Race: Miqo'te
Gender: Female
Nation: The Kingdom Of Ahn'Veria
Class: Fighter
Weapon Type: Greatsword
Age: 16
Zodiac: Gemini (may 21 – jun 21)
Key Traits: Versatile, sociable, inquisitive, inventive, absent-minded, conniving, fidgety, short attention span.
Blood Type: Type B
Key Traits: Creative, passionate, optimistic, flexible, forgetful, irresponsible, individualistic.
Level: 5
EXP: 1/5
Attributes
HP: 185
MP: N/A
P.ATK: 28 P.DEF: 22
M.ATK: 17 M.DEF: 18
Strength: 10/24
Vitality: 14/24
Agility: 7/22
Speed: 6/22
Magic: 3/14
Spirit 5/14
Provoke - Level 1
With targeted taunts, the Swordmaster can draw an opponent’s wrath, distracting them from more vulnerable targets. You will have hate so long as either of the two are true.. Your overall damage output upon the target remains higher then everyone else... or I as a GM continue rolling evens on my dice every time its the enemie's turn/action.
Mighty Strike – Level 8
Focusing on a lone opponent, the Fighter gathers her strength for an all-or-nothing blow in the hopes of striking some weak point – a rent in the armor, a loose scale, a vulnerable underbelly. After you use this ability me as GM will roll a die. If even you will strike the monster for 10x P.DEF as damage. Can only be used once per battle.
Third Eye – Level 15
Third Eye allows a Fighter to automatically evade the next Physical attack that successful hits them. Can be used once every 3 post in a battle.
Scream – Level 22
With an ear-shattering battlecry, the Fighter releases her chi reserves in a blood-colored explosion of power, suffusing every fiber of her being with energy. Scream grants the user 1x strength as vitality and agility for 10 post. Can only be used once per battle.
Quick Hit – Level 29
The Fighter leaps to the attack in a blur of motion, striking and retreating in a split second. Quick Hit inflicts 10 x AGI as Physical damage on the targeted combatant, striking automatically. In addition to the damage dealt, the fighter may then attack in the same post counting as a normal attack. May use this every 2 post.
Double Cut – Level 36
The Fighter moves with flawless speed and accuracy, delivering a devastating one-two strike against a hapless opponent. Double Cut consists of two separate attacks, each of which automatically strikes
the targeted combatant for 5x P.DEF damage. You basically will attack twice in one post... You can only use this every 3 post each attack counts as one normal attack.
First Strike – Level 43
As a fighter you basically can rush in and hit the monster freely when you engage in battle. The attack will not be blocked and you can use ANY ability – Including Mighty Strike. Let me say that this is the best decision for grabbing complete control using Mighty Strike + Provoke combo.
Slash-all – Level 50
Gathering her chi, the Fighter dissolves into a blur of movement, circling around her opponents to rain blows from every side and angle. Slash-All allows the Fighter to inflict 20x STR damage on every eligible combatant in the targeted Group.
Final Attack – Level 57
By drawing on her last reserves of energy, the Fighter can ignore even the most grievous of wounds, striking one final blow when it’s least expected. When triggered, Final Attack allows the Fighter to make one Action. Resolve the effects of this Action immediately, even if it normally would require a Charge Time. Once this is done, the Fighter is rendered Unconscious; the only way to prevent this from happening is by using the Final Attack on an effect that cancels Unconscious. You use this to deal 50x P.DEF, Once this is used – you are unconcious and your HP falls to 0... This does not mean death therefore “raise/Life” will not work... At the end of a battle your character will wake up... with only 1 HP. Know to those curious If this is OP or not – It's really not... If it ever comes to a PVP match which is possible if he or another betrays the group then it is basically dumbed down to 15x P.DEF.
Finishing Touch – Level 64
By bringing her weapon around in a wide sweep, the Fighter creates a howling vortex of chi to engulf the target. The fighter will defeat all targets reducing their HP to 0 (for bosses it's 50%) If I roll a number twice when this is used. I will give two chances after that - it is on cooldown til the next battle.
