IC THREADPlayer's Handbook v1.2Player's Handbook v1.3I'll be using the weapon stats from 1.3 (They're balanced better), everything else is from 1.2.
Once news of the discovery of a new continent found its way back to Impiyego, Queen Imari issued the immediate sending of a fully armed and manned fleet to claim the riches of this new land, before any of the other nations learned of its existance.
However, news spreads faster than ships, and it didn't take long for it to reach the borders of the Vokraine Empire. And soon, two more fleets were launched from there. One seeking to escape the oppresion of Emperor Rasgul, the other, on offical licence.
Word of the discovery reached the Alemni lands last, and they viewed it as a way to escape the war ravaged lands on the mainland. Shogun Tamara launched the Alemnian fleet as soon as it was ready, hoping that maybe it wouldn't be too late for them, in the new world.
A hunched figure clad in a wolf pelt raised his hand to his eyes to block out the light of the evening sun to the West.
What strange white clouds were on the horizon...
Old World Nations:
Impiyego: The mightiest empire in terms of military strength and power, they struggle to house and feed their burgeoning nation, and engage in violent wars to conquer the lands and resources needed to supply their needs. Queen Imari had sent out multiple exploratory ships to scour the unknown worlds for new lands, and happened to have finally stuck their worth. Despite their size and might, most of the lands they possess are rather desolate, and their lack of Pegasi and subsequent aerial power has repeatedly been a downfall of theirs. However, news of a new winged creature in the new world has "promising" written all over it. They arrived in the new world on the northern peninsula.
Vokraine: While the Impi forces may hold the best technology and industry, it is the Vokraine that lead the largest nation in terms of land size and sheer population. An empire ruled by the state, and its greedy leader, Emperor Rasgul, has caused the majority of the populace to despise their nobility, and riots and revolts have become so frequent that it's more surprising to hear when they don't happen. These protests rarely make it any farther than the lavish royal guards, however, and what the Vokraine lack in technological superiority, they more than make up for with numbers and the fanatical zealotry of their forces. Their ships arrived in the new world on the western desert coast, having sailed around the continent.
Alemni: The smallest nation of the old world, and lucky to have not quite been completely wiped off the map already, the Alemni was once the dominant nation in the world, having originally united the city-states of legend. Now, they've retreated to the nigh-impenetrable peaks of the mountains, and made sure to keep their Pegasi safe from the hands of the Impi. The discovery of new lands hold the possibility of a second chance, and one that Shogun Tamara has made sure to not pass up. They sailed pasted the Impi station and set up on the beach of the central gulf.
New World Tribes:
Little is known of the indigenous people of the new world, but some have been encountered.
Yuspel: A primitive tribe isolated on the island to the north-west, these people proved to be a major problem when Impi forces attempted to claim the island as a main base. The only remnants of this attempt are the charred skeletons of their wrecked ships.
Ghidali: The collective term for the many individual nomadic tribes of the desert, they haven't taken kindly to the Vokraine settling in their lands, but have mostly been a passive aggressive force, rather than an active one.
There are likely other groups, but no documentation of them has been made as of yet.
The first chapter will consist of characters native to the nation of Alemni. Those entering later can be from any of the three nations, or from indigenous tribes. (Feel free to ask me if you have questions.)
Player List------
Chapter 1:
Name: Nao Takeda
Class: Priest Trainee > Priest > Bishop
Character Specific Skill: Discipline
Affinity: Dark
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 (50%)
CON: 3
AID: 2
LCK: 4 (45%)
DEF: 1 (45%)
RES: 6 (40%)
SPD: 5+2 (50%)
MOV: 4
Level2: +LCK (+RES)
Current:
HP: 15
STR: 2
MAG: 5
SKL: 1
CON: 3
AID: 2
LCK: 5
DEF: 1
RES: 7
SPD: 7
MOV: 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.
Name: Kurai
Class: Thief Trainee
Character Specific Skill: Cancel
Affinity: Light
Personal Fault: Impure Heart: If the character is fighting Pegasus Riders or their Promotions, -10 to Hit and
Evasion.
Personal Skill: One with the shadows: If the character is in Tree terrian, +15 Evasion.
