STORY LOOP FURRY PORN GAMES C SERVICES [?] [R] RND POPULAR | Archived flashes: 229595 |
/disc/ · /res/ — /show/ · /fap/ · /gg/ · /swf/ | P0001 · P2595 · P5190 |
This is the info page for Flash #139882 |
Neko's 100 character challenge |
Flash viewer by CaptainGerbear |
furaffinity.net deviantart.com y-gallery.net |
Zane Saraeli |
A Mateeyan Mage-Knight, husband, and father in his late thirties. Zane was absent from his village during an attack that left the streets and homes mysteriously empty. Eventually encountering Sarah and some of her companions shipwrecked, he teams up with them in order to rescue his family and countrymen. Upon learning that Cecil, under his uncle's twisted influence, was behind the abduction of his people, Zane develops an obsessive rivalry with the young man, remaining close at hand and eagerly ready to put Cecil down should he slip back toward darkness. Zane is competent, but very straightforward, preferring not to overthink his actions. His confidence makes for an inspiring leader, but wise counsel serves him better than he will ever admit. |
Roland Tyrell |
A loyal citizen of the Atlantican kingdom, Roland is a scholar renowned for his research into antipathic forces. His techniques are widely practiced by Mages born under opposing signs, such as Fire and Water, like Roland himself. Roland was sent to hunt after his twin brother, Alomar, at his king's behest, and for a long time struggled between loyalty to his king and loyalty to his kin. Though he accepted the mission, he ultimately sided with his brother, choosing to become a fugitive in the process. Roland, like Jerna, is extremely interested in what Cecil represents, though unlike Jerna, he prefers to make passive observations rather than interfere directly in the boy's development. He is calm-hearted and wise, and can always be relied upon to offer sound advice in difficult situations. |
Alomar Tyrell |
A defector from the service of the Atlantican Kingdom, Alomar was once knight-captain, renowned for his supposedly impenetrable shield defense. When he began to suspect that the King's sanity was slipping, he refused to follow orders and became a wanted man. Living a life constantly on the road, Alomar seeks to do good in the world where he can, offering training to wandering adventurers in exchange for companionship and shelter. Alomar was never particularly close to his twin, Roland, but the two of them maintained a respectful, if distant relationship their whole lives. When the two of them are reunited, and Roland defies the king's orders to spare his brother's life, the two of them decide to accompany Cecil together, and Alomar serves as a trainer and competent swordarm. |
Cecil Skrye |
A young man, orphaned before he can remember, Cecil always assumed he was an elf, until elves told him otherwise. Living a carefree life with his friends, Serges, Morris, and Cannon, his heritage was never more than a fleeting curiosity, but when the supposedly immortal dragon Mertonus flees from him in terror, he cannot help but search for the reason. He comes to discover that he is in fact "Ravahah", a star-son, a being of vast potential and dangerous power. He also comes to discover that he is not the only one, and that his uncle, Simari, is at work in the world, gathering dark power for some unknown reason. Being the only one with any hope of stopping him, Cecil, with the help of his friends and companions, decides to take up arms against Simari, and in so doing, launches their country into one of the bloodiest wars of its history. |
Cannon Galliard |
A young Werae man, Cannon was separated from his people at a young age by pirate slavers. Rescued from his slavery by Cecil, Morris, and Serges, when they were barely more than children, he became fiercely loyal to them, and the four grew up together as brothers. Cannon often shared a secret dalliance with Cecil as the two of them matured into adults, but they never spoke of it to anyone, and when it became obvious that feelings were developing between Cannon and Sarah over the course of their travels together, he began to feel that Cecil was becoming distant. When Cecil briefly joined with his uncle in perpetuating his dark scheme, Cannon felt responsible. Even though it was Cannon who brought Cecil back to his senses, his feelings toward Cecil, and toward Sarah, remain conflicted. |
Serges Arris |
A boisterous young man with a penchant for brawling and petty theft, Serges was always the biggest of his brothers growing up. When Cecil decided to chase down his uncle Simari, Serges was eager to be on board, looking forward to the chance to cut his teeth upon real combat. All that changed when he met his father, Corbik for the first time. Seeing the bloodthirsty wretch working with Simari for no reason other than a love of pain and blood, Serges was disgusted, and for a time retired himself from the war effort. Training with Alomar eventually helped Serges find his fight again, and gave him the peace of mind to know he fought for a good reason - to protect the lives of his brothers and companions. |
Morris Yisa |
A slender, quiet boy, Morris was something of a tagalong when he went adventuring with his brothers, Cecil, Serges, and Cannon. Content to let Cecil and Serges make the plans, and to assist when called upon, something changed inside him when they dared to rescue Cannon from his pirate captors. He began to spend more time alone, began to hear voices whispered to him from the shadows of trees, and although he followed Cecil against his uncle Simari, he always felt like he was meant for something else. Morris eventually awakened to his calling, and joined the cult of Dranlen, becoming a Beast Priest. It is there, surrounded by wind-rustled trees, and by the life and bustle of the forest that he feels he has found peace, and heaven help Simari if he dares to threaten it. |
Her Royal Highness Sarah Talazi |
Crown Princess of the Kingdom of Talazia, Sarah was never content to observe the workings of the court, and instead chose to lead her country's knighthood. Trained by Radney from a young age, she fights with grace and power, and leads with the charisma demanded of a Princess. It was during a diplomatic mission to the realm of the dragon king Mertonus that Sarah became overwhelmed by a surprise attack. Captured for ransom and laughing at the bitter irony of her situation, Sarah witnessed first-hand the effect that Cecil's presence had on the insane dragon. She sponsored his investigation into his heritage, and eventually put the might of the Talazian military behind the war effort to stop his uncle Simari. |
Jerna Romuold |
A middle-aged elven man, and long time disciple of the dreaded necomancer Tempus, Jerna eventually tired of skullduggery and joined the Talazian Guild of Mages in war against his former master. The battle was won, but Jerna's body was withered, and his legs rendered apart by vindictive sorcery. Jerna uses relatively simple magicks to hold his body aloft in the absence of his legs. As a now-retired necromancer, Jerna is considered an authority on the subject, and has writ several controversial papers regarding its use. Upon encountering Cecil, he becomes fascinated with the boy, traveling with him in order to observe him in action and under duress. Jerna is often eager to see Cecil in stressful situations, so his advice tends to be brilliant, but not without risk. |
Radney Tyrsis |
The second son of the late King of Tyrsis, Radney, while a prince, could never hope to outlive his elven brother, so instead offered his services as a trainer and bodyguard to the kingdom of Talazia - a gesture of goodwill between the historically competitive nations. He has trained Sarah in the arts of war most of her life, and dutifully serves as her second in command of the Talazian knighthood. Radney is a cheerful man, his half-elven youth ever putting a spring in his step, and is fondly protective of those he fights alongside, particularly of Sarah. He is somewhat competitive in regards to Alomar's training techniques, and the two of them often engage in long discussions over martial matters. |
His Royal Highness Randis Tyrsis |
The reigning king of Tyrsis, the cliffside kingdom overlording the continent of the same name. Randis is a fair and considerate ruler, making sure his kingdom offers a welcoming home to its human and elf citizens alike, as well as making special provisions for its considerable population of gargoyles. When Randis began to behave strangely, it didn't take long for his people to wonder why. Quickly slipping into the patterns of tyranny, Randis had been corrupted by a new arrival in his court - a sly woman by the name of Moriganna Delamitri, a woman who, as it turned out, had given her soul in servitude of Simari. Randis was well on his way to joining her, but the intervention of Cecil and his friends drove Moriganna out and Randis was able to regain control. He knows first hand the darkness of Simari's power, and is eager to lend assistance against the wretch. |
Gaelin |
A young gargoyle, awakened through a combination of Jerna's sorcerous techniques and Cecil's raw energy, he regards the two as his parents. Jerna is considerably less receptive to this treatment, so Gaelin tends to cling to Cecil like a puppy, ever seeking his approval. He seeks Jerna's approval as well, but rarely receives it. Although Gaelin is young beyond what his physical form would suggest, he learns handily, and is nevertheless a powerful creature, quickly developing to the point where he is able to fight alongside Cecil and his brothers in combat. It is unclear whether Gaelin was always a living gargoyle, or whether he experienced a virgin awakening as a result of Jerna's technique. |
