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Dragon Laguz (White)

Lucille tends to dress in a manner that invites looking at her, but eaves much to the imagination of those who think so simplistically. Untransformed her bright blue eyes and burnt orange locks assist in standing out, but no particular features or injuries are noticeable while transformed. Such a contrast is intentional on her part. She often keeps a large pelt that she will cover herself with in colder lands.

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As a laguz, Lucille is not actually a member of the same dragon tribes as manakete characters or the main villain dragon cult. The dragon laguz live less in a banished state and more a voluntary exile which has become systemic. Their domain is a great subterranean desert where blue light from luminescent fungi replaces the sun, giving the whole region a dark and alien appearance at every hour. White Dragons such as Lucille glow when transformed, but this is not normally noticeable when the sun is out.

Circumstances lead her to inherit more authority and inspirational power than she wanted, and she seeks to bring the dragon laguz to more hospitable lands where they can be more independent. This is partially to alleviate herself of the burden of leadership, though it is also what is expected of her. Lucille is vain and enjoys being the center of attention but is very uncomfortable with the responsibilities that often accompany it and insists she's not the right person for important jobs. She'll often use her appearance to help her pass the buck.

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Personal: Draconic Pride (Adds +1 to gauge increases while untransformed per turn and in conbat, +3 damage dealt if there are no allies in 2 spaces)

Level 1: Light Tide (Increases adjacent allies’ Magic and Speed by 5) 10: Boon (Cures adjacent ally's statuses) 25: Fierce Ire (Doubles damage and ignores boosts to foe from external factors (allies, terrain, etc.). Skill/2) 35: Gauge Resilience (reduces transformation gauge reduction while transformed by 1 per turn and combat)

Events: If you actively reject her request to help her (after meeting her as an NPC), she'll appear later on as an enemy with a small squad. You can ignore them but if provoked (which will have conditions beyond being in range) they will charge after you and they'll be overlevelled as well.

She will ask several times in the playthrough for the lord's army to do small things in the middle of maps, little side items that will usually give small rewards as well. She'll recruit herself after you do some of these because "she wants to make sure progress is made".

During the beast tribe meeting she will have a brief discussion separately with them and depending on some actions through the game she will get her own requests answered. The rewards received will vary but at minimum she will get a Laguz Gem she freely offers afterwards to the army.

Supports: Mateo: Lucille tries to get him to work on a task she'd been assigned to but he immediately brushes him off, saying that he has other tasks he needs to see to and walks off with a few pleasantries. Lucille catches him by the arm and takes the opportunity to ask him the favour of climbing up a nearby cliffside to retrieve a bunch of herbs she had been looking for to help a member of the tribe. Mateo asks her to stop because "You go and ask everyone for favours don't you?". He does acquiesce after she confesses what she's doing it for, but he requests she comes as well just in case he takes a tumble. The next time they speak, Mateo brings the topic of asking others to do things and supposes she doesn't like leadership, or at least being the one everyone relied on. She frowns, which he takes as a yes and continues that his responsibilities were a issue for him before as well. She asks him why that wasn't the case and he asks to change the subject while looking at his maimed hand. She accepts and then leaves. Then there's one final conversation where Lucille acknowledges that she's never been the most determined to take the leadership, hence her trying to bring her people out of the sands. Mateo nods, saying at least she had a reason beyond just what she'd wanted, better than himself. He then suggests that he knows a place they would be accepted and doesn't really have anyone to cause trouble. It'd just require one small favour: help his guarding of the Dragon Crest. Lucille gives a bright laugh and finishes by saying she'll think on it.

Kai: Lucille gets Kai cornered and asks him to do a few things. He smiles back and goes "Sure!", which catches her out because she thought she'd have to convince him. She gets to telling him about the favour and he nods. She asks why he is so eager to help and he finishes by saying she looks like someone who needed help and he was free to do so. Thanking him, Kai leaves and Lucille muses on what just happened. Later on Kai updates her on the tasks she asked him to do, which she nods to, only half-listening. While Kai asks what's wrong she shakes her head as Kai reminds her of her predecessor Aethas and she'd rather not discuss it with a kitten like Kai. For the last support, Kai finds her sitting on a barrel and asks her what went wrong. She shakes her head and asks him why he's being nice to the person who keeps on asking everyone to help her and he responds that he thinks it's a good think to help others as it means there's less problems in the world and he knows that's good for everyone. Lucille sighs and asks if he'd like to hear a story. He agrees and after she tells him about Aethas and how his kindness led him to do all he could and eventually led to him dying while trying to help a stranger she asks if he's changed his mind. He sits on the thought for a minute, concludes that he hasn't and leaves to check on something. Lucille says to herself that maybe Aethas was right about reincarnation after all, if Kai is this much like him.