Preferred stats: Speed, luck
Weapon profs: sword (E)
Level: 1 (0/100)
Total Level: 1
Progression spent: 330%
HP: 16 (40%)
STR: 5 (60%)+1
MAG: 1 (0%)
SKL: 5 (70%)
CON: 4
AID: 3
LCK: 2 (50%)
DEF: 4 (20%)+1
RES: 3 (20%)+2
SPD: 4 (70%)
MOV: 4
Level2: +SKL +LCK
Current:
HP: 16
STR: 6
MAG: 1
SKL: 6
CON: 4
AID: 3
LCK: 3
DEF: 5
RES: 5
SPD: 4
MOV: 4
Bio (WIP?): Kurai, a name that mean to be dark, gloomy, to be a stranger. This was not a name given to a precious child
a human who would rises above their fellow kin. This was a name given to a dirty weapon, to be used and thrown away.
However, there was one such weapon, forged and drawn in her homelands of Alemni who happen to be in the wrong place at the right time.
The wrong place was one of the Shogun Tamara fleet. The right time was the discovery of a new land.
Now alone far from her home, this dark soul must do something that not too long ago seem unthinkable. Forge her own path to walk.
Name: Diana
Class: Mage Trainee - Mage - Mage Knight
Character Specific Skill: Stillness
Affinity: Wind
Personal Fault: Fidgety (if unit does not move, -15 evade)
Personal Skill: Not Yet… (when under 50% HP, +15 evade)
Personal Skill: This seems familiar (when attacking with Fire magic, +10 hit)
Preferred stats: Magic, skill
Weapon profs: Anima (E)
Starting Progression: 330%
HP: 17 (60%)
STR: 2 (20%)
MAG: 5 (+2) (70%)
SKL: 4 (35%)
CON: 3
AID: 2
LCK: 2 (30%)
DEF: 0 (+2)(45%)
RES: 3 (50%)
SPD: 4 (20%)
MOV: 4
Level2: +MAG +DEF
Current:
HP: 17
STR: 2
MAG: 8
SKL: 4
CON: 3
AID: 2
LCK: 2
DEF: 3
RES: 3
SPD: 4
MOV: 4
Bio:
A woman who has lost her memory. She woke up one day on a beach in neutral territory, taken in by a kindly old man who let her stay until she was back to health. She seems to be a very mixed heritage, and was found with a tome, but she doesn’t know anything about the world. Eventually she left the man, to try to find where she was from. The name “Diana” was scribbled on the cover of the tome, so she assumed that was her name, although no last name was present. Oftentimes, she can be rather still while concentrating, to the point where you forget she’s there.
When looking for shelter one night, she decided to sleep in the cargo hold of an Alemni ship. When she woke up, they were at sea. Rather than wait to be discovered and thrown to the sharks, she revealed herself immediately, asked to join the expedition as opposed to, well, execution. The fact that she's alive speaks for the result.
Class: Soldier Trainee > Knight > Great Knight
Character Specific Skill: Wrath
Affinity: Earth
Personal Fault: Hot Armor (-25 evade when in sunlight)
Personal Skill: Blood Thirst (+5 Hp on kill)
Personal Skill: Defensive (When ally within 3 spaces gets under 50% HP, +10 Critical Chance)
Preferred stats: Defence, HP
Weapon profs: Lance (E)
Starting Progression: 330%
HP 20 (60)
STR 6 (60)
MAG 0 (10)
SKL 3 (30
CON 5
AID 4
LUK 1 (30)
DEF 7 (60)
RES 0 (40)
SPD 2 (40)
MOV 4
Level2: +HP +STR +RES +SPD
Current:
HP 21
STR 7
MAG 0
SKL 3
CON 5
AID 4
LUK 1
DEF 7
RES 1
SPD 3
MOV 4
Bio: Born to a life of luxury as a Vokraine noble, Warek never really knew about what was happening in the outside world until he was 18, when he snuck out of the mansion for the first time. Having been trained in knighthood from birth, he felt confident he could survive without his family and the corruption, and fled to Alemni with his younger sister and a group of other disgruntled citizens. As they were crossing the border, the military caught up with them. Warek escaped, but in the fighting his sister disappeared. A year later, he signed on for the expedition to the new world, with hope of escaping Vokraine for good.