Tirjah Dienne |
A young woman from the village of Marsaven near Tyrsis, Tirjah was always proud of her country, and was horrified when their king's behavior started to shift. With her patriotism driving her, she pulled together a small band of guerilla fighters, interrupting the king's activities wherever they seemed suspicious. This has earned her a dangerous reputation, one perhaps less than properly deserved. She aids Cecil and his friends when they storm Tyrsis to try and rescue the king from his demented manipulator, and seeking to escape her reputation, decides to join them on a more permanent basis in their efforts against Simari. Tirjah is sometimes prone to making rash decisions that she later regrets - and in particular made one such decision shortly after meeting Cecil that would leave her carrying his child, even though no real feelings exist between them. |
Carisman Skrye |
A young man who is half-ravahah, Carisman is the son that was sired of a one-time encounter between Cecil and Tirjah. Trained to hunt and provide by the Werae of Marsamar and by Gaelin from a young age, Carisman always felt inadequate, and when he became an adult, often left his village to chase down rumors of riches and power. One such rumor led him to the Tomb of Titania, daughter of the earth. It was there his body would be forever changed. Carisman's flesh and bones are now partly crystalized into a hard, ruby-like substance. He can, though with great effort and pain, project blades outward from his bones. Though most would find the change horrific, Carisman finds great satisfaction in it - he is now unlike any creature. Though different races and ages, Carisman and Gaelin regard one another as brothers, and are very close. |
Tsunami |
A retainer of the dragon king Mertonus, Tsunami began to suspect something was wrong early on. The king began to receive strange visitors, and his actions became increasingly strange. He was relieved when the king fled from Cecil, allowing the remaining uncorrupted to regain control of the kingdom, but when he heard of a similar situation brewing in Tyrsis, he insisted on being involved. Tsunami, heads taller than any human and blessed with naturally tough skin, is a ferocious combatant, and commands a sword large enough to break a human being by its weight alone. Although hardly subtle, the presence of a dragon on the battlefield often has useful benefits, particularly regarding the enemy's morale. |
Cala Skrye |
An initiate in a sisterhood of witches in Irendas, Cala has always known that she was not quite human. Voices whispered to her of things past and things yet to come, and she took to the art of sorcery with supernatural ease and prowess. Though it was rippled a thousandfold through curtains of distance and time, Cala was keenly aware of the struggle her ancestor Cecil went through against his uncle Simari, and felt a great unease. It was this unease that would lead her to discover the remnants of that struggle - that the potential for Simari's return grew with each day, and that if she didn't find some way to stop it, all of Cecil's efforts would have been for naught. Cala is calm and composed, and she is a prodigal witch, weaving threads of mana together as naturally as breathing. |
Captain Corbik Arris |
One of the first human beings corrupted by Simari, Corbik did not have far to fall. A dreaded pirate, Corbik was well known for his propensity for murder, rape, grand theft, and slavery, among other atrocities. When long-life and power were offered to him in exchange for a little extra violence, he readily accepted, signing the contract with the blood of his entire crew. Corbik now serves as Simari's personal bodyguard, cutting down any who would threaten their plans with cold, cruel steel. His pact with Simari makes him all but immortal, so he fights without any regard for his own safety. Corbik is ruthlessly thorough with his "No survivors" policy. Serges is the son of the one lucky woman to escape Corbik's culling, and Corbik knows nothing of him, nor would he care if he did. |
Sir Danur Knight |
A once-human Paladin in the holy service of the Order of Ispark, the force of Life. While investigating rumors of activity in the ruins of the kingdom of Old Mirkas, Danur stumbled upon a bizarre scene - his beloved fiancee Vanessa touring the grounds cheerfully. When he confronted her and demanded an explanation, she revealed to him the truth - that she was a vampire, and she had lured him there so they could be together in undeath forever. He resisted, but she overpowered him with ease. Though she was driven off by Cecil and his friends before the process could be completed, the damage had been done; Danur was no longer among the living. Now he struggles between devotion to his duty and love of life, and burning thirst for blood that tempts his every choice. He prays he can hold off long enough to drag Vanessa with him to the grave. |
Lady Vanessa Harlock |
Once a human noblewoman, Vanessa always had macabre tendancies, and when she was attacked by a vampire, she eagerly embraced the change. Now eclipsing even the depravity of her sire, whom she had long since disposed of, Vanessa is one of the most powerful of her kind. After her failed attempt to bring her human fiancee Danur into her brood, she was approached by Simari and offered a deal - the same deal he offers to everyone. She delighted at the thought. Vanessa now enjoys the protection of Simari's dark blessings as well as her vampiric power, and wherever she goes, a silent trail of horror and blood marks her passing. |
Brother Halcyon Gaines |
A son of a family of wealthy landowners, Gaines is a Longtooth Shifter, and a Paladin of Avandra. He spent most of his youth courting a lovely young woman. With his charm, dashing good looks, and ample wealth, he was shocked and devastated when she chose to marry a poor farmhand instead of him. After all, what could he possibly offer her but a life full of hardship? He spent nearly two years in contemplation over his own failings, and eventually came to see that there was no fault to be had - heart and happenstance had simply fallen where they may. The revelation freed him. Since then Gaines has donated large sums of his money to the order of Avandra, and taken up the life of a wandering Paladin. Though he is alone, his heart soars free, and he lives to spread joy and laughter. He often arranges for good things to happen to his old flame and her husband and son. |
Kishijoten-walks-in-fog (Breena) |
A young Nuwisha woman following the totem of Kishijoten, Breena finds nothing more entertaining than a gambler struggling with terrible luck. Frequenting casinos, Breena just loves to play, using her subtle talents to tip the odds a little, and show those cocky chance-chasers how foolish they are. Since she doesn't tip the odds to win anything herself, only to make others lose, she is rarely caught, and since everybody (except her lucky victim) seems to win just a little bit more often when she's around, she's a reputation as something of a good luck charm. Breena prefers to avoid physical conflicts whenever she can, and is a skilled diplomat. Though she can be provoked to violence when the situation demands, Breena prefers to use her claws to carve out disease and illness, to sever pain, and when necessary, to end the torment of the suffering. |
Runs-without-Grace |
Nobody better knows the hurt of growing up Metis than "Rog" as his mothers called him. Born into the all-female Black Furies and kept only because of his pitiable string of deformities, Rog was never made to feel anything other than unloved and inconvenient, at least until the spirits started to beckon him. He journeyed often into the Umbra alone, and during one such walk, he stumbled upon a secret place and found a spirit of shadow sealed within a sword. He brought it back to his tribe, thinking they would take it from him regardless. As it turns out, the blade was "Shadowcaster", a sacred weapon of holy darkness that the Furies had been seeking for years. It had chosen to reveal itself to Rog, and he suffered no small amount of hatred for it, but armed with its soothing shade and the satisfaction that he had been chosen, Rog begen to feel a seed of dignity and pride taking root. |
Uncle |
Born on a primitive planet with animal furs about his loins and warm wind in his hair, Uncle was the wise man of his tribe, able to perform healing miracles. Then one day, the black ship came, and he began to learn why. He was unclean, tainted by the energies of the warp, and he was to be taken to the seat of the galactic empire and sacrificed at the emperor's feet, along with thousands of others like him. Uncle rode that ship toward his death for nearly twenty years. His life was spared - the Emperor judged him more worthy of servitude than sacrifice, but even though his life was returned, his youth was long gone. Put through an unspeakable crucible to purify his soul, his eyes were irreparably ruptured, and he was provided a cybernetic replacement. Though he served faithfully, Uncle could not help but remember how all he might have been is lost. |
Blockade the Unbreakable |
