Race: Cremiere
Gender: Female
Nation: The Federation Of Vidaria
Class: Dragoon
Weapon Type: Lance (Polearm)
Age: 21
Zodiac: [] Sagittarius (nov 22 – dec 21) - Freedom-loving, straightforward, open-minded, philosophical, ethical, optimistic, enthusiastic, blunt, impatient, hotheaded, self-indulgent.
Blood Type: A - Conservative, reserved, patient, conformist, punctual, introverted, obsessive, stubborn, self-conscious, uptight.
Level: 2
EXP: 0/5
Attributes
HP: 66
MP: 0
P.ATK:20 P.DEF:8
M.ATK:14 M.DEF: 10
Strength: 9 / 23
Vitality: 6 / 22
Agility: 13 / 23
Speed: 5 / 21
Magic: 4 / 17
Spirit 4 / 14
Jump – Level 1
Calling on the spirit of the Wind Drake, a Dragoon gains the ability to break the bonds of gravity and soar into the skies with a single bound. Jump can carry the Dragoon as far as 30 meters – vertically, horizontally, or a combination of both. If used as an attack, it inflicts 2xP.ATK+2xP.DEF as damage on the target. Can only use this ability every 2 post. When used the user will not land the attack this post but the starting of the next round (If hit)
Cherry Blossom – Level 8
The Dragoon charges her weapon with the Dragon Spirit, building up a critical quantity of energy before hurling it at the enemy. As the weapon strikes the ground, the charge releases in a series of fiery explosions, engulfing the immediate area. Cherry Blossom strikes automatically, inflicting 2xP.ATK + 2xM.ATK damage on all opponents in the targeted Group. Can only use this ability every 2 post.
Ancient Circle – Level 15
Every Dragoon knows that not everything with scales is a friend. By creating a circle of power around the party, the Dragoon can infuse all weapons in the area with the Dragon Spirit, allowing them to strike true against wyrms and their kin. Once activated for everyone will add addition X damage to their P.ATK for 5 post. X = the user's M.DEF. Can only use this every 6 post.
Lancer – Level 22
Channeling the power of the Red Dragon into her weapon, the Dragoon lunges forward with bone-shattering force. Deals 1.5x P.DEF as damage. 50% of the damage dealt takes off that much MP from the target. Can use this ability ever other post.
Reis's Wind – Level 29
The Dragoon calls upon the power of the Holy Dragon Reis, enveloping her allies in a stream of life force that bestows the Status Condition Regen. Restores everyone's every HP by 1x M.DEF per post. Last for only 4 post. Can only use this ability every 5 post.
Dragonheart – Level 36
The Dragoon shrouds herself in the power of the Dragon Spirit, entrusting her life to its mercies. Resurrection upon death... May not occur right after dying but you will live later... this can only happen ONCE in the roleplay.
White Draw – Level 43
The Dragoon summons the power of the White Dragon in a sweeping white mist that encircles the enemy, draining their magical energies before dissipating in a shower of mana-rich particles. After using this, everyone gets x amount of MP. X = 1xM.DEF/ Enemies are drained X amount of MP. The damage dealt to enemies is 2xM.ATK. Can use this ability every 2 post.
Power Jump – Level 50
Dragoon veterans jump high and true, marshaling their training to launch powerful attacks in mid-flight. Power Jump can carry the Dragoon as far as 60 meters – vertically, horizontally, or a combination of both. If used as an attack, it inflicts 4xP.ATK + 4xP.DEF as physical damage on the target. Can only use this ability every 4 post. When used the user will not land the attack this post but the starting of the next round (If hit)
Dragon Breath – Level 57
The Dragoon draws on the power of the rarest of all wyrmkind, the two-headed dragon, summoning two spectral dragon’s heads to perch on her shoulders and consume the enemy with waves of magical flame. Deals (Target's Max HP - Target's Current HP) as physical damage if hit. This cannot exceed over 9999 damage.
Dragon Horn – Level 64
Mastery of the Dragoon Jump gives the Dragoon unrivaled control over her landings, turning a single deadly impact into a series of brutal, unpredictable pounces. Can bounce up to 4 opponents at once... This takes a slight preparation time before activating aka 1 post.. Your first jump deals 16xP.ATK +4xP.DEF. The last three if you bounce this much only deals 4x P.ATK. If there are not 4 jumps all attacks will direct on that one target. This can be used every 8 post in a battle.
Polearm - 25
This Skill concerns itself with larger bladed melee weapons whose reach is further than normal. This includes both Polearms and Swallows.
Riding - 10
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.
Dancing - 20
A character with this skill can tell a waltz from a gavotte, and knows enough of the general etiquette and required steps to avoid mashing people’s toes in the process.
Acrobatics - 20+5
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.
Singing - 20
While not everyone is born with the voice of an angel, careful training can make all the difference. Characters with this Skill know all about projection and range, and have at least a few melodies memorized at any given time.