Elle: They start off with Elle getting asked to help carry her large pelt as it is so warm out, which she agrees to.do. Walking through camp, Lucille moves fast enough that Elle falls behind while they're talking about supportive magics, something that irritates Elle. Elle throws the coat into her tent and leaves it at that. Lucille comes back and gets frustrated at Elle's seeming laziness but she responds that she had no idea what was to be done with it and that she had important things to be doing. Like sleeping. Or eating. Or not being bossed around by a old lizard. Lucille stops herself from attacking and concedes the point. Elle accepts the apology and leaves it at that. Finally, Elle comes back to her on another occasion, asking if Lucille's tribe work with others. Lucille responds to that by say they don't, but she wants to encourage them to communicate with others and get their tribe to working with other nations. Elle nods, saying she bets next to nobody would reject them and if they do she's willing to tear them to bits herself. Lucille then asks her to calm down a bit and not do that because it mightn't help.

Ariel: Ariel walks by on her patrol for the evening, Lucille waves her down and asks her to sit a spell. Ariel scowls and keeps on walking, which Lucille takes as a cue to walk with her. Ariel tries to get her to leave but Lucille learns about Ariel's difficulties and suggests she just leave it behind. Ariel leaves her behind. Ariel runs into her again, with Lucille coming up to talk again and Ariel glares at her. Lucille ignores this and asks her about what she wants to do. Ariel's a little surprised, but admits that she had been considering going into husbandry and keeping a stable going back home. Lucille commiserates about her not being able to articulate what she wants and suggests trying to set it up anyway. Ariel raises an eyebrow but keeps it in mind. The final support sees Ariel and Lucille disucss what Ariel would need to set up a stable and keep it running. it becomes a bonding experience and Ariel takes it as enthusiasm, but Lucille confesses she wouldn't take it up herself and leave it to Ariel as it's her dream to pursue.

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Many supports.

1 hour ago, Dayni said:

Lucille learns about Ariel's difficulties and suggests she just leave it behind. Ariel leaves her behind.

8/10

***

Introducing the MVP of every ironman, the most complex and deep character of all, the one whose backstory is so intricate that even a thousand supports couldn't cover it all- Steve, Chill Dude (M)

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Lemme try.. 

 

Starts off as a lance cavalier. Can promote into a halberdier or an axe/lance paladin. 

Sports a thin black jacket and a white undershirt, jeans, and light armor such as shoulder pads and shin guards. He has straight blonde hair and bright green eyes, and a light smirk as his neutral expression.

How did I do?

Edited by XavierStronome
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10 hours ago, XavierStronome said:

Bump

Don't worry mate. It's a slow burn here.

On 4/6/2020 at 6:51 AM, XavierStronome said:

How did I do?

You put everything you needed, good job. Jeans are a bit of an anachronism, though.

***

Your standard chill dude, Steve has your standard sort of stats for a physical unit. He has decent strength and speed, high skill, and low resistance. His average luck stat is the median value of every luck stat in the game at every level possible.

Steve is a calm, confident guy with a well restrained sense of humor and an honest work ethic. When the evil nation invaded a neighbor to his country, he was one of many drafted into the army as a preemptive defense. His ability to follow orders in stride earned him a transfer to the cavalry corps, where he served dutifully and with an easy demeanor. None the less, his homeland was largely subjugated, with a few free cities remaining and forging an alliance with the main lord. Steve was one of the soldiers transferred to the player's army after this.

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Personal skill: Chill, bro.- reduces atk by 5 to all enemies in three spaces.

Lv. 5-Trample-+3 damage to unmounted enemies if unit initiates combat

Lv. 10-Kestrel Stance-grants str/spd + 4 if foe initiates combat.

Lv. 20- Galeforce-unit acts again after defeating an enemy. (Once per turn.)