A playboy who had it all, Baxter Wright was just stepping into full swing with his career as a male supermodel. All that changed the night of the motorcycle accident. The oncoming truck seemed to come out of nowhere, and Baxter blacked out. He came to with the sound of sirens. Fire and wreckage lay in a ring around him, but the ground at his feet was cool and clear. His clothes felt tight so he peeled them off to find his body covered in sweat-soaked fur. Panicked, he threw his clothes into the fire and fled. Baxter had manifested as a mutant. He eventually began calling himself Blockade, demonstrating the ability to generate immovable fields of solid force, such that he could stop bullets, ramp vehicles, or even walk through the air on invisible stepping stones. Though he felt sore over the loss of his modeling career, he eats up the spotlight as a superhero, and does not regret the change. |
Paxas Starborne |
A simple farmhand who was too smart for his own good, Paxas always dreamed of a life grander than livestock and harvest. The opportunity came when he met a traveling wizard who invited him to apprentice, and Paxas never looked back. Though his comprehension of the arcane arts was novice at best, he showed considerable promise, and his intimidating frame meant that he got into less trouble than other wizards. Paxas became eager to adventure when his training was complete, and joined a ragtag group of freelancers who were charged to explore a ruin beneath a struggling town. There, they discovered a small settlement of orcs and were overwhelmed. The group fled and Paxas did not emerge from the labyrinth. He remains missing and is presumed dead. |
Moshi Tsumatsu |
Born into a family of Mantis samurai, Tsumatsu's life started out well enough. Like many Mantis, the sea was in his blood, and he loved nothing more than to stand at the bow of his ship with the salty breeze in his hair. He even had the rare fortune of love - the woman his family had arranged for him to marry was stunning, and she took to the ocean with the same thrill as he did - but a single act of treachery ruined everything. A traitor in his crew sold them out to pirates. The ship was destroyed and the crew, including his wife, executed. Tsumatsu somehow managed to swim to shore and survive, but he was heartbroken. He became obsessed with hunting down the traitor and bringing him to justice. When he eventually did bring the pitiable man to an end, his victory was short-lived. Tsumatsu's father Tensuke had enemies - enemies that now made Tsumatsu a target. During a surprise attack by one such enemy, Tsumatsu was killed. |
Hida Tensuke |
A corpulent shugenja, or spirit priest of the Crab clan, Tensuke always seemed to care more about filling his belly with liquor and resting his head on a pillowy bosom than actually fighting and meditating. It didn't help that his betrothed, a vicious harpy of a woman, was utterly insufferable. When he asked for a mission that would take him to distant lands, he was sent across the sea, to work with the Mantis clan. It was during this mission that he met and fell in love with a strong sailor maiden, and he eagerly bedded her. The mission that was to follow would prove dangerous, and Tensuke became infected with the taint of shadow, forbidding him from taking a wife. That, combined with the knowledge of his infidelity, earned him many enemies from his ex-wife's family, and years later, one such enemy ambushed Tensuke outside of an alehouse and killed him. |
Baelgondatz |
A Major-Order Incubus, Baelgondatz possesses a modest fortress in his own realm of hell, which he fills with the souls of those he tempts under his sway. Filling his servants with a feverish, slavering devotion to him, he has drawn the attention of other lords of hell who find his methods bizarre and his power threatening. Though nothing more than a few territorial border-skirmishes has occurred, Baelgondatz continues to accumulate power for the day when he will inevitably be forced to war against his neighbors in hell. As a Major-Order Incubus, he is able to disguise himself flawlessly and appear as his victim's "ideal mate" at will, making it easy for him to work in subtle tones, converting souls to his cause one devilish kiss at a time. |
Graviga |
A Galka retired from active adventuring, Graviga is the front-man for the Subliguardians, Bastok's newest musical phenomenon. With his shameless sex-appeal, rough-edged charisma, and distinctively raspy voice, he has become an iconic heartthrob, popular with male-oriented music lovers all across Vanadiel. Although there hasn't been an official statement on the matter, tabloids suggest that Graviga and X-Zone are romantically involved, and whenever asked about it directly, the question is conveniently dodged. In all liklihood, the rumors are true, and they are keeping quiet on the matter in order to sustain their popularity with their fans. Like the rest of the Subliguardians, Graviga has some amount of training as a Bard, but spent the majority of his adventuring career as a White Mage. |
Grogre |
The Subliguardians' bassist and backup vocalist, Grogre was an occasional associate of his Galka bandmates while they were active adventurers. Although Grogre gets the least attention from fans of the band, he doesn't seem to mind, maintaining a cool, smug exterior at nearly all times. Known for his dark glasses and neatly-trimmed moustache, the Subliguardians' popularity has triggered a spike in the sales of similarly-styled glasses, which the fans coloquially refer to as "Grogies". Like his bandmates, Grogre is trained as a bard, but prior to that spent most of his adventuring career as a Samurai. He also has a notable love of chocobos, and has worked with Bastok's top photographers to produce a calendar with twelve steaming hot yet tasteful photos of him nude bareback chocobo riding. |
X-Zone |
The Subliguardians' guitarist and primary songwriter, X-Zone is nearly as popular with ladies and galka as Graviga is. Sporting his trademark behemohawk, face paint, and with black exes sloppily painted across both nipples, X-Zone is universally regarded as the "Bad boy" of the group. He has been observed to be particularly defensive when people badmouth Graviga, and it is widely speculated that the two of them may share more than a simple friendship, but there has been no official statement on the matter. They certainly seem happy to ply their sexuality for their fans in any case, and the fans seem happy to eat it up. Like the others, X-Zone trained for a time as a bard, but spent the majority of his adventuring career as a thief. It is known that he was hospitalized for a time due to a leg injury he sustained during a skirmish, but he has recovered fully. |
Biske Fillerton |
A resident of Brannigan, and member in good standing with the thieves' guild there, Biske is a prolific burglar and competent second-storey man, with a particular talent for creative use of harnesses and ropes. Even though it is strictly against the guild's policies, Biske has been known to take on 'extra work', or to stage burglaries without reporting them to the guild. These are, of course, on a smaller scale so as not to indicate the work of a proffessional, and he managed to go unnoticed for a time, until he and Benton separately decided to "Freelance" the same estate on the same night. This puts him into an uneasy partnership with Benton, who he regards as a foolish young pup who is probably going to get them both killed. That said, he can't help but admire Benton's strength and ability, especially regarding the way the younger thief knows his way around rope. |
Benton Blackwell |
A newcomer to the Brannigan thieves' guild and ex-circuis performer, Benton has more than his share of luck. His capers seem to go off well despite improbably odds and inconvenient setbacks, but the general concensus is that his luck can't hold forever. Like Biske, he is inclined toward taking additional freelance work not condoned by the guild, but so far has managed to avoid getting caught. When he and Biske end up trapped in the same nobleman's manor for hours on end, they are forced to rely on each other, like it or not, and Benton is more than happy to take advantage of that situation to bend Biske out of shape. |
Saeris Varias |
Waking up in the city of Clanston with a burning desire to fight, but no memory of who his enemy is, Saeris quickly becomes central to the nation's war against the Army of Chaos. A man who has "Broken free from destiny", Saeris demonstrates immense versatility in wartime vocations, much to the amazement of his companions, but the further they go, the more he begins to wonder if their fight is right. In a world where even the weather behaves in a perfectly predictable cycle, seeing people bound to miserable destinies they cannot escape from starts to color his heart - maybe the Army of Chaos has the right of it after all? Would it be better to just toss order to the wind and let chaos determine their lot? |
Egland Whitley |
A man who refused to accept his fate, like Saeris, Egland is a man who has broken free from destiny. He serves as a general in the Army of Chaos, believing that letting chaos determine peoples' lot in life will ultimately prevent people from suffering with a fate they cannot escape. Although he and Saeris were once friends serving in the Army together, he does not approve of Saeris suddenly working with Clanstonites, and will not hesitate to go through him to get to the goal of unshackling the force of chaos. |
