Deadliest Fiction Wiki
Deadliest Fiction Wiki

Dragalia Lost Royale TC

Sword: Jill Warrick (FFXVI)[]

I was forced to kill - you do it by choice! But never again. I bowed to you once - now it is you who shall bow to me.
— Jill Warrick
Jill Warrick Bio

Jill Warrick was born the princess of the Northern Territories. Her father, unable to provide for his people due to the spread of the Blight, attacked the Duchy of Rosaria in an attempt to claim it and its resources. This fails miserably, resulting in her father's death and her being taken in by the Grand Duchy as a ward - effectively a hostage. Fortunately for her, Clive Rosfield and his brother, Joshua, enthusiastically welcomed her into their family. Joshua loved and cared for her as a sister, while Jill and Clive had the beginnings of a romance.

Said life would be cut short when the Grand Duchess of Rosaria betrayed her husband and her nation to the Holy Empire of Sanbreque, resulting in the Grand Duke's death, Joshua's presumed death, Clive's capture and enslavement, and the death of a majority of the Rosarian armed forces. This left Rosaria weak against an attack by the Iron Kingdom, and the subsequent capture of Jill. At some point in this time she awakened as the Dominant of Shiva. While this kept her safe from some of the depravities visited on the female captives, she was also pressed into fighting on the front lines, with the deaths of the remaining Rosarians threatened should she not.

In one of their battles, she faces off against Hugo Kupka, the Dominant of Titan, and after exhausting her powers faced against a band of Sanbreque's slave soldiers. Among these soldiers was Clive, who took the opportunity to kill his comrades and rescue her. She spends some time recuperating, as the numerous Primings she had done have had an adverse effect on her health. She joins Clive on his quests, providing vital backup.

She remains at Clive's side through the years, their mutual affection hitting a few walls of their insecurities. After overcoming their hangups, they fight against Barnabas Tharmr as he leads Ultima's minions. He proves too capable a foe to overcome, and Jill is captured while Clive barely escapes with his life. She chills for a bit on Barnabas' galley before being rescued by Clive. The pair fight Barnabas a second time, once again barely making it out alive. Jill and Clive then consummate their relationship, with Jill giving Clive some of Shiva's powers.

The combination of her years as a living weapon and giving up some of her powers wears her down considerably, forcing her to rest during most of Clive's subsequent adventures. She joins him in the field later, but as she is unable to Prime she can't join him for the final battle, and can only wait for his return.

Yet deep was frost's biter, leaving her fell mark upon their skins
— Eikonomachy
Jill Warrick Fighting Style
Jill wields a rapier, and as such tends to favor graceful thrusts and slashes. As the Dominant of Shiva, she is also capable of using powerful ice magic on command. She uses these in tandem, freezing her enemies after a thrust or impaling them with her sword while trapping them in ice. She can also fire small bolts of ice as a ranged attack. Further, as a Dominant she is significantly more durable than a normal human.

I will be your monster no more - nor will I suffer you to create another.
— Jill Warrick
Jill Warrick Shiva

As a Dominant, Jill is able to manifest the Eikon Shiva. Upon entering this mode, she encases herself in a massive glacier and emerges as the much larger Eikon. She is normally fully in control, and her already powerful ice magic, both control and creation, is similarly increased. While this gives her access to great power, it is also slowly killing her the more she uses it, and thus is hesitant to do so. Should she Prime under emotional distress, she may lose control of Shiva, acting solely on destructive instinct.

Like all Dominants, Jill can also partially manifest these powers, entering a state known as "semi-prime." This gives her partial access to the abilities of Shiva, strengthening her ice magic and manifesting the Eikon's shawl. In this form, her ice is capable of withstanding lava, and she can further freeze a tunnel through the ocean.

Since the moment we first met, you have always been an important part of me. The half that makes me whole. When times are darkest, you are my light. When I am lost, you are my guiding star. You are just what I need. You are all that I need. You are the greatest gift.
— Jill Warrick
Jill Warrick Traits
Reserved
Jill rarely, if ever, displays her emotions outwardly. Most of her expression is typically focused on Clive and Joshua Rosfield, typically snark or simply showing concern. She's generally more free with her emotions when writing letters or if confronting something extremely personal, such as someone who had wronged her repeatedly in the past.
Focused
Jill tends to be more goal-oriented, and typically focuses more on what needs doing than her personal feelings. There are a couple notable exceptions, such as the raid on Drake's Breath, but she also justified this by being relevant to her mission of taking down the Mothercrystals.


Experience
As an active Dominant, Jill has had quite a bit of experience fighting both as herself and as Shiva. The exact scope is unknown, but based on conversations she has been fighting since shortly after the fall of Rosaria. At this point in time, she has had thirteen years of experience fighting with the Iron Islands and sixish years of experience fighting alongside Clive and his people.
Mobility
Jill is a fairly fit human, and her Dominant physiology means she can exceed peak human abilities even when untransformed. She can use her ice to be mobile, and when transformed as Shiva can fly.
Willingness to Transform
Due to the effects of transforming into Shiva, Jill typically avoids doing so unless she's facing a particularly powerful enemy, like another Dominant or a being of similar power. She shows markedly less hesitation going into a semi-primed state or simply using her powers in combat.
Tracking
Jill has shown no notable skill, or lack thereof, in tracking a target. However, due to her time as Clive's right-hand woman as part of the Hideaway, she likely has some ability in doing so or she would have had quite a bit of trouble on missions.

Blade: Van Arkride (Trails through Daybreak)[]

It's a spriggan's job to take out power-hungry bastards when no one else can!
— Van Arkride
Van Arkride Bio

Van Arkride was originally an orphan in the town of Oración in Calvard. Raised in the local orphanage, he eventually met and befriended René Kincaid and Elaine Auclair, two members of the city's upper crust. Not pleased that his daughter was fraternizing with a member of the less fortunate classes of the city, Elaine's father arranged for Van to be adopted by a family outside the city. This family was a member of the D∴G cult, and Van was shipped off to one of the most heinous criminal enterprises in Zemurian history.

Fortunately for him, he was not taken to their child brothels. Unfortunately for him, the Demon Core he was born with drew the attention of the cult's researchers and in particular one of their high priests, Gerard Dantès. The core was painfully extracted from his body, and claimed by Gerard. Van survived this procedure, and was rescued by Gunther Barkhorn during the combined raids to exterminate the cult. After healing, Van takes the last name Arkride in honor of the orphanage director who raised him. He reunited with his friends at Aramis Academy, one of the most prestigious schools in the country, and even struck up a romance with Elaine. The curse of the Demon Core proved too much for his mind to bear, however, and he dropped out, leaving them behind.

He trains under Barkhorn for a time, honing his martial arts and learning to do what he can. His mind fully healed, he then starts a career as a fixer, being the owner/operator of Arkride Solutions. One of his first jobs was escorting Renne through Calvard to Crossbell, creating a bond of trust with the girl that proved invaluable later. He gained notoriety as someone who can help out where the law can't, and his business was fairly successful.

Renne, now the student council president at Aramis, recommends him to Agnès Claudel. This would set the pair on a quest to recover several devices from the dawn of the Orbal Revolution, created by the girl's grandfather and the man behind it - Claude Epstein. Agnès joined Arkride Solutions as its first part-timer, and the pair traveled around Calvard in search of the Genesis. More part-timers would join Van's crew as they went along, and this quest also afforded him the chance to reconnect with Elaine and René.

Their journey pit them against Almata, a mafia that had suddenly grown in power under its new leader, Gerard Dantès. Arkride Solutions ended up being the focal point of the efforts to combat them, pulling in the police, the Bracer Guild, the Heiyue crime syndicate, the Ouroboros Society, Calvard's intelligence division, and more. While the mafia nuking a small town off the map caught everyone off guard, they were eventually able to rally and defeat them in Oración. And then once again at the capital city of Edith, because magic shenanigans brought the dead back to life.

Van retakes his demon core, intending to seal himself away so that the manifestation of Vagrants Diaspora wouldn't threaten the world. His part-timers call bullshit, and fight Vagrants Diaspora for control of Van's soul. They win, and the office splits up near the end of the year, its members going their separate ways. For all of a month, much to Van's chagrin.

Several years ago, people were recruited to test that weapon: the stun caliber. However, despite its potential, it was deemed too difficult to use for the average warrior to wield.
— Alexandre
Van Arkride Weapon
Van's weapon is known as a Stun Caliber, whose design is based on a real-world Chinese Swordbreaker known as a Jian. It is normally blunt, but can be changed at will to reveal a lethal energy blade. Van uses this in broad sweeps, and is very skilled with it despite the weapon being notably difficult to use.

Do your worst, toots.
— Van Arkride
I know I call it a Holo Core instead of a Hollow Core. Holo is the official localization.

In order to utilize Orbal Arts, Van must be in physical possession of a Combat Orbment. Each Orbment has slots for a quartz, a tiny crystal with an attunement to one or more of the seven elements: Earth, Wind, Fire, Water, Space, Time, and Mirage. Said quartz can offer various benefits. This model of Combat Orbment, known as the Xipha, contains an AI assistant known as a Holo Core.

Upon engaging in combat, the Orbment may deploy a Shard at the user's command. Shard deployment is necessary for the use of Crafts and Orbal Arts, and it can be triggered instantly at any time with no cooldown. While this enables the use of extremely strong abilities, it also limits movement to the area where the Shard is deployed. The Shard can be recalled similarly, allowing for greater freedom of movement at the cost of relying solely on weapon attacks. A blast of shards injures any enemy caught unprepared, whether stunned by a surprise attack or otherwise.