Supports:

Mundo-They bond over their chill attitudes, even though Steve says that Mundo could stand to smell less.

Lucille-In their C support, She tries to flirt with him so she can take his horse, (The animal. Sheesh.) but her advances fail because he is too chill to get caught up in a whirlwind romance during a war when everything is already tumultuous. In their B-support, she tries again but is less forward, acting as if she only wants his company, not his romance. Steve almost loses his chill and tells Lucille to leave unless she has something meaningful to say, before leaving the scene himself. In their A-support, Lucille notices that Steve is trying to avoid her, so she apologizes to him for trying to manipulate him. Steve asks why she was trying to manipulate him and learns about her struggling people. Steve offers to help her people migrate after the war, promising that he wouldn't rest until her people had found a better place to live. Steve leaves and Lucille makes a comment that he would be a fine leader for her people, second only to her. (Married ending.)

 

***

Lark, the one who shanks.

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Hawk Laguz

Lark looks like the kind of guy who'd shank you. He slouches perpetually, has extremely dark / harsh features, and his eyes are very sunken in. He keeps a tangled mess of brown hair back with a do-rag.

Edited by AnonymousSpeed
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Lark's a mercenary (not the class) assassin (also not the class), contracted by the enemy nation initially, but able to be swayed by the power of mad dosh. He's a bit of an insomniac, but he's very vigilant. He's rather guarded, tending to keep to himself and doesn't like to open up. He has a secret soft side, as he rather likes to sew and knit.

Lark's stats place him in the glass cannon area. His Strength, Speed, and Skill are very good, his Luck is above average, but his HP, Defense and Res are pretty bad.

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  • 1 month later...

Lark's persona skill is Sneak Attack. This is a map command which has a Lunge affect, plus a few other modifiers. Sneak attack deals +6 damage and has +15 critical hit. It cannot be countered, but it cannot double, and it will never miss. Lark can also learn the regular Lunge skill, as well as Drag Back and Seal Defense.

Supports:

  • Blake: They each let the other know they're watching them. Weirdly enough, they start to get a bit jovial with each other, and discuss the old times in their line of work. Lark laments the sloppiness of the modern generation of cutthroats, and shares stories of old timers he got to meet due to his Laguz life span. Professionals used to have standards, they agreed, but Lark's more mercenary attitude puts the two in conflict. When Blake reminds him of the standards they talked about, Lark rejects this counter-argument as misunderstanding what those standards were, and calls Blake's view of the world as naive. It's a merciless place, he argues, but Blake argues that you don't get dragged down to that level.
  • Steve: Steve calls Lark out for being so moody all the time, and Lark gets a little indignant about that. Steve, of course, has no interest in engaging with Lark beyond making his peace. Steve confronts Lark again when the hawk's harsh demeanor makes one too many people uncomfortable, and eventually the unassailable chill dude power of Steve wears Lark down until he promises to stop being so darn spooky. It's almost like the chillness in the face of an assassin unnerved him. Steve has to help Lark learn to smile without using his teeth because with the teeth it looks super uncool.
  • Ariel: Guard duty sucks, so Ariel says. The two talk while both assigned to night watch, Lark does some sowing to pass the time, etc. During the conversation, they discuss their attitudes about work- Ariel does enough to get by and treats guard duty as something to slacked through. Lark has a more dedicated work ethic, and his vigilance pays off later in the support. Ariel finds out that Lark is an assassin, which seems to put a damper on things. They discuss why he does what he does, but he is purposefully vague and only gives his abstract worldview. Ariel learns the value of dedication to your work but also not to be as cold as Lark is.
  • Eloise: The cheery prying of Eloise causes Lark great frustration. He yells at her until she cries and doesn't feel bad about it, but very slowly it wears on him until he apologizes. Her earnest desire to help people is equally grating on Lark, until finally he's roped into doing her a favor which ends up being for the benefit of others. That being sowing clothes for the poor. When the poor thank him for these clothes, he gets extremely uncomfortable and leaves, but continues to sow clothes for Eloise to distribute. He grows fond of helping people but doesn't like attention.
  • Scar: Lark calls him a fraud, a disgrace to the profession, a weakling in over his head. Scar calls Lark a jerk, but then asks for tips. They develop a weird mentor-student relationship where Lark ends up teaching Scar about vigilance, staying low, mending your own clothes and how to play catch. It's weird, but as Lark learns about poisons from Scar, excited that his mentor is taking an interest in his strengths, he decides it might not be so bad to warm up to others.
  • Nyra: Though Lark's long lifespan is mentioned in his supports with Blake and Ariel, it really takes center stage here. Nyra and Lark can just "tell" that they each has such lifespans, and they end up in a discussion about the fleeting nature of life. Both have somewhat pessimistic views of the world and humanity, with Nyra retreating from it and Lark doing what he sees as playing along with it. Human life seems short to Lark and Laguz life seems short to Nyra, but the fact is that even Nyra thinks of life as short, both her others and her own. Nyra views Lark with disgust for his lifestyle, and Lark seems to actually mind her opinion after realizing her mythic stature.
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Firoah is of the mythical Myrvalier class, more commonly known as a "Sword Knight." They can promote to a Sworladin or a Nomadster.