Yu |
During the War of the Wizards, Yu is the champion chosen by the spirits. He lives a simple life among people, and is helpful, cheerful, shameless, and earnest. Yu is particularly adept at reading and manipulating the flow of mana, and has a heightened ability to counter spells, and to prevent his own spells from being countered. Yu does not trust the fickle nature of faeries, and cannot summon them. |
Sand |
During the War of the Wizards, Sand is the champion chosen by the animals. He lives alone in the forest, and is respectful, but ruthless, defending his territory with deadly force if necessary. Sand is highly in tune with the pulse of the world, and he can convince it to slow down or speed up, effectively altering the position of the sun in the sky. Sand regards the undead as utterly abominable, and cannot summon them. |
Liktor |
During the War of the Wizards, Liktor is the champion chosen by the demons. He seeks out dark places in the world, where stagnant mana has been allowed to pustulate and fester, and he draws power from the inflicting of pain and the spilling of blood. Liktor is a terrifying combatant and can use raw mana to push his body to grotesque levels of ability. He is a killer, and thrills in the act of it. Liktor has no use for the ideals of angels, and cannot summon them. |
Serena |
During the War of the Wizards, Serena is the champion chosen by the angels. She seeks sacred places to cleanse herself of sin, and to bring light and peace into the world. Serena's purity cannot be overcome with curses, and she can choose to ignore the effects of any curse if she desires. Serena knows that demons are a blight upon existence, and cannot summon them. |
Juli |
During the War of the Wizards, Juli is the champion chosen by the faeries. She seeks places of unspoiled beauty, magnificent caerns of virgin power. She is manipulative and clever, and no lie is too low if it gets her to her goals. Juli is particularly adept at avoiding combat. She can cause her opponent's summoned creatures to ignore orders and stand motionless instead of fighting. Juli hasn't been able to trick spirits into answering her summons, so she cannot summon them. |
Talus |
During the War of the Wizards, Talus is the champion chosen by the dead. He seeks out mass graves, murder sights, battlefields, and other places where the dead lay restless, such that they might hear his call and return to the world in service to him. Talus is versatile, and able to work the dark energy of curses to his advantage. Though he still suffers from the effects of curses, his summoned undead become more powerful when he does. Animals are terrified of Talus, so he cannot summon them. |
Chub-Pan |
Crashing his plane near the town of Bumpton, Pan has no memory of who he is or why he is there. Why was he flying a plane anyway? Under advice from Doctor Tate, he tries to just blend in and resume a normal rhythm of activity in Bumpton, but when strange things start clouding his vision, he begins to wonder if his injury isn't more serious than the Doctor is letting on. That said, he does get a free pass to walk outside shirtless, and damn if Bumpton doesn't have a lot of guys with awfully cute asses. On top of that, he starts getting strange urges to just grab everybody he sees, all the time. Isn't that weird? |
Gegen |
A freelance soldier working for Doctor Tate as mercenary police in Bumpton, Gegen is loud, stern, and solitary. He's not exactly shy, and responds when spoken to, but he doesn't seem to seek out or particularly enjoy the attention of others, with the exception of Hunk, whom he is often seen with. People in town whisper that Gegen has dark secrets, that he's killed dozens of men with his bare hands, or that he's a criminal and he's working off his sentence in service with Tate. Whether any of that is true is for Gegen to say, and he doesn't seem too keen on telling. Seems like nobody's really got a decent shot at cracking that rhino open to see what's inside. |
Heinrich Tate |
The mayor of Bumpton, and also the resident physician. Along with his wife, Dora, he runs a small clinic in the heart of the village where he'll treat whatever ails you. Although Tate is genuinely concerned over Pan's condition, his arrival is not without cause for worry. Rumors of nearby rival nations have put Bumpton in a difficult spot, and the appearance of conflict could make Bumpton a prime target for occupation, so Tate's spent more than a few nights staring at the cieling. |
Hunk |
A bit of a transient figure in Bumpton, Hunk is a junk dealer on the surface, and a smuggler on the down-low. He works closely with Gegen to get him things he needs that might be difficult to come by, and at Gegen's request, he has a free pass to operate within Bumpton without concern for legalities. Still, a lifetime on the run doesn't let one rest easy, and Hunk can be difficult to track down on short notice, making a habit of rotating which boarding houses he uses on which nights. Hunk is from Ownzep, a hostile nearby nation, so he wears clothing to disguise his features while in Bumpton. Wouldn't want the residents to panic, after all. |
Devin |
A college sophomore, Devin's family is fairly wealthy, running the High Crown in Bumpton. His father, Armand, has high expectations of him, and it's been made no secret that Devin will be expected to take over running the hotel when he gets older. Devin, of course, is not particularly interested. He helps out around the hotel every now and then, but has aspirations of being an engineer, designing grand structures and machines, and making things people will use and appreciate. Wry and energetic, Devin doesn't discuss his problems often. He cares a great deal for his friend, Burl, and is very protective of him, particularly in regards to promiscuous pandas who might break his heart. |
Burl |
A pillar of his college rugby team, Burl is a tightly-wound little skein of wool. He seems to be attracted to every man he meets, but is hopelessly shy and withdrawn, which is a terrible shame considering what a beautiful figure he's managed to cook up over the years. Although he and Devin are friends, he seems determined to stay in lockdown mode, and Devin hasn't been able to manage a lot of progress on getting him to loosen up. Burl lives with his Nan, and thinks the world of her, but even she is starting to worry that it's time for him to get out and get a little life experience. Certainly, Pan has no problem getting Burl interested in him, but is the young Ram too fragile to handle Pan's bombastic personality? |
Harn |
A permanent fixture at the Commission of Agriculture in Bumpton, Harn is a hard-working Ox who can't ever get a shirt to fit his massive chest quite right. What a shame. He's made no secret that it's his dream to build a log cabin out in the Thickwood, but he never seems to get anywhere with it, always fussing over the plans and the materials. Maybe he needs a bit of a push to finally get started on making his dream a reality? Harn doesn't like people who play games with him, and the easiest way to impress him is to show that someone's willing to work just as hard as he is. |
Gregor |
A laid-back kinda guy with a head for science and hands for heavy metal, Gregor can often be found tinkering around with junk at his home workshop, or chilling with the boys at the nearby Crusty Cockerel. Having a bit of a reputation as a go-to guy for advice and concerns that might be a little too informal to bring to Tate, he's well-liked even by the upper- class folks in the north end. Rumor is they got him into a tuxedo once, but nobody precisely recalls what the occasion was. Gregor likes things to be simple, and takes great offense to lies, even "little white ones". He's the kind of guy who laughs at farts and smacks your ass just because. |
Jai |
Rumors are often whispered of the strange man who stalks the forests at night, waiting to devour children who stray from their homes in the dark! Those rumors would probably scare the crap out of Jai if he had any idea what all those words meant. An orphan who somehow managed to get by on his own, Jai has been lurking near Bumpton in hopes that he can find some way to integrate with these people. He's very lonely and knows that he is different from animals, but the few encounters he's had always end up with someone terrified. Maybe he needs a ballsy panda to take him by the hand and lead him into the world of phonics and wearing pants. |
"Waaagh Daddy" Half-Ork Cain |
Imperial scientists have often been quietly curious about the Orks' ability to transmit information genetically. How is it that an Ork can simply be born knowing how to strip, clean, and operate a gun? One scientist tried to find out. Cain was the answer. A fusion of human and Ork biology, Cain was supposed to be the first of a brood of soldiers that would allow the Imperium to compete with Ork expansion. Cain didn't approve. He escaped into the wilderness, where he began to shed spores, raising a brood of his own Orks who all called him "Daddy", and they flattened the facility where Cain was born. Soon there were enough of them to pose a serious threat to the safety of nearby worlds, and Cain's Waaagh had truly begun. |
The Outsider |