Language – Common Tongue - 10
The standard Human tongue, lingua franca on most worlds. Most, if not all, adventurers will be fluent in this language to one degree or another. This Skill is given to all starting characters, regardless of Job.
Language - Bahsa Miqo'te - 25
The Miqo'te language is constructed around a relatively limited set of words, placing heavy emphasis on prefixes and context instead. In a tongue where ‘I’m very happy’ and ‘I’m deeply sorry’ are just two phonetically similar words apart, the opportunities for embarrassment are nigh-on endless.
CLIMBING - 15
Default Attribute: Strength (STR) Type: Intuitive
Whether it's light free-climbing or full-fledged mountaineering, a character with this Skill can scale vertical surfaces with a reasonable degree of success. One or more Task Checks may be needed for a successful ascent; in the event of a failure, no progress is made. A Botch will always result in a fall, with consequences depending on the severity of the drop.
NAVIGATION - 13
Default Attribute: Magic (MAG) Type: Intuitive
By using landmarks, the stars, and other environmental features, a character with this Skill can travel from location to location without losing his way. In addition, the character's well-honed sense of direction can be a valuable asset in mazes and other confusing locales. One Task Check is required for the character to find his way; subsequent Task Checks may be required in the case of particularly long or complex routes.
RIDING - 9
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill knows the basics of staying on and controlling a mount like a Chocobo. One Task Check is required to mount up and begin riding; depending on the conditions, additional Task Checks may need to be made during the course of the ride.
ETIQUETTE - 20
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill gives a character the ability to act and speak diplomatically regardless of the circumstances, observing and respecting the sensibilities of others. A successful Task Check allows a character to discern the most appropriate code of conduct in a given situation, and act accordingly; a failure results in the character misinterpreting the situation, with potentially disasterous results. Botches will almost always result in a diplomatic gaffe of the first order.
LOCKPICKING -15
Default Attribute: Agility (AGI) Type: Learned
A character with this Skill can open locks on doors, treasure chests and anything else others consider worth securing with a few tools, a little elbow grease and a successful Task Check. A Botch results in the lock being broken or otherwise damaged, preventing future attempts at picking it.
SWORDS - 19
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers larger bladed weapons, including Light Swords, Swords, Greatswords, and Katanas.
ACROBATICS - 24
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill is flexible and coordinated enough to execute complex acrobatic maneuvers. A single Task Check is required for a set of maneuvers or feat of balance. Conditional Modifiers depend on both the complexity of the manuevers and the circumstances. The consequences for failure hinge on the feat being attempted.
AWARENESS - 20
Default Attribute: Magic (MAG) Type: Intuitive
This Skill measures a character’s collective sensory awareness. In the field, it is mainly used to spot hidden items, secret passages, and other incongruities that might not be noticeable at first glance. At higher levels, Characters with this Skill gain a certain sixth sense when it comes to spotting potential dangers or noticing when something isn’t quite right – a con-man attempting to swindle the party out of its Gil with counterfeit Elixirs is just as likely to get the neck-hairs tingling as a dozen slavering beasts waiting in ambush around the corner. (As a GM I will be the one to say if those with this skill realize anything)
ESCAPE - 20
Default Attribute: Agility (AGI) Type: Intuitive
Everyone gets caught sometimes. For this reason, the ability to slip out of a tight bind can prove to be a valuable asset. A character with this Skill can use a successful Task Check to worm his way out of rope, manacles, or chains. Failure simply means a character remains trapped, while a Botch can easily result in injury, tangled bonds, or suspicious captors checking in to see what all the racket is about…
TRADE - 20
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill knows her way around the art of buying cheap and selling dear. A successful Task Check can be used to locate merchants and shops in the immediate area, or can be used to appraise the authenticity and value of an item.
CRAFTING(Weaponsmithing) - 15
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill can create items of varying size and complexity from scratch. Crafting is specific to a type of manufacture, the most prominent of which are Crafting (Armorsmithing), Crafting (Carpentry), Crafting (Tailoring), Crafting (Tinkering) and Crafting (Weaponsmithing).
