Seed Saga Characters

Norwaven

Deific Reality
Here's the template, please post your characters here. I'll also post NPCs too.

Name:
Race: (Fantasy, yes you could be a vampire, unicorn or even a dragon. But vampires will be evil, keep that in mind.)
Gender: (Any)
Appearance: Image or descriptive text
Personality: descriptive text, at least a paragraph.
Background: What's your story, how'd you get here?
Skills: These are your powers above and beyond the normal person, So being a dragon with dragon like abilities would go here as that's already fairly powerful. So the more powerful race you choose, the less untreated racial skills you can have.
Equipment: So equipment can be special too but it needs to balance out as well.
 
Reserved, I'll edit this post to include NPCs and the different factions and which characters are allied with which.
 
Name: Kelgroch Urach-Tarain (Glenn Scottsdale)

Race: Orc

Gender: Male

Appearance: Picture

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A tall, bearded orc. An exemplar among the race and usually one of the more muscled of the mortal races that anybody from outside the orc tribes has ever seen. Anybody who is familiar with the tribes, however, recognizes that he is a particularly scrawny specimen. He doesn’t seem to like conflict or exercising much and has rather soft and uncalloused hands for his species.

Personality: Kelgroch, in comparison to his previous life is miles more humble. At least outwardly. His scheming ways have been arrested by his upbringing, leading to a much more relaxed and easy-going outer manner. Inside, however, he maintains his thirst and ambition to climb, exacerbated by his Seed, which dangles a promise for power and manipulation just out of his reach. He is constantly frustrated with his kind’s unwillingness to participate in intrigue, and also other races' perception of their inability to do so. This is balanced out by fear of him succumbing to the Black Rage or offending others of his kind, thus leading to his general agreeableness. Lastly, he’s felt the stirring of a conscience for the first time in a long time. It makes the trampling of hopes and dreams so much harder when one can see them blooming in such vividness.

Something of a coward. He’s never been in any fight that he wouldn't prefer to worm his way out of by talking or lying first.

Background: Glenn in his original life was a shameless sleazebag and a fantastic politician. He had a slight anger issue, but nothing his rich family couldn’t smooth over with enough therapy. With a silver tongue, some good looks, and a touch of corruption, he climbed the ladder to become the Vice-President of the United States—an envious position to be in, particularly when the president was never more than a greased stairwell from death, anyway. Unfortunately, his presidential ambitions were cut short when, ironically, a disgruntled White House correspondent that he had used and abandoned assassinated him during a press shoot. One moment he was smiling for the camera, the next there was steak-knife in his stomach.

When he woke up, he was an orc baby born to the small village of Tarain. There, he was raised by a loving mother, the wife of the current chieftain. There he was first exposed to the orcs and their culture; due to their people’s prodigious strength and infamous Black Rage, an affliction which causes any orc sufficiently incensed to fly into a berserker rage that would have them tear anything in front of them limb-from-limb, they lived in a exceptionally polite society. Lying and anything outside of almost utopic cooperation was discouraged, as offending another orc in any way was a deadly sin. Every outburst of the Rage only reinforced this belief.

And what Glenn found was a people who he could not ply his trade on. There was no room for politicians speaking empty words. Rather, the only way he could gain any form of influence was to practice what he preached. So he did the only thing he could in this situation.

Leave.

As soon as he was old enough, he set out from the village, with much teary-eyed farewells from the village he lived with for many years—despite his aversion to the concept of fair work, old habits died hard and he did enough of the community service crap that he almost believed he was genuinely being altruistic—and set off into the world. He made money as a porter/bodyguard and traveled around, thinking to save money and start himself off as a merchant. Unfortunately, he ran into an obstacle he didn’t exactly have a whole lot of experience with: discrimination.

Turns out, if people expect you to fly off the handle at any moment, they don’t tend to give you a chance in much. It was only thanks to his anger-management courses he had taken that he managed to not cause incidents. In the depths of this, however, his Seed finally awoke. During his childhood, he had always seen flashes of different colored lights which would flash around the other orcs in the village. He had always assumed that they were some odd-magic phenomenon, something to easily be dismissed. Yet now they blossomed in full, and he could see a beautiful bouquet of ephemeral flowers and plants that only he could see. In speaking with people, he discovered that they revealed deep-rooted desires and wishes of other people. And best of all, they revealed the best way to act on those desires. Suddenly, becoming a political schemer didn’t seem so out of reach.

