A WIP SHEET
Information
Designated as █████████ ████
But otherwise as "Footsoldier", simply.
Heritage_ Mystech, Colony Spirit (Exist Aligned)
Age_ None, though acts in range of 22
Gender_ None, though uses They/Them or It/Its
Occult Status_ Exist Apparition Colony
Occupation_ Foreign Influence Response Unit
Or maybe simplified as a common anti-Demon combatant.
Concept
A self-contradictory Colony Spirit comprised of split ideals, being an experimental and hand-picked Apparition to observe and march with the Estelley Faithful. They operate under the Just Laws, and are one of supposed numerous faceless Apparitions placed to fight Demonic influences.
A self-contradictory Colony Spirit comprised of split ideals, being an experimental and hand-picked Apparition to observe and march with the Estelley Faithful. They operate under the Just Laws, and are one of supposed numerous faceless Apparitions placed to fight Demonic influences.
Appearance
The Footsoldier on its own appears as a faceless humanoid, composed of Exist magics, with only some vague implication of short and messy hair. The best identification of theirs is instead their armor, which suits a lower squire's in modeling, a symbol of inexperience and requirement for learning. Their plating is based on hints of old-allorn design, though is passable as simply 'Teled' in style, with blue and white drapes and fabrics. Multiple symbols of the scales of Justice rest on the drapes, marking them a humble unit underneath the Estelley God Artarel.
However, most of the time, they disguise their face and hands with masks and wraps. Instead, they appear as a partially inconspicuous individual donning their light armor, and merely shy to show their face.
Faith
The Footsoldier does not have Faith, they have duty. Their spliced colony parts ultimately serve to the duties to the Just-Lawbringer Artarel. While one of the Twinblades is dedicated to the Estelley Refraction Artarel, the other Twinblade is dedicant to the Arken Refraction Justice, while the third Branch heeds to Mana. Creating an attempt of discordant self-control and temperance in their operations to destroy foreign influences.
The Footsoldier does not have Faith, they have duty. Their spliced colony parts ultimately serve to the duties to the Just-Lawbringer Artarel. While one of the Twinblades is dedicated to the Estelley Refraction Artarel, the other Twinblade is dedicant to the Arken Refraction Justice, while the third Branch heeds to Mana. Creating an attempt of discordant self-control and temperance in their operations to destroy foreign influences.
Proficiencies
Class - Cutthroat - Dex Attk : Int Def
The Footsoldier is not a heavyweight, nor do they use overpowering blades in a fight. They instead have to rely on their speed to outmatch opponents, wielding a pair of short swords that they keep on them at all times. There may be the occasional cast of magic, used through a Focus in the shape of a small tree branch.
Points - 14/14 Used [WIP]
Str - 3
Melee
Technique Parry
Diving Tackle
Pinning Throw
Diving Tackle
Pinning Throw
Int - [5/7 - Colony]
Adapt
Sealing [Magical] (Colony)
Mimicry [Magical] (Colony)
Mimicry [Magical] (Colony)
Dex - 7
Roguery
Disguise
Improvised Attack
Fancy Footwork
Fleet-Footed
CutthroatImprovised Attack
Fancy Footwork
Fleet-Footed
Target
Dodge
Reversal
Dodge
Reversal
Mag - 4
Invoke
Duelist
Magic [Exist]Snare
Isolate
Cleanse
Isolate
Cleanse
Mechanics
The Footsoldier is a Colony Spirit, and thus confers such benefits. They otherwise have no significant skills, as they are fresh and impressionable as per their hand-picked design.
Mystech Colony Heritage
> Colony Mechanic I: Colony Spirits gain +7 Intelligence added after assigning their 14 Proficiency Points, but cannot invest in Intelligence Point Buy. Also their Persuasion Cap is 14, and they gain +4 to Persuasion Rolls.
> Colony Mechanic II: Each time a Colony Spirit is Exorcised or killed, they lose 1 Intelligence (they can regain it when the Player deems fitting). If they hit 2 Intelligence, they gain +1 Attack Stat (cap up to 11).
> Colony Mechanic III: Colony Spirits gain the Mimicry Pack Magical Variant for free, but they cannot use the mechanic to change their appearance into that which they are mimicking.
> Colony Mechanic IV: Colony Spirits can choose 1 Adapt Point Buy Pack (must be Magical Variant) for free, except Shapeshift Pack. Alternatively, they can choose 1 Pack from Tech Point Buy, instead.