SWIMMING - 9
Default Attribute: Vitality (VIT) Type: Intuitive
A character with this Skill has the training to float, swim, and dive in water and other liquids. Normal swimming requires a successful Task Check to stay afloat and get to a destination, while more Task Checks may be required for long or difficult stretches of swimming. Failed Swimming rolls leave the character in danger of drowning – he must make another Task Check with additional modifiers to pull himself back up. If he fails the second Test, outside intervention may be necessary. Botches always have disasterous consequences. Diving requires a Task Check if a character is attempting to reach a particular location underwater, if he remains submerged for longer periods of time, and if he attempts to take an action underwater.
TRACKING - 21
Default Attribute: Magic (MAG) Type: Intuitive
By combining clues with old-fashioned instinct, a character with this Skill can track a quarry – animal, human, or otherwise – over a distance. A character must make an initial Task Check to pick up a target's trail; more Task Checks may be required to stay on the trail if following the target over longer distances. Any failures during the tracking process mean that the character has lost the target, though the GM may allow her to make another Task Check with an increased modifier in order to resume pursuit. (If we ever come to a chase scene I will keep you informed if any checks will be needed – remember checks are totally up to you and I expect you to be fair.. It is ok for your character to get us lost at some point to add more to the game lol.
Ancient History
Effect: The character has a deep, abiding connection to an ancient civilization or vanished race. In many cases, such a heritage will not be obvious until later in the game; only when the party discovers fragments of said civilization will her knowledge and powers fully manifest themselves. While such ties will be useful to the party, they will also draw the attention of opponents scheming to use them for their own ends.
Ancient History - Distant continent Miqo'te nation upon the continent of Beldorian
You as a Mi'qote come from a distant nation upon the continent of Beldoran. The nation is called "Mi'ro" but this information is unknown and has been unheard of for over 600-800 years. That long ago was the time your ancestors moved to Celnaria and lived among the Vidarians.. To how it all happened and why you are here... may or may not be revealed but to you your life is normal and are unaware that your family even had their own society.
Nobility
Effect: Noble blood runs through the character’s veins, placing them a few notches above the average adventurer. Characters with this kind of background may not always have kingdoms and other holdings to call their own; in some cases, they may be illegitimate heirs or outcasts from their own domain.
Nobility -- Although much of the family's generation since stepping foot on Celnaria has been forgotten completely and is untalked about, the Kiranasi family hails the status of being a highly noble family in the tribal civilization , Mi'ro. Though those who have come to Celnaria have forgotten this Lineage therefore do not know anymore. Although it has been 600-800 years and a greater family holds the throne the Kiranasi family is still noble and is inside the history books... You very well could be the last of the family and may be greeted with quite a surprise but what will the current family in power think...?
Hunted
Effect: Somebody is after the character. Perhaps it’s a crime lord looking to collect on a debt, or an evil sorcerer on the search for suitable a sacrifice; regardless of the reasons, the character will spend an inordinate amount of time dodging a seemingly endless stream of thugs, henchmen, and troublemakers. Player and GM should decide why the character is wanted in the first place, and whether the terms specify ‘dead’ or ‘alive’.
Hunted – After the Noble family “Purjean” family of Mi'Ro have found out of your existence during our story... They have began to get quite cautious and paranoid. They enjoy the power and have no interest in losing it therefore have sent a band of Miqo'te Mercnenaries to kill you... during the RP. This will be during RP so leave this out of your history.
Contacts
Effect: The character has been knocking around long enough to pick up friends, acquaintances and contacts almost everywhere in the world; not always in the highest or most exalted of positions, but almost always useful in the right sort of situation.
Interestingly your character has family that have recently moved to Alexander in the last 5-8 years. This could be the reason you are in Alexander at the beginning for your story all began with a visit.. The family in Alexander is known as the Miroshi Family consisting of a husband and wife obviously uncle and aunt. The uncle runs the Mercenary guild from Alexander and have positioned a mercenary branch for each nation. As a GM - I will be the ones controlling the aunt and uncle.