That was probably the wrong time to take a piss. Taking a break from the dance competition to relieve his bladder, that little headache turned out to be the onset of some kind of warp. Before he had finished shaking off the drips, he was in the basement of a tower with goblins gunning for his head. Pulled into Terradan by errant magic, his first thoughts were about getting home and hopefully not being disqualified from entering the competition again next year, but quickly it becomes obvious that he has bigger problems. The magic that holds Terradan together knows he doesn't belong, and it's trying to pull him in, giving him all of his desires in order to make him a part of itself, and if it does, there'll be no going home at all! |
Marian the Red |
A prolific scholar and herbalist, Marian resides in the city of Sherin Thoth, the holy city where magic is strictly forbidden. What a silly rule, that. When The Outsider comes to town and creates a stir, Marian is forced to make a difficult choice; relinquish her coveted position in this city and use the magic she has been trying so hard to keep under wraps, or allow this remarkable and unique stranger to perish and miss the opportunity to learn of a whole other world! Marian is proper to a fault, and takes great offense to rude or brutish behavior. She triple-checks her supplies every time she enters a town, and can always be relied upon to keep an eye on loose ends. Of course, if you show the girl an insect she's never seen before she'll want to examine it in its natural habitat for hours on end. |
Shan |
A laborer working in the town of Balmaria, Shan is content to live out his days with his lover, or at least he was until he mysteriously vanished. When The Outsider brings back the bond earring that they'd shared and news of his demise, Shan is crushed, and left wondering; would he want me to mourn, or to avenge him? Shan is protective of his friends, refusing to let another person he cares for die. He fights well, if informally, using his raw muscle to force his way to victory. He is quite fond of The Outsider, eventually coming to see him as a sort of brother. |
Brin |
A notorious salamander thief who lately spends his days stewing in a dungeon he could easily escape because he's too damn bored to bother. Still, when this Outsider fellow shows up asking for his help to get through a heavily trapped ruin, Brin is left wondering - Should I give this bloke the key and send him off, or tag along and see what this Outsider thing is all about? Brin tends to be a little bit loose in the head. He means well enough, but it's easy for him to get lost in the revelry of combat. He eventually comes to regard The Outsider fondly as a fellow rogue, and can be trusted to watch his back in battle, he just can't be trusted not to nick his lunch when he isn't looking. |
Moto Garm |
An outcast from his own people, Garm is priest competent in hand-to-hand combat. When his parents' cowardice cost their clan an important battle, his family's estate was dissolved, and he was excommunicated. He now spends his days searching for a way to somehow correct the damage his parents did and reinstate himself. Garm is fond of polite discourse and philosophical debate, and gets along fantastically with Marian, and although he'd never admit it outright, he is also very fond of showing off his techniques and leaving his opponents dazed and battered upon the ground. |
Vyrafim Baeroux |
The sorcerer who was originally responsible for the wayward magic that brought The Outsider to Terradan. He claims that he was under the influence of another - Ahmri the Cunning, a renowned hero from ages past who supposedly fell into darkness. He seems reluctant to become directly involved, but upon hearing the tragedy of Shan's loss, he is moved enough to step into line and help The Outsider. Vyrafim is quiet, and seems not half as sinister as he might. It is clear he has seen atrocities, and almost nothing seems to disturb him, but he is not so far removed from humanity as to turn down the pleasures of a mineral bath or hot tea. He seems to hold back power that he could otherwise unleash for fear of losing control of himself. |
Bruduk Shal-Renn |
A dashing half-orc rogue with a heavy price on his head, Bruduk represents a fusion of humans, elves, and orcs, and the thought is repugnant to certain individuals of all three peoples. When The Outsider finds him badly beaten and in a gibbet, it isn't clear what sort of person Bruduk is, but when Brin is able to bust the lock and they get him a meal and a wash-up, they find him a charming sort of gent, more than willing to get his hands dirty to return the favor. Mutually impressed with each others' exotic uniqueness, Bruduk and The Outsider eventually face the possibility of deeper feelings between them, and Bruduk's devotion becomes more than a simple repayment of debt, but is it real, or is it Terradan's clever new attempt at luring The Outsider into her embrace? |
Shandra Shal-Renn |
The lone survivor of a brutal orc attack against her small country hometown, Shandra was kept as a concubine for the orcs' cheiftan, UlRash. After months of captivity, she felt her will to live slipping away, until her custodian DumAkTar prepared something special for her health. It wasn't much, just a hot bath and some fresh fruit, but it was a tiny spark of kindness in her darkest hour, and it rekindled her will to live. When DumAkTar later fled with her from the encampment and delivered her to a human settlement, the sight of him walking away alone on his hobbled leg, almost surely doomed to die in return for his kindness, broke her heart. She chose to remain with him for several years, and bore his child. After DumAkTar's death, Shandra raised their son Bruduk alone in the dock district of that same human town she had turned her back on years before. |
DumAkTar |
An orc serving under UlRash's banner. DumAkTar was born with a gnarled leg, so he was often regarded as useless, and he was made to perform menial tasks for the tribe. He shouldered the burden the best he could, but after being raped by UlRash on a drunken binge, DumAkTar decided he had had enough. He poisoned the tribe's food the next day, killing most of them, and burned down the encampment, taking Shandra, the chief's concubine with him. The two remained together for some years, even having a son, Bruduk, together. When they were discovered by survivors of the tribe several years later, he knew he couldn't fight them. He told Shandra to escape with their son while he led the orcs into the territory of an owlbear. His tribesmen beat him down brutally, but he held on long enough to watch the furious owlbear rend them to pieces, and he died satisfied, knowing that his actions had saved his family. |
Rembrandt "Brandt" Trafalgar |
A fixture in the town of Brighton, Brandt is a chipper mercenary who runs his bar tab too high, and a half-kroth. When he tried to undo the Spectral Night, he became involved with Deek and Cherri, and eventually assembled the group who would later be called the Wheel Knights. Brandt is the only son of Cardinal Degas Trafalgar, the head of the Red Order, and was born with the marks of red Prizmata on his neck. He didn't want to become a religious icon, so at his first opportunity, he ran away from Krotas, and wears his scarf at all times to hide his neck. He is wracked with guilt at the thought that he's disappointed his father, but he tries not to think about it too much. |
Cheryl "Cherri" Azra |
A human girl living with adoptive Saskoo parents in Saskatsa. Cherri was brought to Saskatsa as a baby, her parents' cottage having burned to the ground with the both of them inside. She was adopted by a loving Saskoo couple, who sadly found that her injuries from the fire had left her blind. Still, she was a cheerful, loving child who adored falling asleep clinging to her parents' furry bodies, and one day when she was six or seven, inexplicably, her eyes began to recover. Seeing her parents' blue fur and the blue of the sky and the ocean moved her deeply, and as she got older she became interested in becoming a monk at the blue temple. Cherri is still only an acolyte, but she defends her people and her temple ferociously, taking the Spectral Night as a personal insult and swearing to stop it from happening ever again. |
Deek Riesen |
An aurid brawler, devoted to the Golden Order. Deek is fond of quoting rules and reminding people to stay in line, but in truth, he was expelled from his order for sharing a tryst with Ultramar Geodee, the head of the Blue Order. Deek, though unwilling to sever his attachment to Geodee, hopes that he can somehow win his reinstatement into the Golden Order through his efforts to correct the Spectral Night. Deek is protective of his friends, but he is particularly wary of Grant. He's heard stories of the wicked Black Aurid, and believes every word of them. The others sometimes chastise Deek for being too rigid, and he has a great deal of difficulty seeing that he should form his own opinions instead of simply accepting others'. |
Gumba Krakkaboom |
A hero of the Hurk people. Gumba is the strongest and best hunter and is much-loved by his people. He is cheerful and seems to enjoy the attention, but feels some strain at the high expectations upon him, and has begun to wonder if he's doing it because he wants to or because others expect it of him. Gumba has a tendancy to make others uncomfortable with his forwardness and seeming lack of physical boundaries. He's "Too huggy" as Looria and Brodrick complain, though Yadd seems content to wrestle with him for hours on end. People are often surprised to learn that Gumba is an excellent cook, and he seems to delight in doing it, so even the people who complain about him tend to have smiles on their faces come mealtime. Even Grant has been known to sigh contentedly after some of Gumba's stew. |
