1371 submissions
And here's my Martial Monk.
Yes, I fell in love with the class in Fire Emblem Engage. I had to make one myself.
Name: Amaria
Age: 18 (A day older than Serhilda)
Gender: Female
Race: 1/2 Human, 1/2 Mermaid
Character Class: Martial Monk
Affinity: Wind
Design Inspiration: Ramona from Octopath Traveler: COTC (Main Body, Hairstyle, and half of personality basis), Chi-Chi during the Piccolo Jr. Saga (Martial Monk uniform), Tifa Lockhart (half of personality, and Martial Master uniform), Melpha from Queen's Blade (Physique & High Priestess Uniform), Cana Alberona (Casual Clothes), Mermaids from Shantae: Risky's Revenge (Mermaid Tail)
Height: 5'5''
Weight: 125lbs.
Skin Tone: Light
Eye Color: Pink
Hair Color: Brown
Hair Length: Waist Length
Measurements: B38''-W26''-H35''
Distinguishing Features: Sun shaped birthmark on forehead
Good Points: Intelligent, Sisterly, Honorable, Dutiful, Caring, Kind, High Spirited
Bad Points: Somewhat shameless
Likes: Mud Baths, Quicksand, Martial Arts, skimpy clothes, Swamps, Marshes, Wax (Immensely), Helping others, Sweets, Refined foods, Bojutsu
Dislikes: The Duma Faithful, Garon Loyalists, the Grimleal, Sombron, Cheaters, Anything Bitter, Litterers, Dried mudflats, Very hot wax
Biography: Amaria is one of the many 1/2 mermaids born to Junichiro & Palutena. Being a day older than Serhilda, she is part of the 3rd line of 1/2 mermaids in the family. As with many of her siblings, Amaria grew up with great, undying admiration for her father, and was always present in the same room as he was when he had stories to tell of his many travels, and he often did. His stories motivated Amaria to be a defender of truth & justice as he is. In layman's terms, a hero. As such, she sought a way to be useful in her eventual cause, until she came across a martail arts scroll her father brought back from the continent of Elyos one day. Yet the scroll was blank, so Amaria proceeded to use it to form her own brand of arts to write into it as her training went on for days & days. At some point, she found a pension for staves as well. Not just Bo staves, but healing staves, too. In time, she eventually had her own brand of arts developed & was a keen master of bojutsu as well. Then came the day she went with her other Fire Emblem themed sisters (Sans Eurydice who stayed home initially) and joined the ranks of the Gaia Army her father, Julie, and Shantae fashioned together. Here, she worked as a martial arts instructor, teaching others how to fight using arts & brawling. And she proved to be a hit with other solders due to how good an instructor she was. However, on the fateful day the Supreme Forces attacked Gaia Castle, Amaria witnessed her entire entourage of students be massacred by N'Raqi summoned by the Supreme Archduke. Though she slew at least 4 of the monsters, they eventually proved too much for her to handle and so was forced to fall back with her family. Yet instead of being disheartened, Amaria proclaimed that she will avenge her pupils, and promptly joined the newly formed Gaia Alliance in order to take Gaia back, and even after that, Amaria is always ready to lend a hand when asked. Amaria is as kind & loving as one might expect from those in Juni's family being a genuine big sister figure one can look up to. However, she is known to be shameless to a degree, and this is best reflected in her choice of clothing. She loves to wear tight clothes that highlight her curvaceous body exceedingly well & is not afraid to walk around with nothing but a sports bra covering her breasts. Like many of her sisters, she is disdainful who would cheat just to win a competition. In fact, she's known to pulverize cheaters to a pulp without warning if such actions are caught. Delivers the fastest punches underwater.