The XIPHA sixth-generation combat orbment allows for the use of the SCLM system once a Shard is deployed. Similar to the Combat Links of an ARCUS II, they allow for greater coordination between those who utilize it, strengthening attacks or following up with additional strikes. Unlike the ARCUS II, it doesn't link two specific people on the field, but instead two people within proximity to each other.

Further, once Shards are deployed, S-Boosting is available. Van can initially store up to 3 S-Boost charges, and will start with three. Certain attacks need to have an S-Boost to be used, and a Shard must be deployed to utilize Crafts and S-Boosts. S-Boosting also extends the radius for an SCLM. Holo Cores provide certain extra benefits when S-Boosted. These charges can refill through combat, and two S-Boosts can be applied at a single time. A single S-Boost lasts for two turns, and adding an additional S-Boost adds another turn to its duration.

Deploying Shards can potentially have other effects when used with Holo Cores, such as being able to create defensive barriers, change one's voice, or visual concealment. This requires great skill, and Van has been shown to tire quickly when using the latter two outside of Shard Skills.

Arts are typically assigned as part of an Arts Driver, which is an interchangeable part of a Xipha. Note that all Arts take a time to cast and can be interrupted. This time varies, but is generally longer for stronger spells. Arts also cost a resource known as EP.

Van will have a maximum of 600 EP. Potential for status effects from quartz and spells applies separately.

Van's Holo Core is Mare Chaos. Mare is a specialized Hollow Core made by Marduk Total Security Company. Unlike other Hollow Cores, which are simple AI assistants, she seems to have gained some form of sentience thanks to the Oct-Genesis. She's fairly tsundere towards Van, and is the primary catalyst that allows him to utilize Grendel.

In addition to raising his Art attack power and EP, she provides the following benefits during S-Boost:

  • Boosts Physical and Magical attack strength by 45%
  • Boosts Physical and Magical defenses by 25%
  • Increases the speed at which actions are taken by 20%
  • Greatly increases movement speed
  • Increases the chance to inflict a critical hit by 50%
  • Increases physical damage dealt by 25%
  • Increases magical damage dealt by 25%

Red Hare
Multiplies CP regained when taking damage by five
Rusalka
Halves recovery time after using an S-Craft
Assault
Increases the attack launched when opening shards on a stunned enemy by 20%
Carbuncle
Has a 20% chance to absorb magical attacks

Ratatoskr
Has a 20% chance to absorb physical attacks
Hit 3
Greatly increases the accuracy of attacks and increases the chance to critically hit by 8%
Fortune
Enemies have a 30% chance to drop additional items*
Action 2
Moderately increases the speed at which actions are taken
*For the purposes of this match, Fortune will not increase the amount of Sunlight Ore dropped by other contestants upon their defeat

Impede 3
Weapon attacks and crafts have a 45% chance to interrupt skills and spells being readied, as well as delaying the next actions of those hit by a bit.
Heidrun
Doubles the extra damage done by a critical hit.
Action 3
Greatly increases the speed at which actions are taken

Strike 3
Increases the chance to deal critically hit by 24%
Agnagarn
Increases physical damage dealt in proportion to HP remaining, up to 50% when uninjured.
Taurus
Deal 50% more damage to enemies who cannot move because they are stunned
Attack 3
Greatly increases physical attack strength.

The Arts Driver is a specialized piece of Orbal Circuitry that allows those who install it to cast Arts. Art damage is graded on a letter scale, from D at the lowest to S at the highest, with plus signs indicating ranks in between. Van is using the Nebulous Driver, which allows him to cast the following Orbal Arts:

Spark Edge
Three arrows of lightning shoot forth, creating an explosion over a small area. Has a chance to inflict Seal for two turns on enemies struck by it. Deals D rank Wind damage. Costs 15 EP.
Seal
Has a high chance of being unable to use non-magical abilities.
Chrono Drive
Speeds up allies in a large area, granting Quick for 3 turns. Costs 20 EP.
Quick
Increases the speed at which actions are taken as well as movement speed.
Aerial Dust
Creates a tornado covering a medium area. Deals C+ rank Wind damage. Costs 60 EP.
Obsidia Ray
An orb with a gem inside it manifests over the user, firing a laser that causes explosions in a medium line. Has a 60% chance to inflict Blind on those hit and delays their next turn. Deals B+ rank Time damage. Costs 180 EP.
Blind
Has a high chance of missing non-magical strikes, leaving an opening for a counterattack.
Plasma Sphere
Three large orbs of electricity circle a target and rise, before merging into a large orb that drops and briefly electrifies a large area. Has a chance to inflict Seal for 2 turns on enemies struck by it. Deals B rank Wind damage. Costs 135 EP.
Seal
Has a high chance of being unable to use non-magical abilities.
Pluto's Nova
Summons a planetoid to hit all combatants on the field. Has a chance to inflict Blind or Deathblow. Deals S rank Time damage. Costs 380 EP.
Blind
Has a high chance of missing non-magical strikes, leaving an opening for a counterattack.
Deathblow
Instantly kills the target

Arts Drivers can additionally be equipped with Plugins that allow for additional Art selections. Van is using the following Plugins:

Argent Thorn
Seven silvery swords land in a medium circle, creating a magic circle that then fires upwards. May reduce the magic damage inflicted by those hit. Deals B rank Mirage damage. Costs 140 EP.
Tearal
Coats an ally in healing water, healing a large amount of damage. Costs 180 EP.

Shard Skills are unlocked by equipping quartz on the four lines of the orbment. They have different activation chances under different conditions. A Shard must be deployed in order to utilize them. Activation chances are generally affected by S-Boost level. Chances will be displayed in a (base/1 boost/2 boost) format.

Earth Impact
Adds Earth damage to attacks and crafts. Has a (25/50/100)% chance to activate when using a weapon attack or a craft.
Aqua Impact
Adds Water damage to attacks and crafts. Has a (25/50/100)% chance to activate when using a weapon attack or a craft
Gale Impact
Adds Wind damage to attacks and crafts. Has a (25/50/100)% chance to activate when using a weapon attack or a craft.
Chaos Impact
Adds Mirage damage to attacks and crafts. Has a (25/50/100)% chance to activate when using a weapon attack or a craft.
Flare Impact II
Adds great Fire damage to attacks and crafts. Has a (25/50/100)% chance to activate when using a weapon attack or a craft.
Chrono Impact II
Adds great Time damage to attacks and crafts. Has a (25/50/100)% chance to activate when using a weapon attack or a craft.
Sword Breaker
Attacks and crafts reduce the physical attack strength of those hit. Has a (20/40/100)% chance to activate when using a weapon attack or a craft.
Shield Breaker
Attacks and crafts reduce the physical defensive strength of those hit. Has a (20/40/100)% chance to activate when using a weapon attack or a craft.
Fatal Lance
When an enemy is brought to low health by Van's attacks, fires off a blast of arrow-like Shards to finish them off and damage those nearby. Has a 100% chance to activate when an enemy is brought to critical HP by an attack or craft used by Van.
Burst Gain
Recovers health and CP based on damage dealt. Has a (25/50/100)% chance to activate when hitting with a weapon attack or craft.
Resist Rot
Prevents the Rot status effect from taking effect, and may resist being killed, instead brought to critical health, once per battle. Has a (50/75/100)% chance to activate when hit with an attack that inflicts Rot.
Resist Seal
Prevents the Seal status effect from taking effect, and may resist being killed, instead brought to critical health, once per battle. Has a (50/75/100)% chance to activate when hit with an attack that inflicts Seal.
Resist Blind II
Prevents the Blind status effect from taking effect, and may resist being killed, instead brought to critical health, once per battle. Has a (75/90/100)% chance to activate when hit with an attack that inflicts Blind.
Resist Mute II
Prevents the Mute status effect from taking effect, and may resist being killed, instead brought to critical health, once per battle. Has a (75/90/100)% chance to activate when hit with an attack that inflicts Mute.
Guardian
Creates a shield that reduces the damage an ally takes. Has a 10% chance to activate when an ally is targeted by an enemy, or a 20% chance when an ally within SCLM range is targeted by an enemy.
Avenging Arrow
Fires an arrow-like shard at a foe that has damaged an ally. Has a 20% chance to activate when an ally is targeted by an enemy, or a 40% chance when an ally within SCLM range is targeted by an enemy.
Gale Boost
Wind arts deal additional damage. Has a (25/50/100)% chance to activate when using an art that deals Wind damage.
Chrono Boost
Time arts deal additional damage. Has a (25/50/100)% chance to activate when using an art that deals Time damage.
Chaos Boost II
Mirage arts deal major additional damage. Has a (50/75/100)% chance to activate when using an art that deals Mirage damage.
Mind Breaker
Lowers the magical attack strength of targets hit by an offensive art. Has a (20/40/100)% chance to activate when dealing damage with an art.
Mind Breaker Barrage
Shard attacks lower the magical attack strength of enemies hit by it. Has a 50% chance to activate when deploying shards against a stunned enemy.
Ark Feather
Manifests wings which fire bolts of shards at foes hit by an art, dealing damage and delaying their next action. Has a (40/80/100)% chance to activate when damaging an enemy with an art.
Quick Start
Grants Quick to self for two turns. Has a 25% chance to activate when deploying shards at the start of a battle.
Quick
Increases the speed at which actions are taken as well as movement speed.
Guarded Start II
Increases physical and magical defenses for two turns. Has a 50% chance to activate when deploying shards at the start of a battle.
Powerful Start II
Increases physical attack strength for two turns. Has a 50% chance to activate when deploying shards at the start of a battle.
Gifted Start II
Grants Insight to self for two turns. Has a 50% chance to activate when deploying shards at the start of a battle.
Leg Breaker
Attacks and crafts inflict Slow. Has a (25/50/100)% chance to activate when using a weapon attack or a craft.
Slow
Movement speed and the speed at which actions are taken are both reduced.
CP Charger II
Restores 50 CP. Has a 100% chance to activate when winning a battle with shards deployed.