This mysterious individual from the distant, mysterious land of Sacillia is suitably mysterious looking. Firoah wears a mask which hides their sex (because they get none), making pronouns unnecessarily difficult for the rest of the army. What can be discerned about them is that they have dark hair and use swords.

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On 5/15/2020 at 4:53 AM, AnonymousSpeed said:

They develop a weird mentor-student relationship where Lark ends up teaching Scar about vigilance, staying low, mending your own clothes and how to play catch

Lark's a bird dad?

Firoah is the kind of fighter who loves getting up close and personal, wanting to see their opponent respond to their battle as much as possible and being better able to gauge their movements up close. An example is they have their first appearance at the first arena, being escorted after a brutal victory alongside the unfortunate opponent which informs the player how deadly it gets. Aside from a personal desire to challenge in combat, Firoah has this odd insecurity at doing anything else in front of others, while also being fond of keeping away from everyone else outside of battle, for unclear reasons. They decide to go with the lord because they find facing a larger force a worthy challenge, laving their motive to battle simple.

Their growths are solid across the board, particularly in strength and speed, no sub 30% here. The kicker? 0% HP. On the other hand their best stat at base is HP, while their defences aren't all that good and the others are at least decent.

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7 hours ago, Dayni said:

Lark's a bird dad?

Yes.

***

Firoah's personal skill is Two Hidden Faces. When this unit is in combat at 2+ range, both this unit and the other unit both receive -3 damage. At 1 range, both receive +3 damage.

Supports with Jason, who tells Firoah that it is better to love and lose that never to love at all.

Also supports with Thane, where the two lament that bows and swords are not well suited to training together.

Supports with Jago, who is the only one to try flirting with Firoah but gets rejected.

Supports with Kiki, who proves to be an eager sparring partner but her incessant attempts to find out what's under the mask annoys Firoah. During the support, Kiki says something like, "Do you not want people to treat you differently or something? You can get people to do a lot for you if they think you're cute, you know." We don't find out what's under the mask (unless we do).

***

I would like to suggest a name:

Old "One-Arm" Al

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I actually have sheets where I drew the portraits for an entire original cast for an entirely new idea for a game set in distant future Jugdral.

I have a fetish for imagining game narratives and concepts.

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9 hours ago, Koops said:

I actually have sheets where I drew the portraits for an entire original cast for an entirely new idea for a game set in distant future Jugdral.

I have a fetish for imagining game narratives and concepts.

Share the sheets! Share the sheets!

It's a fun pastime.

9 hours ago, Dayni said:

Aloysius Alfarin, Old "One-Arm" Al

Mechanist

Aloysius has an hair that's just starting to gray and a very full beard. You can tell his clothes were nice at one point, but they're covered in grease stains and patched up sloppily. He of course has one arm, the left arm, and his right sleeve is tied up in a knot to keep it out of the way. Has a ponytail.

Edited by AnonymousSpeed
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  • 4 months later...

Everyone:

Me: I'mma revive the thread

Everyone: Don't do it, why would you even want that?

Me: 

 

Aloysius is the kind of person who doesn't like to see his work damaged, so he keeps his tools and some supplies inside his machination. This leads to him being defensive of it and unwilling to let others touch it even outside of battle. When off of it, he tends to be oblivious to the world and can get carried away thinking about designs. He is quite willing to talk with others and often comes out with proverbs that might prove helpful to whoever he's saying them to. Usually he's quite open about other topics with people, though he usually avoids talking about anything before he built the machine.....

