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Ahelair the Kind



Name: Ahelair Ander. Also known as Ahelair the Kind or Kind Ahel
Race and Age: Elf, 233 years

HP: ❇❇❇
SP: ❇❇❇❇

Job: Healer lvl 4
Magic: Wind lvl 2
Curse: Curse of Annuiyntar lvl 2

Background:
140 years ago, Ahelair Ander of Flandasyria and his wife, Flyssia Flinder of Flandasyria, left their home town, seeking adventure and new opportunities in one of the greatest metropolises in the world, the wondrous City of Light. After a decade of hopping from one adventure party to another, the two finally gathered enough funds to settle down comfortably. Their residence, located on Main street between the Merchant and Noble districts of the City, became known as the Flandasyrian Clinic and Apothecary.
Over the next 120 years, the City-folk would come to call the loving couple "Ahelair the Kind", "Flyssia the Gentle", and collectively "the Flanders", for their dedicated health and counseling services. They were well loved by the populace, both high and low: Ahelair for the donation of his time and effort to helping the poor and homeless, and Flyssia for her sage advice, mainly for but not limited to young lovers and first-time mothers. During this time, the Flanders had a son Hessyl, and daughter Lylier, who both later married and had their own children: Tineth and Timyl, and Lyssia respectively.

20 years ago, a week before Behemoth fell into the ocean, Flyssia, suffering 2 days of intense headaches that had no cure nor remedy, woke up in the middle of the night and screamed "THEY ARE COMING!" before dying on the spot, copious amounts of blood leaking from her head. As heartbroken as he was, in later years, Ahelair would count this event as a blessing. If Flyssia had survived that night she may have easily succumbed to the madness of the Dark Gods' Curse and turned into some unthinkable monstrosity.

15 years ago, in one of the many, but more successful, invasion by creatures of the Dark Gods, Ahelair's children and grandchildren were either killed, or turned into Pathfinders and then subsequently killed by the City Garrison. Since then, having lost all of his remaining loved ones, Ahelair maniacally poured all his time, money and energy into taking care of the failing City to keep himself so busy that he wouldn't have time to think of everything he's lost. The Flanders' house, and the houses of their 2 children were converted into refugee housing, with the main house still functioning as a clinic to all those in pain. Whatever money he had, Ahelair used it to purchase ever more expensive food and supplies for the downtrodden and war-torn.

Even with all this work and activity, he still couldn't fully ignore the hallucinations. Of course they were hallucinations. Phantoms of his lost family, walking up to him, talking to him as if they were whole and well.
But however much Ahelair would have wanted them to be real, he remembered all too well his own screaming as he cradled the butchered bodies of his grandchildren.
He remembered when he threw himself at the Garrison soldiers to stop them from executing the Pathfinders pretending to be his children.
He remembered cleaning his beloved Flyssia in preparation for her burial.
He knew they were gone, and that he must be mad. Ahelair had seen it happen many times and knew too well the curse of madness that would take random individuals within the City.

But there were so many in need of help. So many who weren't mad yet. So many parents with children who could still be saved. So he kept his visions to himself and promised to keep working as long as his body, and his mind were still able.
When the City Garrison came for him, Ahelair lowered his head and willingly let himself be taken.


Personality:
Ahelair at his best is kind, patient, and generous. Even with the events of the last 20 years, with all the physical and emotional stress, he has managed to somehow retain these qualities. Maybe it is Ahelair's advanced age solidifying his personality, or maybe he is desperately holding onto himself so as not to disappoint his deceased family.
At his worst, he is tired, depressed and desperate. No matter how tired he is, he won't stop helping people. He feels that if he can help enough people, it might make up for him failing to protect his family.

He takes pride in his family, his people and culture, and knowing that his skill has helped a great many people throughout the years.
He is fond of taking afternoon walks by river or country side, and of gentle flute music.

Appearance:
In the past, Ahelair stood tall and proud, but never pompous. His large eyes were determined, almost piercing, but always had a soft gentleness. He was neat and tidy, keeping his dark hair and long beard trimmed and clean. He wore long, simply fashioned white and light green robes with a white cloak. He carried around with him a worn leather satchel that holds various herbs and medicinal concoctions, and a sturdy whitewood staff capped with silver, and a spherical, gleaming, olive-colored gem entwined in silver vines on top.