Hahaha! I'm going to murder you someday, you little shit.
— Van Arkride
Van Arkride Crafts

Crafts cost a resource known as CP, which is built by dealing and receiving damage to a maximum of 200, and unlike Arts have no cast time. Craft power is graded from D through SS, with plus symbols showing something that's a little stronger than the usual for that grade but not quite strong enough to meet the next threshold.

Van will start with 100 CP. Potential for status effects from quartz and crafts applies separately.

Magna Slash
Swipes with his Stun Caliber, hitting all enemies in a short medium cone. Deals C physical damage, interrupts the charging of spells and abilities, and does additional damage when striking foes from the side. Costs 30 CP.
Raging Buster
Van leaps up in the air and charges his Stun Caliber with electricity, bringing it down on one foe, cracking the ground to hit enemies in a medium circle. Deals B physical damage, slightly delays the next action of those struck, and does extra damage when striking foes from behind. Costs 50 CP.
Coin Bullet
Van flicks several coins in a narrow cone, hitting all enemies within. Deals D+ magic damage for some reason. Inflicts Damage Down to foes hit for 3 turns. Grants Hate Up to self for 3 turns. Costs 20 CP.
Damage Down
Reduces physical damage dealt
Hate Up
Enemies are more likely to attack the affected target.
Heavenly Halter
Van sticks his Stun Caliber into the ground, sending a wave of electricity in a short but wide line. Does some weird martial arts shit to strike all enemies hit by the lightning with a pressure wave. Deals A+ physical damage and inflicts foes hit with Slow for 2 turns. Costs 70 CP.
Slow
Movement speed and the speed at which actions are taken are both reduced.
Heated Roar
Van does a few poses and shouts, generating an aura around himself and gaining the effects of Temper and HP Regen for four turns. Costs 40 CP. Can act again immediately after.
Temper
Increases damage as more turns progress with this effect active.
HP Regen
Restores a small amount of health at the end of every turn.
Vandalize Raid
Van throws his Stun Caliber into the air, unleashing a martial arts combo on his foe before catching it, charging it with electricity, and slashing with it to create an explosion that hits all foes in a very large area. Deals SS physical damage. Costs 100 CP and requires two S-Boosts to be active to use. Increases the maximum S-Boost charge by 1 for the remainder of the Shard deployment.
Take the Grendel
Transforms into Grendel for three turns. Doubles HP, magic attack, magic defense, physical attack, and physical defense. Further grants 100 CP. Costs 200 CP. Grendel and its abilities will be mentioned in its tab.
Defend
Not strictly a craft, but reduces incoming damage in place of acting.

I will. I'll bear it. These fragile chains guide me to this realm, where I am now made manifest. I am both the nightmare, and the beast that devours it!
— Van Arkride
Your honor, my client was simply in Grendel Mode

Van, through the help of Mare, is able to take on a form known as Grendel. This is due to his connection to Vagrants Diaspora, one of the five Demon Lords. Grendel itself is a manifestation of the separation between Van and Vagrants Diaspora. If overused, it can turn him into something else, which is currently unknown. While gameplay restricts its use to being against very powerful enemies, there's little indication that this is anything more than Van being cautious of the overuse thing.

In Grendel form, Van may not cast Arts, but still benefits from Holo Cores, S-Boosts, and Shard Skills. HP, attack, and defense double. CP and EP carries between forms.

Grendel may use two of these in the time it takes others to take one. S-Boosting allows him to act fast enough to take a third action.

Rapid Onslaught
Punches one target, lowering its physical defense for two turns. Deals C Physical damage. Costs 0 CP. May be taken several times per action set.
Heavy Spike
Kicks one target, lowering its magic attack strength for two turns. Deals C+ Physical damage. Costs 10 CP. May be taken several times per action set.
Savage Blade
Does a quick claw strike combo, hitting targets in a cone. Heals Grendel for some of the damage inflicted. Deals B Physical damage. Costs 20 CP. May only be taken once per action set.
Mortal Raid
A flurry of kicks strike a small area around the target, lowering the magic defense of all hit for two turns. Deals A Physical damage. Costs 30 CP. May only be taken once per action set.
Oblivion Fist
Grendel slams their fist into the ground before launching a wave of energy forwards, hitting targets in a small line and inflicting them with Slow for two turns. Deals S Physical damage. Costs 50 CP.
Slow
Movement speed and the speed at which actions are taken are both reduced.
Howling Roar
Roars, hitting targets in a short, wide cone with a blast of Shards. Interrupts the charging of magic and abilities for those hit. Grants Hate Up to self for three turns. Deals B+ Magical damage. Costs 100 EP. May only be taken once per action set.
Hate Up
Enemies are more likely to attack the affected target.
Limited Blaster
Shoots a beam forwards, hitting targets in a medium line and reducing the attack strength of those who are hit. Deals A+ Magical damage. Costs 160 EP.
Regal Beatdown
Grendel charges forward, striking the target with a furious combo of punches, kicks, and claw strikes before launching it back. It then runs to the target, delivering a leaping kick that sends a massive beam of energy through the target and all those within a very large circle around it. Deals SS physical damage. Costs 100 CP and requires two S-Boosts to be active to use. Increases the maximum S-Boost charge by 1 for the remainder of the Shard deployment.
Defend
Reduces all incoming damage by half.
Revert
Return to the basic Van stuff.

A dessert a day keeps the bastards away.
— Van Arkride
Van Arkride Traits
Shades of Grey
Van's job generally operates right at or slightly outside the boundaries of the law. He's learned to take his clients in stride, and thus allows him to be fairly friendly with both upstanding citizens and criminal masterminds alike. He typically draws the line at outright genocide. Or totaling his truck.
Protective
Van doesn't generally let people get close, but when he does he's very protective of them. He basically acts as the surrogate dad for the Arkride Solutions Office. His gameplay reflects that, too, as his orbment setup and crafts generally incentivize drawing aggro and defending allies.
Experience
Van has had a good five or six years of experience working as a Spriggan, and a good few years of training before that. He has enough experience working as a Spriggan to gain a reputation even outside Calvard as someone who can get a job done efficiently. As long as you bribe him with sweets or money.
Mobility
Van is a very fit human, with additional boosts from his Orbment. He can move much faster when Grendel is active. Nothing much more to say.
Willingness to Transform
Van typically prefers to only transform into Grendel when facing particularly difficult foes, thanks to its power. When he faces one, though, he has few qualms about going full Kamen Rider and kicking ass.
Tracking
Van is a highly skilled detective, and has taken on search and retrieval as well as missing persons jobs. While he does have the benefits of his assistants during the events of the game, it should be noted that he completed these alone and with high skill during the ten years before they joined.

Dagger: Jack Krauser (Resident Evil 4 Remake)[]

The reaper comes for cowards and the careless alike. Which are you?
— Jack Krauser
Jack Krauser Bio

Maj. Jack Krauser was once a patriotic soldier in the US Army. He was one of the combat instructors of Leon S. Kennedy when the government forced the latter into service. His training regimen was notably tough, with Leon noting that he was frequently near death during it. Krauser and his unit would then participate in Operation Javier. Little is known of the operation, other than that it targeted cartel activity in South America. Also unknown was whether the operation succeeded or failed; the only known information is that Krauser was the sole survivor, and his team was slaughtered by the US Government.

Krauser tried to take this story public, but the journalist he had contacted was assassinated. Driven mad, he came to believe that the only thing that truly mattered was power. In order to gain this power, he threw his lot in with Los Illuminados. They injected him with a Dominant Species Plaga, a specialized version of the Plaga parasite that let him retain his conscious mind. He was assigned escort duty for the president's daughter, Ashley Graham, and kidnapped her on the orders of Los Illuminados.

He was one of the trusted inner circle in the cult, and ran interference when Leon came to rescue Ashley. He murdered Louis Navarro when he betrayed the cult and stole a valuable piece of amber containing a Plaga, and led the successful retaking of Ashley from Leon. He then had one final showdown with his former student, which he lost.

Haven't I taught you? Knives are faster.
— Quote author
Jack Krauser Knife
Krauser's main weapon is a single-edged combat knife, which he is particularly proficient with. He trained Leon S. Kennedy in its use, and is more than skilled enough to not only match him, but overpower him in combat. When Leon picks it up, it has greater power than his standard combat knife, but is a little more prone to suffering wear.

You see, in that jungle, I had a revelation. The most important thing in this world is pure, unadulterated power! Los Illuminados have given me that.
— Jack Krauser
Jack Krauser Plaga

As a member of Los Illuminados, Jack Krauser has been infected with a Plaga. This grants him superhuman strength, agility, and durability. As this was a Dominant Species Plaga, Krauser retains his full mental faculties, ability to speak, and and personality. He can also control when the Plaga mutates his flesh.

Said mutation changes the shape of his arms. His right arm turns into a massive, fleshy claw that can block gunfire while his left transforms into a blade, seemingly made of bone or a similar substance. His abilities heightened, and he can use the blade-arm with expert skill. He can further create massive shockwaves when jumping from a large height, enough to severely injure even the Plaga-infected Leon.