Looria Gallant |
A soline blacksmith, Looria has at spent at least as much time learning dervish knife-fighting as she has forging metal. Constant pressure by her family to focus more on the smithing trade, as is tradition in their family, has only intensified her urge to rebel. Looria is a hopeless showoff, and enjoys taunting and teasing her enemies, her antics bringing blush to all but the most shameless (notably Gumba and Yadd). She can be something of a diva at times, but her companions understand readily that they can trust her to be serious when it counts, and to cover their backs when the heat is on. |
Baron Brodrick van Gandre |
A necrat nobleman who spent his days wasting away in heartless academia, Brodrick felt something in his heart crack when he heard of Ender's plight to regain his sight. A simple plan - borrow the power of the primals for but a moment to restore sight to a brilliant painter - except that's not what happened. By the time Brodrick realized that Ender was no longer to be trusted it was too late and he could not undo the damage himself. He eagerly helps Brandt and the others out of a desperate need to absolve himself of the terrible things he has done. The others mistrust him at first, especially Cherri, but he gets along rather well with Grant and Brideen. Brodrick, like most necratae, has an innate understanding of the workings of life and death, and he is polite, cordial, and articulate. Unsettling to some, perhaps, but truly Brodrick is naught but a perfect gentleman. |
Brideen Krane |
A half-kroth dancer living with her parents in Krotas, her family was visited upon by a terrible being called Zambucha when the Spectral Night released the seals holding it. By the time Brandt and his friends learn of what is happening to her, and Brodrick is able to devise a way for them to combat the demon, her parents have already perished. During psychic combat with the creature, Brideen is energized to know that someone is helping her, and the knowledge of her parents' deaths awakens in her a sleeping power - Luminant Prizmata - which she uses to destroy the creature. She insists on accompanying Brandt and the others afterwards, to spare other families the same pain. Brideen is a reticent combatant, but eagerly steps in to defend others from harm. She is quiet and contemplative, often keeping her opinions during group discussions to herself. |
Yadd Groo |
A half-saskoo, Yadd was always regarded as being far too serious. He didn't laugh and run and play the way Saskoo children ought, and preferred to bury himself in books and muse on the workings of the world. As an adult, Yadd sought for the place that would be exactly in the centre of the three primal temples, and there he built himself a shrine where he sequestered himself and meditated on the meaning of his existence. After years of meditation, the answer, in all its glorious simplicity hit him. Joy, laughter, the wind in your fur and good food in your belly. The saskoo had the right of it all along. Now, Yadd is making up for lost time, drowning himself in drink, smothering himself in company, and laughing cracks into his face. Yadd is absolutely the life of the party, but some (Cherri, Deek, and Brodrick notably) find his attitude a little offputting, and "Too pervy". |
Grant Cole |
A half aurid born to loving parents in Nububu, Grant in his youth fancied himself a poet. His dreams were vivid, and he saw beauty in subtle things. When he began to fall in love with his best friend, a man with skin the color of fertile soil, something began to happen to him. Black marks like creeping vines appeared on his arms, and his terrified community saw the unmistakable signs of Prizmata. The aurids had never seen Black Prizmata and were terrified of what it would mean, so Grant was incarcerated, his arms bound, and his family and lover exiled. Years of isolation have not been kind to Grant. He is mentally fragile, untrusting, and vindictive, but he still remembers beauty and love, and he hopes that by becoming involved with Brandt and his friends, he can validate his own existence and show the aurids how wrong they were. Grant and Deek tend not to get along, naturally. |
Allister Laine |
A man born shortly after the Dark Mirror was cracked by human scientists and the "Demon World" was discovered, Laine is a commander in the Terran navy. Known for being fearless, Laine sometimes feels nudges guiding his decisions. As his career advanced, those nudges became stronger, eventually guiding him to a place called a "fracture", where people can cross to the other side of the Dark Mirror. There, on the other side waiting for him, was a demon, Mateus, having been drawn to the same place by the same nudging, and the two eventually came to understand that they had been calling one another, two sides of the same coin, sense and soul, and that in truth, all demons and humans were connected in such a way. Laine decided that he had to stop the fighting before humans and demons destroyed one another, and in the process, destroyed themselves. |
Mateus |
A storyteller of his people, Mateus loved to explore and discover the wonders of his world. When the humans first cracked the sky and came through with their weapons, he like most demons, was frustrated and angry, but an overwhelming sadness drove him away from the fighting. He felt a calling he could not ignore, and in the following of it, discovered the human Laine, his other self. The two, having realized how inseparable they truly are, have sworn to stop the fighting at any cost. Mateus is highly intelligent, able to replicate the effects of most machinery with magic once he understands its purpose. He also possesses an enchanting voice, and it is easy for people to lose their train of thought, or indeed to lose track of time altogether while he is speaking. |
Hammond Porter |
A human doctor formerly in the service of the Terran navy, Hammond Porter was a bit of a prodigy. Stronger and smarter than most people, he coasted through life with little effort, until his laziness cost him his med school graduation, and also his lover. Learning well his painful lesson, Porter tends to be critical of his own efforts. Porter is also psionic, a trait that is often 'sterilized' when discovered in humans, but he has instead undergone illegal training to intensify his abilities. This resulted in the ability to communicate telepathically, read surface thoughts of others, and perform lightweight telekinesis. Due to his superior abilities and intelligence, Porter has difficulty relating to other people on any meaningful emotional level, and is rather lonely. His obsession with trashy romance novels is perhaps a way to compensate. |
Willmax |
An introspective demon, Willmax has little in his life beyond cold, hard survival. Separated from his lover, Valkain once the war with the humans began, Willmax only hopes to eke out a meager existence in the wild, surviving day to day and being content with that. He possesses the ability to mentally dominate others and to erase or implant thoughts, though it is exhausting for him to do so. This ability has kept his location secret, even when discovered by an occasional patrol. Willmax is the soul-link to Porter, their lives forever intertwined, and upon meeting him, decides to leave his quiet life behind for the chance to pursue something significant. He doesn't expect to find Valkain again, presuming him dead, but forms a close bond with Porter. |
Andre Jules |
A junkyard technician, Andre works with Laine and Porter as their ship's engineer. Never having served in the navy, his experience stems wholly from personal or freelance work. His devil-may-care attitude and fondness for initiating giant explosions has some people ill-at-ease with him, and he has a less-than-friendly working relationship with Porter. He seems to treat combat like a sport, rushing in headlong with a rifle blazing, but as Porter suggests, it's because he doesn't really understand the seriousness of the event rather than actual courage. Even though the ship technically belongs to Porter, Andre is very protective of 'his engines', and that, at least, is something the two of them can agree on. |
Valkain |
A demon geomancer. Though he and Willmax were lovers, they became separated once the humans attacked, and have not managed to reconnect since. Valkain is a geomancer, able to animate his immediate surroundings into serving him, and he approaches life with a wonder and innocence that make him difficult to dislike, despite his classically demonic appearance. He will often ask "elephant in the room" questions, not understanding the social boundaries that keep others silent. Valkain is the soul-link for Andre, their fates intertwined forever. When this comes to light it is difficult for him to accept; Andre and Porter dislike each other thoroughly, and yet Valkain and Willmax, their souls, are lovers. |
Lanteigne |