Nowadays it is not so. His old age and constant work catching up to him, Ahelair stumbles around with a hunched posture, his unkempt hair and beard a withered grey. His once gentle eyes now looking tired and sagging. His robes no longer white, but greyish and frayed around the edges. The only thing still clean and undiminished are his staff and satchel, the tools of his trade and the only pride he has left in this world.

Coping Mechanism:
Ahelair constantly has auditory and/or visual hallucinations. To him they are as real as the ground he stands on, almost to the point of him thinking he can touch the visions. The hallucinations primarily manifest as his lost family, which is both a boon and bane for Ahelair. Usually, the phantoms look how they did in life, unharmed, whole and happy. But when Ahelair's mood is dark or when the curse is strong they transform into dark nightmarish versions of the time they passed.

Mechanic:
Whenever Ahelair loses SP, he gets to make a hallucination roll. If the visions are good, or if he is able resist them, then he will regain the lost SP. If the visions are bad, or if he succumbs to the hallucinations, then he will lose extra SP.
Ahelair the Kind



Name: Ahelair Ander. Also known as Ahelair the Kind or Kind Ahel
Race and Age: Elf, 233 years

HP: ❇❇❇
SP: ❇❇❇❇

Job: Healer lvl 4
Magic: Wind lvl 2
Curse: Curse of Annuiyntar lvl 2

Background:
140 years ago, Ahelair Ander of Flandasyria and his wife, Flyssia Flinder of Flandasyria, left their home town, seeking adventure and new opportunities in one of the greatest metropolises in the world, the wondrous City of Light. After a decade of hopping from one adventure party to another, the two finally gathered enough funds to settle down comfortably. Their residence, located on Main street between the Merchant and Noble districts of the City, became known as the Flandasyrian Clinic and Apothecary.
Over the next 120 years, the City-folk would come to call the loving couple "Ahelair the Kind", "Flyssia the Gentle", and collectively "the Flanders", for their dedicated health and counseling services. They were well loved by the populace, both high and low: Ahelair for the donation of his time and effort to helping the poor and homeless, and Flyssia for her sage advice, mainly for but not limited to young lovers and first-time mothers. During this time, the Flanders had a son Hessyl, and daughter Lylier, who both later married and had their own children: Tineth and Timyl, and Lyssia respectively.

20 years ago, a week before Behemoth fell into the ocean, Flyssia, suffering 2 days of intense headaches that had no cure nor remedy, woke up in the middle of the night and screamed "THEY ARE COMING!" before dying on the spot, copious amounts of blood leaking from her head. As heartbroken as he was, in later years, Ahelair would count this event as a blessing. If Flyssia had survived that night she may have easily succumbed to the madness of the Dark Gods' Curse and turned into some unthinkable monstrosity.

15 years ago, in one of the many, but more successful, invasion by creatures of the Dark Gods, Ahelair's children and grandchildren were either killed, or turned into Pathfinders and then subsequently killed by the City Garrison. Since then, having lost all of his remaining loved ones, Ahelair maniacally poured all his time, money and energy into taking care of the failing City to keep himself so busy that he wouldn't have time to think of everything he's lost. The Flanders' house, and the houses of their 2 children were converted into refugee housing, with the main house still functioning as a clinic to all those in pain. Whatever money he had, Ahelair used it to purchase ever more expensive food and supplies for the downtrodden and war-torn.

Even with all this work and activity, he still couldn't fully ignore the hallucinations. Of course they were hallucinations. Phantoms of his lost family, walking up to him, talking to him as if they were whole and well.
But however much Ahelair would have wanted them to be real, he remembered all too well his own screaming as he cradled the butchered bodies of his grandchildren.
He remembered when he threw himself at the Garrison soldiers to stop them from executing the Pathfinders pretending to be his children.
He remembered cleaning his beloved Flyssia in preparation for her burial.
He knew they were gone, and that he must be mad. Ahelair had seen it happen many times and knew too well the curse of madness that would take random individuals within the City.

But there were so many in need of help. So many who weren't mad yet. So many parents with children who could still be saved. So he kept his visions to himself and promised to keep working as long as his body, and his mind were still able.
When the City Garrison came for him, Ahelair lowered his head and willingly let himself be taken.


Personality:
Ahelair at his best is kind, patient, and generous. Even with the events of the last 20 years, with all the physical and emotional stress, he has managed to somehow retain these qualities. Maybe it is Ahelair's advanced age solidifying his personality, or maybe he is desperately holding onto himself so as not to disappoint his deceased family.
At his worst, he is tired, depressed and desperate. No matter how tired he is, he won't stop helping people. He feels that if he can help enough people, it might make up for him failing to protect his family.

