[hider=A different kind of flare gun] [center][img]https://cdn.discordapp.com/attachments/460330125683326986/519962908638314536/vladtepesii-vlads-dad.regular.png[/img][/center] [center][img]https://lparchive.org/The-Last-Story/Images/7-tls-jackal.jpg[/img][/center] [center][color=gray][i]"I'm a killer, not a murderer. The difference is in knowing the difference."[/i][/color][/center] [hr] [center][h3][b]Basic Information:[/b][/h3] [b]Name:[/b] [color=gray]Garsin Valheart[/color] [b]Age:[/b] [color=gray]23[/color] [b]Gender:[/b] [color=gray]male[/color] [b]Nationality:[/b] [color=gray]Escain[/color] [b]Heritage:[/b] [color=gray]Escainian[/color][/center] [hr] [center][h3][b]Personality:[/b][/h3] [color=gray] Always trying to lighten the mood, even to the point of hiding his true feelings from time to time so to keep others moral up. Even in the worst of time, he fights to remain strong as to instill some sort of hope in his comrades. Light-hearted, and often times a jokester, he knows when to act a little more serious should the situation call for it. If not from his circle of friends, he is fairly critical until he can be sure that someone can be trusted. With this though, comes the burden of feeling responsible for anything he messes up, blaming himself for any unseen failures in a battle situation, especially if it costs the lives of his allies. [/color][/center] [hr] [center][h3][b]Biography:[/b][/h3] [color=gray] [i]"A sniper's job, normally, is to prevent a tragedy before it happens."[/i] Even when Garsin was young, His much older brother, Fergus, thought him how to fight and shoot. Both of their parents were lost during the Escain rebelions against the Raelin Empire at the end of their reign, when Garsin was still just a baby. Garsin's brother looked after him until he thought Garsin was old enough to look after himself, and then went to join the Escainian military. He would still visit Garsin from time to time, but one day there was a knock on the door, and it wasn't his brother. It was the Escainian military informing him of his brother's death in combat. Overcome with grief, and at a loss for what to do on his own, Garsin looked towards the only route he knew to take. Like his brother and parents before him, he would join the military as well. Garsin was taken in at a military academy until he was old enough to start real training. Unlike a large number of students who preferred regular firearms to magic of old, Garsin took an interest in magic. Most scoffed at his attachment to the archaic methods of combat, but their opinions changed when it came time to display their abilities in war games. Tactically, Garsin was a genius, seeing paths that enemies could take and setting up traps or predicting moments as if he read the enemy's mind. While being vastly outnumbered, he would take a small squad into a flank and neutralize enemy combatants, using magic to weaken or restrain targets as his small force easily picked them off. His achievements in the academy were highly regarded, and he soon found himself being lobbied for by a number of branches of the military. Garsin knew that this wasn't enough just to be a red mage, he felt that his talents could be applied in a much more useful field. He opted to go into a sniping division, and even stranger, he wanted to do it using his red magic. This caused some of his higher ups to scratch their heads, but when they handed Garsin a magus rifle to test his abilities, it completely changed the way he operated, for the better. No longer did Garsin need to get in close with his magic to affect enemies, but he could send his spells over large distances, cutting the risk of having to push forward for a mage to be useful. Garsin modified his rifle with a scope, laying support from afar where the enemy couldn't reach save for using a sniper of their own. His abilities were proven in his first deployment to quell an uprising bandit horde He rendered an bandit group's front line useless with his spells as he provided overwatch for his comrades as they pushed forward and flooded out the horde. He was soon recruited into the Escain Sniper Corp. This is how he met Annika. He was assigned to her as a sniping pair for support and spotting. Her normal countenance was usually that of emptiness and despair. Simply going from one fight to another. Try as he might it to cheer her up or make her smile, it seemed to fall on deaf ears, never phasing