I'm no stranger to covert tactics, remember?
— Jack Krauser
Jack Krauser XF
Stealth Expert
Jack is an expert in stealth, tracking, and traps. He uses these to great effect in his service to Los Illuminados, coordinating the operation to kidnap Ashley - the daughter of the President and a very highly-defended person - as well as defending the island from Leon's incursion.
Hardcore Hater
If it's particularly personal with someone, like with Leon, Jack will focus all his attention on fighting them.
Experience
Jack Krauser has a wealth of experience in the army, both as a soldier and a member of USSOCOM. His actual experience is unknown, but his rank of Major implies at least a decade, assuming RE applies the typical years of service needed in the US Military. He also has two years of experience coordinating and fighting on behalf of Los Illuminados.
Mobility
Jack has superhuman physicality thanks to his infection with a Plaga, able to leap large distances and move at superhuman speeds.
Willingness to Transform
Jack tends to wait until he's in a fairly dire situation before he mutates his Plaga. As this transformation is permanent and very visible, he also waits until he's forced into open combat instead of his preferred sneaking style.
Tracking
Krauser is an expert tracker and hunter. He's skilled enough to have instructed US Special Forces, and was also able to track Louis and Leon during the events of the game.

Axe: Marla Baldini (Fake Holy Sword Story)[]

The people of my territory have asked for my help. Then it is only natural for me to go by myself!
— Marla Baldini
Continuing the proud tradition of "Really? This is the first person from the series?"

Marla Baldini is the lord of the Baldini territory. Born to a draconic father and a human mother, she was subject to prejudice due to her half-demon heritage. Because of this, she was unable to marry and the Baldini house was left without an heir. She was, however, a fairly popular lord, thanks to her sense of justice and willingness to take care of bandits and the like herself. Her fortunes started to change when she met Alistar and Magary, the hero with the "holy" sword and the saintess of the country.

Alistar courted her aggressively, seeing her personality, combat strength, and willingness to spoil him as the key to an easy life. They fought a criminal syndicate together, with Marla fully falling to Alistar's charms. After she annihilates the entire syndicate, in addition to the building they were based out of, she is forced into an arranged marriage. Her suitor turns out to be a demon, and Ailstar exposes this. She fades from the story afterwards.

I wanted to kill the bad guys before they could escape...
— Marla Baldini
This might actually be the most obscure series I've used yet
Marla's axe is fucking huge. Like the haft alone is bigger than she is, and I'm pretty sure the head is, too. She can swing it with enough force to crack stone or just plain reduce a normal human to mincemeat in one strike. She appears to be able to summon it at will, though it also appears to have to physically travel towards her.

Thank you, Waifu2x, for making this not a pixelated mess
Marla is half-dragon. In addition to the general superhuman strength and abilities this gives her, she can also release her demonic heritage to take on some of the aspects of her dragon half. Such as the ability to manifest lightning storms that wreck the entire building she's in. And that's all we actually know, since she doesn't really appear much after her arc.

I'm 27 years old, and yet I still don't have a husband. I've completely missed the boat.
— Marla Baldini
Marla Baldini Traits
Noble
Marla is a good person, and is genuinely devoted to those under her care. She is very harsh on those who are unjust or those who harm her wards, but is very good to and protective of those she considers her friends. Should someone win her romantic affections, she's even willing to completely support him to the point where he is dependent on her.
Insecure MILF
She is also very insecure about her age and unmarried status. As she's nearing 30 as a noble, she is quick to latch on to those who won't judge her for either her age or her heritage. Your move, Cfp.
Experience
Marla's exact experience is unknown, but she has been fighting on behalf of her territory for quite a while. Her leadership and presence on the front lines is why the Baldini Territory has had several years of peace.
Mobility
As a half-Dragon, Marla has superhuman physical abilities. This includes strength and speed.
Willingness to Transform
Due to the major stigmas against half-demons, Marla is very hesitant to transform. She's more secure in her heritage at this time, and is thus actually willing to do so if needed, but she'd still either most likely be fighting one on one or with someone who she knows won't mind.
Tracking
Marla has shown no special ability at tracking and hunting. While she was able to track down an elusive criminal organization, she was explicitly having a difficult time of it until she interrogated a captured member into confessing their location. She does tend to use brute force more often than finesse, and as the lord of her territory would likely entrust information gathering to her soldiers.

Lance: Sonoko Nogi (YuYuYu S2)[]

In truth, humans don't need the gods. We don't need the meddling of the Gods of Heaven and not the help from the Gods of the Land either. Because humanity can stand on its own.
— Sonoko Nogi
Sonoko Nogi Bio

Sonoko Nogi started her career as a Hero in elementary school, fighting alongside Sumi Washio and Gin Minowa using Version 2.0 of the Hero System. She was one of the strongest of the Heroes, and their leader on the field. She proved very effective at this, despite her general airheadedness, as she was able to effectively make battle plans to down multiple foes with minimal damage. During this time, she grew close with her fellow Heroes. Gin's death was a major emotional blow to both her and Sumi, though they resolved to keep fighting. Their Hero System was given an update, to Version 2.5.

This version enabled them to use Mankai, which they didn't need for their first few battles. A massive Vertex attack forced them to, however, and Sonoko recognized its flaw quickly. After Sumi's second Mankai wiped her memories and made her unable to transform, Sonoko fought off all the invading Vertex by herself, going Mankai twenty times in total. This crippled her body, leaving her unable to move. During the battle, she also saw the true state of the world outside the Shinju's barrier. After she drove the Vertex away, the Taisha enshrined her, and the combination of these traumas nearly broke her mind.

She manages to stay sane through sheer force of will, and eventually manages to call Togo and Yuuna to her side after a battle. She tells them the truth about the Hero System and Mankai, and invites Togo to where she is enshrined. Togo takes some time to process this, but accepts. There, she tells her friend about the world outside Shinju's barrier. Sonoko waits to see what Togo does, refusing the Taisha's pleas to stop her friend as Togo tried to destroy the world.

After Togo failed, and the Shinju decided to return functionality to the Heroes, Sonoko recovered her health and joined Sanshuu Middle School, where she became part of the Hero Club. After preventing Togo fro sacrificing herself to end the war with the Heavenly Gods, she helps uncover some of the secrets behind the founding of the Taisha. She then fights against the Heavenly Gods and the Shinju, aiming to thwart the former's attempt to destroy humanity and halt the latter's attempt to force Yuuna into a child marriage with itself.

The Shinju reevaluates its priorities once again, giving Yuuna enough power to kill the Heavenly Gods and sacrificing itself to restore the Earth. Sonoko is talked out of leading a total coup of the Taisha, but instead does an internal takeover of the organization. With her as its new head, she steers it to work for the betterment of the people.

Hey, Wasshi! Lets Enjoy KAGAWA LIFE
— Sonoko Nogi
The better Sebastian
Sonoko's fairy is Sebastian, a kurama tengu. It allows her to manifest a large spear, whose handle she can extend or retract at will. The head of this spear is actually made of several segments, and can change shape. The most commonly used variation takes on the appearance of an umbrella to use as a shield. This shield is particularly strong, and is able to repel the attacks of the combined Heavenly Gods. She has also used it to create a staircase, giving Sumi Washio high ground.

You suck at explaining things~!
— Sonoko Nogi
Sonoko Nogi Hero

After realizing that their prior systems were just not working - what with the risks of insanity, death, or permanent disability - the Taisha set out to make the fourth version of the Hero System. This provides similar benefits to the other versions: its users gain enhanced physical attributes, along with clothing that has enhanced defense.

The main difference here is that the Hero starts with a filled Mankai gauge. The fairies can block five fatal attacks, each one depleting one section of the gauge. A Hero can also spend their remaining gauge to go into Mankai; this does not incur the disability cost from the previous system, but does leave the user vulnerable to attack.

The Hero System app also provides the following:

Chat
An instant messaging chat app.
Sealing Ritual
A way to paralyze the Vertex and forcibly remove their cores, making them vulnerable.
Map
Displays a map of the Jukai, the alternate world the Heroes are summoned to do battle in. This map displays the position of the Vertex as well as all Heroes. For the purposes of this match, it will show a map of the field, but initially only Sonoko's location until she registers other combatants.
Forestize Warning
Freezes time and transports Heroes to the Jukai when the Vertex attack.
As the Hero System is accessed though a smartphone app, Sonoko will have access to her smartphone.

But even if it was a boy, I wouldn't go out with them~ Because I've got Mino-san and Wasshi supporting me already
— Sonoko Nogi
Sonoko Nogi Mankai
As she originally used Verson 2 of the Hero System, Sonoko has a different Mankai from other members of the Hero Club, excluding Mimori Togo. Her Mankai resembels a massive flying boat, on which she can ride. The boat has multiple blades in the place of oars, which can extend and retract as needed. She can also manifest a battle aura thing that turns the entire structure into a bird that can also shoot lasers.

It can't be helped. It can't be helped. It can't be helped. It can't be helped. It can't be helped. It can't be helped. Can't be helped. Can't be helped. Can't be helped. Can't be helped. Can't be helped. Can't be helped. Can't be helped can't be helped. Can't be helped can't be helped can't be helped can't be helped can't be helped can't be helped can't be helped.
— Sonoko Noki
Sonoko Nogi Traits
Airhead
Sonoko is a fairly spacy gal, prone to staring into space or sleeping. She also tends to act with strong conviction, no matter how odd her actions may seem to others. She's also prone to writing lesbian fiction based on her friends.
Tactical Genius
Despite the above, Sonoko is a natural leader and an accomplished strategist. She leads her team well during WaSuYu, and uses her abilities to manipulate the Taisha from the inside. She also executes a coup after the end of the series, with an implication that she's been planning and moving the pieces for a while, and proves to be an adept leader.
Experience
Sonoko has at most a year and a half of combat experience and training. She spent most of this time fighting against massive kaijuu that could pretty easily kill her, eventually fighting and driving back twelve at once.
Mobility
When in her normal form, Sonoko has the mobility of an athletic teenager. When in Hero mode, she is able to leap superhumanly far and move superhumanly fast. When in Mankai, she retains her superhuman abilities but can also fly on her floating boat thing.
Willingness to Transform
Sonoko is very willing to enter her Hero mode, as this is how she normally fights. She's also more than willing to go Mankai with v4, even more so than her friends who fear losing their protection, due to her experience in high-intensity battles.
Tracking
Sonoko's tactical abilities and general instincts means that she typically finds what she's looking for, though rarely in a conventional manner.