Name: Satou Saburou
Class: Solider Trainee->Soldier Ashigaru -> Sentinel Dai Ashigaru
Character Specific Skill: Guard
Affinity: Earth
Personal Fault: Superstitious: When fighting Shamans and their promotions, -10 to Hit and Evasion
Personal Skill: Brace for Impact: If Saburou doesn't move, +2 DEF.
Special: None
Trainee Preferred Stats: Defence, HP
Weapon profs: Lance(E)
Level: 1 (0/100)
Total Level: 1
Progression spent: 330%
HP: 20 (60%)
STR: 4 + 1 (60%)
MAG: 0 (0%)
SKL: 3 + 1 (60%)
CON: 5
AID: 4
LCK: 1 (10%)
DEF: 5 (60%)
RES: 0 (20%)
SPD: 2 + 2 (60%)
MOV: 4
Level2: +HP +STR +LCK +DEF +SPD
Current:
HP: 21
STR: 6
MAG: 0
SKL: 4
CON: 5
AID: 4
LCK: 2
DEF: 6
RES: 0
SPD: 5
MOV: 4
Bio: Sabarou's parents had already had four children, two girls and two boys, before he was born. As such they had little expectations and low hopes for him, since he wouldn't inherit the family farm nor could they afford the cost of educating him properly and thus wouldn't make much for himself. However that didn't mean that he was allowed to run wild, and instead helped out on the family farm as much as he could like his siblings before him. Whenever he got the chance he would play with the other children in the village including his childhood sweetheart, though he was too much of a coward to admit his feelings for her.
When he was old enough he went to work for the local lord at the urgings of his parents, to earn some favour and a little respect while no longer being a burden to them. Sabarou was not the strongest or most resourceful soldier in the world, but he tried his best, followed orders diligently and never complained. Even on the long, cold nights of guard duty. While Sabarou never stood out among the other Ashigaru, he still proved himself as a competent soldier and earned himself some respect and admiration because of it.
With the discovery of the New World Sabarou was selected to be among the passengers in the first expedition due to his skills as a fighter and knowledge of farming. Once Alemni secures a foothold in the New World he hopes to earn himself a bit of land to start up a farm of his own, and then maybe confess his feelings to his childhood friend so that they can live together happily ever after. A highly unrealistic and sappy dream, but it keeps him motivated nevertheless.
Class: Mage Trainee > Shaman > Summoner
Character Specific Skill: Wrath
Affinity: Fire
Personal Fault: Exhaustion: +2 Ailment duration when inflicted with Sleep.
Personal Skill: Bastion: If Veda didn't move the previous turn, +10 Critical chance.
Preferred stats: Skill, Magic
Special: -
Weapon profs: Dark (E)
Level: 1 (0/100)
Total Level: 1
Progression spent: 330%
HP 17 (60%)
STR 2
MAG 5 (70%)
SKL 4 + 1 = 5(70%)
CON 3 + 2 = 5
AID 2
LUK 2 (30%)
DEF 0 (20%)
RES 3 (30%)
SPD 4 + 1 = 5(50%)
MOV 4
Level2: +MAG +SKL +LCK +SPD
Current:
HP 17
STR 2
MAG 6
SKL 6
CON 5
AID 4
LUK 3
DEF 0
RES 3
SPD 6
MOV 4
Bio: WIP
Name:Iso Haitn
Class: Swordsman > Mercenary
Character Specific Skill: Adept (Cost)
Affinity: Heaven
Personal Fault: Can't Concentrate: When the character is using a healing item, -2 to Defence.
Personal Skill: Mobile Hospital: When an ally reaches 0 HP, +1 to MOV.
Personal Skill: Brothers (and Sisters) in arms: When within 3 tiles of allied units, +2 to base damage.
Special: ---
Trainee Preferred stats: Defense, Hit points.