her. Garsin wasn't one to be beaten easily and keeps up the jabs and pet names to this day. Neither of them talked about their past much, mostly because he didn't want to pry, and he wasn't really asked about it himself. They both knew they had their reasons for joining, he was sure. Their views on their occupation differed greatly, but over time they still seemed to care a a lot for each other and were barely seen apart, Garsin often making sure that Annika was well rested and eating properly as she had often let it slip her mind. One day, Garsin found Annika in a desperate state. He was sent to get supplies for a deployment while Annika stayed in the hotel. He forgot to grab his money however and ran back to see Annika struggling with her rifle....aimed at herself. Garsin felt a stab in his heart as the scene unfolded. There was no time to cast to stop her, no time to rush to her. From conversations past on their purpose, and her claims that they were just murderers themselves, he had an idea on what was on her mind, and was always worried this could happen. He didn't know the details of her past, but her broken emotions up until now told him it was dreadful, something he couldn't even imagine. He hoped that he could change that for her, and now it came to this, and all he could do was plea with her. "I don't see a murderer. I see someone who fought to prevent more people from being in the same damn position you and I have been in. You are all I have left... Don't you dare leave me alone." Annika was soon discharged from the corp due to her mental state, and Garsin retired alongside her. Garsin stayed with her to support her, being a guardian for her in her time of need. Something was different now, though. It was many years in the making, but there were times that Garsin was able to see her smile again, and that made everything worth it. Eventually, they received offers to take on contract missions from the Escain Sniper Corp., which they eventually accepted when they felt the time was right. Their latest contract however, took them to the Realin Republic, with no other information save for where to meet their contact. Garsin was skeptical of the mission, and almost refused, but ended up taking the offer in the end. [/color][/center] [hr] [center][h3][b]Combat:[/b][/h3] [b]Level:[/b] 25 [b]Class:[/b] Red Mage Sniper-[color=gray] A red mage that focuses more on long range combat through use of magical and regular firearms. Trained on both white and black magic to cover a versatile yet not specialized list of spells for many different scenarios. Can enchant cartridges with different elemental or status effects as well as deliver healing or buffs from a great distance. Caries a magical short sword that can be used as a magic channeling staff when needed. [/color][/center] [center][b]Traits:[/b] [b] [/b]Crimson Mastery -[color=gray] When casting Red Magic that is a hybrid category of spells (using Mind and Piety), only the highest between Mind and/or Piety is counted for the skill limits rather than both needing to be sufficient. [/color] [b] [/b] Steady Hands -[color=gray] +20% Dexterity if no movement is made before attacking.[/color] [b] [/b]Dual Cast -[color=gray] Casts two spells at once at short to mid range targets. [/color][/center] [center][b]Stats:[/b] [i][color=gray]Strength:[/color][/i] 2 [i][color=gray]Dexterity:[/color][/i] 4 [i][color=gray]Mind:[/color][/i] 5 [i][color=gray]Piety:[/color][/i] 6 [i][color=gray]Speed:[/color][/i] 3 [i][color=gray]Defense:[/color][/i] 2 [i][color=gray]Soul:[/color][/i] 3[/center] [center][b]Equipment[/b] [b]Main Weapon[/b] [color=gray] Magus Rifle - rifle engineered for both standard ammunition and for magic use. Magic can be either charged into a shot, or an enchanted cartridge can be placed and then magically charged. This is the red mage sniper's form of dual casting. The rifle has a scope he can flip down to the side if not in use, not shown in the picture below. The scope has a honey comb lens flare cover to eliminate the scope's reflection in light.