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Game Design

Rage's Skillset

Aura of Fury: Grants targeted ally Attack+ for x full turns and cures Sleep. Restores 2 MP to Rage.
A powerful Aura that is especially effective on allies with the ability to attack more than once per turn. The question here is, do you spend a turn buffing up an ally's Attack for several turns, or forget about it and just bash in the enemy's face with your axe?

Burn: Deals moderate Fire damage to target foe and has a chance to inflict Burn.
Slightly less effective than the elemental versions of his friends' Skills, due to Rage's low Mystic stat, but the chance to inflict Burn still makes it a strong choice.

Magical Flame: Restores some of Rage's MP and cures Poison.
The same as Eldin's Mystical Light Skill, and essential if you plan on keeping Rage to continuously cast Spells.

Wildfire: Deals more damage to all foes when there are more foes on the battlefield, up to a maximum of 5.
Arguably the strongest multi-target spell in the main party's skillset. Should obviously be used on a field full of enemies.

Heat to Health: Doubles Rage's HP for x turns.
Rage already has the highest base HP of the main party, but clearly that's not enough for him. Doubling his health is Rage's way to survive powerful attack striking his face. Note: When sacrificing HP, the amount gets taken off by counting from Rage's base HP value, not his doubled value from Heat to Health.

Dragon Grinder: Strikes the target foe with the power of Dragons.
Simple and to the point. Rage has no need for fancy effects on his ultimate attack. Just hit the enemy with all your might and hope they die from it. Great to use as a finishing move.

For The Greater Good: Healls all allies. Cuts Rage's HP by 20%.
Rage's way to contribute to the party in a meaningful way that doesn't involve bashing in the faces of enemies. His allies will be healed for a decent amount, but Rage himself will lose 20% HP, and can potentially down him if you aren't careful. But it's all for the greater good!

No Pain No Gain: Cuts Rage's HP in half. Boosts Attack and Mystic by a huge amount for x turns. Can be cast only once per battle.
A mighty power-up that does inflict serious damage onto Rage himself, this Skill shouldn't be used without some pre-planning. The effect only lasts for several turns, so make sure to get the most out of it!

Fists of Fury: Fists of fire and flames. Can be cast only once per battle.
Rage's second Elite Skill, making you choose between this or No Pain No Gain. Much like Thieme's Blackrock Cannon Skill, this replaces the equipped weapon with a more powerful option. In Rage's case this makes his fists burn with flames of fury, making his regular attacks stronger than ever.

Rage is built to dish out large amounts of damage, but that doesn't mean it's the only thing he can do. Applying Fury buffs might arguably be even better than attacking himself in some cases, and with For the Greater Good, he can even assist Eldin in keeping the party alive. While his Elite Skills are both geared towards offensive play, one is for a big short term bursts, the other is better for long, drawn out fights.
Rage's weakness is the ability to keep himself alive. His HP is high, but he'll burn through it quickly with his mediocre Defences and when sacrificing HP for the greater good.

Game Design

Thieme's Skillset

Aura of Endurance: Grants targeted ally Defence+ for x full turns and cures Burn. Restores 2 MP to Thieme.
Probably the least popular Aura Skill, but can still be of use if Thieme is low on MP and an ally is in need of some extra support. It's also pretty useful early on, curing Burn caused by Shade Eyes and fiery enemies within Mount Firaea.

Stone Splinter: Deals moderate Earth damage to target foe and has a chance to inflict Bleed.
A solid offensive option for Thieme, especially since his regular attacks are a little lacking. The Bleed effect is especially good on targets with high HP.

Sand in the Wound: Restores some of Thieme's HP and cures Bleed.
Essentially the same as as his brother, Roth's, Restorative Recharge. Together with Thieme's already big focus on defensive play, this should help keep him standing for even longer.

Stalagmite: Deals more damage to all foes when there are less foes on the battlefield.
The effect may seem a little contradicting, but it's working as intended. Stalagmite is extremely effective when used on a field with just 2 enemies. It can even be used as a more expensive, but also more powerful single target Skill if you just need that little extra damage.

Towering Senses: Doubles Thieme's Skill for x full turns and evades all attacks while Supersonic is active.
Towering Senses shines against heavy melee attackers, helping Thieme dodge all incoming attacks for a few turns, and at the same time doubling the chance at which his equippable Aura activates. Note that Towering Senses will not prevent damage dealt by enemy Skills.