Abilities: Being 1/2 mermaid, Amaria is capable of taking on her mermaid form at any point she is in the water, but usually only transforms if the water is fresh, or seawater. She also shares her siblings preference of the water being clean in general, too. In the water, Amaria enjoys the same Avoid/Dodge boost & movement doubling her other 1/2 mermaid siblings gain whilst in the water. Amaria starts off the party as a Martial Monk. As the name implies, Amaria has access to arts & gauntlets to fight with instead of light magic. So this means Amaria lets her fists & feet do the talking. She also has access to staves so she can heal allies, or hit foes with different afflictions. Amaria is very well balanced as she has equal growth rates in her strength, magic, defense, and resistance. Her luck, skill, and speed are just about on par with those 4 areas as well, and as a result, she sports a good SP pool to make use of combat arts (And she has 6 to start with already) and activate other offensive skills when need be. For promotions, Amaria can become a Martial Master to continue being a pure physical bruiser while still providing support via staves, or she can balance her power out & become a High Priest, giving her access to tomes while keeping the use of arts & gauntlets for melee coverage. Her starting weapons & skills are as follows.
Atlantean-Heart Arts: The personal weapon of Amaria. These are arts she developed herself. Like all arts & gauntlets, they enable Amaria to strike twice consecutively if she initiates combat. If by chance she uses the arts while in the water, then her attack power increases by 40% & takes 30% less damage. Like all arts, this has infinite uses.
Iron-Body Arts: A scroll of a basic martial skill. If user initiates combat, strikes twice.
Iron Gauntlets: Standard iron gauntlets—simple but effective. Wielder attacks twice when initiating combat. Has 40 uses.
Bo Staff: A sturdy staff designed for fighting. Has a good amount of might to be a good defensive weapons. It can be used 45 times before breaking.
Mend: Greatly Restores HP to an adjacent ally. Restores [20 + (healer's magic / 3)] HP to one ally. Has 20 charges.
Aqua Rally: The personal skill of Amaria. Amaria can initiate a rally that will boost all stats save for HP & movement of all allies within 3 squares around her by +4 for 2 turns. However, if used in the water, the effects last for 4 turns instead and the effect is +8, and the range doubles to 6 squares to get more friends.
Chain Guard: This allows Amaria to take damage for a nearby ally once so they don't get hurt. At the cost: She herself will take damage, and can only initiate this guard when her HP is full.
Torrent Lariat: A Martial Combat Art that uses 5SP to use. Amaria grabs her adjacent foe, then sends them flying behind her with a hard punch. This throws the foe back 2 squares. When used in the water though, it's only 1.
Triple Kick: A Martial Combat Art that uses 6SP to perform. Amaria performs either a strong kick that deals 3x the normal damage of her currently equipped weapon if standing 2 squares away, or delivers 3 consecutive kicks to the opponent with each one sporting a chance to be a critical hit if up close to an enemy.
Jumping Body Slam: This Martial Combat Art uses 7SP. Amaria again grabs her foe, but instead jumps in the air with her target in tow before slamming them on the ground, inflicting massive damage that ignores defense. She cannot use this on mounted, flying, or armored foes.
Fury Stomp: This Martial Combat Art uses 8SP. Amaria will perform a low sweep, knocking her target off their feet before delivering a rapid stream of stamps on the hapless target, dealing 7 hits total. This technique is only usable on land.
Quicksilver: This Martial Combat Art uses 9SP. Amaria plows through the enemy on the targeted space in front of her at lightning speed, ignoring their defenses entirely. This deals effective damage to armored units.
Silver Bullet: This Martial Combat Art uses 10SP. Amaria will prepare a ki infused punch & plow through anyone unfortunate enough to be targeted. This delivers an instant kill if successful. It will not work on bosses, or enemies stronger than Amaria; specifically those in 2nd or 3rd tier classes.
Heavenly Peaks Descent: This Martial Combat Art is Amaria's ultimate combat art & it uses all her SP to activate. It harness's the wisdom & power of the great shifu who invented the move & delivers a great amount of punches & kicks on a chosen target with the strength of mountains. It always deals critical damage and is effective on Armored & Flying units. However, due to its awesome power, Amaria cannot use it during the first 7 chapters of Act 1, or the prologues. She will be able to use it starting from Act 1's Endgame onward.
Fire Emblem: Nintendo, Intelligent Systems
Amaria was made by me, and belongs solely to me
Yes, I fell in love with the class in Fire Emblem Engage. I had to make one myself.