Stigma
Effect: The character belongs to a group that faces active discrimination in society at large. Whether for racial, religious, or class reasons, the reality is that there’s plenty of people willing to make the character’s life unpleasant.
You are in the Mercenary guild of the Ahn'Veria branch (You now live in Ahn'Veria). You do not hold complete allegiance due to the fact you do not have the trait but you are indeed a part of it.. Perhaps you did it for your uncle or you did it for money... None the less - The knights of the Kingdom and some of Ahn'verian's people feel you are un-needed therefore have been gained a reputation of being called worthless by other branches. Your uncle knows you're not and therefore has given you the opportunity to prove in the festival... (Thats why you're in Alexander) Many other people follow these rumors and will exclaim about it as you travel around Celnaria. As a gm I will control some of the events revolving these stigmatic events - you yourself can also control this but just nothing that will change the story completely.
Beauty
Effect: While the definition of 'attractive' continues to be hotly debated in pubs the world over, a character with this Advantage taps into some timeless, universal standard of beauty that never quite goes out of fashion.
Bottomless Pockets
Effect: You never realize how valuable a strategically-bent piece of wire is until you’re staring at the inside of a locked prison door. In keeping with this philosophy, the character has an odd or end for every situation. I will tell you when this trait can come in... you won't be able to do it yourself.
Heightened Senses
Effect: The character has enhanced hearing, smell, or sight, allowing her to spot things that would normally not be obvious.
Phobia
Effect: The character suffers from a deep-seated, pathological fear of something – heights, insects, fire, darkness, root vegetables, Malboros… Decide the object of fear in question when first choosing this Trait; the character will not willingly expose themselves to it unless circumstances leave them with no other alternative.
Her phobias are heights and flying. Airships mostly.
Flashbacks
Effect: The character is plagued by vivid flashbacks to a past she can’t entirely remember. So powerful are these flashbacks that she essentially ‘relives’ the experience, losing all connection to the outside world.
Traveling Sickness
Effect: Sailboats. Trains. Cars. Airships. Put a character with Traveling Sickness on a moving vehicle, and what happens next is far from pretty.
Halcyon has the appearance of a simple 16 year old Miqo'te. She stands at a modest 1.5 m and weighs a meager 55 kg. Her slight stature often leads to underestimation of her abilities. She is quite strong for her size and is a formidable opponent, not to be taken lightly. Her life as a fighter demands her body to be kept in top shape. Thus, most of her weight is strong muscle that is hidden beneath her modest armor. Her innocent feline face only adds to the misconception of her weakness. With her large brown eyes and soft, slick fur covering her ears, she can easily be mistaken as a docile creature. One of the few obvious visual cues to her strength and ability are the tattoos on her face. Three lines upon each cheek is a traditional marking of powerful Miqo'te warriors, though the light color denotes that she is merciful.
Upon joining the Mercenary Guild, Halcyon traded her bright, more revealing clothes (the standard for most Miqo'te) for earth-toned armor. The strong leather covered her long sleeved, tough burlap shirt. It wasn't the most comfortable of attire, but it protected her from stray sword swipes. She had added thick leather gloves to the ensemble to protect her hands. The leather of her chest piece came to a pleated skirt that allowed her mobility without sacrificing protection. Her pants her a light material that didn't offer much in the way of physical resistance, but kept her warm. Her favorite possession is the amulet that her uncle had given her when she joined the Mercenary Guild; it was a family heirloom. She wore it always and tucked under her shirt, it's thick leather strap visible. Her greatsword, when not in use, is strapped to her back so that the handle is visible above her right shoulder. Most Mercenaries use this as an intimidation tactic, while Halcyon just uses it to keep her sword from dragging on the ground. The sword itself is crafted from a fine layered steel with a beautifully detailed hilt. It is her second most prized possession and another gift from her uncle upon joining the guild.