One thing bothered him though. While some wishes were tainted and dark, revealing themselves and strange and dangerous flowers, others were shining and pure. He could clearly remember the lights that bloomed when he last saw his mother and the people in his tribe. Beautiful and proud—a genuine desire for him to be a good orc.

Sometimes he wishes that he could just forget that sight, and focus on just pruning and cultivating the flowers on his climb to power, but every so often, he’ll see a petal flutter in his vision. And he’ll remember.

Skills:

  • Eyes of Desire: Strange and wondrous plants bloom in his vision, revealing instinctually to him what the deep-seated desires of others are. They also show him how he might accomplish those goals or dash the hopes of them, though it is no prophecy and is far from a sure thing. Currently, his lack of contacts and the prejudice that he faces in day-to-day life prevent him from exploiting his power to the fullest, but as he gains allies, this may change. Most people have unique flowers, so it’s always a little difficult to first figure out what each means, but he can usually tell from certain trends what each flower entails.
    • (List of flower traits, haven’t decided. Was if y’all have flowers or plants that you want to represent your character let me know. I don’t want Kelgroch to know immediately what your character wants, but I want him to at least see your flower. I think it’ll be cool.)

  • Orc Physiology: Orcs are generally more well-built than other species. They have strong jaws and visible fangs that they use to tear into meat. It is a daunting task to fight one in physical combat. In terms of tricking them? Usually less so.

  • Black Rage: A impulse that is present in all orcs. If an orc is made sufficiently angry, they will fly into an uncontrollable rage. In this state, they are stronger and faster and have a brutal cunning that is absent in their normal state. The orc's vision during an episode will result in their eyes becoming pure black and their vision reduced to vague shapes. They have no regard for their own safety, neither friend nor foe distinguished. An episode of the Black Rage that does not result in multiple deaths is rare. The orc continues until they are killed or collapse from exhaustion after which they remember little except a pulsing, black haze. It is unknown if this is an inherent part of their biology or some ancient curse laid on their race, but it has played a defining role in shaping their society into what it is today.

Equipment: Nothing special, just what you’d expect your average traveling sellsword to have.
 
WELP. Let me know what I need to change. I'm rusty.

Name: (Arabella Stark) Anhela Serle
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Race: Dragon shifter
Gender: Female

Personality: Bella always seems to know what to do when faced with an adverse situation. She’s slightly cocky and self-assured, but only when she has experience in what she’s doing. She seems to be able to make friends and enemies without any effort and oftentimes it is her newfound friends that wind up giving her enemies. Her personality remained the same even when she was reborn into a new world. However, she became aloof to strangers due to the strangeness of what had happened and her fear of what the Seed would truly do to her.

Skills:
In her human form, she can cause things to combust, which makes fire, most of the time. She can control any type of fire to the whim of her desires. She not only attacks with fire but can create a barrier made distinctly out of the fire, which cannot be put out by normal means such as water. Her fire attacks are intensified thanks to her draconic nature.

When in her dragon form, her ears are fortified by special horns and sound absorbent skin allows her to hear the slightest vibration. In addition, she has a remarkable sense of touch and can smell flesh from a distance of about a mile or so.

In her dragon form, she can not only breathe fire but napalm as well.

In both her dragon and human form, her speed is easily faster than a Cheetah, though it's only in her dragon form that she's able to go long distances at a quick speed. She’s very limber and flexible in her human form as if she had been studying gymnastics and ballet her whole life.

Equipment:
Scimitar Short Swords Two of a kind, these swords fit snugly in each of her boots, the hilts resting against her thighs. The short blade has a pronounced recurve, and the pommel and guard are hand-dimpled for texture.

Scimitar Sword Though the blade is almost 5 inches at its widest point, the sword is well balanced, no matter if you use one or two hands because it has a unique pommel design. The blade was hand forged over hot coals and the wooden handle is separated by brass spacers. The perfectly matched sheath keeps the weapon safe against her left side until she’s ready to use it.

