Amry Kephlin
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Background Information
Born in the busy, transport town of Timber, Amry Kephlin was far from a quiet life. The streets always bustling, rumours and gossip always in the air. The people liked to talk. Make up little stories. You'd hear a tale or another being told in various corners of the town, the mutters drowned out by the drone of the trains running in and out.
Amry grew up idolising her Grandfather, a man born into the military and full of stories himself. Ones of war and conflict. Of all the things a young girl really shouldn't be interested in. She'd be plodding around in his old combat boots at the age of five and saluting him like a real child soldier. It was all in good fun. Her parents always seemed concerned by this fascination and hoped to sway her mind in other directions before she was much older. Eventually, they managed to kindle a love of dance in the girl, and she did turn to Ballet by the age of seven. Her parents satisfied by her new hobby, Amry still secretly snuck into her Grandfather's den at night to listen to his stories, and her want to be a soldier like him didn't subside.
The shock that came was when Amry was twelve, when she marched up to her parents and politely requested they allow her to become a soldier when she was old enough to make her own decisions. Worried, and unsure how to handle this seeing as she was still so young, Amry's parents made a compromise. Galbadia Garden. A trained, academic student with the possibility to become a SeeD at the end was far more appealing to them both, and would help her stick to some form of education.
And that's where the young girl from Timber ended up. Maybe she'd change her mind by the time she was old enough? She spent her junior-classman years daydreaming of what it would be like, fighting like her Grandfather had. Would there be glory? Stories to tell? Amry didn't know.
When she was old enough and strong enough to wield a weapon, her Grandfather gave her his old army issue zweihander. A greatsword by the name of 'Guinevere'. As well as his old dogtags. To wear for good luck. In essence, he believed that if he came back alive wearing them, then when her day came, she would too. With unshed tears, Amry took both gifts gratefully.
As the years were getting closer and closer to an age that Amry could just outright leave the Garden and join the Galbadian military, her parents made one last attempt to keep her as far away from this as possible. When she turned seventeen, Amry's family decided to make a quick, drastic move to Balamb, claiming it was for reasons of it being more 'peaceful' and there was a Garden there, too. So Amry could continue her studies.
History at Balamb Garden
Freshly enrolled in Balamb Garden, and her family not too far away in the local fishing town, Amry is waiting to see where she'll end up. And what awaits her here.
Appearance
In-depth description of your character's appearance.
Analysis
A synopis of your character's personallity and reasonings behind their actions.
Combat Data
Information could be how your character acts in battle, sayings, or even specific function (Healer, Fighter, Magician, ect.)
Limit Break Information
Allegro [brisk]
A series of quick, fast attacks from left to right, finishing with a spin that brings the greatsword around; slicing at the enemy with a horizontal strike.
Avant [forwards]
Amry gives a rallying cry, raising her allies strength and defence for a short time as she leads them in a charge at the enemy. Sometimes forces them to the back row.
Pirouette [whirl]
Grasping the hilt of her sword tightly, Amry pushes off with one foot in a short, fast twirl, giving a cry as it sends out a tornado from her blade. The cyclone crashes harshly into the enemy, causing wind damage and a chance to confuse.
Coup de Grâce [blow of mercy]
An attack that can only be activated when the enemy is at 30% health. A bright light fills the area, blinding all within it's radius. A distinct shuh-thunk can be heard over the faint chorus, and as the light fades away a pair of ethereal wings break apart on the wind as Amry is simply standing, her sword thrust out and impaling the enemy. She'll look them in the eye, before yanking the greatsword free and turning away.
Weapon Variants
Guinevere
Items Required: Screw x4, Dynamo Stone x1, Lightweight x2
A simple, strong weapon used in two hands, the GUINEVERE is a sword that knows war. It has seen many battles and much repair over the years and still retains it's sharp edge and tight leather grip. Galbadian Military Issue insignia on the blade close to the hilt.
She look'd so lovely, as she sway'd..
Soldat
Items Required: Bomb Fragment x4, Steel Pipe x3, Protect Stone x3
A direct upgrade for the Guinevere, the SOLDAT is a thicker blade with a set of three parrying lugs travelling down it's length. It's design was made for extra blocking and defence, and also adds a more deadly element in each swing. A weapon not to be messed with.
Angra Mainyu
Items Required: Dead Spirit x1, Steel Orb x2, Aura Stone x1, Lightweight x4
A step away from the Zweihänder style, the ANGRA MAINYU is a deceptive, dark greatsword supposedly "possessed", though it's superstitious rumour. The long blade is surprisingly lightweight and strong, a possible "howl" of spirits heard in each swing. Those that choose to wield it better not be afraid of ghosts.
Jehanne
Items Required: Betrayal Sword x2, Holy War x1, Phoenix Pinion x2, Fuel x2 and Guinevere model.
Also known as la Pucelle, this weapon's origins have been lost to time, yet it is always 'reborn' at the beginning of every war. And every incarnation tends to appear a little differently. Amry's version of JEHANNE is also referred to as JEHANNE 2.0, a more high-tech blade compared to her earlier ones. The initial basis of the design comes from the Guinevere, with two parrying lugs on the left, close to the hilt, and the opposite two further down the blade-- all of which are retractable. They can be opened and closed at will with a trigger on the handle, and make things easier for impaling strikes. The 'hand guard' is a projected cover [similar to a protect spell] that makes it harder for the weapon to be dropped in a duel. This is activated with a second trigger, but can be broken.