A demon also known as the "Dead Tree Witch", Lanteigne is a solitary soul, frequently combing the sites of battles past for signs of life. Frequent sightings in such terrible places have earned her a sinister reputation, but in truth she is melancholy, contemplative, and deeply saddened by the war with the humans. Though Mateus and Willmax are loathe to have her nearby because of her reputation, she eventually joins the others aboard Porter's ship, helping them in their efforts to stop the war. Lanteigne is the soul-link for the ship's pilot, Attie. The two feel neither antagony, or particular closeness, but even Attie admits that Lanteigne is the kind of woman nobody is going to mess with, and she respects that. |
Mack |
A lowly mechanic's assistant in the junkyard district on Mars, Mack is a laid back kinda guy with no real aspirations in life other than to drive a sweet motorcycle and bang lots of hot dudes. While out on an errand for Papa Woodsy, Mack sees an explosion at the King's manor, and rushes over to make sure everything is alright. He comes to find that all the princes have been killed, and the king mortally wounded. Rushing to the King's aid, Mack is told that Venusians are behind the attack, and given a secret meant only for the royal family - the magical belt that turns him into the massively hunky avatar of Mars! Those Venusians better prepare to get their butts kicked! |
Self |
A painter living a quiet life alone in his seaside bachelor pad, Self has often seen a particular man browsing his gallery showings. They've talked a few times, and Self is quite smitten, but when the man tells Self that he's considering a new job in a faraway town and that he's evaluating reasons to stay, Self can't quite work up the nerve to ask him out. Kicking himself, Self begins to work on a new series of paintings for his next show - he is going to plumb the depths of his feelings, and somehow pluck out his courage from deep inside and ask the man out! Maybe then he'll stay. To that end, Self calls upon the other aspects of himself, Safe, Solution, Temper, Want, and Warmth, to help him explore his feelings. |
Safe |
An aspect of Self. Safe's only thought is to keep Self from harm, even if it means missing out on things that might be good in life. If he had his way, Safe would lock the doors and throw away the key to make sure that nothing bad could get in. Of course, ultimately Self is the boss, so Safe just does his best to keep him from harm as the situation demands. During inner struggle, Safe wards against damage and guards Self from attackers. |
Solution |
An aspect of Self, Solution is logic and problem-solving, without consideration for consequences or morality. He is brilliant in knowing what the "maximum gain" solution to a problem would be, but he gets frustrated with little things like legality and safety. "Pain will fade but experience is eternal" he is fond of saying. With Self keeping him in check, Solution improvises as the situation demands. After all, working within limitations is one of the most thrilling aspects of problem-solving so it's not unpleasant in the slightest! During inner struggle, Solution exploits the weaknesses of attackers using powers. |
Temper |
An aspect of Self, Temper is ready to break down the walls at a moment's notice. A limiteless well of passion, Temper would have Self standing naked under the starlight and screaming at the moon until his voice cracked, running barefoot, and crushing the life out of delicious animals with his slavering jaws, damn what anybody thinks. Of course, Self isn't going to do that so instead Temper nudges him toward an occasional shouting match or brawl. It sure does feel good to let all that angry energy out, and Temper will be the first to say it. During inner struggle, Temper disposes of attackers with straightforward brute force. |
Want |
An aspect of Self, Want urges him to give in to his every desire. Donuts for breakfast, copping a feel on the subway, skipping a boring appointment, picking up a hottie at a night club, Want pushes for all these things. Naturally, Self isn't going to do all that so instead, Want constantly reminds him what he desires. Want gives Self his drive and his motivation, urging him toward things that will satisfy him in the short term. During inner struggle, Want confuses enemies and foils their attacks with decoys and distractions. |
Warmth |
An aspect of Self, Warmth pushes for comfort, serenity, and quiet. Warmth throws on an extra blanket, falls asleep in the bath tub, moisturizes for a velvety soft touch, and also stays inside when it's raining and avoids things that might be uncomfortable. Warmth hates getting out of bed in the morning. While giving in to Warmth is rarely a terrible idea, Self doesn't let him run the show all the time, so Warmth simply reminds to take time out now and then to relax, smell the roses, get some extra sleep, and feel good. During inner struggle, Warmth strengthens Self's resolve by healing damage. |
Aggon |
A sorcerer who was once a Gargoyle, Aggon hated what his being represented. Why should he exist to protect others, his life having only secondary significance? He long sought ways to cease the being of a gargoyle, and eventually, in forbidden dark texts, he found it. First, he cut out his wings, leaving them bone-bladed sickles instead, and then he murdered every last human in the community where he lived. The ritual satisfied, having perverted the purpose of a gargoyle, Aggon ceased turning to stone in the sunlight, and regained his energy instead by pulverizing and devouring other sleeping gargoyles. Now, he's found a way to further increase his power by draining "The Wayward" of their energies. Though it isn't clear what his purpose is, it IS clear that no good can come of a man like Aggon gaining power. |
Duncan Stewart |
A tremendous nerd a self-proclaimed sci-fi expert, Duncan's radio alerted him that the ship was coming, and when it arrived he was ready with his camera. As Ark emerged from the ship, he begged Duncan for help. Duncan led him to his bunker where he saw that there was a baby cradled in the chest of Ark's suit - his son Erve. Duncan continued to harbour Ark as long as he could, but when it became obvious they could not remain secret, they came up with a different plan - they would marry, making Ark and Erve citizens. Since then they have enjoyed a somewhat normal public life. Duncan was later abducted by Raelocs and experimented upon. He is one of the few people to develop beneficial abilities from the experiments, so though Ter helped him escape, the Raelocs want him back, very badly. |
Ark Stewart |
A Tovalian fleeing the Raelocs who destroyed his homeworld. Ark managed to bundle baby Erve into the cargo compartment on his suit, and eventually crash-landed on Earth. Ark has always been greatful to Duncan for his help, and was surprised when Duncan suggested that they marry in order to extend him legal protections. Ark readily agreed, though he is more interested in exploring the concept of marriage than he would outright admit to Duncan - he has already given up so much to help them. When a Kinnean ship appeared years later, Ark attempted to make contact, thinking that they might be able to offer he and Erve transport to a Tovalian colony. As it turned out, the ship was barely functional, had already been picked over by Raelocs, and the only survivor was young Ivan, son of the Kinnean captain. Ark and Duncan adopted Ivan thereafter. |
Erve Stewart |
A young Tovalian who grew up on Earth, Erve thinks his father's ideas are boring. Erve wants to get out, make friends, socialize, and use his alien abilities to make a real difference in his community, and to this end, he and Ivan secretly moonlight as superheroes. Erve doesn't like hearing stories about Toval. He's never been there, so why should he care, right? He regards Earth as his home, and he regards Duncan as the "cooler parent". When Raelocs show up on Earth in force, Erve is eager for the fight. Finally people seem to be appreciating his super- heroing, but it turns into a lot more than a game when the Raelocs start killing indiscriminantly, and when both Ark and Duncan go missing in the wake of the attacks, Erve is left unsure what to do. |
Ivan Stewart |
A Kinnean who came to earth in a ship ruined during a Raeloc attack, Ivan was old enough to remember when he was adopted by Ark and Duncan. Though Erve was like a bossy big brother to him, Ivan always knew that he was lucky to have his life, and lucky to have any family at all, so he cherishes all three of them dearly. He plays superhero with Erve often, but Ivan seems to approach it differently than Erve, seeing it as a real duty rather than just a fun way to pass the time. When Erve begins to crumble under the pressure of having to save his family and his city, Ivan steps up to bat, performing several guerilla operations on his own without Erve's support. |
Ter |
A Raeloc soldier, Ter is one of the few Raelocs who does not believe in their emperor's mandate. When Ter was forced to undergo experimentation, he endured it, but resented the modifications they made to him, and it wasn't until Duncan's abduction that his resentment finally exploded, and he helped the human to escape with his life. Ter is now a wanted criminal amongst the Raelocs, but he's seen enough pain and enough misery that he's fully committed to fighting back. While Duncan is recovering, Ter offers Erve and Ivan advice about how to cripple the Raeloc forces most effectively. They don't exactly trust him, but when Duncan recovers fully and his advice turns out to be legit, the begin to think maybe not all Raelocs are the same. |