Because up until that point he suffered a continuous journey of misery, having to flee multiple places over the years, losing his parents, grandfather and childhood friends in various incidents including one where his youth gang got massacred by the main cult and each had a part of their body taken beforehand. Aloysius had his lower right arm taken but survived after a sagely druid found him, nursed him to health and helped him get to the city of Verdneia where he learned about building machines and became a solitary pioneer, others treating him with disdain and thinking he wouldn't hack it, though he persevered. He tried to pay back the kind druid after he finished the machine, but they had died some years before and he was left a book about the world, which he used as a guide as he wandered for a time, helping where he could.

His growths are quite low, given that he's not young and he's also not a much of a direct combatant. Negligable Str and Mag and low HP and Def contrast with his middling Spd and Res, decent Luk and good Skl. His bases in these stats are better, but his Def is shoddy.

Edited by Dayni
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Halberdier

He is about an average height, noticeable musculature under a set of chainmail with a steel platemail. He has a buzzcut, but you can see the hairs are black and he has a moustache and brown eyes. The green refers to the distinct patterns painted on his armour and his shield, which depicts the mountains near his home when the rains come.

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Being a halberdier, Oh Wowa has well-rounded stats, focused more on Speed and defense than strength and skill. He is a very capable defender but can pack a mean punch with better weapons. He is a guard of a village that you visit early on and functions as a Jagen, but is only recruited if his sister, Uwuwa, survives it.

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Personal: Mighty Green: When HP is > 60%, gets +5 Def in combat and tiles adjacent to unit add +1 move cost for enemy to cross (but not enter).

Level 1: Guard (Can enter combat for a selected adjacent ally) Level 10: Mercy (leaves opponent on 1 HP if foe would have 0 HP Level 25: Lance Dance (Combat art which reduces foe's stats by 3 after combat) Level 35: Hardy Warrior (Adds defence to damage, halves defence in next combat.)

Events:

The main event he gets aside from his recruitment is a late event where he finds out an old flame is working with the main villains. Flustered, he comes out and asks that he leads the charge against her as he's familiar with her tactics. If he does fight her, their conversation occurs over multiple phases, with him asking why she is doing this and she lets fly about the state of the land he is from, that there are many trying to take their land and people and how the main villain promised to clear the oppressors from it and free them (Of course, he is going to kill the native populate too but he doesn't say that out loud). Eventually he asks her why he is someone to trust and their discussion about that gives her a new perspective that leads to her turning on the villain, but she chooses not to join the main lord and instead blesses Oh Wowa t's th'is, improving his resistance and (slightly) strength and changing his personal to > 30% HP and adding +3 Res to it, then assists in the protection of nearby villages. This event also alters his ending so unless he has a paired ending he goes back home with her.

Supports:

Scorch: Scorch is testing his magic out on a piece of scrub, which Oh Wowa t's th'is immediately calls for Scorch to stop as if the fire spread it could cause more damage to everything around. Surprised, Scorch throws out the spell and hits him on the arm. While they go to get him checked up on, he apologises for causing such an injury which is accepted. However, Oh Wowa t's th'is insists that Scorch's training is supervised from now on. Scorch is surprised he knew what he was doing and accepts, assuming he would be in trouble if he said no. The next conversation is Scorch asking how his training will be improved Oh Wowa t's th'is as he isn't a mage, but gets a response that the training isn't about bringing out his latent magic but improving his combat discipline. The rest of the support is their trading words as the training proceeds through Scorch learning to better aim, keep his spells controlled and improving his physical endurance through methods that Oh Wowa t's th'is would have used to train young men himself. Scorch gets HP and Skl boosts from this conversation and a surprising respect for this man, despite the anger he was having as he was training. Their final conversation centres on Scorch asking what the lesson it today and Oh Wowa t's th'is tells him he has done what he can as it is, that he has become more disciplined and most of where he could improve is in his magic now. Scorch reveals who he is and Oh Wowa t's th'is laughs, realising that he could have been in trouble under different circumstances due to Scorch's kingdom being one nation that is attacking his home. Scorch promises that he will do all he can to prevent further incursions as there is clearly more to those who he'd been told were considered simple before.

