undead in their "dreams". Haunted by these fragments, the undead started to spread around, even wandering outside the desert, to find answers about what they see when they rest.
It was no different for Alshadmar. He saw a hut made of wood and heard faint, distorted voices in his dreams. And he saw something in his dreams. It was blurry, but it looked like a differently-colored Tarvos. The more he saw and heard these fragments, the more he grew restless about it.
For him, the time to wander the lands had come. He desires to know the meaning of it. Knowledge he can't gain in the desert.
Backstory done, just awaiting review.
(https://www.dropbox.com/s/mw246rtaeim8t7j/Ujarak.png?raw=1)
Name: Ujarak
Class: Golem
Character Specific Skill: Celerity
Affinity: -
Monster Skills: Boulder Toss
Personal Fault : Only Clay After All: If Ujarak is targeted with any magic attack that is not Fire subcat, he takes +2 damage.
Personal Skill <T>: Kilnfire: If Ujarak is targeted by any Fire subcat attack, he gains 2 DR until the next Player Phase.
Personal Skill <F>: Merciless Fist: If his target has at least 2 more DEF than RES, Ujarak gains +10 Crit.
Personal Skill <P>: To be decided.
Preferred stats: HP, DEF
Weapon profs: Fist (D)
Progression spent: 300/300%
Level: 1 (0/100)
Total Level: 1
Beginning Stats:
HP : 21 (65%)
STR: 8 (65%)
MAG: 0 (00%)
SKL: 4 (60%)
LCK: 1 (10%)
DEF: 8 (65%)
RES: 2 (25%)
SPD: 2 (10%)
CON: 15 (---)
AID: 14 (---)
MOV: 4 (---)
Level-Ups
Creation: 1(2) HP, 2 SKL, 1 STR
Current Stats:
HP : 23
STR: 9
MAG: 0
SKL: 6
LCK: 1
DEF: 8
RES: 2
SPD: 2
CON: 15 (---)
AID: 14 (---)
MOV: 4 (---)
Inventory:
Name |Type| |(-)| |RNG| |MT| |WT| |CR| |Hit| |QL |
Punch | Fist| | E | | 1 | | 6 | | - | | 0 | | 70| |--/--|
Vulnerary (3/3)
Battle Stats (with Punch):
AT: 15
Hit: 83
AS: 2
Eva: 5
Crt: 3
DG: 1
Bio: Ujarak's body is from the beforetimes, when human society flourished and built grand works of arts from paintings to sculptures to magnificent architectures. Sculpted in the likeness of a long forgotten God by a long forgotten artist, Ujarak's body is the physical ideal of masculinity: just over fifteen feet tall and almost 2000 pounds of hardened clay, powerful, a form that reflected what an all-father should be and a perfect centerpiece for a humble human temple. (Think the Farnese Hercules.) Ujarak stood abandoned for a millenia after the fall of man, until even the memory of what humans looked like faded from the world. Eventually the temple became a haven for Sprites, and over the centuries of their lives they slowly seeped residual magic into their living space.
Perhaps it was merely chance that this residual magic found a home in the statue now known as Ujarak, who one day surprised the Sprite community by stepping down from his dais and attempting to communicate with them. Time meant nothing to the golem and he slowly but surely learned what he could from the ephemeral beings before he decided to leave and find others of his own kind - the Sprites had meant him no harm, but many of them would accidentally damage him simply by being near and he felt a desire to see the world - and perhaps find a place in it.
Mug and backstory incoming. For now, have a sheet for checking.