Channel Earth: Unlocks two powerful Earth Skills on the next turn.
The turn after using Channel Earth, Thieme will have his regular Skill list replaced by Channel Earth, which grants him access to Megaton Pounder and Gravelanche. After using either one of these Skills, Thieme regains access to his normal Skill list again.
Megaton Pounder: Slams target foe with immense force.
An extremely powerful single target Skill.
Gravelanche: A massive rockslide striking all foes.
A powerful multi target Skill.

Granite Skin: Grants impenetrable defence to Thieme, but renders him unable to move. Drains 2MP per turn while under the effect of Granite Skin.
While under the effect of Granite Skin, there should be very little, if anything at all, that will be able to harm him. It's excellent to use when you know the enemy is about to strike with a powerful attack to nullify the damage dealt to Thieme. Note that Granite Skin only protects against raw damage, not against Conditions or special effects.

Spiked Floor: Deals low damage to all foes at the end of every turn until the end of battle. Can be cast only once per battle.
Becomes more effective the longer a battle drags on. This Skill is very efficient when going for more of a defensive playstyle. Note that Spiked Floor won't affect flying enemies.

Blackrock Cannon: Replaces Thieme's weapon with the Blackrock Cannon. Lasts until the end of battle. Can be cast only once per battle.
Thieme's second Elite Skill, making you choose between this or Spiked Floor. Blackrock Cannon is more powerful than any weapon Thieme can normally wield in the game, making it an excellent offensive option.

Compared to Roth and Eldin, Thieme is a little less versatile. Thieme offers little support to the rest of the party, but is able to take care of himself very well, and he is likely to be the last one standing in tough battles, thanks to his high defences. He's a strategic fighter that requires knowledge about what each enemy does to get the most out of defensive capabilities.

Game Design

Eldin's Skillset

Aura of Health: Grants targeted ally HP Regen for x full turns and cures Bleed. Restores 2 MP to Eldin.
This Skill is vital to survival early on, but should stay relevant throughout the entire game thanks to its zero MP cost to cast. Is more effective when used in battles with a good number of enemies on the field.

Shine: Deals above moderate Light damage to target foe.
While it doesn't have the chance to inflict conditions, like the versions Roth and his friends have, it does deal more raw damage.

Mystical Light: Restores some of Eldin's MP and cures Burn.
A very good option to allow Eldin to use more Skills more frequently. Manage her MP well using this Skill, and she can continuously blast enemies with Shine for high amounts of damage.

Glimmering Ray: Deals more damage to target foe when there are less foes on the battlefield.
Hits like a nuke with only 1 enemy on the field, definitely worth using over Shine if she has the MP for it. Has about the same effectiveness with 3 enemies around, compared to Shine.

Pure Wish: Restores x% of target ally's HP at the end of the next turn.
Unlocks: Zealous Spirit: Heals x% more to ally targeted by Pure Wish on the previous turn.
A decent burst heal, at the cost of being delayed by a turn. Its effect can be strengthened for free, but will cost Eldin another turn. Especially effective when you know target ally is going to be hit by a lot of damage a turn in advance.

Star Mines: Lays down a mine that has a chance of exploding at the end of each turn. Deals more damage with more mines on the field, up to a maximum of 5. Resets after exploding.
Eldin's best answer to dealing with groups of enemies. While an explosion after a few casts does a good amount of damage, unfortunately, Eldin has no way of controlling when the mines will explode. This might cause them to explode early on, for less damage than you were hoping for, or perhaps wait a few turns too long when the majority of enemies has already been wiped out.

Rain of Mercy: Restores 1MP to all allies at the end of every
turn for 5 turns.

A slow Skill at low cost with decent benefits. It's also Eldin's only option to provide MP regenerative support to her allies. Great to use in encounters when you're unsure what strategy to go for, and just taking it slow for a bit while slowly charging your party's MP.

Guardian Angel: Target ally that goes down while under this effect revives with 100%HP&MP. Can be used only once per encounter.
The only Skill in the game that'll allow you to bring back a downed ally. Can be used as a way to fully heal up an ally, but they'll need to go down first.

Chain of Life: Whenever target ally uses a Skill, restore 10% of that ally's and Eldin's HP. Can only be used once per encounter.
Eldin's 2nd Elite Skill, making you choose between this or Guardian Angel in every encounter. It's a great way to keep an ally (and Eldin herself) healthy without having to actively heal them, as long as they keep using Skills. Works especially great with the Auras at 0MP and Roth's Echoing Thunder, which only costs 5MP per use.