Weapon profs: Sword (E)
Starting Progression: 300%
HP: 18 (40%)
STR: 4 (70%) (+2)
MAG: 1 (10%)
SKL: 5 (50%) (+1)
CON: 4
AID: 3 (+1)
LCK: 2 (10%)
DEF: 2 (60%) (+1)
RES: 0 (30%)
SPD: 4 (40%)
MOV: 4
Level2: +STR +DEF +RES +SPD
Current:
HP: 18
STR: 7
MAG: 1
SKL: 6
CON: 4
AID: 4
LCK: 2
DEF: 4
RES: 1
SPD: 5
MOV: 4
Bio:
Iso was born in a slum-infested city near the south of Alemni's borders. He was one of the more fortunate boys, his family being just able to afford a meager education. However, he always found the sword more exciting than any algorithm or artistic piece. The technique required for such a weapon was based mostly on finesse which he had lots of. He began to practice more and more often, often accidentally damaging property while he was still learning how to properly handle the sword.
He left home when he became of age and became a mercenary, or a sell-sword, traveling across the great territories of his nation, working with those who needed the protection he offered. Many of his masters, however, were not very nice to say the least and managed to make his life quite miserable for the short time he worked for them.
Suffice it to say that he left that world of political strife for good, instead setting his eyes on higher horizons. It was in this way that he met with the crew of a ship destined for the new land, eager to practice his skills without there always being someone to stab his back. Herein was the opportunity to leave the slowly corrupting land and set sail towards one where he could start anew.
Class: Performer Trainee
Character Skill: Stillness
Affinity: Thunder
Personal Fault: Bad Thoughts: After dancing/performing, -2 defense
Personal Skills: Flight: After Dancing/Performing, +15 evasion
Preferred Stats: Luck, Skill
Weapon Profs:
Total Level: 1
Level/Tier: 1
HP: 15 (40%)
STR: 2 (70%)
MAG: 2
SKL: 2 (70%)
LCK: 5 (70%)
DEF: 1 (+2) (10%)
RES: 3 (10%)
SPD: 5 (+2) (60%)
CON: 3
AID: 2
MOV: 4
Level2: +HP +SKL +LCK +SPD
Current:
HP: 16
STR: 2
MAG: 2
SKL: 3
LCK: 6
DEF: 3
RES: 3
SPD: 8
CON: 3
AID: 2
MOV: 4
Bio: Tracey was a slave for a Vokraine noble, now thankfully deceased after a rebellion that almost got to the inner sanctum of his palace. He died choking on a chicken bone while Tracey was entertaining him. Though she doesn’t mention it, that was one of her happiest moments in her life. Shortly after fleeing while the guard were busy slaughtering the proletariat masses that survived the initial wave she fled to Alemni and eventually ended up on a ship to the new world working as entertainment for the crew. She finds the despite their roughness at least they aren’t bad people like her previous master.
Age: 17
Affinity: Fire
Class: Archer Trainee
Character Specifical Skill: Charisma
Personal Fault: That's close enough: When being attacking at range 1, -2 def/res
Personal Skill: I'll soften them up: When attacking an enemy above 50% HP, +2 base damage
/Personal Skill: Time enough for a reload: When using Longbows, +2 AS
//Personal Skill:

Pref Stats: Skl, Def
Weapon Prof: Bow (E)
Level: 1 (0/100)
Total Level: 1
Progression Spent: 330/330%
HP 18 (60%) (added 2)
STR 4 (65%)
MAG 1 (00%)
SKL 5 (60%)
CON 6 (added 2)
AID 5
LUK 2 (40%)
DEF 3 (20%)
RES 1 (20%)
SPD 4 (65%)
MOV 4
Level2: +STR +LCK +DEF +RES
Current:
HP 18
STR 5
MAG 1
SKL 5
CON 6
AID 5
LUK 3
DEF 4
RES 2
SPD 4
MOV 4
Bio:
Age: 22
Affinity: Dark
Class: Swordsman Trainee
Character Specific Skill: Discipline
Personal Fault: Everywhere You Go: When battling indoors, -15 Hit.
Personal Skill: I Am Peerless: When attacking an enemy with less Str, +2 MT.
/Personal Skill: Psychic Energy: After being hit with magic, 20% to gain +1 to all stats for a turn.