[Mug Placeholder]
Name: Imrie
Class: Gargoyle > Deathgoyle
Character Skill: Daunt
Affinity: ---
Personal Flaw: Weight of the Earth [ if Imrie attacks on her turn, -15 Evade until next Player Phase ]
Personal Skill: Ouroborosian Loop [ if Imrie is above 50% HP, +2 to AS ]
/Personal Skill: Hermitage Flower [ if Imrie attacks a unit that cannot counterattack, she gains +2 to Base Attack ]
//Personal Skill: TBD
Preferred Stats: STR, DEF
Weapon Proficiency: Spears (C), Lances (D)
Level: 1
Total Level: 1
Progression Spent: 330/330
Starting Stats:
HP: 18 ( 55% ) +1
STR: 6 ( 60% ) +1
MAG: 0 ( 0% )
SKL: 6 ( 50% )
LCK: 1 ( 15% )
DEF: 6 ( 60% )
RES: 3 ( 30% )
SPD: 4 ( 60% ) +2
MOV: 5
CON: 6
AID: 5
Current Stats:
HP: 20 ( 55% )
STR: 7 ( 60% )
MAG: 0 ( 0% )
SKL: 6 ( 50% )
LCK: 1 ( 15% )
DEF: 6 ( 60% )
RES: 3 ( 30% )
SPD: 6 ( 60% )
MOV: 5
CON: 6
AID: 5
Inventory: Iron Javelin, Vulnerary
Name: Grizel Blair
Mug: (optional but recommended)
Sprite: (optional)
Class: Mauthe Doog -> Hellhound
Character Skill: Pass
Affinity: (leave this blank until I give you choices)
Personal Fault: Death’s Door: When an ally is reduced to 0 HP, -2 DEF. Perched on the very precipice of Oblivion.
Personal Skills: Bloody Lust: When this unit scores a critical hit, they regain 5 HP. It’d be a terrible shame to just waste those chunks she tore off them.
Flanking Strike: If the target has attacked a different unit last turn, +10 Crit. Those who covet injury find it in no short supply.
No Gods, No Masters: If the target is below 50% HP, This unit deals +2 AT. There are no higher beings to protect you when a hellhound is on the hunt.
Class Skills: Pack Hunter- When this unit is fighting an enemy that is directly between this unit and an ally, +15 crit
Preferred Stats: SPD, STR
Weapon Profs: Bite (D)
Total Level: 1
Level/Tier: 1
HP: 16 (50%)
STR: 6 (60%)
MAG: 0
SKL: 6 (+2) (60%)
LCK: 2 (30%)
DEF: 5 (30%)
RES: 3 (30%)
SPD: 7 (+2) (70%)
CON: 5
AID: 4
MOV: 6
Bio: Pack Blair has a tradition among them. Unless they're of vital importance to the tribe, the first born of each family must leave to fulfill a great quest in the style of the ancestors who founded the tribe initially. Grizel's choice of quest was a rarer one, to form a pack. This quest, styled after the first official leader of Pack Blair is simple in idea, after all it's just forming a group of true companions, but is rarely attempted due to very few that attempt it coming back, and those that do have never been judged to have completed their quest and live out their remaining days in shame or exile. Perhaps then, it is because of Grizel's natural wanderlust that she chose her quest, accepting that she would not be returning to begin with and being at peace with that. Or maybe it was lingering feelings of betrayal at being forced to follow the tribes traditions despite enjoying her life as a huntress. Whatever the reason, she left her old life behind to journey away from home, perhaps to never return.
Name: Toby of Genlith
Mug: (I'm not an artist, but I've got one I stole as long as I can use the face of a character that's not from FE)
Sprite: Use of a pale skinned and red eyed sprite of a swordsman of your choosing (can be a lord)
Class: Bonewalker --> Wight
Character Skill: Charisma: Friendlies within 3 spaces gain a bonus of +10 Hit and +10 Evade
Affinity:
Personal Skills: United We Stand: If Toby's supported ally is attacked in the previous turn, Toby's support bonus is increased by 50% until the end of the next allied turn. He believes his team must all hang together, or the will be hanged separately.
With Your Shield or On It: When Toby's health drops below 50%, he gains +10 Crit. He may die to the next one, but damn sure he won't die to this guy.
Stand Your Ground!: When Toby's health drops below 50%, he gains +2 DEF. Not One Step Back!
Personal Fault: Divided We Fall: When Toby is fighting on his own (not within 3 tiles of a friendly), he loses -10 Evade and -10 Hit. (I can boost those numbers, if you need me to) While Toby is strong when fighting with a team, he has little experience when fighting on his own.
Class Skills: Undead. Takes Effective damage from anti-undead weapons
Skeletal: Reduces Crit chance by half.
LVL/Tier: 1/1
Weapon Prof: Sword (D)
Starter Weapon: Iron Sword.