Though her understanding of the human language is broken at best, she works hard to be clear and respectful while dealing with clients, targets, and anyone else she comes into contact with. Although her innocent, pretty face certainly helps her along with negotiations. Despite her kind and fair attitude, she is not above resorting to trickery to get her way, though it won't happen often. She has a thirst for knowledge that is hard to satisfy in her work as a mercenary, but she continues to train and improve at her job to please her uncle. She picked up quite a bit of knowledge working with such highly trained professionals, such as carrying an array of items that she can use in a bind and tips on making clean escapes when a job doesn't end as planned. Despite all of her growth, there are a few detrimental things she hasn't managed to surpass. Her long instilled fears of flying have kept her from travelling the land as much as she wants to, but this is only increased by her severe travelling sickness. She can hardly even ride a Chocobo without feeling extremely ill. Thus, she has trained to be swift, so she can rely on her feet most of the time. She isn't great at swimming either. Really, she just likes to keep her feet flat on the ground.
Halcyon doesn't especially care for being alone, she's learned that there is safety in numbers. Especially in her line of work. Though when it can't be helped, she is quick to find something to distract her. She will often begin fiddling with a contraption before abandoning it all together. She is often forgetting to put things back together once she's dismantled them, much to her team's chagrin.
She is often seen as the most merciful of the Mercenaries, but not so much that she can be duped with fake sob stories. In each battle, Halcyon will often take the brunt of the force, inflicting damage where she can. To her, each blow is proof that she is worth her place in the Mercenaries guild. Many of the people from her home take her only at face value, seeing a weak little girl instead of the proud warrior that she is. They scoff at her choice of weapon, seeing that it is nearly as big as she is. With each comment, they push her to train harder and prove her strength.
Born to a couple of Mercenaries in West Ahn'Veria, it wasn't a surprise for Halcyon to be expected to continue the family tradition of joining the Mercenary Guild. It was a surprise, however, that she was female. Her family had a history of only birthing strong males that would lead the Mercenary armies once they had been contracted and were in the highest demand for small jobs. Halcyon's mother, Rho'ann, passed away soon after giving birth to her. This too was common in the Mercenary Guild. Bhee, her father, was certainly not well equipped to raise a female. This is not to say that he was any less loving than a normal father. He put Halcyon over business on a regular basis, causing him a lot of pain with the Guild Master, his brother-in-law.
Before she could walk, Halcyon could climb. She loved being in trees or spying on people from above. The humes in the guild called it "feline instinct". She loved using her natural affinity for awareness training to spot hidden treasures and forgotten items. Often, she would show off her superior climbing and acrobat skills to the other children. Her amazing Miqo'te instincts for flexibility and grace were only increased by her father's training. However, her instincts failed her as she grew too cocky and climbed to the top of the tallest tree in Ahn'Veria. She had almost reached the top when a gust of wind blew her off balance. She couldn't regain her grip on the tree and fell. Her injuries were grievous, but she had been lucky she hadn't died. Despite her love for climbing, she soon developed a phobia of anything higher and 10 feet off the ground.
Once she had grown enough and was able to hold a knife, her father began her training. He taught her that the Miqo'te's strongest weapons are their keen senses and agility, but that their most valuable asset is family. To the Eberstark clan, family and the guild are synonymous. There weren't many children at one time, but the ones raised within the guild would often be spoiled by the other members. Most would help the children train or spar with them. There was one man, Mahla, that was seen as exceptionally cruel towards his targets. He was often the monster in every child's tale. His large Roegadyn stature made him tower over everyone else and gave him a sinister look. He was the stuff of Nightmares. One night, Halcyon and two other children were playing in the armory. Mahla entered with his usual menacing stance and with one look, the other children had taken off. Halcyon, on the other hand, remained; not frightened by the man. She admired his great strength and the honor he held in their Guild. After that night, Mahla announced that he had taken a special liking to Halcyon and he would take her under his wing as an apprentice once she reached the age.