Background:

Since the moment Bella was born, her father Markus constantly told her that she was a massive mistake. He oozed with disdain towards her and she lost count of the number of times he attempted to assassinate her. Juliana, her mother, was the only caring immediate family member she had. If she was a mistake, Juliana never mentioned it. In fact, whenever Markus spoke against Arabella, her mother faced his wrath and rebutted him. Of course, this made the controlling man rather pissed off and ultimately led to Juliana’s downfall. The jerk hired a hitman to kill the two females in his life, but the idiot wasn’t a professional. Instead of hitting either one, he nailed one of the servants in the head. The poor man was found floating in a nearby lake, his body missing important pieces. The next assassin that was hired was an expert marksman and though he missed Arabella, her mother wasn’t as lucky.

A year after her mother was killed, when Bella was five, her father was also attacked in the home and slaughtered while she was away at a friend’s house. Every night around eight O’clock he settled himself down in the den, drinking many glasses of his own special formula. Around midnight, he passed out drunk still in the den. Someone else had been paying attention to his routine and after he was alone, they crept into the house. To keep him from moving, the stranger tied his wrists and ankles to the bedposts, using his own belts in addition to giving him something to suppress the ability to shift. Once confident that he was secure, the attacker gagged his mouth with a pillowcase. Knowing that it would be more satisfactory for him if he was awake, he slapped him until Markus struggled to open his eyes. A number of emotions slid across his eyes, easily read by the assassin. This of course pleased the sadist immensely. When he realized he was tied down and gagged, the verbally abusive male used all of his strength to try and break free. He quickly found out that he couldn’t and though he didn’t quit immediately, it was obvious in his facial expression that he knew he was doomed.

Picking up a dagger from the nightstand, the unknown male traced it down Markus’ neck. His discomfort made a sinister grin appear upon his face and without warning; he cut open his shirt, exposing his muscled chest. The edge of the weapon pressed against him, the tip beginning just below his throat. Before he could even scream, the male had forced the blade through his skin and flesh, forcing the thing as deep as he could while cutting down to his navel. Blood and guts spewed from the wound, but it wasn’t enough to satisfy him. The killer was soon making deep gashes on his arms, legs, and sides, ignoring his muffled screaming. The more he cut, the more Markus shouted and begged for him to stop. The sheets, floor, and of course the masked male’s clothing were covered in crimson goodness. Yanking so that his guts were spewed outside of his body, the assassin moved back to his chest. Re-positioning the knife above his heart, the sadist made a crude circle and cut out the flesh to get down to his ribcage before breaking the bones in his way. Reaching down, he yanked it out, holding it in his hand for a brief second. Sneering at his dying form, the death dealer slammed the heart down to the ground, smashing it with a chair before leaving the way he came, leaving a grisly crime scene.

It was Arabella that found his corpse when she came home in the morning. After calling the police, she packed a bag and ran away, scared that she would be thrown into an orphanage or that the killer would come back for her. She ended up being picked up by the police and was sent to live with her father’s sister, the woman, and her husband treating her like a slave; abusing her any time the woman’s real children did anything wrong. This continued until she was able to get out on her own, though the abuse scarred her deep down. However, the young woman was a bright light in the darkness and she opened up a shelter to help those that were escaping from abusive situations. When she was twenty-one, she was celebrating her birthday with her friends at a bar and ended up being roofied by someone that had been pretending to have her best interests at heart. The male did what he wanted with her and left her alone. Unfortunately, she had an allergic reaction to the drug he used and ended up dying.

When she woke, she found herself as a Dragonling in a cavern surrounded by dragons. As she grew and flourished, she found that she could shift into a human female form and could use her abilities in that form as well. Renaming herself Anhela Serle, she remained with her kin until she was a young adult. It was then that she went off on her own to explore the lands, though she returned every once in a while.
 
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In both her dragon and human form, her speed is unnaturally fast and she’s very limber and flexible in her human form.

Unfortunately this is not descriptive and as an ability it needs to be. Otherwise great Character.
 
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Name: Faexys Bronzestitch (Faith Briggs)
Race: Gnome
Gender: Female

Faexys is about average height and weight for a gnome, standing just a hair below a meter tall. She keeps her thick pink hair cut to about shoulder length, and usually wears them in pigtails, where the gentle waves they fall into can frame her face. With her large, golden eyes and small button nose, she could definitely be called "cute," but probably would not be considered a bombshell by any stretch. She wears a pastel green blouse most of the time, tied off loosely with a leather thong such that her modest bosom barely peeks between the crossed strings. She wears a short skirt made of the same fabric of her blouse, but underneath, khaki breeches keep her legs covered. They trail off down to leather boots which extend up to a couple of centimeters below her knees. They have sensible soles, with just a slight exaggeration of the heel plate to identify them as "girl boots," but not so much as to be a hindrance when working.