Preferred Stats: STR,SPD
Stats
HP: 14 (50%)
STR: 7 (+1)(60%)
MAG: 0
SKL: 4 (50%)
LUK: 2 (+2) (50%)
DEF: 8 (40%)
RES: 6 (10%)
SPD: 6 (+1) (70%)
CON: 7
MOV: 5
Bio: Toby, from walled northern village of Genlith, is a rare example of a mostly whole Bonewalker. (that is to say, he is very obviously dead, but he's not missing any limbs and his face is whole) Although he does not know it, he was one of the very last human survivors, and was slain along with his squad while covering the retreat of his group. Hard learned lessons at the Battle of Ryden Wildwood, and the skirmishes fought afterwards, left him with a (now literally) instinctual knowledge of combat. He was originally born in Genlith, a walled village in the north, known for its silver mines and the toughness of its inhabitants. Until recently, Toby was either still dead or simply not aware; he's not sure, it's all kind of vague. He does remember being a soldier, and he has decided to trust his instincts to keep him alive. He has decided that, since there is safety in numbers, he should try and find a friendly group to join up with while he figures out what state the world is in. He's not sure, but he doesn't think there were so many wild animals running around, for one thing. Hopefully whoever he runs into is friendly...
Name: Arturus
Species: Golem
Skills: Boulder Toss
Character Skill: Guard
Affinity:
Personal Fault: Reminders of the past - When Arturus is not adjacent to any allied units, he has -10 to Hit and Evade. "When I awoke I was alone in a ruin that I knew nothing of other than that it had been my duty to defend it... I am a failure."
Personal Skill(character): Never Again - When Arturus is the target of an attack that has been redirected from an ally he gains 2 DR. "I failed my creators long ago, and they are long gone. While these new allies of mine have no connection to my old masters I will not fail again."
Personal Skill(class): Ancient Design - When attacked by a non-adjacent enemy, Arturus gains 10 Dodge. From a long-dead civilization, Arturus's design has unusual weak points, which are only obvious when up close.
Personal Skill(promotion): Unbreakable - When both Arturus and an adjacent ally are below 50% HP, Arturus gain 3 DR "Even now my body crumbles and my allies grow weak, yet while I still live we will not break, WE WILL NOT FAIL!"
Preferred Stats: HP, DEF
Weapon Proficiency: Fist(D)
Level: 1
Stats+Growths:
HP - 21+2 (75%)
STR - 8 (60%)
MAG - 0 (0%)
SKL - 4 (20%)
LUK - 1+1 (25%)
DEF - 8 (65%)
RES - 2+2 (65%)
SPD - 2 (20%)
CON - 15
AID - 14
MOV - 3
Inventory:
Punch - Fist(E) - RNG:1 - WT:N/A - MT:6 - HIT:70 - Crit:0 - QL:N/A
Vulnerary(3/3)
A golem awoke in a ruined city, unaware, and uncaring of how long he had been standing there, only knowing that it was his duty to stand guard for his masters. The city remained silent for many days, the golem experiencing something he knew nothing of: boredom. He wished to fulfill his duty and defend the city, but it remained empty. Eventually the golem saw familiar looking shapes approaching, had his masters returned? But as they drew closer, he saw that they were undead, finally he would get to defend his city. And thus, he slew the undead, though he noticed that they had been talking, though he did not know why he found this strange. After the fight he noticed that one of the undead had been carrying a talisman signifying the status of a master, and he did not know what to think of this. As many days passed, he continued to think about it, deciding that either those undead had killed his masters and stolen the talisman, meaning that he had long since failed them, or that those undead had been all that was left of his masters, and he had failed them out of the ignorance that came with his new intelligence. Many days later, the golem was disturbed again, again by what he saw as a monster, this time a creature that somewhat resembled what he knew his masters to look like, but larger and with cruder features. The golem chose not to attack as it approached, remembering that the last group it saw as monsters seemed to have been more. As the creature drew closer the golem saw that it was severely wounded, and deciding that it would die of it's injuries soon enough, instead chose to ask it why it had come here. The creature, shocked to be asked a question by what it had though was a mindless golem, did not answer. The golem continued to ask it's question, and when the creature replied, asked more out of newfound curiosity. Through this, the golem finally realized that it's masters were gone, as the creature knew nothing of the descriptions the golem provided. After the creature died, the golem decided that as it had nothing to protect in the ruins, that he would leave in seach of a new task, one which he would not fail, and having no name of his own, took the name of the creature that has stirred his curiosity of the world beyond. The ruins were finally truly empty as Arturus left in search of his new task.