//Personal Skill: Variable Formation: When three or more enemies are within three tiles +15 Eva.
Pref Stats: Skl, Spd
Weapon Prof: Sword (E)
Level: 1 (0/100)
Total Level: 1
Progression Spent: 330/330%
HP 18 (70%)
STR 4 (60%)(+2)
MAG 1 (00%)
SKL 5 (40%)
CON 4
AID 3
LUK 2 (30%)
DEF 2 (50%)
RES 0 (20%)
SPD 4 (60%)(+2)
MOV 4
Level2: +HP +STR
Current:
HP 19
STR 7
MAG 1
SKL 5
CON 4
AID 3
LUK 2
DEF 2
RES 0
SPD 6
MOV 4
Bio: Dwei, rather than coming to the New World by ship, is a native of the New World. His particular tribe, the Soce, made contact with the Alemni and formed an uneasy partnership with them. In exchange for knowledge and goods, such as weaponry and armor, the Soce would not attempt to oust the Alemni. Naturally, the Alemni wanted more than the Soce's words for such a trade so Dwei, the cheiftan's son, was sent with them to show good intentions and act as insurance.
Later Additions:
-However many I may add.
Spot I'm using to hold Character Sheets because I'm too lazy to use Pastebin like normal people.
Name: Kaliche
Class: Thief Trainee ( -> Scavenger -> Bounty Hunter)
Class Skill: Lockpick
Character Specific Skill: Vantage
Affinity: Fire
Personal Skill: Foresight: When at or above 50% HP, add 3 to effective SPD to activate Vantage (does not affect EVA or AS)
Personal Fault: Shaken: When below 50% HP, Enemy Critical +10%.
Preferred stats: Speed, Luck
Weapon profs: Sword (E)
Level: 1 (0/100)
Total Level: 1
Progression spent: 300%
HP: 16 (50%)
STR: 4 (30%)
MAG: 1 (50%)
SKL: 7(+2) (50%)
CON: 4
AID: 3
LCK: 2 (10%)
DEF: 3 (20%)
RES: 1 (20%)
SPD: 6(+2) (70%)
MOV: 4
Code: [Select]
Inventory:
Name Type () RNG MT WT CR Hit QL
Slim Sword Thru E 1 3 2 10 100 50/50
Vulnerary (3/3)
Bio: Kaliche is a thief for all the reasons you would expect: wars, poverty, brigands. Parents died early, had to care for his kid sister. Tragic.
The thing about Kal is that he's an intellectual, and somehow, a bit of an optimist. "Don't worry, we can make it better someday.", he'd say to his sister, after he'd read her a stolen book. He never had much problem finding unguarded food. Sometimes people wouldn't even notice that trinkets were missing from their house when they woke up in the morning. As far as orphans go, Kal managed to give his sister a decent life, until she perished from sickness.
With nothing to tie him to his estranged homeland any longer, Kal has decided to start fresh.
Name: Kyo (Surname Hayate, as if they'd tell you that)
Affinity: Fire
Age: 19
Class: Swordsman Trainee --> Myrmindon --> Samurai
Character Specific Skill: Resolve
Personal Fault: Weak Will: If an allied unit within five tiles has its HP reduced to 0, Kyo suffers a penalty of -15 to Hit and -15 to Avoid until the end of the chapter. Kyo's Hit and Avoid stats cannot be reduced below 0 by this Fault.
Personal Skill: Dodge Streak: If an enemy misses an attack on Kyo, they gain a bonus of +5 to Avoid. Only activates once per round of combat, not per individual strikes such as additional ones from Brave weapons. Caps at a +25 bonus. If Kyo is hit by an attack while under the effects of the bonus, the streak is reset and the bonus lost.