While Roth is the party's main support for MP regeneration, Eldin is the one taking care of the HP side of things. Eldin can still be a very powerful spellcaster that can deal lots of damage if you keep fuelling her MP.
Eldin's Skillset allows her to do pretty much anything you want, her main weakness lies in her stats, which are a little below that of the rest of the party members. Especially her HP stat makes her somewhat fragile, and she does require additional support if you want to play her primarily on the offensive.

Game Design

Skills in FADE + Roth's Skillset

Having to continuously going back to old encounters to add in new battle code when I create a new set of Skills is getting tiring and taking up a lot of time. What I've been working on lately is completing the Skill system for the four current playable characters. The next FADE demo version will have access to all the Skills learned by levelling up - of course you still need to get to the level to unlock them first... This is a good time to talk a bit about Skills.

There are a few key rules I've set when it comes to Skill design in FADE:
#1: Auto-attack should never be the best answer in most situations. Skills should either be more useful by providing strong utility or be so powerful that by not using them, it'll slow you down a lot.
#2: There should never be a moment in which the player is unable to use any Skills. (there are a few exceptions to be found in FADE (notably during the Flame Troll mini-boss fight) - but they're not related to this rule)
#3: Character Skillsets must be varied enough to allow for different viable playstyles and be open to making meaningful choices.
#4: The party must be able to mostly take care of themselves using their Skills, without the need of many external sources (Potions, resting spots). Consumable items are generally treated as a luxury, rather than a need.

With the completion of all the characters' Skillsets, I'll be releasing information on them one by one, starting with Roth's Skillset. These entries will provide information regarding each of their Skills. What their purpose is and potential styles of gameplay the character can use.
Aura of Magic: Grants targeted ally MP Regen for x full turns and cures Silence. Restores 2 MP to Roth.
The answer to counter auto-attack spam. It's a Skill that is almost never useless to cast, and in many cases is extremely useful. Even if it won't let you do damage, the amount of MP acceleration you get from using it should make up more than enough for it. Is more effective when there are more enemies on the field.

Spark: Deals moderate Lightning damage to target foe and has a chance to inflict Blind.
A good amount stronger than a regular Attack, but with the added benefit of inflicting Blind, useful against anything that has a powerful attack. Its cost is middle of the road and can be used relatively often if you invest in MP regeneration on Roth.

Restorative Recharge: Restores some of Roth's HP and cures Poison.
It's not meant to be strong enough to keep you alive in every situation possible, but it should be just good enough to unburden Eldin a little when the whole party is under heavy fire.

Focused Strike: Deals more damage to target foe when there are more foes on the battlefield, up to a maximum of 5.
While it's a little more expensive than Spark, the additional damage at high enemy numbers does make it more than worth it. When there are 3 enemies on the field, it's about equal to Spark when it comes to cost VS damage ratio. With 4 and 5 enemies on the field you're better off using this if you have the MP for it. The only potential downside is the lack of inflicting Blind, something that Spark can do.

Photon Shield: Grants Roth Defence+ and Photon Shield for x full turns. Roth's attacks have a chance to inflict Stun while the Photon Shield is active.
Unlocks: Detonate Shield: Lose Photon Shield and deal damage to all foes.
The Photon Shield may seem a little weak, but it's Roth's best option when it comes to dealing AoE damage. The Detonate Shield can only be used the turns after using Photon Shield (as long as it's still active), so you'll need to plan a bit ahead.

Echoing Thunder: Deals more damage to target foe when used consecutively. Resets the damage bonus after 5 consecutive uses, or if interrupted.
This is Roth's strongest offensive option, and can be used to deal a lot of damage over the course of several turns, at the cost of needing 5 whole turns to casting it. The Skill starts off weak, but gets stronger with every hit. The last hit is exceptionally powerful. The full combo takes up 25MP to cast, so you'd best make sure you have the MP saved up to make it to the end. It's a high risk, high reward Skill that requires good planning to use correctly.

Galeforce: Ally under the effect of Galeforce will strike foes twice if they attack. Lasts until the end of the turn.
Obviously Roth can't cast this on himself (technically he can, but he won't be able to Attack in the same turn to use the effect...), so it's a very strong support Skill that should be used on another ally. Normally you'd want to cast this on an ally with higher Attack than you, under effect of Attack+ or wielding a weapon that can hit multiple times.