Bow: Irvine (Berserk)[]

For days I run through mountains and rivers, chasing my prey. I lurk alone deep in the forest. Through so many nights, I lose track of time. And then... before I know it...I too have become a beast.
— Irvine
Irvine Bio

Little is known of Irvine's past before he became an Apostle. Little is also known of his activities between becoming an Apostle and being recruited into the Band of the Falcon. What is known is that he is a skilled hunter and tracker, and contrary to many Apostles preferred to spend his time alone. As part of Griffith's new army, he tends to his duties with a dispassionate coldness, before retiring to the campfire to play his lute.

He seems to have a friendship with Sonia, a human serving Griffith. He has played a major part in most of the Band of the Falcon's battles, sniping the heads off of Kushan warriors and the demonic spawn of Ganishka alike. He assists in the rescue of Princess Charlotte, breaking part of her tower to allow Nosferatu Zodd to carry her away. He then fights against Ganishka's massive form alongside the rest of the Band of the Falcon, serving as Sonia's protector. He also leads parties to defend pilgrims to Falconia, rescuing Rickert in one of his sorties.

Irvine Bow
Irvine's bow is fairly long, and does not appear to be made from wood. The presence of an eye on its center hints that it may be part of his Apostle nature, and therefore part of his body. He can fire multiple arrows with a single shot, all with enough accuracy and power to pierce eardums and decapitate from a kilometer away.

Irvine Apostle
Irvine's lower body turns into a deer-like creature, with a single large eye on its forehead. His human torso is connected to the beast's hindquarters. He can form arrows out of his hair, which expand when they strike their foe into several barbs. The horns of this form can be used as the arms of his bow, greatly extending his range and power. A human teen can ride on his Apostle form without impacting his accuracy.

Stop trying to be Judeau, you're cool enough as is
Stoic
Unlike many other Apostles, Irvine tends to act alone and with little passion. When not sniping things, he tends to chill by the campfire with his lute.
Sniper
Irvine is an expert with the bow, and as such tends to remain away from the front lines. Man's been on screen so little that there's not much else to say about him.


Experience
Irvine is an Apostle, and was an experienced hunter even before that. His experience is unknown, but can be inferred to be fairly vast.
Mobility
As an Apostle, Irvine has superhuman strength and speed even in his normal form. When he changes to his Apostle form, he grows and gets the associated speed and ability boosts that come with turning into a bigass deer thing.
Willingness to Transform
Irvine tends to hunt mostly in his human form, seemingly for the additional thrill. He's so far only shown an inclination to transform if he's facing a sufficiently powerful supernatural foe, or if he needs to kill someone fast.
Tracking
Irvine is a skilled hunter and tracker. While his history is murky, he's spent a vast amount of time hunting alone, using only his skills and wits.

Rod: Halsin (Baldur's Gate 3)[]

Grace is bestowed by nature, not me.
— Halsin
No, you horny fucks, not 𝑡ℎ𝑎𝑡 rod

Halsin is the Archdruid of the Emerald Grove, a small enclave of very racist Druids. At one point he was captured by Drow, and forced to be their sex slave. He escaped during an attack, and later joined the Emerald Grove. Halsin was part of an expedition to combat Kethric Thorn at the Moonrise Towers. After the battle, however, the Shadow Curse took the lands. The Archdruid of the Grove was lost, as was Thaniel, the spirit of the land. Halsin was forced to take the position of the Grove's Archdruid, and led them in the intervening century.

He joined an expedition led by Aradin to try and infiltrate the Towers again, seeking to break the curse. This failed, getting him trapped by the Cult of the Absolute while wildshaped into a cave bear. He left the druid Kagha in charge, who fell under the sway of the Shadow Druids. Tav's Party eventually rescues him, leaves him to die, or murders him. Should he be rescued, his actions depend on how Tav handled Kagha. Should they expose her Shadow Druid ties, or simply prevent her from murdering a child, he will chastise her and strip her of her rank. Should they not do so, he will leave their fates in the hands of the murdered child's parents or exile her.

He then joins Tav's party as a camp follower, instructing them on how to reach the Shadow-Cursed Lands. Upon reaching it, he joins the party proper and instructs them on how to lift the curse while trying to get in Tav's pants. They eventually find Thaniel, and learn that he has split into two beings, with the other trapped in the Shadowfell. Halsin opens a portal to rescue him, and leaves Tav to defend it. Should this defense be unsuccessful, Halsin is trapped in the Shadowfell for eternity.

Should Tav succeed, Thaniel will be rescued, and will heal the Shadowlands after the final passing of Kethric Thorn. Halsin, his quest complete, will join Tav's Party during their time in Baldur's Gate. There, he may be captured and killed by Orin, or simply survive the events. He will develop an appreciation for the Shadow Druids' ideology, but ultimately still rejects it.

I wish everyone could see the sun, have a full belly, and know nature as a friend.
— Halsin
Halsin Equipment
Shapeshifter Hat
Increases Wildshape Charges by 1, to a maximum of 3. Also assists in knowing things about nature. Somehow.
Cloak of the Weave
Makes spells harder to resist or dodge, and allows Halsin to cast Absorb Elements without using a spell slot.
Absorb Elements
Take half damage from an elemental attack, and add some damage from it to your next attack. Halsin must rest for at least an hour to recover this ability.
Armor of Moonbasking
Light armor. Gains a magic shield that can absorb some damage when entering Wildshape, which takes slightly reduced damage from attacks. Makes the wearer harder to hit or affect with spells, which persists during Wildshape.
Quickspell Gloves
Can make one cantrip activate faster than normal. Halsin must rest for an hour to recover this ability.
Spaceshunt Boots
Can cast Dimension Door without expending a spell slot.
Dimension Door
Teleport self and one additional ally to a place is visible. Halsin must rest for at least 8 hours to recover this ability.
Snowburst Ring
When the wearer deals cold damage, creates a 15-foot radius circle of ice around the target.
Shifting Corpus Ring
Allows a cast of Invisibility and Blur without expending a spell slot.
Invisibility
Halsin can touch one creature, or himself, which turns invisible for one minute. This spell can only be cast at 2nd Level when used through the ring, and requires the user to concentrate on the spell for it to stay active. A spellcaster may only use one spell that requires concentration at a time, but can multitask to fire off spells that do not require concentration. Halsin must rest for at least 8 hours to recover this ability.
Blur
Makes the caster harder to hit. This spell requires the user to concentrate on the spell for it to stay active. A spellcaster may only use one spell that requires concentration at a time, but can multitask to fire off spells that do not require concentration. Halsin must rest for at least 8 hours to recover this ability
Strange Tendril Amulet
Can cast Evard's Black Tentacles without expending a spell slot.
Evard's Black Tentacles
Tentacles sprout in a 20ft radius circle. Those within are attacked and restrained by the tentacles, immobilizing them and making them easier to hit if the tentacles are successful. Halsin must rest for at least 8 hours to recover this ability
Mourning Frost
A quarterstaff that is lightly enchanted. Does additional Cold damage on hit. All Cold damage is slightly boosted, and may inflict Chilled on the target.
Topple
Deals low damage, but knocks the affected target over.
Chilled
Target is more vulnerable to Cold damage and less vulnerable to Fire damage. Further, doing anything to a Chilled target that would make them wet freezes them for six seconds, incapacitating them.
Ray of Frost
Deals Cold damage to a target within 60 feet, slowing their movement speed as well.

Sometimes the Shadow Druids' desire to separate nature from all this seems pragmatic, not fanatical...
— Halsin
Halsin Spells

Halsin, as a Druid, is a Prepared Spellcaster. Thanks to Baldur's Gate 3 simplifying things significantly, he can swap out spells in the "Prepared" section when not in combat. Non-Cantrip spells must use a Spell Slot unless otherwise noted. Spells may be cast using higher spell slots than listed, unless noted. Once used up, Halsin must rest for eight hours to regain his spell slots.

By Level:

1st Level: 4
2nd Level: 3
3rd Level: 3
4th Level: 3
5th Level: 2
6th Level: 1

Halsin may choose to prepare up to 17 Druid spells at any one time. Since the list is fucking massive and I really can't be assed to type all that out, here's a link to them: Druid Spells in BG3. Note that Cantrips, marked with a C in the table as of now, are not able to be swapped out at will, and a list of available cantrips is given in the next tab. Spells with an eye on them are Concentration spells. A spellcaster may only use one spell that requires concentration at a time, but can multitask to fire off spells that do not require concentration. Concentration may also be unwillingly broken through damage, though whether the interruption is effective depends on Halsin's own abilities.

Resistance
Affected creature is better able to resist things for one minute.
Guidance
Affected creature is better able to do things for one minute.
Eldritch Blast
Conjures three beams of energy that deal force damage. Each beam targets independently.
Shillelagh
Increases the damage dealt by a club or staff for one minute.
Healing Word
1st Level only
Thunderwave
1st Level only
Misty Step
2nd Level only
Call Lightning
3rd Level only

True balance is no simple, fixed thing. I see that now.
— Halsin

Halsin, as a Druid, may shapeshift into one of several animals, and as he is a Moon Druid he can do so notably quickly. He has a total of 3 Wild Shape charges, and must rest for at least an hour to recover them. He can be reverted to his normal form by one of two ways: either his wildshape form is "killed," or he ends the form himself. Halsin takes the physical attributes of the form he is shifted into, but his mind remains the same; he can attack three times faster than his normal self. He cannot cast spells, nor can he speak to anyone who doesn't understand animals.