> Colony Mechanic V: Colony Spirits are immune to anything that would read/alter their emotions or conscience, and if killed, can always respawn in a different place 1 hour later.
Hobbies/Talents
> N/A (Currently)
The Footsoldier is a Colony Spirit, and thus confers such benefits. They otherwise have no significant skills, as they are fresh and impressionable as per their hand-picked design.
Mystech Colony Heritage
> Colony Mechanic I: Colony Spirits gain +7 Intelligence added after assigning their 14 Proficiency Points, but cannot invest in Intelligence Point Buy. Also their Persuasion Cap is 14, and they gain +4 to Persuasion Rolls.
> Colony Mechanic II: Each time a Colony Spirit is Exorcised or killed, they lose 1 Intelligence (they can regain it when the Player deems fitting). If they hit 2 Intelligence, they gain +1 Attack Stat (cap up to 11).
> Colony Mechanic III: Colony Spirits gain the Mimicry Pack Magical Variant for free, but they cannot use the mechanic to change their appearance into that which they are mimicking.
> Colony Mechanic IV: Colony Spirits can choose 1 Adapt Point Buy Pack (must be Magical Variant) for free, except Shapeshift Pack. Alternatively, they can choose 1 Pack from Tech Point Buy, instead.
> Colony Mechanic V: Colony Spirits are immune to anything that would read/alter their emotions or conscience, and if killed, can always respawn in a different place 1 hour later.
Hobbies/Talents
> N/A (Currently)
Languages
They understand Altalar and CSL/ASL foremost, and Common with some confusion. They do not speak very often, not exactly a vow of silence, but conflicting Colony Parts means they do not know what it is to say sometimes.
They understand Altalar and CSL/ASL foremost, and Common with some confusion. They do not speak very often, not exactly a vow of silence, but conflicting Colony Parts means they do not know what it is to say sometimes.
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Story Hooks
The Footsoldier is a puzzle. However they have a role in the destruction of foreign entities and demons that may endanger the Estelley Faithful. They're designed intention is as a low-rung soldier to destroy smaller demonic threats, and if they fail, appropriately increased responses are employed. They are connected first as one of Arterel's, second to the Justice Arken, and third to Mana's embrace. They are pro-Estelley and notably anti-Void in their operations.
> The Footsoldier seeks out Void Demons with intention to destroy them, though only when they are detected. If you seek CRP with the Colony, feel free to DM, and we can arrange for it. Otherwise, consider any possible encounter to become bloody if a Demon is near. The only exception are Demons kept by Suvial, with Revenants who are Void-stained earning more confusion rather than instant hostility.
> Being one of Justice's, and indeed, Artarel's, the appearance of anything derived of the Pride Arken's works sends them into a spiraling fit. Pride Arkenborn trigger a similar effect, and they may just run to escape an encounter rather than fight like they would otherwise, displaying some unusual level of reaction in doing so. They may even avoid remaining in the vicinity of any of Pride's children (refractions make no difference).
> The Footsoldier's haunts may include Floralcourt itself, specifically under the Mana Tree and within the Estelley Temple, though such appearances are conservative. They more frequently roam the Sewers for Demons or other persons of interest, though can be summoned forward with simple beckons. The light ring of an inconspicuous bell often does the trick. They will come forward especially for the Inulvaans.
> They are tirelessly hunting for foreign entities to erase, but they can be lulled and lured to some temporary peace and inaction. Due to their Colony make, they will heed those of Mana's embrace, as much as they will heed any word of an Inulvaan of Artarel. Senleya are also positively observed, and they may listen to them as though merely a small squire in training, and not a burning figment of Void-hate.
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The Twinblades and the Third Branch
The Colony of the Footsoldier is comprised of three portions; twin Apparitions, one who heeds and ties to Artarel, and the other who serves after Justice, the Arken, and the third who is tied to Mana.
Their nature as a Colony is extremely fresh, and new, and internal strife and conflict is common. The Twins do not always agree upon the sentences and severity of their punishments upon any one Sinner, with the only thing they have no qualms on being the destruction of a Void Demon. One Twin is tempered, quiet and more attentive for the Faithful- while the other is brash, a butcher ready to bloody their blade with those considered far gone. The Gardener meanwhile, is a comfortable background presence, a notably weaker part of their overall Colony- though they may be fostered.
The cohesion and coordination of their Colony will be something based on how they see the Estelley Faithful act and determine themselves, with their ideals and paths to Perfection. They may be taught to embrace more care and kindness, become sharpened like steel against the enemies of the Faith, or allowed to become more and more brutal in their punishment of others.
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