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Aergsthal Wyznsmhidwyn

"Your blade looks rather sharp... How well do you wield it, though?"

0 · 438 views · located in Celnaria

a character in “Final Fantasy: Chronicles Of Odin”, as played by BlackIceRocker

Description

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"The quality of the blade is impressive... Let's see how you handle it...




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Race: Roegadyn

Gender: Female.

Nation: The Republic of Garrom

Class: Knight
Weapon Type: Axes

Age: 39

Zodiac: Virgo

Blood Type: A



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Level: 1
EXP: 0/5

Attributes

HP: 48/48
MP: 0/0
P.ATK: 22 P.DEF: 10
M.ATK: 12 M.DEF: 10

Strength: 11/30
Vitality: 10/30
Agility: 5/17
Speed: 5/18
Magic: 4/13
Spirit 5/12

Job and Magic Abilities


Level 1
Life Break
A wounded Knight can marshal his fleeting chi into power, channeling that lost life force into his weapon for a bone-rattling attack. Life Break inflicts (Knight’s Maximum HP – Knight’s Current HP) Physical damage and strikes automatically. Damage inflicted by Life Break can only be affected by Barrier effects – Conditions like Power Up and Power Break have have no impact on Life Break.

Level 8
Provoke
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.

Level 8
Armor Break
The Knight’s weapon is bathed in golden light as he leaps in to attack, cracking the target’s defenses in an explosion of amber fragments. Causes the Status Condition Armor Break (6). P.DEF is reduced by 50% for 6 turns.

Level 15
Mental Break
The Knight’s weapon is surrounded by a blue-green glow that flares as it makes contact with the target, piercing its magical defenses in a single stroke. Causes the Status Condition Mental Break (6). Reduces targets M.DEF by 50%


Level 22
Power Break
The Knight’s weapon flashes a violent scarlet as it connects, sapping at the target’s strength and power. Power Break has a CoS of Dexterity, Evasion of inflicting the Status Condition Power Break (6). Reduces targets Physical attack damage by 50% for 6 turns.

Level 29
Magic Break
The Knight’s weapon takes on a deep violet hue, growing in intensity as it slashes at the target and shatters its built-up mana. Causes the Status Condition Magic Break (6). Reduces Magical attacks caused by the target for 50% for 6 turns.


Level 36
Thunder Slash
The Knight dives at his opponent, weapon raised to the sky as dark clouds gather overhead. Suddenly lightning arcs, earthing itself in the Knight’s blade at the exact moment of impact; the result is a sizzling shock of electricity that courses through the opponent. Thunder Slash inflicts (7.5 x M.DEF) Lightning Elemental damage, striking automatically.

Level 43
Climhazzard
The Knight drives his weapon deep into an opponent before leaping up, dragging his weapon with him to spark his victim’s life force into a brilliant flash of energy. Climhazzard inflicts (6.25x M.DEF) Magical damage to all combatants in the targeted Group, striking automatically.

Level 50
Iai Strike
The Knight leaps at the target, bringing his weapon down hard to spark a chaotic explosion of chi energy. If the GM rolls a 1-2. instantly will the attack reduce the target to 0 HP, regardless of their current HP score, P.DEF, or M. DEF; treat this as a Death effect. If the target survives, Iai Strike inflicts 5xP.ATK Physical damage, striking automatically. For bosses, instead of instant death... It will deal 10% of his HP!

Level 57
Shock
The Knight holds his weapon aloft, channeling his chi into the blade until it begins to crackle with barely suppressed power. One swing frees the stored energy, creating a cataclysmic blast that engulfs the enemy in blue-white light. Shock inflicts 150%, Armor Physical damage to all active combatants in the targeted Group, striking automatically.

Level 63
The Knight leaps forth and strikes with crushing finality, pushing every spare mote of chi into an explosion of raw energy. Stock Break uses a Dice roll of 1-2 for each effect, inflicting the Status Conditions Armor Break (6), Mental Break (6), Power Break (6), and Magic Break (6). Roll once for every active combatant in the
targeted Group – if successful, all listed Status Conditions will be added.

Rule for all breaks = For bosses... It will only reduce 10% excluding life break.




Skills


General Skills

Awareness - 13
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.

Cooking - 12
Default Attribute: Magic (MAG) Type: Learned
Knowing haute cuisine may not improve one's reputation as a fearsome warrior, but when the alternative is another week's worth of dried meat, nobody's liable to complain. A character with this Skill knows how to prepare and identify all types of dishes with a successful Task Check.

Trade - 17
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.

Scholastic Skills

Language – Common Tongue - 15
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.

LORE -- Folklore: Garrom - 11
Default Attribute: Magic (MAG) Type: Learned
Skills that cover a character's understanding of a particular concept or area, abstract or not – facts, figures, and essential information relating to a subject the character has studied in at least some detail. The quality, quantity, and detail of a character's knowledge in a particular Lore will increase with the Skill Rating.