She carries a brown canvas satchel, which is typically looped across her body on a strap made of the same material, such that the parcel is easily accessible on her right hip. On her left side, several smaller pouches are tucked into the leather belt she wears around her waist. A small but well-maintained sandalwood knife handle can just be seen protruding from her left boot.

She can usually be seen with any number of automata of varying shapes and sizes surrounding her. Though most of them change over time, her first golem has been with her since the beginning. It is simple: just a bronze head atop a gyroscopically-stabilized wheel, with a pair of articulating arms that can be used quite effectively to grasp things. This machine cannot speak, but it has learned to express itself through a series of motions and mechanical whirring noises that makes up a language which Faexys has learned to interpret.

Miss Bronzestitch's personality could be best described as "bubbly" in a word. She is a relentless optimist, and to most, she probably appears to act without thinking. And they'd be mostly right. She is a brilliant engineer and alchemist, but she can be a little bit spacey in social interactions, and tends to react brashly to stimuli. She would most likely be the first to introduce herself when meeting a new person, and it's possible that some would find her endless babbling a bit annoying. When chastised for such behavior, she's as likely to close off and pout as she is to retort.

Faith grew up in Frisco, Texas, a somewhat affluent suburb of Dallas. Her parents' wealth afforded her a comfortable childhood, but both her mother and father worked long hours in order to afford their lifestyle. As a result, Faith became enamored with the superficial happiness that her parents' gifts brought her. This wasn't a problem until she graduated from high school and declared at the dinner table that she wasn't going to college.

Her workaholic parents did not take that well. They forced her to enroll at UT Dallas as an engineer, where she put in the minimum effort she could afford. Instead of studying, she partied and eventually got kicked out after her second year of poor performance. At that moment, her parents cut her off and she was forced to find her own way.

As young adults often do, she made a series of bad choices, including resorting to theft to feel the ephemeral happiness of quality things. She ended up getting nicked enough times that the judges had had enough and gave her five years in prison.

Somehow, falling on such hard times had not broken her attitude of entitlement, which did not go over very well with her fellow inmates. The night after she flippantly told the leader of a prison gang to go to hell, they ganged up on her in her cell and beat her to within inches of her life. She survived, but the doctors could not extract her from the coma she found herself in. After a few months, she was officially pronounced brain-dead.

But it was not the end for Faith.

After the beat-down, Faith came to as a child in a field, playing with two adult gnomes, who she later found out to be her host body's parents. Over time, the memories of her past life faded, but not before she made a conscious choice to do things differently this time. And the circumstances could not have been more different.

The gnomish family lived in a meadow, where her father worked as an engineer and tinkerer in his own workshop and her mother did not work at all, preferring to stay home and parent her child. However, she had been trained as an alchemist, and she did use those skills to help out the community whenever it needed it. The affection she'd missed from her parents as a human was more than made up for by her fey parents. At an early age, she started shadowing her father in his workshop and trying to learn as much about alchemy from her mother as she could. By the time she was 16 she had figured out how to combine the disciplines: She could design a machine in her head and then use alchemy to create it from a set of seemingly mismatched parts. At first, it was simple things: a toy car or doll, a wheelbarrow. Eventually, she discovered that by using the life essence of plants, she could actually make simple sentient automatons.

Her first machine, which she dubbed "Squeak," possesses a mild degree of sentience, about on par with a dog's. It follows her around most of the time, and while it is protective of Faexys, as a dog would be of its person, it lacks the physical strength to actually perform anything in combat.

Stealth: As most gnomes, Faexys is small and unassuming. As such, she can very easily blend into the environment. Additionally, while she does not have extensive training in it, her gnomish affinity for illusion magic allows her to disguise her presence beyond that of a normal human, though by no means can she make herself invisible. But if someone was not explicitly looking for a gnome hiding in a corner, they would probably not find her hiding in the corner.