Pref Stats: Skl, Spd
Weapon Prof: Sword (E)
Level: 1 (0/100)
Total Level: 1
Progression Spent: 300/300%
HP 18 (40%)
STR 4 (40%)(+2)
MAG 1 (10%)
SKL 5 (70%)
CON 4
AID 3
LUK 2 (20%)
DEF 2 (50%)(+2)
RES 0 (10%)
SPD 4 (70%)
MOV 4
Current Stats:
HP 18
STR 6
MAG 1
SKL 5
CON 4
AID 3
LUK 2
DEF 4
RES 0
SPD 4
MOV 4
Inventory:
Name Type ( ) Rng Wt Mt Hit Cr Ql
Slim Sword Thru (E) 1 3 4 100 10 35/35
Vulnerary (3/3)
Bio: Since she was very little, Kyo had been fascinated by the battalions and great samurai generals she would see march through her hometown on the way to battle. Unfortunately, her deranged hometown (as she called it, hearing how so few other villages held similar traditions) had held a tradition for many decades that would prevent her from ever becoming one as well, as long as she lived there. Sometimes, one of the generals or soldiers showed them their great speed and prowess with a blade, and Kyo wanted ever more to grow up and become a samurai as well. Although this declaration was almost invariably met with a chuckle and her hair being ruffled mercilessly, as her village's traditions were known to most of Alemni, Kyo never gave up hope on her dream. When she was still a child, it was sticks; when she became a teenager, it was dull blades or broken halves of polearms, but Kyo practiced all the time. At eighteen, shortly after a horrible tragedy involving her parents and a local general, she joined the formal army as a trainee and impressed her instructors greatly with her advanced abilities with a sword. One year later, she set off on a great voyage with other soldiers to a new land for her home country, hoping to prove herself to her superiors and get a chance to become a great hero of legend, as she had envisioned her whole life.
First Class: Swordsman Trainee > Myrmidon >

Affinity: Wind
Character Specific Skill: Adept
Personal Skill: Mindsight = If the character is within 1 space of any Enemy Unit; +15 Evasion {Only effective for the first ATTACK by any enemy.}
//Personal Skill: Sword Affiliation = When wielding any Slashing-type Sword; +10 Critical
//Personal Skill: "Stand Firm" = When below 50% Health; +3 LUK
Personal Fault: "Fragile" = When below 50% Health; -3 to DEF/RES
Preferred Stats: Skill, Speed
Weapon Profs: Swords (E)
Level: 1 (0/100)
Total Level: 1
Progression spent: 300/300%
HP: 18 (40%)
STR: 4+2 (40%)
MAG: 1 (0%)
SKL: 5 (50%)
CON: 4
AID: 3
LCK: 2+2 (50%)
DEF: 2 (50%)
RES: 0 (10%)
SPD: 4 (60%)
MOV: 4
Code: [Select]
Inventory:
Name Type () RNG MT WT Hit CR QL
Slim Sword Thru (E) 1 4 3 100 10 35
Bio:
Jora was born and raised under the care of a mountainous farming community set on the outskirts of the Alemni kingdom. Given the status of the people, the history of the state, and the local livelihood available, Jora was cultured in a system of philosophy deeply steeped in the sphere of peace, having honor and duty heavily ingrained into the conduct and mannerisms of the populace. Losing her mother in her youth, she was an aide to her father in all his works and deeds until her coming of age; he was a protector of the nobility, namely an attendant, and was a firm believer in such a philosophy, having passed it down with due care onto his daughter along with the myriad teachings and practical usages it had. Such came to pass until a strange disease came upon her father--attributed to a curse from his grand parents and his parents--which led Jora to continue a different way of life, given that service to the nobility was both individually and universally symbolic by blood connection.
This is as far most people know of her past nowadays, given her practice as a traveling blade, and less officially, as a sell-sword--said to be a very kind and calm-natured person, her profession shows in times of danger and battle (as seen in many a bar fight with the use of the flat blade), having a fiery determination and a will to die for those oppressed and innocent. It is said she fights for coin, as a primary motive, yet never seen as a first impression about her given her demeanor, attitude and lifestyle. Though all this is hearsay.
She carries with her, a four-pointed talisman around her neck, symbolic of her family heritage.
Class: Fighter Trainee->Fighter
Affinity: Water
Character Specific Skill: Fortune
Personal Fault: : Fire on the Forest: -10 Hit and Evasion against mages and their promotions.
Personal Skill: Spinning Death : +10 Crit when using throwing axes.