Thunder Clouds: Makes all foes on the battlefield more vulnerable to Lightning damage. Can be cast only once per encounter.
A very simple Skill, but provides a strong boost to Roth's Skills, or any other ability that happens to deal Lightning damage. Especially useful if you plan on using Echoing Thunder later on in the fight.

Mystic Renewal: Fully restores all allies' MP, but drains all of Roth's MP. Can be cast only once per encounter.
Roth's 2nd Elite Skill, and you'll have to choose between this or Thunder Cloud. Mystic Renewal is the supportive option, and incredibly useful when your party needs to make a comeback in the middle of a fight, or to push for a final burst of damage the next turn.

I wanted Roth to be a very well-rounded character that has a lot of freedom when it comes to potential ways of playing him. He can perfectly fit in as a pure support character, restoring allies' MP and granting double Attacks. He can also be played as a very aggressive character, specifically with Echoing Thunder. Or something in between if you want to have a bit of both.
His biggest weakness is a lack of a solid AoE damage option outside the Detonate Shield Skill that requires a turn to set up, but hopefully his strengths make up for that. Otherwise, you might still find a Brand to give to him to cover up that weakness later in the game.

Game Design

Book of Combat V2.0

Ah, the Book of Combat. A seemingly forgotten and ignored feature after its introduction already more than 2 years ago. I knew something was wrong with it, I just couldn't bring up the motivation to work on fixing or updating it. But I promised a fully updated Book of Combat for the next demo version, so I finally got off my lazy bum and revamped the whole thing.

The old Book of Combat
The first thing I noticed about the old Book of Combat was that people didn't seem to be particularly impressed with it, and they didn't seem to really enjoy browsing through it. After thinking about it for a while, I came up with a list of things that were causing this:
-It's slow and clunky. Moving the cursor takes too long. There is no way to skip from top to bottom and vice-versa. Too much clicking involved to get what you want. Text scroll taking too long. All these things add up and took away from the convenience factor that it was supposed to have.
-The information provided was using way more words than necessary, and some of it, looking back at it now, was very badly written. This, combined with the relatively slow text scroll made getting the information you wanted simply painful.
-Having to open the menu, then open the inventory and activate the Book of Combat from there everytime you want to look up something in it is just way too much of a hassle.
-Not related to player experience: the entirety of the Book of Combat was created on a single 20x15 map, and the whole thing was a clusterfuck of events which would only become increasingly more complex and harder to organise the more I'd add to it.

The new Book of Combat
After analysing the weaknesses of the old version, it was time to start working on the new one. I knew what I had to do, so this is what I did:
-The new cursor moves at a much faster pace. It is able to jump from top to bottom and vice-versa. No more clicking to get the information you want, everything is instantly shown by hovering over a subject.
-Using much less words to provide the information you need to know. Everything is made to fit in a single text box so everything can be read at a quick glance.
-The Book of Combat can now be opened by pressing the "1" key on your keyboard. There is also a mini-icon in the upper left corner of the screen that displays this (no worries, you can set to hide it if you wish).
-Not related to player experience: The new Book of Combat is made up of different maps now, making it much easier for me to keep track of where things are supposed to be. I've also created graphics templates for the important things, allowing me to quickly create the graphics used in the Book of Combat (such as monster pages in the bestiary).

Here is a video with a quick overview of the Book of Combat, showcasing all the sections and functions:

This explains the very basics of combat and is the least changed section of the Book of Combat. The original was pretty good at what it did, there simply wasn't much to improve about it. I took out a little bit of text, but the rest is still the same as it was before.

This section suffered badly from requiring too many key presses, slow text scrolling and using unnecessary amounts of text. It wasn't that appealing to look at either. The new version of this section is much faster to navigate. Heroes and skills are all on the same page now. Information on skills is automatically displayed by moving the cursor to it. The use of Skill icons also makes it nicer and more interesting to look to at.

This one was about as bad as Skills. Fixed everything that was wrong with it and made sure all the relevant Conditions would be able to show up on one page. No more need for a key press to show the information, and using much less words in the descriptions.