He takes pride in his family, his people and culture, and knowing that his skill has helped a great many people throughout the years.
He is fond of taking afternoon walks by river or country side, and of gentle flute music.

Appearance:
In the past, Ahelair stood tall and proud, but never pompous. His large eyes were determined, almost piercing, but always had a soft gentleness. He was neat and tidy, keeping his dark hair and long beard trimmed and clean. He wore long, simply fashioned white and light green robes with a white cloak. He carried around with him a worn leather satchel that holds various herbs and medicinal concoctions, and a sturdy whitewood staff capped with silver, and a spherical, gleaming, olive-colored gem entwined in silver vines on top.

Nowadays it is not so. His old age and constant work catching up to him, Ahelair stumbles around with a hunched posture, his unkempt hair and beard a withered grey. His once gentle eyes now looking tired and sagging. His robes no longer white, but greyish and frayed around the edges. The only thing still clean and undiminished are his staff and satchel, the tools of his trade and the only pride he has left in this world.

Coping Mechanism:
Ahelair constantly has auditory and/or visual hallucinations. To him they are as real as the ground he stands on, almost to the point of him thinking he can touch the visions. The hallucinations primarily manifest as his lost family, which is both a boon and bane for Ahelair. Usually, the phantoms look how they did in life, unharmed, whole and happy. But when Ahelair's mood is dark or when the curse is strong they transform into dark nightmarish versions of the time they passed.

Mechanic:
Whenever Ahelair loses SP, he gets to make a hallucination roll. If the visions are good, or if he is able resist them, then he will regain the lost SP. If the visions are bad, or if he succumbs to the hallucinations, then he will lose extra SP.
Natalie had been standing arms crossed on deck of the carrier Achilles when the orders were issued through Tirapon. She slowly opened her eyes and took a deep breath.

Raising her right arm into a fist over her head, it started glowing as she shouted "NEPHILIIIIIIIIM!!!"
Then as a brilliant blue glow surrounded her, Natalie floated skyward veering towards the Volta Alien, increasing in size and velocity.

The now formed Nephilim stopped and looked down upon the alien threat. Not wanting to attack the hard shell, she maneuvered herself to have a better angle at the creatures head, gathered her energy, and flew down near-instantly with a flying side kick.
I'll try to get a reply out later today!
Natalie would have given Dr. Park a harsh questioning look for his cheesy lighthearted attitude if not for the sudden psychic message from Tirapon.

'yes, yes i can here you! is hear the correct word? but anyways, yes i confirm a connection.'

Natalie then turns to Tirapon and gives him a good-natured, re-appraising smile. She then turns away and looks inward, mentally readying herself for the coming battle...
Having just sent out the call orders, Nicole chirped out "Yes Secretary!" before making her way to the Achilles. Nicole was eager to see Nat in action!



After Dr. Park's introduction of Tirapon, Natalie extends a hand to the young communications specialist,
"Good to meet you. It will be interesting to see what telepathy feels like. I look forward to working with you."

Then turning to Dr. Park, "Doctor, do we know anything about EO4 yet? What is the ETA?"
Natalie was getting restless. Since being accepted into Project Titan 6 months ago, Natalie went through rigorous tests, experiments, and exercises to get used to her new-found powers. She threw all of herself into it, eager to quickly become a valuable asset in Earth's defense.

But she had spent the last week doing absolutely Nothing! Dr. Park had ordered Natalie to relax, something or other about filling up her reserves. Even though it was now a part of her, Nephilim was still something she really didn't know a lot about. Thus, she reluctantly relied on Dr. Park for his advice and knowledge. If not for this fact, Natalie would have disobeyed orders and kept at her training regimen to keep pushing her limits.

While Natalie was sitting on her bed grumbling with her discontent, her room's intercom spoke with Nicole's voice.
"Nat! We have contact!! They need you in the hanger now!!!"

Natalie was almost immediatley running out of her room with a hungry grin on her face.
"FINALLY!"
Here as well~
YAY!! I finally finished my character sheets! So sorry for taking so long!
Okay. I'm working on a Colossus, but can we have more than one character, or not?

just curious.


Yes, you can have more than one character. Ideally, you would only have 1 combatant of some sort, and then other non-combat characters, but go ahead and do anything. If you want multiple combatants, depending on how they turn out @Stern Algorithm will have final judgement on if he is ok with it or not.
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