Personal Skill: Stacking Armor: Each time the player gets attacked, it will gain +1 DEF/RES. Max of 4 stacks.
Trainee Preferred stats: STR, HP
Weapon profs: Axe(E)
Starting Progression: 330%
HP: 20 (50%)
STR: 6 (55%)
MAG: 0
SKL: 2 (65%) (+2)
CON: 6
AID: 5
LCK: 1 (10%)
DEF: 3 (40%)
RES: 0 (40%)
SPD: 2 (65%) (+2)
MOV: 4
Current Stats:
HP: 20
STR: 6
MAG: 0
SKL: 4
CON: 6
AID: 5
LCK: 1
DEF: 3
RES: 0
SPD: 4
MOV: 4
Inventory (2/3):
Name Type () RNG MT WT CR Hit QL
Hatchet Crsh (E) 1-2 4 5 5 85 35
Vulnerary (3/3)
Battle Stats (Hatchet):
AT: 10
Hit: 94
AS: 4
Eva: 9
Crt: 7
DG: 1
Bio: Aeno is part of a small group of soldiers that has the function of scouting and guarding the forests that provide strategic defensive value to some of the Alemni's cities. While most of their time is preferentially spent inside the forest they were assigned to protect, sometimes creating a tradition that runs for generations in the family, Aeno prefers to keep a balance and leans more towards the cities.
Both his curiosity and desire to explore other places made him decide to seek new horizons and join the expedition, even if he isn't completely sure about how he will reach his objective of becoming a strategist.
Age: 20
Affinity: Anima
Class: Soldier Trainee
Character Specific Skill: Nullify
Personal Fault: When battling indoors, -15 Hit.
Personal Skill: If below half HP, +10 to critical
Pref Stats: Defence, HP
Weapon Prof: Lance (E)
Level: 1 (0/100)
Total Level: 1
Progression Spent: 330/330%
HP 20 (65%)(+1)
STR 4 (70%)(+1)
MAG 0 (00%)
SKL 3 (43%)
CON 5
AID 4
LUK 1 (20%)
DEF 5 (65%)(+1)
RES 0 (25%)
SPD 4 (42%)(+1)
MOV 4
Current Stats:
HP 21
STR 5
MAG 0
SKL 3
CON 5
AID 4
LUK 1
DEF 6
RES 0
SPD 5
MOV 4
Inventory:
Name Type ( ) Rng Wt Mt Hit Cr Ql
Slim Lance Thru (E) 1 5 4 85 10 35/35
Vulnerary (3/3)
Bio: Ulf was born of Vokraine blood, but his father, Adrian took his family long before Ulf was born to Impiyego, and has long considered Impiyego his true home. Despite being born of a different country, his family was never questioned of its origin. Rolf's older brother, Lev, joined the army and would always share his experiences with his brother. Where Lev was slimmer and Rolf was more sturdier, Rolf learned a bit of his techniques of combat from his brother who was a Cavalier in the army. Rolf joined the army and trained as a soldier, slowly learning ways how to best his brother in combat. One day however, during the mobilizing of the army to the new continent, Lev was court marshalled for showing mercy to a Vokrainian soldier. Because his brother was slain, one of the Vokraine higher ranked soldiers has issued the death of Lev's family, including Rolf. With nowhere left to hide, Rolf seized one of Impiyego's "promising" winged creatures and escaped, but due to lack of training and inexperience, he fell off the mount and though he escaped, he was knocked out and barely alive when taken in by some of the local aboriginals. Upon awakening, he took his armor and slashed out the coat of arms of the Impiyegan army and as a thanks, has been assisting the natives with any work they asked him. This included scaring away the local wildlife, but he hasn't yet had to fight.
Rolf, after his falling incident, has been known to be very quiet. He has long dirty blonde hair and greenish blue eyes, and is pretty light in build (which isn't the best for a frontline soldier) and is rather tall. After his brief and painful ride with the new winged creatures. He hates being cramped inside as he hates being cornered by walls and he goes into a slight fury when his blood is spilled. He has a temper but hardly shows it as he's usually silent. He usually gets upset at the mention of his brother or of Impiyego, but doesn't outwardly show it.