Probably the section that got changed the most. While I think the Bestiary was one of the better sections in the old Book of Combat, it was a little too unorganised for my tastes. The original idea was to let the player look up information on every Skill each monster has access to, but I figured it would, first, be too much work to make this happen, and second, most monsters aren't complex enough to make it worth the time it would take.
The first thing I did was to list monsters under the area in which they are found. Initially, the area graphic is grey, but once you encountered every monster in the area, it'll turn colourful (hopefully the completionists will be able to appreciate this). On the monster page itself it shows the list of every monster found in the area, as well as a graphic and the stats of the monster currently selected. At the bottom it'll display some (funny) flavour text, mixed with useful information if the monster happens to have a unique skill. In some cases the information is delivered more straight-forward than in others, but it should be pretty easy to figure out what monsters do by reading these.
It is also possible to show possible alternate forms of a monster (such as transformations) by clicking on it. Text appears at the top of the screen to let you know if a monster has an alternate form to show.

Tips & Hints
This was called Advanced in the old Book of Combat, but I hated it. It was slow, boring, useless and lame. The new version doesn't open up a menu, instead it'll display a random tip or hint every time you click on it. There's a good amount of them, so hopefully you'll get some fun out of it (and learn something, too).
My rule when making the new tips & hints was to make the information fit on a maximum of 2 lines of text to make it very easy to quickly read and scroll through a bunch of them within mere seconds.

Game Settings
This one is new and lets you change some stuff in the game. Toggles for game save and equipment prompts, letting you disable repeat boss dialogues and the boss intro animations. It also lets you hide the Book of Combat map icon if you don't want to look at it while playing the game, although it'll still open if you press "1". Finally, you can now change the colour of the background in menus and dialogue boxes. Choose between 5 different colours. :)

All in all, I'm very happy with the new version of the Book of Combat. It's a joy browsing through it, especially compared to how bad the old version was. It's also so much easier for me to keep it updated from now on. I hope it'll become a much more used feature by players once the new demo releases (gonna take a while, though).

Game Design

All About the Money

Last week I showed the Brands interface. This week I got two more interfaces to show:

Blacksmiths not only will extract Brands from your weapons, they can also sell you new and shiny gear. However, I needed something better than the regular shop interface... so, I made one myself. The Blacksmith shop interface is, just as the Brands menu, designed to be visually appealing, without being overwhelming. It needs to show all the right information at the right time and be intuitive and fast to navigate.
I decided to split the shop into two sections, one for armour, the other for weapons. The centre part is where all the important information goes, such as showing what character you're buying an item for and what the stats are on their current gear compared to the piece you are selecting.
Once you bought a piece of equipment, you can immediately equip it onto your character if you want. To save those precious seconds from having to open your main menu.

Herbalists are pretty much just a general store. They sell basic consumable items and can buy your unwanted stuff at low prices. I also needed a custom interface for this one, since I want to limit the amount of an item the player can carry at a time. The basics of the interface are the same. Regular goods go on the left, equipable trinkets go on the right. And everything in between is used to show useful information.
The stock of regular goods is automatically updated as the player buys, sells and uses the items that are listed in the shop. The current limit is set at 5 numbers of the same item, so once you reach that limit or go beyond it, the shop will be out of stock until you get rid of some of that stuff you're hoarding.

Gold Gain
So, my philosophy about gold gain in FADE is that players should never have to worry about grinding for gold if all they want is upgrading their armour and weapons every time they get to the next town or village. Even if a player takes the shortest path through the game and picks up no extras along the way, they should still be able to upgrade their basic gear.
Any and all extra money that's found can then be spent on Brands, Trinkets and Consumables to make life a little easier. It's unlikely you will be able to buy everything and still have a bunch of leftover money by the time you reach the first village and can start spending, even if you did find all the hidden gold spots and grinded a little here and there.
The goal is to keep the player poor. Money should be spent, not hoarded. Money that goes unused is a waste, and it takes away from its value if a player can just continue to hoard while still being able to buy everything in stores. This way I hope the player will feel a bit of excitement when finding some extra gold.

Game Design

Introduction of Brands

As the player will be able to visit their first village in the next demo, I had to get started on developing the Brands system I had planned for the game. Brands are obtained by visiting a Blacksmith where you can request to extract one from one of your weapons. Extracting a Brand will not break your weapon, but you can use it only once per weapon.

I wanted the interface for selecting a Brand to extract to be clean, simple, fast to navigate, and to be visually appealing. It has to show all the relevant information that the player will want to see, but at the same time also not show so much to avoid looking messy. When you enter the menu, you can select between the characters that are currently in your party. From there you can enter the weapon select menu, which shows which weapons that character owns and whether or not you have already extracted a Brand from it.