Alchemy (Construction): Faexys' mother's brand of alchemy (which is the brand Faexys herself practices) relies as much on form as it does on structure; that is, a coin might bring the idea of roundness to a creation, or a needle might bring the idea of sharpness. Similarly, plants bring the idea of life to a creation. While this becomes central to her craft of Golemancy, it can also be used for more mundane tasks, and so she uses it. As is the nature of alchemy, reagents are required, and so she carries those at all times and picks up new bits and bobs as she goes, but most of the "materiel" for her creations come from earth or stone, with the conceptual trinkets consumed in the process. She needs to be able to touch both the trinkets used as reagents and the material used for structure, though she often does this by holding the trinkets in her hand and slapping it against the structure materiel. The reaction is then produced in the vicinity of her physical contact.

Alchemy (Deconstruction): In order to transmute materials from one form to another, Faexys must first deconstruct them to their smallest units. She has discovered that she can actually stop at this point to recover fragments of its essence. Again, like her Alchemy (Construction) skill, the gnome often ends up reducing the structure of the object to a commensurate quantity of earth, stone or similar materiel, recovering the form of the object as trinkets. For instance, a wooden door might reduce to a large quantity of unrecognizable plant material, along with a brass lock (representing the security the door provides) and a clay domino (representing the general form of the door). Additionally, she can use this ability to recycle her golems. The base material used to form the structure of the golem is regenerated as a broken down form (for instance, if stone was used as the structure, sand might be the result of deconstructing it) and the trinkets used to bring form to the golem are returned. Notably, she cannot recover the trinkets used to bestow life. Those are forever consumed.

Engineering: Engineering is as much about problem solving as it is about creating things. Given a complication, Faexys has an almost preternatural ability to see the factors behind the problem and engineer solutions to them on the fly. Again, it is this ability that lets her design and create golems on-the-fly, but it is also fundamental to her survival in this world. As a small fey, she doesn't stand much chance in a straight confrontation. So she relies on her ability to out-think her obstacles. Along with this, she is always coming up with solutions to hypothetical problems. In times of rest, she scribbles these designs into her Sketchbook to more-rapidly produce those effects in the future.

Golemancy: Golemancy is not a unique skill, but this version is all Faexys' own. She is able to quickly decide what she needs her golem to do, break that down into its components, and then use alchemy to construct it. This is far more rapid than the standard process of creating a golem, but it still usually takes a small amount of time to plan it before executing. The complex nature of golems naturally means they take more time to develop than standard non-living creations. Practically speaking, this relates to a "turn" to plan it, during which she can take another action which doesn't take her full attention, and a second turn to spring the golem to life. Note that if she is creating a design she has previously planned out in her notebook, the preparatory planning does not need to be performed. If she has the Sketchbook in hand, the created golem is typically of a higher quality than without, but even without it she is able to create the design from memory. For the alchemy portion of the golemancy, the proximity restrictions laid out in her Alchemy (Creation) skill apply. She cannot create a golem 20 meters from her.

Satchel: This is her main components bag. It also holds her sketchbook.

Sketchbook: This contains designs she has come up with. These are generally more refined than her improvised solutions, and can be recalled quickly as long as she has access to the book.

Pouches: Some reagents are messy, warranting a spot where they won't damage her Sketchbook. These pouches predominantly hold these components. However, some of them are just for overflow storage. It takes more time to retrieve a reagent from a pouch than from her main Satchel, however.

Knife: Sometimes even the cleverest person needs a plan B. Faexys is not physically strong, but she has carried this knife for some time now, and she is comfortable with its use. Its form can also be borrowed to use as an alchemical reagent. In addition to combat uses, it is still useful as just a utility knife for skinning rabbits or carving wood (normal knife tasks).
 
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Name: "Sir Skelton I" (Zacharie Larson)

Race: Undead (Skeleton)

Gender: Male

Appearance:
His usual appearance is that of a skeleton donning an intricate red-and-black military uniform mostly concealed by a dark-brown mantle that also conceals his arms and whatever is attached to his black leather belt. He also wears a black three-cornered hat, a pair of dirty white gloves, and a pair of dark leather boots. While he shows little to no wear for an undead being, his overall look is filled with stains of various kinds.