Technical Skills

Crafting -- Armorsmithing - 21
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill can create items of varying size and complexity from scratch.

Crafting -- Tailoring - 18
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill can create items of varying size and complexity from scratch.

Crafting -- Weaponsmithing - 21
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill can create items of varying size and complexity from scratch.

Repair - 16
Default Attribute: Magic (MAG) Type: Learned
Characters with the Repair Skill have the ability to fix things, whether it’s as simple as propping up a wobbling table or as complex as a malfunctioning engine. What a character can feasibly repair is determined by her other Skills – characters with Tailoring, for instance, can patch up clothing.

Thievery Skills

Stealth - 14
Default Attribute: Agility (AGI) Type: Intuitive
This Skill gives the character a basic understanding of subterfuge, allowing him to secrete himself in darkened corners to escape detection and sneak around without arousing too much suspicion. If another party is in the vicinity and has the Skill Awareness, resolve the sneaking attempt with an Opposed Task Check. A character will always think a Task Check is successful regardless of the actual outcome.

Streetwise - 14
Default Attribute: Spirit (SPR) Type: Learned
Streetwise allows a character to navigate a city's criminal underground. A successful Task Check can allow a character to
obtain a piece of information, locate illicit goods and services, or find a contact. The amount of time taken for the search can vary between half an hour and several days. A Failure simply means the character has not been able to locate the object of her search and may continue trying. A Botch, however, will alert local gangsters and authorities to the character's search, with potentially disasterous consequences. Streetwise can also be used as the criminal equivalent of Etiquette if the character does not have that particular Skill available to her.

Weapon Skills

Axes - 21
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers the usage of the heavy and often cumbersome Axes.

Wilderness Skills

Climbing - 16
Default Attribute: Strength (STR) Type: Intuitive (16 Ranks)
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.

Scavenge - 16
Default Attribute: Magic (MAG) Type: Learned
A talent essential to any monster hunter looking to make a profit on their activities. This Skill allows a character to identify and extract items of value from the carcass of a monster – hide, horns, teeth, scales – without damaging them in the process. It can also be used to extract things of value from mineral deposits, exposed ore seams, and other sources of raw material.

Survival - 15
Default Attribute: Magic (MAG) Type: Intuitive
A character with this Skill is able to locate drinking water, forage food and avoid natural hazards that could easily take the life of an inexperience traveller. One successful Survival Task Check is required for each day a character attempts to sustain herself in the wilderness; if the character is foraging for others, additional Task Checks may be needed. Survival can also be used to weather natural hazards. (As a GM – I will keep you informed of course)

Swimming - 16
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.




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Allegiance
Effect: The character belongs to a group or organization that may be capable of helping her out during the course of her travels – a mercenary group, a band of thieves, loyal vassals of a king or kingdom.

“Garrom Defense Force” (Garrom Army). A strong military under Garrom, they govern the streets and protect the borders of the land as if they were modern day officers. Often they are seen patrolling the streets at knight. In addition to this, they take orders under the mayor of Garrom and will always march out to other nations if they need to.

Ally
Effect: The character has an ally – a partner, a mentor, a loyal servant, or simply a good friend – they can lean on in times of trouble. Specify who the ally is and what their relationship is based on when choosing this Trait.

Aergsthal's old mentor from her apprenticeship, a middle aged roegadyn named Alyrblaet Guldeisn. He is a fine blacksmith who taught his apprentice well in the fine arts of smithing. Through your years working under him, he has taught you the art of armorsmithing and blacksmithing in addition to teaching you the different values in minerals. Aergsthal has worked under this man from the age sixteen up to the age of twenty-seven before joining Garrom's “defense” force.

Notoriety
Effect: The character has an out-and-out bad reputation – as a murderer, as a traitor, as a criminal of the highest caliber Whether justified or just the result of hearsay, this Notoriety makes his life that much more interesting.

The blacksmith doesn't have this notoriety, but the task that he sends you to do has caused yours to go up locally. In Garrom, everyone has become suspicious if not completely knows you're the thief of smithing materials. In present years, people have finally suspected your ally to have been the mastermind of what has happened. Depending on if you are still working for him or not or if it has been a lot of years since then will determine how Garrom treats you.

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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.

Lone Wolf
Effect: The character is ill at ease around the company of others; her poor ability to judge responses and gruff demeanor tend to cause offense more often than not. Depending on character progression this may go away later.



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Appearance

Standing at a fairly average height (for her species) of 2.6 meters and a fairly average weight of 195 kg, Aergsthal has been described by some as statue-esque. Her body ripples with sculpted muscle, practically bulging off of smooth charcoal-gray skin. The grayish-white hair atop her head is straight and almost looks as if it has been stuck in place by the wind. It tends to stick out in places but does not fall past her shoulders. Her green eyes stand out against her otherwise white-and-gray form, although not everyone gets the opportunity to see them unless she bends down to their eye level.