Once you have selected a weapon to extract a Brand from, and provided you can pay the cost, the Blacksmith will do the rest.
So, once you got your Brand, the next step is to equip it to a character. Most of the Brands are usable by multiple characters, but some are character specific. Each Brand contains a unique Skill, one that can not be unlocked through levelling up. These Skills are based on some of the Skills that you'll have seen monsters use against you. For example, the Forest Brand from Roth's Tree Branch will let its wielder use the Feed Berries skill, the same skill Sparrows used back in the Dusk Woods. Equipping Roth with the Forest Brand will allow Roth to play more of a supportive role.

Brands are designed to let the player change the playstyle of a certain character and to give characters access to Skills that are different than those they learn through levelling up. As Brands can be switched out at any time outside combat, they can also let you take advantage of certain enemy weak spots. For example, in an area where you face a lot of powerful melee attackers, equipping a character with the Ash Brand from Eldin's Sulphur Scepter let its wielder cast Ash Cloud, a skill that blinds all enemies.

Well, that's all I got about Brands for now. Feel free to ask questions if there's anything not clear. :)


FADE and RPG Maker MV

With the announcement for the new RPG Maker MV engine, I've been thinking about transfering over my project to this new engine. There would obviously be pros and cons to doing so, so to organise my thoughts:

Pros to remaking my project in RPG Maker MV:
-Have my game out on an engine that's actually relevant, making it easier to draw people's attention to it.
-Multi-device support. The ability to play my game on mobile devices would be a large plus, and contribute to getting more people to play it.
-Built-in side view battle system, just like RPG Maker 2003's, but hopefully with a huge amount of more options, stability and convenience working with it.

Cons to remaking my project in RPG Maker MV:
-It would take a huge amount of time and work to remake everything from scratch.
-Higher screen resolution means having to upscale all my graphics assets, making it less convenient when editing stuff etc.
-Some things I currently have working in FADE might not be possible to do in the new engine, and so I might have to sacrifice certain features or gameplay elements.

To elobarate on the last point: I'm mostly worried about the way turn-based system generally works.
-In FADE combat, when selecting an action for a character, that action is immediately executed. This helps make battles feel more exciting and fast-paced, as well as let the player control the order in which they want each character to move (more strategic choices to be made).
-In VX Ace combat, you first select the actions of all party-members before they are executed. This is boring, because there is more down-time between turns, and also offers less control to the player.

Other, smaller things I'm worried about that might be missing in the new engine is the option to use animated monsters in battle. This is another huge feature in FADE, that I would not easily sacrifice. Maybe certain non-combat things might be more difficult to pull off if the new engine scales back on the amount of eventing options like VX Ace already did in the past.
Maybe these things might be possible to get working anyway with the help of scripts, who knows. It's hard to say at this point when there's basically no real information out yet.

What it eventually will come down to is how much there will be possible with the combat system - I'm not too worried about the overworld features. Looking at VX Ace, it has so many more things you can do with the combat system, things I wish I could have working in my RPG Maker 2003 project, along with much better stability (damn you, skill cancel and party-wide stun game overs!) I wish I could have combat events working under common events, maybe some kind of script that would let me scale the power of skills depending on character level - stuff like that would make things so much more convenient and easier to work with.

All that said, I certainly won't be abandoning my current project, and I'll still work on making progress in the RPG Maker 2003 version for now. Since for all we know, the new engine is going to suck and not be worthy of running FADE on it (lol :D)


Biography - Eldin

FADE - Character Biography


Age: 19
Occupation: N/A
Alignment: Lawful Good
Strengths: Fast learner. Honest. Kind. Making music.
Weaknesses: Being alone. Making choices. Fear of heights.
Likes: Adventure, Helping people, Reading, Playing piano.
Dislikes: Home, Senseless violence, Being rushed, Matthew.