Name: Amaria
Age: 18 (A day older than Serhilda)
Gender: Female
Race: 1/2 Human, 1/2 Mermaid
Character Class: Martial Monk
Affinity: Wind
Design Inspiration: Ramona from Octopath Traveler: COTC (Main Body, Hairstyle, and half of personality basis), Chi-Chi during the Piccolo Jr. Saga (Martial Monk uniform), Tifa Lockhart (half of personality, and Martial Master uniform), Melpha from Queen's Blade (Physique & High Priestess Uniform), Cana Alberona (Casual Clothes), Mermaids from Shantae: Risky's Revenge (Mermaid Tail)
Height: 5'5''
Weight: 125lbs.
Skin Tone: Light
Eye Color: Pink
Hair Color: Brown
Hair Length: Waist Length
Measurements: B38''-W26''-H35''
Distinguishing Features: Sun shaped birthmark on forehead
Good Points: Intelligent, Sisterly, Honorable, Dutiful, Caring, Kind, High Spirited
Bad Points: Somewhat shameless
Likes: Mud Baths, Quicksand, Martial Arts, skimpy clothes, Swamps, Marshes, Wax (Immensely), Helping others, Sweets, Refined foods, Bojutsu
Dislikes: The Duma Faithful, Garon Loyalists, the Grimleal, Sombron, Cheaters, Anything Bitter, Litterers, Dried mudflats, Very hot wax
Biography: Amaria is one of the many 1/2 mermaids born to Junichiro & Palutena. Being a day older than Serhilda, she is part of the 3rd line of 1/2 mermaids in the family. As with many of her siblings, Amaria grew up with great, undying admiration for her father, and was always present in the same room as he was when he had stories to tell of his many travels, and he often did. His stories motivated Amaria to be a defender of truth & justice as he is. In layman's terms, a hero. As such, she sought a way to be useful in her eventual cause, until she came across a martail arts scroll her father brought back from the continent of Elyos one day. Yet the scroll was blank, so Amaria proceeded to use it to form her own brand of arts to write into it as her training went on for days & days. At some point, she found a pension for staves as well. Not just Bo staves, but healing staves, too. In time, she eventually had her own brand of arts developed & was a keen master of bojutsu as well. Then came the day she went with her other Fire Emblem themed sisters (Sans Eurydice who stayed home initially) and joined the ranks of the Gaia Army her father, Julie, and Shantae fashioned together. Here, she worked as a martial arts instructor, teaching others how to fight using arts & brawling. And she proved to be a hit with other solders due to how good an instructor she was. However, on the fateful day the Supreme Forces attacked Gaia Castle, Amaria witnessed her entire entourage of students be massacred by N'Raqi summoned by the Supreme Archduke. Though she slew at least 4 of the monsters, they eventually proved too much for her to handle and so was forced to fall back with her family. Yet instead of being disheartened, Amaria proclaimed that she will avenge her pupils, and promptly joined the newly formed Gaia Alliance in order to take Gaia back, and even after that, Amaria is always ready to lend a hand when asked. Amaria is as kind & loving as one might expect from those in Juni's family being a genuine big sister figure one can look up to. However, she is known to be shameless to a degree, and this is best reflected in her choice of clothing. She loves to wear tight clothes that highlight her curvaceous body exceedingly well & is not afraid to walk around with nothing but a sports bra covering her breasts. Like many of her sisters, she is disdainful who would cheat just to win a competition. In fact, she's known to pulverize cheaters to a pulp without warning if such actions are caught. Delivers the fastest punches underwater.