Halsin Cave Bear
A form unique to Halsin. Transforms into a cave bear, which can rapidly strike multiple times with its claws. It has less health than a normal bear, but does a lot more damage.

badger badger badger badger mushroom mushroom snake snake it's a snake
Halsin can shapeshift into a wide variety of animals and elementals, which are way too many to really list here. Fortunately, the Baldur's Gate 3 wiki has done that for me, along with links to what the forms do. You can find those here.

Nature and civilization are in harmony, stronger together.
— Halsin
Halsin Other
Darkvision
Halsin can see up to 40 ft in total darkness.
Fey Ancestry
Magic cannot put Halsin to sleep, and it is harder to magically force him to fight on your side
Athletics
Halsin is proficient in Athletics, making tasks like climbing, leaping, or just yeeting people easier.
Stealth
I have no idea how but Halsin is apparently good at being sneaky.
Nature
As a druid, Halsin is pretty in tune with nature.
Animal Handling
As a druid, Halsin is pretty in tune with animals.
Perception
Halsin is also fairly perceptive, meaning that it's hard to sneak up on him. Unless, apparently, you're a female bear in heat. Or goblins. Or Orin.
Survival
As a druid, Halsin is pretty skilled at surviving and living off the land.
Spell Sniper
It is easier for Halsin to critically hit with his spells.
Lunar Protection
Makes Halsin harder to hit, even when wildshaped (From Armor of Moonbasking; it's the same effect)
Lunar Vitality
Protects Halsin from 22 hits after wildshaping (From Armor of Moonbasking; it's the same effect)

I am all ears. Though I never cared for that phrase. A rather unsettling image...
— Halsin
Halsin Traits
Horny
Halsin's always willing to use his rod, and is likely to proposition anyone who is even slightly friendly to him.
Nature Fanatic
He's a wood elf druid. Man loves and cares about nature, and takes all the efforts needed to preserve it and see it thrive.


Experience
Halsin's lead the Emerald Grove for a hundred years, a profession that includes fighting off incursions from Shadow Druids and other hostile forces. He has presumably been a druid for longer, fighting similar enemies and participating in the initial foray into what would later be known as the shadow-cursed lands. He also fought alongside Tav and the rest of their party.
Mobility
Halsin is about as mobile as the average Wood Elf, able to sprint 60 feet in 6 seconds while fully loaded with his arms and armor and still be able to fight effectively after. He can move faster in some of his animal forms.
Willingness to Transform
Halsin is a Moon Druid, and is thereby very willing to transform as it's a core part of his fighting style.
Tracking
Halsin is proficient in survival, perception, and nature, and is thus likely a skilled tracker and hunter Halsin typically spends much time in the forests, hunting down those who would harm it as well as searching for ruins and other adventuring prospects.

Staff: Wynne (Dragon Age: Origins)[]

If I had known this was how you would react, then perhaps I would have left you in your cell. Perhaps that is where you belong.
— Wynne to her son after disagreeing about politics
Why yes, I am trying to paint her in the worst light possible. Because she's not a good person.

Born in the tail end of the Blessed Age, Wynne was an orphan taken in by a farmer in Ferelden's Bannorn. After several months with them, her magic manifested when she set their son on fire for bullying her. She was then taken in by the Circle of Magi at Kinloch Hold at the age of nine. She completed her apprenticeship with her Harrowing just before turning seventeen, a notably young age. She was quickly given an apprentice to look after, an Elven boy named Aneirin.

Wynne proved to be a poor mentor, neglecting her charge's mental well-being in favor of having trysts with Templars and simply telling him to cast spells. Aneirin fled the Circle, but was hunted by Templars and attacked. They left him for dead, but Wynne was too busy being pregnant with a the child of a Templar, strongly implied to be future Knight-Commander Greagoir, to really care all that much. She gave birth to a boy, Rhys, and abandoned him to a Chantry orphanage upon being told to. This prompted an angry letter from the child's Templar father, accusing her of being too weak-willed to hold onto the boy and exchanging their child to guarantee her place in the Circle.

Wynne, indeed, made a name for herself as one of the most dutiful mages loyal to the Chantry, eventually refusing the position of First Enchanter in favor of her more politically astute colleague, Irving. When Cailan Theirin called for reinforcements against the Blight, she volunteered to assist him. She went to Ostagar, and there met a youth who would later be inducted into the Grey Wardens. While she survived the disastrous battle that followed, her return to the Circle Tower was rife with tragedy as well. A majority of the tower was controlled by Uldred, a mage who had given in to the temptations of blood magic and demonic possession.

Wynne herself was also slain at this time, but before she could die a Spirit of Faith possessed her. This turns her into an abomination, the exact being she rails against and derides continually. Yet she does not turn herself in to the Templars, since it's different when it's her. She reunites with The Warden, helping them to return the Circle Tower to Mage hands. She traveled with him, nagging him through his adventures and disapproving of the man's relationship with Morrigan. She then splits off from the party when The Warden defiles the Urn of Sacred Ashes, only to be later forced to fight alongside him when he calls upon an ancient treaty to have the Mages assist the Wardens.

After fighting the Archdemon alongside the Warden and the rest of the Mage detachment, The Warden gave her a wicked red staff, just in case, which she kept in hiding. While the two mages never did mend their relationship, they were on good enough terms for Wynne to ask him and his group for help in Amaranthine. Wynne continued to be lauded as an example of what a mage should be, until she one day winds up with her son, Rhys, in the White Spire.

She pulls a couple strings to keep her nepo baby out of trouble. She then threatens him with incarceration and starvation if he didn't conform to her political beliefs while they traveled to find one of her friends, an elf named Pharimmond. They discover that he has found a cure to Tranquility, and Wynne takes steps to protect it. She decides she's for Mage Freedom when she and Rhys are threatened, and dies saving a Templar he rizzed into siding with the mages.

There are good reasons for the world to fear mages, even despite our best intentions.
— Wynne
Wynne Staff

Wynne will be using the Corrupted Magister' Staff, since it matches the description of the staff the Warden supposedly gave her in Asunder.

Wynne has access to the following non-specialization spells:

Arcane Spells
All Arcane Bolt Tree spells
Primal Spells
All of the Path of Stone spells.
Creation Spells
Healing Tree
All spells
Heroism Tree
Up to Heroic Defense

Who are you to counsel patience? You have more freedoms than any of us. You’re not locked into a tower, herded into your chambers at night like a child. Nobody’s threatening you with the Rite of Tranquility for stepping out of line. It’s easy to be patient when you haven’t been through what we have this last year!
— Rhys
Wynne Spirit Healer

Wynne is naturally a Spirit Healer, and is thus able to connect with a spirit of the Fade to provide powerful healing effects to herself and her allies. A Spirit of Faith had taken particular interest in her, and has in fact possessed her to prevent her from dying. This strengthens her Spirit Healer abilities, and allows her to use the Vessel of the Spirit spell. Remember, she's not an abomination because it's different if you're one of the good ones.

Vessel of the Spirit, unaugmented, as she channels the power of the spirit that possessed her.

She has access to the full Spirit Healer tree

I hope the Darkspawn take you. You are no better than them.
— Wynne
Wynne Shapeshifter

The Warden has taught her the art of Shapeshifting, which they learned from Morrigan. It's an art common amongst hedge mages in Ferelden, and was brought to the Circle by those captured by the Templars. While it is still considered a new field in the Circle, The Warden learned a more powerful variant from Morrigan, and then taught Wynne how to use it.

She has access to Spider Shape, Bear Shape, and Flying Swarm

I'm not the sort of person that leaves things unfinished. I'll see this through, I promise.
— Wynne, lying
Wynne Traits
Chantry Zealot
Wynne is a great believer in the Chantry and its lies teachings, including those about magic. She is a hardline zealot in her beliefs, and is fairly hostile to others who think differently.
Racist Grandma
Despite not even being 50, Wynne has appointed herself the wise grandma of any party she encounters. She loves to dispense moralizing and attempt to talk people into converting to the Chantry. Like many grandmas, however, she tends to be racist in the "white savior" mold, as shown with Aneirin and her interactions with other Dalish elves.
Experience
Wynne, despite being a powerful mage, is typically confined to her tower. She has fought quite extensively alongside the Warden during the Fifth Blight, and her contributions in doing so allowed her greater freedom to move and adventure in the ten years between that and Asunder. It can be inferred from dialogue that she has been actively fighting during those ten years.
Mobility
Wynne is able to keep up with younger fighters fairly easily, even during Asunder where it's not simple game mechanics. She is able to move faster when shapeshifted into animals.
Willingness to Transform
While she is willing to use her Shapeshifter abilities in a fight, she tends to stay human and heal more often than not.
Tracking
Wynne has spent most of her time in the Circle, and thus lacks a lot of survival skills. While she has traveled with the Warden and further afield after being rewarded for her bootlicking, she typically does so with an escort who's actually versed in such things.

Gun: Dickson (Xenoblade Chronicles)[]

I ain't gonna let you see me die. I won't give you the satisfaction of victory.
— Dickson
Part two of "Really, this guy first?"