Eldin is a young lady from Beta Town, where she has lived in a big villa with her father since she was a child. He rarely allowed her to go outside, so she has never really gotten to know anybody else in the village. As a way to escape the prison called home, Eldin used to read many books, adventure stories being her favourites. To go on an adventure, to see more of the world and to help out people in need is her dream.
Before she came to Beta Town, her family lived in a small, peaceful village elsewhere... until the dark forces of evil took over the region and destroyed everything in sight. Eldin's mother was killed in the assault on the village, and Eldin and her father only barely managed to escape alive. All of this happened when Eldin was still at such a young age, she can hardly remember any of it.
While Eldin's dad didn't allow her to leave the house, he did invite friends over from to time. People who he had known from other places. This is how Eldin met with Matthew and Steve, the children of some her father's friends. While they didn't meet very often, Eldin still considered the two of them good friends. As time went on, and they grew to be closer friends, Matthew decided he deserved to have Eldin for himself. This jealousy eventually caused enough problems for Eldin to ask her dad to not invite Matthew over anymore. Matthew eventually caught on to this, and needless to say, he didn't take it very well, to put it mildly. He sneaked into the house during Eldin's Birthday party, knocked out all the guests and kidnapped Eldin. Luckily, Roth just happened to be around and managed to take out Matthew and get him arrested.

Eldin took an instant liking to Roth when she learned that he's an RPG Adventurer. While he wasn't exactly the heroic knight in shining armour, like the characters she had read about in her books, he was still the closest to something from her dreams standing right in front of her.
The day Roth left Beta Town on his airship to go on a grand adventure was not missed by Eldin. While she hadn't been allowed to attend the event, she had watched everything from the window in her room. She knew this would be her only chance to leave Beta Town without her father being able to stop her, so she escaped home and went after the airship, hoping that Roth and his friends would notice her and take her on board. And that is exactly what they did. This was the day Eldin finally experienced freedom. Unfortunately, there was little time for her to celebrate, since the airship soon got assaulted by the Prince of Darkness and they were forced to make a crash landing in the middle of nowhere.
Finally experiencing adventure itself, Eldin quickly finds out it isn't as easy or always as exciting as it seemed in the books she read. But she's not going to complain or give up, because to her, it's still a thousand times better than being locked up at home with nowhere to go.

In combat, Eldin is a powerful magic user. While her spells may lack the ability to inflict conditions upon enemies, she makes up for it in raw damage. And spell casting is probably what you want her to do most, since her regular attacks will have trouble piercing the defences of even the weakest of foes. Eldin also has the ability to grant health regeneration to her allies, making her an excellent support character, helping your party stay alive during tough battles.


Biography - Rage

FADE - Character Biography


Age: 18
Occupation: N/A
Alignment: Chaotic Neutral
Strengths: Powerful. Loyal. Nicer than he looks. Setting stuff on fire.
Weaknesses: Naive. Stubborn. Lack of intelligence. Being quiet.
Likes: Bashing stuff, Meat, Fire, Shouting.
Dislikes: Thinking, Waiting, Vegetables, Flowers.

Rage is best friends of Roth and Thieme. They have known each other since they were little kids, and have lived together in the SMASH-HOUSE. At young age, Rage was abandoned by his parents because they were unable to deal with his uncontrollable anger outbursts in combination with his talent of setting stuff on fire. After losing their house to such a fiery outburst, and being unable to kill their own child, his parents decided to leave him out in the wild. A regular child wouldn't have survived out there for more than a couple of days, but Rage already had the strength to defend himself from the wild animals. After many days of wandering, Rage stumbled across Beta Town. The villagers of Beta Town weren't exactly happy with this child that couldn't stop setting things on fire, but Roth and Thieme decided to take of Rage and let him live at the SMASH-HOUSE. It wasn't easy, but Roth and Thieme did manage to somewhat tame Rage over the years, making him able to control his powers.
Rage's lack of intelligence has made him unable to do more than the most simple jobs, and even then there is the risk of him messing things up due to not always willing to stick to the instructions given to him. For this reason, Rage has spent most of his time inside or nearby the SMASH-HOUSE, where it's hard for him to be a nuisance to the other villagers.

Rage spends most his free time doing whatever he feels like, be that chewing on rocks, bashing stuff with his powerful fists, shouting like a caveman or losing for the thousandth time to Thieme in a board game. Rage isn't particularly interested in going on an adventure or seeing more of the world, but he's willing to follow his two best buddies, wherever that may take him. As long as he gets meat to eat. And that better be lots of it.

In combat, Rage is a powerhouse. His defences are somewhat low, but he makes up for it with a lot of hitpoints. Despite Rage's enormous strength, he can also easily fill the role as a support character by granting attack buffs to his allies, letting them doing the bashing. If that still isn't enough for you, Rage can always set stuff on fire using his elemental spells. I mean, that's what he's best at after all.
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