Awareness - 15
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.
Trade - 15
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.
Climbing - 20+5
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.
Etiquette - 20
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.
Swimming – 15
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. 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.
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.
Double Jointed Legs -
Thanks to the structure of their legs, Creimire can jump further and survive greater falls than other races. Creimire gain a +5 Racial Modifier on any Acrobatics and Climbing checks where these abilities are beneficial.
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.
Though it has been 150 years since the Cremiere had lost their kingdom... their lineage still lives on. 150 years later, although most do not remember, Alsa has the blood of her family. She would be known as Princess Alsa Crescent, yet the Crescent family since the kingdom has fallen has become less known to those of our time now. Even to Alsa, she is unfamiliar of her importance to the Cremiere race. The viera on the other hand have preserved such information and know of the lineage itself yet seeing that times have changed and Vidarian's do not claim to be a kingdom, the information is stored away for Cremieres only and for safety.
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.
As you know being a princess holds quite a ancient history indeed yet as seen as all cremiere's their lineage and history lie amidst the fallen kingdom of Cleyridia.
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.
Alsa is a part one of the highest ranking members of the Lancer Guild of Vidaria. She is not a leader but is claimed to be known as a Dragon Knight among them or a chosen champion. This is one reason she is lead to go among Alexander to take part in the festival.
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.
Compulsion
Effect: The character has a compulsive need for a certain something, whether a physical substance – herbal tea, coffee, cheap cigarettes – or a particular activity, such as high-stakes gambling or airship racing. As a result, they will be through hell and high water to get their ‘fix’.
Interestingly she enjoys and finds satisfaction by smoking her Vidarian pipe. She doesn't always have the pipe in her mouth but will do it once she is in a break.
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.
Heightened Senses
Effect: The character has enhanced hearing, smell, or sight, allowing her to spot things that would normally not be obvious.
Alsa actually has quite a nice complexion to her with her grayish-white furry skin. You could say she'd be soft to keep yourself against if you wanted warmth. The cremiere stands to only 1.5m (4'9) and weighs only 60 kg (130 lbs). In addition to this part of her appearance, Alsa has long and straight white hair that flows down half way down her chest barely reaching past her breast. Part of her hair covers her right eye most of the time unless moved. Alsa has beautiful enchanting greenish teal eyes. Generally she is beautiful with her appearance.
Equipment wise her apparel follows final fantasy's typical and tradition dragoon appearance yet has a few twist and changes.. Like the picture of Freya, she wears a similar hat that is dark blue. Her leather coat which follows her color scheme of dark blue is rather similar to excluding the emblem and cloth hanging from the collar. Her coat is kept open which reveals her bottom layer. Her bottom layered shirt is a white, ruffled frill shirt which covers the beginning of her leather slacked shorts. As ever cremiere's boots are... they're customly made leather that covers up to the ankle yet the claws of her feet are revealed. As a weapon her lance holds true looking like a trident with a long red ribbon hanging from the end.
When it comes down to personality, Alsa on the outside to those who do not know her, could be probably be seen as a “Bitch”. Yet to those who do get to know her, they will could say something along the lines of “She is open and isn't afraid to say anything that hurts but she means well”. The reasons this would be said is because Alsa can be quite straightforward, blunt, impatient and stubborn yet redeeming qualities wold be that she is optimistic, Punctual and kind when she shows it.
Alsa naturally has a harder time with people and her group due to her blunt personality but she tries her best to at least let them know that she cares even though she'll deny or cover it up. Alsa is very introverted meaning she is often quiet and doesn't mind when others do the talking. This also means keeping to herself, even if its information although when it comes down to needing to speak then she will getting straight to the point. Being introverted also comes to the fact that she is indeed a Lone Wolf. Even as Alsa is a part of the lancer guild she felt like it would always be better if she were alone and doing it herself. Yeah one may say she is full of herself but deep down, she just didn't want others to get hurt. In addition she felt it was her responsibility to keep everyone else alive.
In a good sense, when the atmosphere is down, Alsa tries to be as optimistic as she can even though being introverted may stop it. She is also one to be very punctual and tries to never make anyone wait but some events are unavoidable. The girl does her best in general with everyone although her blunt and straightforward demeanor is shown. Overall she is just one rounded person yet this doesn't exclude her natural habits.
When inside and alone, she enjoys singing and dancing. This was and is often her joy when alone and needs to relieve stress. She doesn't enjoy showing this side of her but there are times where some fun is just needed. When outside in a field or in her forest.. she was often good at naturally climbing and going through her homeland acrobatically. She was no ranger but she definitely had the skill like one even when holding her lance.
Aside from these... Interestingly as blunt and straightforward as Alsa can get she has trade and etiquette which is obviously a very good cover up and act yet she can do it when she needs to. This is often what comes to play when she is called upon by her guildmaster.