Not sure what to do for mug/sprite
Wait, there's three Tanks already? Oh boy, here comes another one.
Name: Eachtar
Species: Revenant -> Entombed
Special: Undead, Shambling Horde
Character Skill: Guard
Affinity: ??
Personal Fault – Rigor Mortis: “I can’t quite… Stay together.” [Whenever Eachtar moves more than ½ his MOV, he gets -3 DEF until his next turn.]
Basic Skill – Protection Above All: “I… Will… Protect.” [When Guard first activates during a turn, Eachtar gets +2 SPD until the end of his next turn.]
Primary Skill - No Return: “All I knew... Was digging... And dying. I won't... Go back." [When Eachtar is below 30% HP, he gains +15 To Hit.]
Advanced Skill – Eternal Bonds: “I am proud… To call… you… Friends.” [When within 3 Spaces of 3 allies during the beginning of the Enemy Phase, regain 5 HP.]
Preferred Stats: HP, STR
Weapon Proficiency: Talon (D)
Level: 1
Base Stats / Progression - 330%
HP: 19 (70%)
STR: 8 +1(50%)
MAG: 0
SKL: 3 (40%)
LUK: 0 +1 (20%)
DEF: 4 +2 (50%)
RES: 8 (60%)
SPD: 3 (30%)
CON: 8
AID: 7
MOV: 5
Levels Gained
-N/A
Current Stats
HP: 19
STR: 9
MAG: 0
SKL: 3
LUK: 1
DEF: 6
RES: 8
SPD: 3
CON: 8
AID: 7
MOV: 5
Supports
N/A
Inventory
Name | Type ( ) | Rng | Wt | Mt | Hit | Cr | Ql
Rotten Talon |Talon (E)| 1 | --- | 5 | 80 | 0 |---|
Vulnerary 3/3
~1000 Years Ago
99 graves in the ground for 100 men, each one 100 feet deep. After the undead had started clawing their way up from their resting places, graves were made far deeper, and in advance. At the time, he was covering number 73.
"May the gods take your soul away, so it can be free from this cycle of undeath." He always said a blessing over the graves he filled, even though he was certain there was no greater power listening... Or caring.
"You always did care about the squad, didn't you, #####?" said a voice from behind him. He spun around, taking a combat stance, to come face to face with his fire-haired commander.
"Ack! Sorry, sir, I'm just a little on my guard these days," he said, relaxing a bit. He swore he saw a flicker in the distance, but that could just be a storm on the horizon... Or a horde. "It just feels like their deaths are my fault, every time."
"Yeah, I know that. I'm supposed to be your leader. But look at this. 27 of us left. I'm the one who failed," the commander said, picking up the fallen soldier's sword and jamming it into the grave. It was rusty and chipped, but it had served him well until his final breath. Then that flicker got a bit closer. Yeah, s***, that was a horde.
"Uh, sir, I think it's time to pack up again - Horde's coming," he warned, a little panicked. Was it moving faster than normal?
"Do we have to? Does it matter if we fight?" the commander said. He was looking at that newly filled grave with tears in his eyes.
"Uh, sir?" the soldier asked, stepping forwards. But his superior didn't even look up as the tears hit the ground.
"It doesn't matter. Humanity's dead! We're all going to die, and come back, and we won't remember anything! Humanity is gone! the orange haired soldier cried. He fell to his knees, and cried for what felt like eternity, time only marked by the impending horde's thrum.
"Sir. Humanity hasn't died off yet. Look at me!" he shouted. He hated yelling at his superior, but he had to snap him out of his daze somehow. "I'm still alive. You're still here. We still have 25 men to take care of, to inspire and lead to somewhere humanity still holds its ground. Stand up!" He yanked the mourning soldier back to his feet.
"Heh... I swear, you should lead those men, with your damn speeches." the commander chuckled. "Now let's make this last stand together, eh?"
The soldier in gray smiled grimly at this.
"No... This is my last stand, not yours. Take the men and leave, ####." He looked at the closing horde with a fire in his eyes he hadn't felt in a while.