[/color][/center] [center][hider=image][img]https://cdn.discordapp.com/attachments/501076833073233922/519360845504053259/00fdd83a0c2b7a91a5d42b5f0e80ea29.jpg[/img][/hider][/center] [center][b]Offhand[/b] [color=gray] Magus striker - A thick short-sword used as a back-up weapon for red mage snipers. Heavy enough to guard or parry a variety of melee weapons with, and is easily usable as a makeshift staff for casting spells with its implanted crystal at the bottom of the hilt. (the blade is styled like the one in the character picture) [/color] [b]Armor[/b] [color=gray] Sturdy leather armor with rivets in it for added protection as shown in the picture. As guns have advanced and started to rend some armor obsolete, a sniper's distance with the enemy, and along with their need to be mobile, armor is left to the wayside.[/color] [b]Accessories[/b] [color=gray] Mottled mantle set that covers the head in a hood, the shoulders, and back. Kept rolled up on the back of the belt for ease of deployment for snipers looking to hide their head and shoulder silhouette so that they can blend into the environment easier. In a case, each one rolled up, as a set of three color patterns: green, brown, and grey.[/color][/center] [center][b]Skills[/b] • Chain-spell [[i][color=98f99d]P[/color][/i] 2 / [i][color=98f99d]M[/color][/i] 2] - [i][color=gray]Reduces the recast time between spells for 30 seconds.[/color][/i] • Spotter [[i][color=98f99d]D[/color][/i] 2 / [i][color=98f99d]M[/color][/i] 3] - [i][color=gray]Reveals target's HP, MP, and elemental type.[/color][/i] • Cartridge Charge [[i][color=98f99d]M[/color][/i] 5 / [i][color=98f99d]P[/color][/i] 3] - [i][color=gray]Charges a bullet to inflict elemental damage instead of normal damage.[/color][/i] • Cartridge Enchant [[i][color=98f99d]P[/color][/i] 5 / [i][color=98f99d]M[/color][/i] 3] - [i][color=gray]Enchants a bullet to deliver healing magic to allies.[/color][/i] • Draw guard [[i][color=98f99d]S[/color][/i] 2 / [i][color=98f99d]D[/color][/i] 2] - [i][color=gray]In reaction to a melee attack, quickly draw sub-weapon to guard an attack[/color][/i] • Sword Charge [[i][color=98f99d]D[/color][/i] 3] – [i][color=gray]Charge a blade with an element for three strikes [/color][/i][/center] [center][b]Spells[/b] • Red line -[[i][color=98f99d]MP[/color][/i] 3] [color=gray] A laser-like blast of red magic, simple and straightforward, fast and high range with decent power. [/color] • Tether -[[i][color=98f99d]MP[/color][/i] 4] [color=gray]Binds target and all nearby enemies for 20 seconds. [/color] • Cure - [[i][color=98f99d]P[/color][/i] 2][color=gray]Heals a target's health. [/color] • Protect -[[i][color=98f99d]P[/color][/i] 3] [color=gray]Raises target's physical defence.[/color] • Shell -[[i][color=98f99d]P[/color][/i] 5] [color=gray]Raises target's magic defence.[/color] • Esuna - [[i][color=98f99d]P[/color][/i] 4][color=gray]Cures a target of status ailments.[/color] • Slow -[[i][color=98f99d]P[/color][/i] 4] [color=gray]Reduces a target's speed.[/color] • Haste -[[i][color=98f99d]P[/color][/i] 5] [color=gray]Increases a target's speed.[/color] • Fire -[[i][color=98f99d]M[/color][/i] 1] [color=gray]Fire elemental projectile, single target.[/color] • Thunder -[[i][color=98f99d]M[/color][/i] 2] [color=gray]Thunder elemental projectile, single target.[/color] • Blizzard -[[i][color=98f99d]M[/color][/i] 3] [color=gray]Ice elemental projectile, single target.[/color] • Water -[[i][color=98f99d]M[/color][/i] 2] [color=gray]Water elemental projectile, single target.[/color] • Stone -[[i][color=98f99d]M[/color][/i] 5] [color=gray]Earth elemental projectile, single target.[/color][/center] [center][b]Legacy Skills[/b] • Kill-shot [[i][color=98f99d]D[/color][/i] 6] - [i][color=gray] Take time aiming for a critical weak point on an enemy. Enemy must have been spotted with the spotter skill. Takes a turn to aim and fires at the beginning of the second turn before movement. Can be combined with Cartridge Charge when used for extra elemental damage.[/color][/i] [b]Limit Break[/b] • Danger Close - [i][color=gray]Designate an enemy to be the target of a bombing run.[/color][/i] [b]Opportunity[/b] • Dialed In - [i][color=gray]If firing at at the same target again, and the last shot was a hit, and the target hasn't moved, the next shot will hit.[/color][/i] • Counter - [i][color=gray]Successful guards with the sub-weapon have a 20% of dealing counter damage to an enemy at 50% damage[/color][/i] • Synchronization - [i][color=gray]When with another sniper, able to fire at the same time to take out multiple enemies at a time on her or the other sniper's mark or synchronize their shots with a loud, rhythmic noise such as a bell or any noise that happens with a certain interval of time to mask their gunshot.[/color][/i] [/center] [/hider]