Abilities: Being 1/2 mermaid, Amaria is capable of taking on her mermaid form at any point she is in the water, but usually only transforms if the water is fresh, or seawater. She also shares her siblings preference of the water being clean in general, too. In the water, Amaria enjoys the same Avoid/Dodge boost & movement doubling her other 1/2 mermaid siblings gain whilst in the water. Amaria starts off the party as a Martial Monk. As the name implies, Amaria has access to arts & gauntlets to fight with instead of light magic. So this means Amaria lets her fists & feet do the talking. She also has access to staves so she can heal allies, or hit foes with different afflictions. Amaria is very well balanced as she has equal growth rates in her strength, magic, defense, and resistance. Her luck, skill, and speed are just about on par with those 4 areas as well, and as a result, she sports a good SP pool to make use of combat arts (And she has 6 to start with already) and activate other offensive skills when need be. For promotions, Amaria can become a Martial Master to continue being a pure physical bruiser while still providing support via staves, or she can balance her power out & become a High Priest, giving her access to tomes while keeping the use of arts & gauntlets for melee coverage. Her starting weapons & skills are as follows.
Atlantean-Heart Arts: The personal weapon of Amaria. These are arts she developed herself. Like all arts & gauntlets, they enable Amaria to strike twice consecutively if she initiates combat. If by chance she uses the arts while in the water, then her attack power increases by 40% & takes 30% less damage. Like all arts, this has infinite uses.
Iron-Body Arts: A scroll of a basic martial skill. If user initiates combat, strikes twice.
Iron Gauntlets: Standard iron gauntlets—simple but effective. Wielder attacks twice when initiating combat. Has 40 uses.
Bo Staff: A sturdy staff designed for fighting. Has a good amount of might to be a good defensive weapons. It can be used 45 times before breaking.
Mend: Greatly Restores HP to an adjacent ally. Restores [20 + (healer's magic / 3)] HP to one ally. Has 20 charges.
Aqua Rally: The personal skill of Amaria. Amaria can initiate a rally that will boost all stats save for HP & movement of all allies within 3 squares around her by +4 for 2 turns. However, if used in the water, the effects last for 4 turns instead and the effect is +8, and the range doubles to 6 squares to get more friends.
Chain Guard: This allows Amaria to take damage for a nearby ally once so they don't get hurt. At the cost: She herself will take damage, and can only initiate this guard when her HP is full.
Torrent Lariat: A Martial Combat Art that uses 5SP to use. Amaria grabs her adjacent foe, then sends them flying behind her with a hard punch. This throws the foe back 2 squares. When used in the water though, it's only 1.
Triple Kick: A Martial Combat Art that uses 6SP to perform. Amaria performs either a strong kick that deals 3x the normal damage of her currently equipped weapon if standing 2 squares away, or delivers 3 consecutive kicks to the opponent with each one sporting a chance to be a critical hit if up close to an enemy.
Jumping Body Slam: This Martial Combat Art uses 7SP. Amaria again grabs her foe, but instead jumps in the air with her target in tow before slamming them on the ground, inflicting massive damage that ignores defense. She cannot use this on mounted, flying, or armored foes.
Fury Stomp: This Martial Combat Art uses 8SP. Amaria will perform a low sweep, knocking her target off their feet before delivering a rapid stream of stamps on the hapless target, dealing 7 hits total. This technique is only usable on land.
Quicksilver: This Martial Combat Art uses 9SP. Amaria plows through the enemy on the targeted space in front of her at lightning speed, ignoring their defenses entirely. This deals effective damage to armored units.
Silver Bullet: This Martial Combat Art uses 10SP. Amaria will prepare a ki infused punch & plow through anyone unfortunate enough to be targeted. This delivers an instant kill if successful. It will not work on bosses, or enemies stronger than Amaria; specifically those in 2nd or 3rd tier classes.
Heavenly Peaks Descent: This Martial Combat Art is Amaria's ultimate combat art & it uses all her SP to activate. It harness's the wisdom & power of the great shifu who invented the move & delivers a great amount of punches & kicks on a chosen target with the strength of mountains. It always deals critical damage and is effective on Armored & Flying units. However, due to its awesome power, Amaria cannot use it during the first 7 chapters of Act 1, or the prologues. She will be able to use it starting from Act 1's Endgame onward.
Fire Emblem: Nintendo, Intelligent Systems
Amaria was made by me, and belongs solely to me
Category Story / Portraits
Species Humanoid
Size 50 x 50px
File Size 5.8 kB
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