Galehaut: Galehaut happens to be returning from a patrol when Oh Wowa t's th'is is at the landing area and immediately eyes the intricate flute Galehaut has. Asking about it, Galehaut says that it's one of the things he keeps beside him at all times, being one of the things aside from Boreas that made him happy growing up. Oh Wowa t's th'is having never seen one like it before asks for a demonstration which he agrees to. Some time after this Oh Wowa t's th'is brings the flute back up, revealing he has been thinking about the quality of the flute and how it could work with other instruments and players. Galehaut disagrees, thinking it a bad idea as he doesn't really like dealing with others and Oh Wowa t's th'is is being too close as well so could he please step back. Oh Wowa t's th'is apologises, steps back and then suggests he does some dances he knows from back home, as he was always better at this than anything which he had back home. Galwhaut nods and Oh Wowa t's th'is starts dancing, but then suggests Galehaut joins in with his flute. He blushes at the idea but agrees to do it. Their final conversation starts with Oh Wowa t's th'is saying he noticed Boreas seems to have a good ear for music, with the wyvern tapping to the music Galehaut plays. He then proceeds to suggest that Boreas should try a hand drum. Galehaut is shook at the idea, but Oh Wowa t's th'is then reveals he had a drum made and asks Boreas to try it. Galehaut is even more shocked when Boreas does so and plays it pretty well to his flute. This ends with all three enjoying a song and dance which wakes up the early sleepers and gets them into trouble, which Oh Wowa t's th'is laughs about after the fact and Galehauts admits he and Boreas had fun with it.

Louis: Louis is sitting absentmindedly by himself at the edge of the camp, being found by Oh Wowa t's th'is and getting admonished for it. This results in Oh Wowa t's th'is insisting he learns how to maintain constant vigilance, which completely goes over Louis's head. Oh Wowa t's th'is insists that Louis is up at dawn for the session, a session Louis misses not by sleeping but forgetting where in the camp they were supposed to meet. Oh Wowa t's th'is asks him what he was thinking and Louis admits he wasn't thinking much of anything, which leads to him being given a large amount of physical training to try and get him focused. Despite the training regimen, Louis doesn't end up showing a more serious outlook on his watch, being found staring off in the distance once again after all that. Oh Wowa t's th'is gets a yawned hello and he's about to let fly when Louis tells him he noticed so rustling in the nearby copse of trees, but on further observation confirmed it was just two deer. Oh Wowa t's th'is sighs, shakes his head and leaves Louis be, realising he isn't as absentminded as he thought to begin with.

Stellaluna: Oh Wowa t's th'is notices Stellaluna looking at some of the mags training and comes over to her. He asks why she isn't in there with them and she tells him to back off. He almost asks if something happened, but he decides to leave it be as she doesn't want to mention it and walks away. She looks back at them and asks if she could really go in there, knowing she'd likely be laughed at for her weaker magic. The next conversation Stellaluna finds Oh Wowa t's th'is and she asks if he has any magic. He says no, but he does know some people if she wanted to ask them and she continues, admitting she knows he wanted to ask her something, but he chose not to. She doesn't get angry about this, but asks what did he want to know about. He tells her that he wanted to know if something happened that led to her not wanting to work with the mages and she nods, then looks to her missing arm and admits to the spell she had cast and all that she lost as a result. Oh Wowa t's th'is admits he might not have any answers for her, but asks that she tries to apply herself as no matter what limits she may have, she can't make more of herself as it stands and she should pull herself forward. Some time later he passes by the mages finishing a collective training session and sees Stellaluna in among them, trying to apply herself with a sun rune. Despite her difficulties the others are cheering her and he smiles upon seeing it. She happens to catch up to him and thanks him very much for trying to be there and seeing that she had more to give, which he accepts and is then surprised by her strength when she hugs him, with her asking him to keep watching out for her. Soon, he asks about a second arm hugging him and she pulls back, shocked to see she has a magical tendril that is extending from where her left arm was. It is faint, but this leads to her breaking down in tears as she doesn't know what to think. As it fades, he asks her does she find it a good or bad omen and she admits she's not sure. It doesn't feel like it's some external force, but she feels both happy and afraid that it's there. He responds that he knows she can control it, which she smiles at in response. Stellaluna gains a new skill which boosts her damage by 6 per combat but she takes 3 HP damage every time she fights while it's active.

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