Generations It's been a hundred and fifty years since the cremiere have fled their homelands and split up to many different nations of Celnaria. Yet the legacy continues and history is preserved among the federation of nature and magic, Vidaria. Although the cremiere families have forgotten and many stories that go around are seen as rumors, all that stands true to the legend of Cleyridia is upon the mistress whom knows nothing of her passed. Her life lead by her families new traditions of the lance and her legacy of the dragoon has swayed the thoughts of even her family of royal blood. This girl lass could be the very hope of her people to take back what's rightfully theirs yet will she believe the stories if she were to find out. She who has lived here her entirely has yet to be mentioned from the elders that keep her family's legacy and story secret made a result of a girl who acts as nearly their own protection. She may not be seen as a queen or princess of their people but to all vidaria... she is known as the legend of a hundred and fifty years, seen to be the cremiere hope to their own nation. Everyone knows the rumors of Cleyridia only by books and stories even Alsa herself but never had it spoke the last name of the king and queen.. Now a hundred and fifty 129 years later, the baby of the Crescent family has sprung only to relies as a glowing blue soul, meaning she was the next dragoon. Although it was only rumors the Lancer guild in which they were a part of believed this was true. The guild was established by a Dragoon whom was a Miqo'te male and he is the one who notified the guild to keep the knowledge even claiming that a new Dragoon will rise soon...
When alsa was born she actually lived in the forest near a small town outside of Vidaria, her family consisted of two other Cremiere known as Malla Crescent and Rhor Crescent. The two were wonderful parents yet at the same time also Vidarian's Lancer guild members. Her mother more or less had to eventually give her position up to raise Alsa, which was her plan all a long and her father whom came and gone was at that time the lancer guild's champion. Claiming him to be the best lancer of their time. When Alsa was born it wasn't long til they saw the blue aura radiating from their baby's body and soon after a blue crystal formed upon their child's heart. The prophecy stood true, at least for the lancer guild. Yet to the cremiere of Vidaria this was an amazing event. The only cremiere to get this power nearly seemed as if she was meant to be the one to take back her homeland. Word spread quickly throughout Celnaria in different ways..To many, this was just an amazing event since most knew of the Dragoon of legend. The other part was specifically to hopeful Cremiere that this was Cleyridia's hope. Some elder viera's had a idea and thought to this as well but figured not to allow the family to know of their royal past. Although a great motivation or “rumor” there were a lot who figured it was lies... especially cremiere of different nations which is why many do not treat her as some hero or hopeful idol.
When Alsa reached the age of four, she had already began training in the polearm arts by her mother who surprisingly was scary to many people, even Rhor. Her training methods weren't easy and heavily exhausting yet there was no way Alsa could stop. Her intense training often made her become excluded and unfriended due to the amount of time it was taking. Aside from her melee training, It could be well noted that although as rough as her mom could be she taught Alsa the art of singing and dancing which was basically Alsa's only play time. Finally by the age of ten she was able to join the lancer's guild. Being new in the guild had kept Alsa quite and even on days where she had time off without any missions. She was training herself in the wilds to fight prey, strengthen her body and expand her knowledge of survival. However as every Cremiere family is... they were always close and she would always come home to see her parents...
Upon the age of fifteen, Her father was sent out on a mission alone to climb the vi'eran Mountain and find out why the mountain began shattering. Though he successfully found out what caused it... it was a whole different story to say he survived... It wasn't long to say his return never made it and Alsa and her mother stood before the lancer guild leader pleading him to let her go. Although he didn't want to he decided to let her go by their determination... As alsa climbed upon the mountain she felt as if the crystal was singing to her. Hearing the hum clearly yet her mother couldn't. She suddenly opened up her shirt to see the crystal glowing. Never had this happened before which made her scared. As they finally reached the top. There, stood before them was a grand black dragon. Never did she ever lay eyes on one until now. Even in this age dragons were extinct and rarely seen. It wasn't long either when they noticed her father's corpse laying against the wall this sent Alsa in a rage. Her mother as well as the two fiercely fought the dragon she could feel the crystal upon her heart getting warmer and when it came to the final blow that is when Alsa reached her true potential showing even her mother that she indeed was the dragoon. Leaping 30 meters into the air to crash down upon the dragon. After the battle A blue light radiated from the dragon coming in as if the crystal was absorbing its power.
After reporting back and telling them the news, Alsa was promoted to champion due to her legacy and extreme skill. To the rest of Celnaria, they have yet to hear about this. Five years later when it came time to get a team to lead, she refused wanting to work alone which was normal. Although the leader didn't like it – he accepted it. Yet alas a new loss was made this year as well. Her mother old... passed away... she was no longer able to go on without her husband and felt too weak to continue on. Which Alsa couldn't forget.. yet to her, she was at least thankful of being with her in the end, then not knowing. Five months later, she got word that she would be going to Alexander to take part in the festival which came only every 20 years, she felt honored but didn't know that her path may change after this...