"Wha... No! You're coming with us, right?" the orange commander asked, bewildered.
"...No, I'm afraid not, sir." the soldier said, his face darkening as he stared into the wave of death. "This one is faster. You can't just outrun it. I'll delay it as long as I can. Just promise me one thing... Come back and bury me deep some day. With my brothers."
"You're mad... But I know I can't stop you, ####." the man's commander sighed. He broke into a sprint to gather the others and leave, and the soldier took one last stance.
"I WOULD DIE A HUNDRED DEATHS BEFORE I LET MY KING SUFFER EVEN ONE!" he cried, frenzying the horde further. He listened to their mad march, and the orderly retreat behind him, and breathed.
...
...
...
He fought well, felling the entire horde against all odds. He fought not for his survival, but for his comrades, his brothers in arms, one of the last shards of humanity still fighting. And he laid amid the rotting corpses... And slept.
----------Many Years Later----------
The Revenant's claws broke the surface.
"Ninety... Nine." the dried corpse coughed. The sand had gotten into his every pore, drawing out all his moisture. It had preserved him well, kept his form intact. But the deep grave had other effects when the Spark had settled inside him.
He vaguely remembered the meaning of his words. This was the 99th time he had woken up down there, buried alive in the dunes.
99 times, he had clawed his way up only to drown in dust.
He felt like he was missing something, but all he knew was the struggle against the sand. He pulled himself fully out of the ground and look as about. 99 swords stood from the sands around him, eternal, rusted watchers. One stood right behind him, and he reached for it like instinct told him to, but then he saw his twisted hands. They would never hold a sword again, odds were. This made him sad. He didn't know why - his hands were as good a weapon as the rusted blade before him. But he... Had loved that blade, almost as much as... Someone else. Who?
In a moment of lucidity, he looked around. Indeed, he knew what blade did not rest here.
"E... Eachtar." he said with his twisted mouth. And he looked off in the distance, and saw movement.
"Eachtar?" the Revenant growled, shambling towards the flicker on the horizon. It hurt to move his stiff limbs, but... Something drove him beyond that. He had died 99 times for something, and it lied over there. He would find that purpose.
And he would clutch to it like he clutched to every breath of hot, dry air, every step he took, every moment spent under this blazing sun.
Because something told him that this life...
Would be his last.
Right, enemies are STATted, and map is done. All that remains are Affinities. Time to Roll!
Prologue A
Arial the Husk (https://pastebin.com/BnSY0Wxq)
4 & 2, Light & Wind
Alshadmar the Fiend (https://pastebin.com/DztGPsiY)
3 & 7, Anima & Ice
Samedra the Gorgon (https://pastebin.com/ek4Zq5sB)
4 & 3, Light & Anima
Grizel Blair the Mauthe Doog (https://pastebin.com/mncW21zb)
6 & 9, Thunder & Heaven
Chapter 3
Sebast the Tarvos (https://pastebin.com/5wGZRJUm)
3 & 9, Anima & Heaven
Prologue B & Chapter 4 Onward
Ujarak the Golem (https://pastebin.com/EmeSv1DH)
5 & 3, Dark & Anima
Surthendys the Thunder Sprite (https://pastebin.com/x9ZSNtLw)
2 & 4, Wind & Light
Choose 1 or Reroll for 1 more. And be sure to think carefully.
Levels for all!
Arial:24, 36, 68, 55, 87, 65, 84.
Stat Gains
+1(2) HP, +1 STR, +2 LCK, on generation
Level 1:+Hp, +STR, +SKL.
Current STATS
HP: 18 (60%)
STR: 8 (60%)
MAG: 0 (0%)
SKL: 9 (70%)
LUK: 2 (20%)
DEF: 5 (30%)
RES: 2 (30%)
SPD: 8 (60%)
CON: 6
AID: 5
MOV: 5
Hit Base (SKL*2)+(LCK/2)= 17+2=19
Evade Base (AS*2 + LCK)= 18
Critical Rate Base (SKL/2)= 4+1=4.5
DG Base= 2
Alshadmar: 82, 34, 13, 65, 3, 64, 11
Stat Gains
+2(4) HP, 1 STR, 1 SKL, on generation.