Dickson was originally a giant who joined the god Zanza out of a lust for battle. He served his lord faithfully across the years, assisting him in taking over the body of fellow giant Arglas as well as the clash between the massive Bionis and Mechonis. He was tasked with finding Zanza's next host, an heir to the Monado sword. He traveled far and wide across the Bionis, first as a Giant and then in a Homs disguise. He finally found what he was looking for when a research party stumbled across the Monado and died. One person was left, a young boy who Dickson would name Shulk.

Dickson brought Shulk and the Monado to a Homs colony, Colony 9, situated at the Bionis' right calf. There, he keeps an eye on Shulk while traveling around the Bionis, nudging events and influencing battles towards Zanza's resurrection. He strikes up a friendship with Dunban, the only other Homs who can use the Monado for any length of time. He asks Dunban to watch over Shulk while he's away, making sure the child is in close proximity to the sword.

He joins up with Dunban and Mumkhar in the Battle of Sword Valley, fighting against the invading forces of Mechonis, the Mechon. He assists Dunban in holding the line for the retreating Homs and Nopon forces, and even with the desertion of Mumkhar helps to destroy the Mechon enough to cripple their army for a few years. They would restart their invasion as Shulk came of age, and Dickson would travel separately from his ward in his efforts to destroy the Mechon.

He joins him when they reach the Mechonis' Arm and the hidden Machina, the original inhabitants of the Mechonis, with whom Dickson has a friendship. He assists them as they climb up the Mechonis, fighting through Mechon all the way. He stays behind as they enter the Mechonis Core to confront Egil, a rogue Machina who leads the Mechon. When Shulk refuses to kill Egil, Dickson shoots him in the back. Zanza claims the Monado, and Dickson reveals that his relationships were false, and solely in service to Zanza's genocidal ambitions.

He leads Zanza's forces as they try to cleanse all life from both the Bionis and the Mechonis, bringing him into conflict with Shulk. Changing into his Giant form, Dickson fights Shulk and his party. He loses, and tries to play off his mortal wound as he changes back into his Homs guise. He sits back and smokes as they continue on, claiming that he isn't loyal enough to Zanza to martyr himself, and dies.

Stick this up your exhaust pipe and smoke it!
— Dickson
Looks like he gave design notes to the Garleans.
The Sabre is a weapon Dickson created during his travels around Bionis. It's basically a rifle with a sword blade running down the barrel. Nothing really special, aside from the fact that he has several hundred years of fighting experience and it shows. He's able to swiftly and easily take down threats that overwhelm everyone other than the main party with it.

You shouldn't have done that, little brat.
— Dickson
Dickson Giant Form

This is Dickson's original form, with some added power from Zanza to give him wing-like protrusions on his back. He grows stronger and faster in this form, and is enough to fight Shulk's entire party on his own and overwhelm them. At least until Fiora channels Mayneth and Shulk uses his own powers. This is not a mark against Dickson, as it takes the combined abilities of a dying god and a newborn one to take him down.

Dickson's weapon in his giant form is a large, jagged-spined blade, which he can shift into a hammer, lance, or a magic cannon as needed. Since it only really comes out in his boss fight there's not much else to say about it.

Zanza just tells me where to fight, and I fight. And that's how I like it.
— Dickson
Dickson Traits
Bloodthirsty
Dickson loves a good fight. It's the entire reason he joined Zanza in the first place. He's even taken up weapon engineering to be able to fight better.
Careful
Dickson is also a very careful person, and was able to stifle his hatred for the Machina enough that his human form was considered a welcome friend to their hidden enclave.
Experience
Dickson was originally a giant, a species extinct for so long that even the High Entia - who regularly live for three to four centuries - only have legends left about them. He has been working as Zanza's enforcer during that time, working throughout the Bionis and Mechonis to set up the conditions for his resurrection.
Mobility
Dickson is superhuman, able to leap between speeding vehicles and adventure around the Bionis and the Fallen Arm alone and quickly enough to be a noted point of contact between its colonies.
Willingness to Transform
Dickson does what he believes is needed. If he needs to be in his Homs form to get around and gain trust, he will be in his Homs form. if he needs the extra power granted by his Giant form, he will shift to that.
Tracking
Dickson is a very skilled hunter and tracker, having survived on his own in the harsh environs of the Bionis and Mechonis. He is Zanza's primary enforcer, finding and killing those that the god decided need to die.

Notes[]

Combatants are inflicted by a non-removable curse that will kill them after five hours. They will each be given a single piece of Sunlight Ore, which doubles the length of time needed for the curse to kill them to ten hours. Each piece they hold will double the amount of time the curse needs to kill them, and each piece they lose will halve it. Bags to hold the ore will be supplied. An additional piece of Sunlight Ore is hidden near the center of the map.

If you're as bad at math as VSBW/Death Battle, the next tab has examples.

When all ten Sunlight Ore is brought to the altar in the center, they will fuse into a Sunlight Stone. The warrior who touches the Sunlight Stone has their curse cleansed, ending the match. Those left alive are placed by the time they have left, while those dead will be placed in the order in which they died. You can think of the survivors being ordered by how good they are at getting and keeping the ores. If the last survivor is unable to create the Sunlight Stone, they will tie with the second-place contestant.

How does the curse work? Why can't it be removed? How does Sunlight Ore and a Sunlight Stone slow its progression? The answer is simple:

Magic no explanation

  1. Jill has two hours until she dies. She picks up a piece of Sunlight Ore. She now has four hours until she dies.
  2. Van has two hours until he dies. He picks up two pieces of Sunlight Ore. He now has eight hours until he dies.
  3. Jack has two hours until he dies. He loses a piece of Sunlight Ore. He now has one hour until he dies.
  4. Marla has two hours until she dies. She loses a piece of Sunlight Ore. Fifteen minutes later, with forty-five minutes until she dies, she picks up another piece of Sunlight Ore. She now has an hour and thirty minutes until she dies.

Since making more detailed maps is a pain in the ass, I'm going to describe the general layout here.

There are five islands hovering over a lake of miasma, which will kill those who fall in. Any Sunlight Ore collected by those who fall will be randomly scattered through the arena. One island is in the center, and the other four are arranged in the cardinal directions, wrapping around it slightly.

The center island is roughly circular, containing a multitude of stone structures and ruins. An openish area is at the center, with the altar needed to finish the game. The structures aren't quite intact, but have enough remaining to provide decent cover.

The northern island curves slightly to the east and west, wrapping around the center island. It is a grassy area with several hills and ponds, and is fairly open save for a few knots of trees.

The eastern island curves strongly south, and is at a slight elevation compared to the rest. It is a rocky area, with numerous boulders and other formations. There are a few structures, but most have been ruined enough to provide little cover beyond the natural rock formations. Lava will occasionally splash on the southern end of this island.

The western island curves strongly south. It is a heavily forested swampland, thick with vegetation and containing a lot of natural cover. The muck is hard to move in, and those who are on this island need to be careful. Like the eastern island, lava will occasionally splash on its southern end. This creates large gouts of toxic steam from the swamp water, as well as the rapid cooling creating more stable ground.

The southern island is a volcano, with a path leading inside. The area within is warm, and walls of the volcano isolate those inside from the rest of the island. The inner chamber has stalactites, stalagmites, and columns around it. Magma will occasionally ebb and flow in lower-lying areas, and will sometimes be pushed through the walls in an eruption. The volcano also produces smoke, which can obscure those nearby on other islands.

The northern, central, eastern, and western islands are connected at randomish places by several wooden bridges, while the southern island is only accessible through a stone walkway connecting it to the center.

Scenario: Van is the only survivor, touching the Sunlight Stone while everyone else dies:

1st: Van Arkride
2nd-9th: Everyone else, in the order in which they died


Scenario: Van touches the Sunlight Stone, while Marla and Dickson are alive. Marla has 1 hour, 28 minutes, and 38 seconds left while Dickson has 2 hours, 8 minutes, and 54 seconds left.

1st: Van Arkride
2nd: Dickson
3rd: Marla Baldini
4th-9th: Everyone else, in the order in which they died



Scenario: Sonoko creates the Sunlight Stone, only to be killed before touching it. Van touches the Sunlight Stone, while Marla and Dickson are alive. Marla has 1 hour, 28 minutes, and 38 seconds left while Dickson has 2 hours, 8 minutes, and 54 seconds left.

1st: Van Arkride
2nd: Dickson
3rd: Marla Baldini
4th: Sonoko Nogi
5th-9th: Everyone else, in the order in which they died


Scenario: Van is the only survivor, with Dickson dying just before him. The curse kills Van before he's able to touch the Sunlight Stone.

2nd: Van Arkride & Dickson

3rd-9th: Everyone else, in the order in which they died

  • Jill: Shortly before the raid on Kanver
  • Van: Just after the events of Trails through Daybreak
  • Jack Krauser: Just before his final confrontation with Leon S. Kennedy during the Resident Evil 4 Remake.
  • Marla Baldini: Just after the events of her arc in the Web Novel.
  • Sonoko Nogi: During the events of Yuuki Yuuka is a Hero: Hero Chapter
  • Irvine: During the events of Fantasia Arc, while Guts & co. are on that goddamn boat
  • Halsin: After the events of Baldur's Gate 3
  • Wynne: After the events of Dragon Age: Origins and before the events of Dragon Age: Asunder
  • Dickson: Just before Shulk's Party fights him on Prison Island

  • Please list each contestant in the placements you think is most likely. Ties are allowed.
    • I will be counting votes by giving each warrior a score based on their placement. Their total score will determine their final rankings.
    • Please give at least two sentences on why you think the warrior will rank where they do.
  • Constructing scenarios to favor one warrior will invalidate a vote
    • Changing or making placements specifically to harm a certain warrior is constructing scenarios
    • Evaluating the warriors used based on a different canon or different point in their timeline as given is constructing scenarios
  • Rebuttals can reduce a vote by half or more.
    • Counter-arguments can restore the half point.
    • This will reduce the points made to every placement equal to or greater than the lowest placement rebutted
  • If I have reason to believe a vote isn't being made in good faith, the point order of your vote will be inverted.
    • If you're stupid enough to try game this to reduce the vote count of a warrior you don't want to win, further penalties will be applied at my discretion.
  • I have the final say on whether or not a vote counts
    • Contact me via Discord if you think I made a mistake with vote counts
  • Only votes on this blog will count.
  • Votes made less than 24 hours before the close of voting (or close enough that I can gauge this to be their intent) will count for half at most.
  • )


Battle[]

Ch. 1[]

Dragalia Lost Royale TC

Van Arkride ducks around a ruined building, turning a shining stone in his left hand while his right holds the grip of his Stun Caliber, the blunt rod resting on his shoulder. He could almost feel the curse on him eating away at his body, and the soothing light of the Sunlight Ore kept that at bay. He slips it into his pouch, crouching under a window. A hunch told him there were a few very accurate projectile weapons among his opponents, and he wanted to stay away from clear line of sights.