Personality:
He retains most of his personality before death: a laid-back fellow with a mostly realist view of life who only acts up if he has a reason to. Although he usually half-asses the things he does, he demonstrates an above-average degree of competence in stuff like combat and hunting whenever the situation pushes him into exerting more effort. He usually keeps conversations in a light-hearted manner, downplaying his emotions and even thinking up jokes in inappropriate situations (and he tries his best not to say them at the wrong time). At his current state though, he lives life in a semi-pragmatic manner and harbors distrust towards strangers, especially those who are human.

Background:
Zacharie "Zach" Larson was a middle-class man and a former police officer who had quitted the job due to its terribly low pay and an incident of police corruption that greatly ruined the reputation of his branch. He tried to pursue another job to keep his financial status in a manageable state but was suddenly involved in a car accident that killed him instantly.

He woke up in a dark cavern as a skeleton in an unnamed grave surrounded by nonliving skeletons. Feeling that he should get out of the cavern as soon as possible, he stole some equipment from the dead and ran in search of the exit. Since then, he became naught but an impoverished wanderer, grateful that he is unable to feel pain, hunger, and exhaustion, unaware of the life he had as one with flesh. He decided to name himself "Sir Skelton" due to his inability to come up with a better name. He had a feeling that he used to be someone else before. Afterall, every skeleton belonged to a living being at some point.

Skills:
+ Undead Attributes (Passive) - The expected properties of a fleshless undead being: Immunity to poisons & disease, resistance to dark-attribute magic, the ability to live without food, air & water, the ability to attach and detach body parts from/to their joints, and the inability to feel pain & exhaustion. Unfortunately, this also makes him weak against fire & holy-attribute magic and his lack of muscles meant that the use of his skills and weapons is necessary for proper combat.

+ "Freelancer" - Sir Skelton has the ability to actively switch into one of the five occupation-based forms he personally dubbed as 'Classes', with all of them starting in a barebones state (no pun intended) and will be gradually improved when he discovers weapons and techniques (which will ultimately depend on his choices as well as whatever will happen to him). Each one of these Classes has a primary specialization with clear advantages & disadvantages, and while he can switch between them to adjust to various situations, it requires two full minutes to switch from one Class to another. When a certain Class gets upgraded beyond the capabilities of its current weapon, he can steal an unused weapon and use it to replace the weapon assigned to it.
1. Swordsman - Sir Skelton materializes a sword and temporarily gains an increased proficiency in sword-wielding. Great for close combat but has a significant disadvantage against ranged projectiles.
Current Weapon: Iron Shortsword
Current Sub-Skills:
+ Counter - Sir Skelton parries a melee attack and strikes back with his blade.
2. Archer - Sir Skelton materializes a ranged weapon and temporarily gains increased ranged accuracy. Great for ranged combat, but has a significant disadvantage in melee combat.
Current Weapon: Wooden Crossbow
Current Sub-Skills:
+ Backdash - Sir Skelton performs a backward dash to gain distance.
3. Guisarmer - Sir Skelton materializes a polearm weapon and temporarily gains proficiency in wielding it. Can deflect projectiles more reliably and poke opponents from a distance, but is easier to parry.
Current Weapon: Iron Spear
Current Sub-Skills:
+ Polearm Spin - Sir Skelton spins his weapon, attacking and deflecting most projectiles throughout the duration of the skill.
4. Assassin - Sir Skelton materializes a light weapon (preferably a pair of daggers) and temporarily gains increased movement speed and agility. Great for surprise attacks and outmaneuvering slower targets, but is very lacking in defense.
Current Weapon: Iron Daggers (x2)
Current Sub-Skills:
+ Dash Attack - Sir Skelton dashes in a direction of his choice, striking at any target in his way.
5. Berserker - Sir Skelton materializes a heavy weapon and temporarily gains increased strength and attacking power. Great for brute-forcing his way through things, but that's all it can provide.
Current Weapon: Double-headed War Axe
Current Sub-Skills:
+ Breaking Blow - Sir Skelton uses his weapon to unleash a straightforward defense-breaking blow

Equipment:
Aside from his usual outfit and objects bestowed by "Freelancer", he also has a backpack that he carries to store most of his inventory as well as a pouch attached to his belt that is used to store combat consumables like bombs and potions.

Notes:
+ This sheet will be updated throughout the story to reflect any changes that occur to the character. That aside, this sheet is also subject to other revisions.
 
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