Level 1: +STR, +SKL, +DEF, +SPD
Current Stats:
HP: 23 (80%)
STR: 9 (50%)
MAG: 0 (0%)
SKL: 6 (45%)
LCK: 0 (10%)
DEF: 8 (55%)
RES: 3 (30%)
SPD: 5 (30%)
CON: 8
AID: 7
MOV: 4
Physical DR: 2
Magical DR: 2
Hit Base (SKL*2)+(LCK/2)= 10+2=12
Evade Base (AS*2 + LCK)= 8+2=10
Critical Rate Base (SKL/2)= 2(.5)+1=3
DG Base= 0
Samedra: 18, 8, 9, 68, 49, 61, 35, 8
Stat Gains
+1(2) HP, +2 MAG, +1 SPD, on generation
Level 1: +HP, +MAG, +RES, +SPD
Current STATS
HP: 17 ( 65% )
STR: 0 ( 5% )
MAG: 11 ( 75% )
SKL: 6 ( 55% )
LCK: 0 ( 15% )
DEF: 2 ( 35% )
RES: 8 ( 65% )
SPD: 7 ( 55% )
MOV: 5
CON: 8
AID: 7
Hit Base (SKL*2)+(LCK/2)= 12
Evade Base (AS*2 + LCK)= 12+2=14
Critical Rate Base (SKL/2)= 3
DG Base= 0
Grizel Blair: 34, 7, 30, 83, 38, 20, 56
Stat Gains
+2 SKL, +2 SPD, on generation
Level 1: +HP, +STR, +SKL, +RES, +SPD.
Current STATS
HP: 17 (50%)
STR: 7 (60%)
MAG: 0
SKL: 9 (60%)
LCK: 2 (30%)
DEF: 5 (30%)
RES: 4 (30%)
SPD: 10 (70%)
CON: 5
AID: 4
MOV: 6
Hit Base (SKL*2)+(LCK/2)= 17+2=19
Evade Base (AS*2 + LCK)= 20+2=22
Critical Rate Base (SKL/2)= 4+1=4.5
DG Base= 2
Sebast: 10, 77, 64, 71, 73, 100, 23.
Stat Gains
+1(2) HP, +2 LCK, +1 RES
Level 1: +HP, +SPD.
Current STATS
HP: 21 (70%)
STR: 6 (60%)
MAG: 0 (0%)
SKL: 6 (50%)
LCK: 5 (30%)
DEF: 5 (40%)
RES: 3 (30%)
SPD: 7 (50%)
MOV: 7
CON: 9
AID: 8
Hit Base (SKL*2)+(LCK/2)= 14.5
Evade Base (AS*2 + LCK)= 17+2=19
Critical Rate Base (SKL/2)= 3
DG Base= 5
Ujarak: 50, 9, 17, 55, 63, 25, 6
Level-Ups
Creation: 1(2) HP, 2 SKL, 1 STR, on generation.
Level 1: +HP, +STR, +SKL, +DEF, +RES, +SPD
Current Stats:
HP : 24 (65%)
STR: 10 (65%)
MAG: 0 (00%)
SKL: 7 (60%)
LCK: 1 (10%)
DEF: 9 (65%)
RES: 3 (25%)
SPD: 3 (10%)
CON: 15 (---)
AID: 14 (---)
MOV: 4 (---)
Hit Base (SKL*2)+(LCK/2)= 12+2=14
Evade Base (AS*2 + LCK)= 5+2=7
Critical Rate Base (SKL/2)= 3+1=3.5
DG Base= 1
Surthendys: 1, 5, 94, 44, 11, 88, 24.
Stat Gains
+1(2) HP, +1 SKL, +2 DEF, on generation
Level 1: +HP, +MAG, +DEF, +SPD
Current Stats
HP: 21 (50%)
STR: 0
MAG: 7 (60%)
SKL: 6 (65%)
LUK: 4 (10%)
DEF: 4 (40%)
RES: 5 (35%)
SPD: 7 (70%)
CON: 5
AID: 4
MOV: 5
Hit Base (SKL*2)+(LCK/2)= 14
Evade Base (AS*2 + LCK)= 16+2=18
Critical Rate Base (SKL/2)= 3
DG Base= 4