In uniform, Aergsthal dons traditional Garrom Defense Force armor--chainmail emblazoned with the emblem of Garrom across the chest. Granted, she was required to get a larger set of armor due to her size, but this proved to be only a small hinderance as she displayed her skill at the forge and was able to create a set of chainmail for herself that fit across her body. In her off-time, Aergsthahal wears clothing that she has created for herself, finding it more comfortable to wear that than to spend the money to buy expensive clothing that may not end up fitting her at all.

Her weapon of choice is an axe, mostly to add to her intimidating appearance. This alone is enough to help deter any wrongdoers that may patrol the streets, but it also lets her stand out among the crowds. It's not every guard who willingly hefts a greataxe through the streets of Garrom, which marks Aergsthal as somewhat of an oddity in that regard. She does not seem to be bothered by this, though, considering the combination of her size and weapon tend to force people away from her anyway.

Personality

Aergsthal is what some consider the epitome of someone who will go to great lengths to get what she needs. Determined to a fault, this drive has given her the desire and the ability to go after her dreams, even when they seem impossible. While this may seem to some as an attempt to rebel against the standard order of things or even due to stereotypes of her race, Aergsthal will not rest until she finishes a task that has been set out before her. She does, however, have the tendency to try and figure out how a situation will best benefit her, and she will not hesitate to refuse delving into tasks that may not have an obvious benefit or reward. Perhaps this may have something to do with the activities she performed under her apprenticeship; regardless, she does not talk much about it, sufficed to say that if you oppose her with her goals, she considers you an adversary.

She feels the need to prove herself to those that come into contact with her--always striving to be the best, never settling for being less than perfect in her actions. Whether in her smithing or her combat, Aergsthal strives above all else to prove her superiority and strength to others. This has caused her to shy away from people because of her more abrasive personality, knowing that they are indeed put off by her forthright nature and bluntness. It does take a lot to impress Aergsthal, especially when it comes to combat, but those that manage to break through her tough exterior find that she can be a rather loyal companion--as long as her trust is not broken again.

Aergsthal is passionate about a few things in her life--namely, crafting and combat. From a young age, she displayed an interest in crafting clothing, mostly because the clothing stores where she grew up never fit her. Because of this, she was forced to make her own clothing, which later turned to a passion for armor. To her, a good set of armor was a status symbol--only the finest in the land could afford to wear the best armor, and she is determined to better her rank in order to be considered worthy of wearing the highest quality. This is partly the reason why she took up blacksmithing at a young age; while somewhat partial to making her own armor to fit her frame, Aergsthal also took up metallurgy as a way to increase her understanding for weapons, something that runs in her blood. She enjoys combat and loves to fight in order to prove herself to potential allies and her enemies that she is not to be trifled with.

There also seems to be an air of secrecy surrounding the roegadyn. Perhaps this is due to her past, but it might also just be something that she has been used to doing all her life--either way, Aergsthal does not easily part with personal information unless she is around people she trusts with her life, which are not very many. Consider yourself very lucky if she manages to tell you anything personal about her life, otherwise be prepared to enter a world of hurt.

History

Aergsthal Wyznsmhidwyn was the only child born to a couple who had a penchant for moving from place to place. No matter where it seemed that her father could land a steady job, work was scarce and unnecessary for a travelling roegadyn and two other mouths to feed. This constant moving around caused young Aergsthal to become slightly detatched from children her age, especially when arriving at a new temporary home. Her parents, however, were the constants in her life, and she adored the time she spent with them all the same.

Because of her size and shape, most clothing sold in the new cities Aergsthal moved to did not fit her, so her family was forced to make their own clothing from scratch. Curious about the process, young Aergsthal became infatuated with sewing and tailoring, interested in making her own clothing and becoming quite successful in doing so. There was a time when the young roegadyn vowed that she would make clothing that would be able to fit other members of her race, but the work was time-consuming and materials were either scarce or too expensive to come by on a regular basis, so she was content with making clothes for herself.

Growing up around a family that constantly moved from place to place and from town to town was never easy for Aergsthal; the young roegaydn wanted to make sure that she was never the victim of bullies or people that would otherwise wish to take advantage of a new, unfamiliar face. She learned to take care of herself, picking up a bit of knowledge of the streets in the process as well as basic awareness of her surroundings to make sure that she would not be taken advantage of. Of course, there were a few instances where a few local thugs were intent on trying to mug the girl, but after alerting the authorites and a few well-placed punches, they learned better than to try and take Aergsthal on. Still, this taught her well, and she was always sure to analyze the situation before jumping into anything rash.