Halcyon's training under Mahla took a much different path than her father's. While her father focused on standard Miqo'te training, Mahla allowed her to explore the different choices of weaponry. She didn't have much trouble with any of the weapons until she reached the Greatsword. The sword was thick and heavy, she could hardly even lift it. With a mighty cry of stubbornness, she hoisted the sword onto her shoulder. She stood proud, gleaming at her mentor, but the weight of the sword shifted, causing her to lose her balance and face-plant into the ground. Despite her embarrassing tumble, she never lost her grin. Though many scoffed at her weapon of choice and it went against all of her training, Halcyon knew she had picked correctly. She had always been able to take quite a few hits before falling to an opponent and her abilities had only improved with her practice. Not once did Mahla question her decision, he only changed her training to further her skills in her chosen weapon.
Mahla had more to teach her than how to sling around a weapon. Though their language barrier certainly made this more difficult. Halcyon, despite growing up in a town with all of the races, spoke exclusively Bahsa Miqo'te. She knew some words in the common tongue, but her father insisted on speaking the Miqo'te language with her, to keep to their traditions. Mahla was patient with her as she progressed in learning the new language. Once she had learned enough to be understood with some minor translations, he began teaching her etiquette. Despite Mahla's fierce outward appearance, he was respectful and was usually the voice that spoke with clients. He always knew exactly what to say. Halcyon easily picked up on the skill with her polite, friendly personality, so it was mostly focused on her ability to understand the other party and making sure she is understood. He trained her from a young age to overcome her bodily limitations, such as height and appearance, and to use them to her advantage.
When Halcyon was around 13, her father was hired to defend a lord from a far off land. Halcyon knew that there were branches closer to the man's home, but he wanted the very best. She was used to her father leaving for a few weeks and then coming back like no time had passed. This time was different. Her father, and most of the other men from the guild that had also been contracted, didn't return. It was a lone messenger that reported an ambush of the lord's enemies that resulted in many guild casualties. Halcyon was lost for a while after that. She slacked in training and ate little. Just when her strength seemed to be all but gone, Mahla hastily grabbed her by the collar of her shirt, lifting her from the ground. "Are you making your father proud?" He snarled into her face. Her knowledge of the human language was still basic, but she understood pride. This event snapped her out of the depression that had been brewing and renewed her determination to succeed.
Halcyon had finally reached the age where she could officially join the Mercenary Guild. She wasn't sure that joining the guild was what she wanted, but it was what was expected of her. Thus, she relented and continued in the guild. The process lasted a few months and required many tests of her abilities. Normally, the induction would take a year, but as she had grown up in the thick of things, the Master allowed her the speedy trials. The final ceremony was the first time she met her uncle, the Guild Master. At first, she couldn't believe that she was related to someone that held so much respect in the guild. It seemed that most of the other members had forgotten as well. In a hushed murmur, they witnessed Tsukiya Miroshi pass on an amulet and gift her with a beautiful sword.
Once she had been accepted into the guild, people began to treat her differently, as though she wasn't a child anymore. The men of the guild began to look at her with more respect. The females, had started including her in their group. She then began her training at navigation, as always knowing where you are can be the deciding factor in a face off with the enemy. Mahla remained her partner as she started new regimens of training. She picked up lock picking and the art of escaping due to hearing of an increase in ambushes. She wanted to be in the strongest position possible, even as a prisoner. Every Mercenary is required to learn a craft. Halcyon followed in her mentor's footsteps as a weaponsmith. It wasn't her favorite thing in the world, but it gave her a little extra money when mercenary work was slow. She gained more knowledge on bartering with citizens than actually making weapons. Her swords were alright, but she could sell it to someone for double the price on a good day.
After spending a year in doing actual mercenary work, Halcyon had gotten the hang of most of what the job entailed. She hated who she was paid to hate and killed who she was paid to kill, within reason. She wasn't sure how she felt about killing or hating anyone, but it was expected of her. Despite her experience, people in the town would often argue when she was assigned to them. She was weak and frail, they said. She would blow away in the wind; how can she defend a town, or take down a man twice her size. She proved them wrong time and again, but still, they doubt her.