His eyes narrow as he hears footsteps around the next corner. They stop, seemingly having heard him, too. He readies his weapon, dashing wide around the corner and stops, locking eyes with a young girl holding a spear at the ready. The two glare at each other, sizing the other up and waiting for the other to make the first move. After a few tense seconds, Van relaxes his guard slightly.

“Well, I’m pretty tall, so I guess I may not see a shorty every once in a while,” he says, scratching his chin sheepishly.

Sonoko relaxes her guard slightly, giving a smile that doesn’t reach her eyes.

“Welllll, I’m a bit of an airhead, so I might not notice a big oaf crashing about every once in a while,” she says.

The two nod, letting their weapons hang by their side as they walk down the alleyway towards each other. Van notices the girl’s grip on her spear tightening, and his own hand holds his Stun Caliber a little more firmly. They pass each other, Van concentrating on his hearing as he moves to focus on the other fighter’s footsteps. As he nears a corner, he breaks out into a sprint to round it. He spins as he does, hearing the girl’s footsteps speed up as well, and brings his weapon up to deflect a spear thrust.

He stands there for a couple seconds, no one in sight. The moment of paranoia passes, and he finally realizes that she had started running in the opposite direction, likely thinking the same thing he was. The Spriggan pokes his head out from behind the corner, seeing Sonoko do the same. He gives her a friendly smile and wave, which she returns before they part ways once again, looking for other fights.


Irvine balances himself on a tall boulder on the eastern island, his blank eyes scanning the rest of the rocky formations. He leaps to one side, kicking off a pillar to flip upwards and land on a taller chunk of rock. He looks around, spotting no other intermediary pillars between him and the sheer face of the tallest pillar on the island, which should give him good enough vantage points to see the rest of the field.

Seeing no other option, he grabs an arrow from his quiver and nocks it, aiming carefully before loosing it. He leaps, landing on the arrow’s shaft as it flexes into the stone and propels him upward. He flips in the air, landing on the formation in a crouch. He surveys the full field, spotting bits and pieces of clothing through gaps in the rubble of the central island and the trees and swampland in the one directly across from him. The southern island to his right would require far more effort to view into, though he could at least see the sole entry and exit.

He sees a lone person wandering in the northern island, and aims his bow at them. The Apostle pauses for a second before loosing the arrow, frowning in thought. He wasn’t acting as part of the Band of the Falcon. Not as a mere sniper in battle, but as a hunter. His lips lift slightly, not quite a smile as the eye in the center of his blow glitters with malice. A stronger foe would be more satisfying. Like the blonde he sees on the forested area.

He lines up a shot and fires, more of a challenge than an actual strike. He stares at his target in anticipation, wondering how she would respond.


The oldest-looking participant in this match strolls through the hills of the northern island, coming up to its edge and looking out at the central and southern islands. She looks about, trying to see if she can spot any of the other contestants, and jumps in surprise as she hears the loud clang of something hitting a piece of steel with immense force. Her foot rolls on a loose stone as she lands, tripping her and sending her falling into the miasma below.


Jack Krauser creeps between the trees of the western island, careful not to expose himself too much. He had seen the bowman fire accurately and powerfully, and could do very well with being off his radar. He saw the large, muscular man with a staff prior, though the long-eared man had almost noticed his presence.

The cultist continues to move, noting possible choke points or areas he could use to ambush people. He hears ragged breathing from behind a tree, on the other side of the swamp. He folds his red beret and puts it inside one of the pouches on his vest and slinks down into the shallows, careful to keep his nose above water.

He slowly makes his way over, spotting a frazzled woman with blonde hair and a massive axe hiding behind a tree.

Ch. 2[]

Dragalia Lost Royale Ch 2 Start

Marla rolls out from the shade of a tree, swinging her axe to deflect the arrow she knew would come for her throat. She spins with the swing, rotating and slamming her back against the tree in confusion. She peeks out, seeing that another tree farther out had shielded her from her assailant’s sight. She sighs in relief, partially real and partially for the benefit of the two other sets of eyes she felt watching her.

One of those pairs melts out from the forest, a burly elf with a frosted staff leaning on his shoulder. He claps, giving an impressed smile before bowing.

“That was inspiring,” the elf says, rising as his smile turns slightly flirtatious, “I am Halsin. May I have the pleasure of your company, Miss…?”

“Marla,” the noblewoman replies, blushing, “Marla Baldini.” She sicks out her hand for a shake, only for Halsin to grasp it and lift it to his lips.

“Enchanted, Ms. Baldini. It is nice to meet someone who doesn’t immediately try to kill you,” Halsin says. This reduces the already flustered mess of a half-dragon into partially coherent babbling her face somehow turning even more red at the remarkably forward advances.

“I… I… um… I’m afraid I’m quite past my prime, but if you’re okay with me…” she stammers. Her mind thrown into disarray, almost as much as when Alistar had launched his own pursuit, Marla doesn’t quite notice the guarded look in Halsin’s eyes as she lets the flattery get to her.

“Past your prime? What nonsense,” Halsin says, laying it on a little thicker, “All I see before me is a beautiful woman.”

“I’m a noble, at 27 I’m far too old for a serious relationship…”

“Why, what fortune! I’m nearly a thousand, and far too young for a serious relationship! What say we just enjoy each others’ company for a while?”

“I… I… uhm…” Marla says, one again reduced to a stammering mess just before a steel knife rips through her throat from behind. The last things she sees is Halsin’s shocked face, and the last thing she feels is a muscled arm ripping her ore pouch off her belt.

Jack Krauser gives the burly elf a challenging glare as he pulls out the stone from within the dead woman’s bag, stuffing it in his own. The two men continue locking gazes as he takes his beret out of its pouch, putting it on his head as he flicks the blood off his knife. His arms hang by his side, seemingly relaxed yet still clearly ready to spring into action if necessary.

“My, seems you prefer to be the penetrating partner,” Haslin says with a suggestive eyebrow waggle, “I can work with that.”

“Fuck you, knife-ear,” Krauser snarls, brandishing his own knife, “I’m no fucking f—”


On the central island, Van Arkride wanders through the ruined buildings marking the northern quadrant of what appears to be an abandoned settlement around a temple. The archer was clearly occupied with something happening on the western island, which allows him to move a little more openly than he had at first. He reaches the edge, and spots something shining in the grass slightly outside the town.

He gets close to the edge of cover and activates his Xipha, deploying Shards before sighing and deactivating them. He activates it again, nodding to himself as he feels an additional bit of magic washing over him, increasing both his defensiveness and his ability to react to incoming attacks. He sprints out, taking no chances as he scoops up a piece of Sunlight Ore and dashing back to cover.


Krauser tilts his knife, the steel knocking a blade of ice away from his face. It explodes, showering the area in ice. The soldier dodges most of the impact, but slips on the patch of ice. He rolls forwards, getting out of the way of a conjured wall of fire and rising into a crouch. He lunges in, taking a few test swipes at the elf. Halsin twirls his quarterstaff, knocking the blows to the side.

The Druid jumps back, grinning as he transforms into a Cave Bear. The beast takes a swipe at Krauser, who snarls victoriously and swipes at the oncoming paw with a knife. A bear he knew how to fight; far simpler than some crazy fuck shooting weird shit from his hands. He grimaces in annoyance as the blade stops on a magical barrier.

He slides around it, slashing again. His knife flashes, fluidly swapping between one swipe to the next as the bear tries, unsuccessfully, to get away. Until, finally, his steel bites into flesh. The bear roars and turns towards him, fangs bared. A slice to the snout breaks the attack off, and another strike slices through a paw. The bear roars in pain once again, and a final stab with the knife goes through its head, killing it.

The bear transforms back into the elf, breathing heavily in front of a smirking Krauser. The light from the fire fades, letting natural sunlight in as the fighting pair realizes what this means. They leap backwards, glaring at each other as arrows fly between them. Irvine looses more shafts, driving the pair deeper into the woods and away from each other.


Van crouches inside a ruined structure, finding a small burlap sack that rattles metallically as he pokes it with his Stun Caliber. He activates the blade, slicing through the rope holding it shut. Several cans spill out, each of them with brightly colored labels. Most of them seem to be ordinary food, though there was one labeled surströmming that bulges suspiciously.

He bats that one aside, gathering the rest. Beans, potatoes, other vegetables, soups… enough to make a meal. Pushing aside the occasional worry of where exactly this food comes from, he sets about building a fire, having also scavenged some cooking utensils. Having to avoid attention from others would be something of a drag, but waiting out the sniper would require making at least some food.

Ch. 3[]