When she was twelve years old, Aergsthal and her family managed to sneak in to watch a combat rehearsal of the royal guardsmen of Garrom. The girl was enraptured with the way that the sunlight made the armor shine, the satisfying clang of steel against steel. And the people there watching the combatants--they were wealthy, wearing pieces similar but less elaborate than the fighters. The audience was cheering them on, louder and louder until Aergsthal could feel the shouting deep in her heart. It was in this moment that she realized that there was more that could be done than stitch together clothing, despite the joy it brought her.

After a few more years on the move, she found an older roegadyn, a smith by the name of Alyrblaet Guldeisn, who was willing to make her an apprentice in his shop. Her parents were rather disheartened that she would wish to stay in one place, but Aergsthal was adamant about wanting to settle down and work on a potential craft. After watching opportunity after opportunity slip past her fingers, she now found something that she could stay for--something worth leaving her family for. Before bidding farewell to her parents, she promised them that she would make a name for herself as a smith and make enough money for them to live comfortably in one place for the rest of their days. To this day, she has not seen nor heard from her parents, which concerns her slightly.

Smithing was hard work for Aergsthal, but she enjoyed almost every bit of it... except for the times where Alyrblaet had requested her help in "acquiring rare ores and fuel" to help some of his special projects. Naturally, being an apprentice, she agreed to the work despite the illicit nature of breaking and entering. She did what she was asked by her mentor; occasionally, someone would catch a glimpse of her in the act or fleeing the scene, and the next day they would confront Alyrblaet about her escapades. Each time, however, the grizzled smith would protect his apprentice and convince the victim that she had nothing to do with the crimes.

Alyrblaet, however, was not quite finished with Aergsthal's "special projects", sending her on more missions once every few months to acquire some more materials. While the young apprentice soon learned how to be stealthy, the guards were quite intent on flushing out the source of the thefts, even going so far as to close down Alyrblaet's shop until he was able to get his apprentice under control... If he could not, she would be arrested and thrown in the dungeons, a fate worse than death, some would say. The crafty smith merely halted Aergsthal's thieving for a year before slowly getting her reacclimated with her jobs.

After eleven years of apprenticeship and "special jobs", Aergsthal felt the need to move--not necessarily out of the city, but she remembered back to the tournament that she had watched with her parents so long ago and envisioned herself as one of the heroic warriors with gleaming armor and sharpened blade. She had learned so much from the old smith--some things she desired to learn, some things she would have preferred to have left alone--but felt a calling doing something learning about the weapons and armor she had spent years creating. She underwent a change of heart--not necessarily wishing to atone for her crimes from the past, but wanting to better herself in new aspects.

Of course, those that recognized Aergsthal were outraged that she had been given the opportunity to aid Garrom in her new position, believing that the criminal should be locked up, not given a weapon. Almost as a sort of hazing ritual, the recruiters forced Aergsthal to perform a special "wilderness survival training" course, where she was forced to survive in the wild with nothing but a knife and her wits. Their plan backfired, of course, as the crafty roegadyn was able to not only survive but create a rather modest camp for herself. Almost as a joke now, she makes a "pilgrammage" to the wilds just to survive on a knife and her wits once again. She also uses this to practice various other athletic pursuits not normally accessible to the guards--namely, climbing and swimming, two other activities she has taken a fondness to recently.

Upon Aergsthal's return, the guards were immediately distrustful of her and assumed that she would go back to supposedly wicked ways. To their surprise, however, the young recruit upheld her duty rather well, roaming the streets and helping to clean up crime. She hefted an axe rather well, which only helped to intensify the idea that she was more dangerous to the public than she really was. That, along with the fact that there were rumors that she turned a blind eye to a few petty crimes every so often, continued to rub the townsfolk the wrong way, which only increased their suspicion toward her being part of an underground criminal organization.

When in Garrom, Aergsthal helps to forge armor and weapons for the guardsmen. Most of them know of her past and make sure to keep the materials locked up and the key with the master smith so she does not attempt to take materials for herself without permission. Although she has not stolen anything from any smithy since joining the guards, any of the local smiths she had stolen from in the past cast wary disapproving glances at her when she is on her rounds. Despite having a place to live and having clothing, Aergsthal continues to craft her own clothing, more out of habit than anything else at this point, but it's something that she does to pay homage to her parents and her past.

To help alleviate the townsfolk and their tendency to panic at her sight, the guards often tasked Aergsthal with escorting diplomats and important people around Celnaria. At first, the roegadyn was rather angry that the people she was now trying to protect did not want her aid at all, but she soon realized that it brought her back to her roots--back to the days when she and her parents would roam the lands and try to find a place for themselves, a goal that Aergsthal believes she has yet to accomplish. What she searches for, not even she knows, but when Aergsthal finds it, she'll know.

So begins...

Aergsthal Wyznsmhidwyn's Story