Tagh |
A Tauroc, one of the few alien races with enough gall to directly resist the Raelocs' atrocities. Tagh comes to Earth in pursuit of the Raeloc ship and soon makes contact with Erve and Ivan, thinking them both Raeloc puppets, since both Kinneans and Tovalians are extinct according to Tauroc records. Over the course of several encounters, Tagh is finally convinced that they are on the same side, and resolves to join forces. Tagh is tremendously dense and powerful, and easily handles heavy rifles whose recoil would rattle smaller men. |
Janelle Sharpe |
A perky young woman who works as a lifeguard at Helenson Beach. Ever ready to crack a joke, Janelle gets along with just about everybody, and when Sexy comes to work with her it's no different. She makes him into something of a project - she's never dated an Orc before, and damn if Sexy isn't a fine place to start! There's just the small matter of his annoying roomate - and the small matter of getting the idea through Sexy's thick skull. Janelle likes to stand out, and she loves to socialize, and she won't take any bullshit toward her or her friends. Janelle would happily throw the first punch in a brawl and she hates seeing people taken advantage of, notably her childhood friend Marcy, of whom she is very protective. |
Bryce "Heavy" Stockholm |
Growing up as one of only a few orcs in a small rural community, Heavy was so-named because he was always very serious. He took his schooling very seriously, loves to read and learn, and is obsessively neat. He's also had a major crush on Sexy ever since they were kids, and moving into an apartment with him in the city isn't really helping that situation. Heavy's always been a bit socially awkward, and had a difficult time finding work when they moved to Helenson, eventually ending up at the Salazar estate accepting a job he knew nothing about. He now parades around the manor in bizarre costumes all day to provide interesting background scenery for Mr. Papa, the wealthy widower who lives there. Heavy does not like Janelle one bit, and sees her moving on Sexy from a mile away. It's lighting a fire under him to finally try to confess to Sexy what he's been feeling for so many years. |
Albert "Sexy" Henderson |
Sexy struggled in school, and feels he owes his graduation cap to his good buddy Heavy, who often helped him with his studies. When he suggested that they share an apartment in Helenson, Sexy readily agreed - he can't imagine what his day-to-day life would be like without his buddy at his side. That said, Sexy's still dumb as a post, and has no clue that Heavy has deeper feelings for him, or that Janelle is gunning for him for that matter. When arriving in Helenson, Sexy, through a combination of audacity and dumb luck, landed a job at Helenson Beach as a lifeguard. Most days he just lounges on the beach, soaking up the sea-spray and the rays. Sexy is very particular about his appearance, and likes to show off his muscles. He'll wear the smallest, most revealing clothes he thinks he can get away with at any time, and always has a brightly colored bandana about his head. |
Noah "Breaker" Black |
A tall orc with a shock of pale blonde hair, Breaker is studying at Hel-U to become a teacher. His interests include live music, motorcycles, and martial arts. Breaker befriends Heavy after the two of them meet at a concert while Sexy is out of town. Heavy continually suggests that Breaker should ask Janelle out - expecting that perhaps she would then back off of Sexy, but when she shoots him down, his bike is stolen, and his apartment burns to the ground, Breaker is left up shit creek with no one to turn to - except for his new buddy Heavy! Eventually grabbing a single unit in the same building as the boys, Breaker is often around to hang out with when things get lonely. |
Marco Rosso Aurelio Aristegue de la Huerta Salazar (Mr. Papa) |
A widower in his late fifties, Mr. Papa is the current executor of the Salazar Estate in Helenson. His family owns and supports many local businesses and public ventures, including Salazar Towers and Helenson Beach, as well as several public parks and various tourist destinations. Mr. Papa believes that his money is there to make people happy, so he delights in throwing charity balls, initiating beautification projects, and helping eager young entrepeneurs. Mr. Papa also makes a habit of keeping interesting folks on staff so his estate is never boring. Having Marguerite on hand is a clear testament to his eccentricity, and he hires Heavy to act as "living art", admiring the young orc's physique and charming naivete. |
Marguerite Chaisson |
A retired supermodel who is only working to keep herself active and entertained, Marguerite is the first sign that something is strange about the Salazar estate. She takes to the grand halls of the manor like a catwalk, strutting in six- inch platforms and then turning to imaginary cameras as she dusts off priceless valuables. She speaks in a bouquet of French and English words, so some people have a hard time understanding her, and she does have a tendancy to be a diva, so you better listen when she says it's time for lunch! Marguerite is still sometimes approached by paparazzi when she goes out into public, but she's so used to it she hardly notices. |
Bent |
A bouncer at The Alcatraz, the roughest night club in town, Bent likes it tough and he likes it tight. He runs a leather punk apparel shop on the side, and gets a lot of business from the clientelle at the 'Traz. His shop is also located in one of the most dangerous neighborhoods in the city, so Bent always carries a knife in his boot, just in case. Bent found Grant as he was being beaten by a band of thugs. He watched one of them stab Grant in the back, and after scaring them off, was shocked to see Grant stand, apparently unharmed. He took Grant home to patch him up, and finding no wounds to patch, instead gives Grant some new clothes and helps him get a new job working at the 'Traz. Bent is fond of Grant, and although he knows something is strange about him, he isn't sure what exactly, and doesn't ask. Sometimes it's just better not to know these things. |
Albert "Bert" Blackley |
An agricultural researcher, Bert and his wife Ina have been married a long time, but never had any children of their own. When they started looking into adoption, Bert, a particularly corpulent man himself, felt his heart melt when he saw chubby little Grant. Bert spends every winter up in the northern country with his brother. Ina refuses to go because "it's cold enough down here, thank you!", but their marriage seems none the worse for it. Bert is a laughing and loving, if sometimes overbearing father, often sticking his nose into Grant's business where it isn't wanted. He particularly cherishes the earring he got with Grant, and the two of them have made a promise never to take them off. |
Randy Horne |
Randy never much got along with his parents. When he was young, he remembered his father commenting on how gays were disgusting when he saw it on the news. Randy didn't know what gay meant but he decided at that moment that he would be it. As it turns out, Randy rather enjoyed the gay thing. It was fun to bring home trainwreck boys and watch his father squirm at the sight. He grew out of wanting to torment his father eventually, and is now living with Grant while continuing to study and apprentice for his red seal certification at the cullinary academy. Randy is a very straightforward man, witty and able to think on his feet. His banter with Grant is one of his favorite things in the world, and the two of them can go on and on for hours joking and snickering at one another. |
Grant Blackley |
As a child growing up in a catholic orphanage, Grant learned early on that he was very different from the other boys. While the other kids were discovering their boners, Grant was discovering that he was a werewolf. It gave him a good shot of confidence though, and before long he was adopted by the Blackleys and leaving the orphanage behind. As he matured, cannibalistic hunger began to take hold, and he resolved to take that hunger to its culmination. He followed a man into a gym shower, intending to devour him, but the man's sexual advances gave Grant pause, and he soon learned that simply tasting human flesh was sufficient to quiet his hunger - chewing and swallowing not required. He eventually met Randy at the gym and the two moved in together. Grant adores him, and with a ready supply of human meat on hand, no longer needs to hunt for it at the gym. |
ActionScript [AS1/AS2]
Frame 1Menu_Mode = 0; stop(); onEnterFrame = function () { var _local2 = _root.getBytesLoaded() / _root.getBytesTotal(); preloader_mc.value = _local2; if (_local2 == 1) { delete onEnterFrame; play(); } };Frame 2nextFrame();Instance of Symbol 138 MovieClip "CARDFLOAT" in Frame 3onClipEvent (load) { _root.TARGET_FRAME = 0; } on (release) { _root.TARGET_FRAME = random(this.ALLCARD.CARD._totalframes); this.ALLCARD.play(); }Instance of Symbol 142 MovieClip "BACK" in Frame 3on (release) { _root.TARGET_FRAME = ((_parent.CARDFLOAT.ALLCARD.CARD._currentframe + 98) % 100) + 1; _parent.CARDFLOAT.ALLCARD.play(); }Instance of Symbol 142 MovieClip "FORWARD" in Frame 3on (release) { _root.TARGET_FRAME = (_parent.CARDFLOAT.ALLCARD.CARD._currentframe % 100) + 1; _parent.CARDFLOAT.ALLCARD.play(); }Instance of Symbol 353 MovieClip in Frame 3onClipEvent (enterFrame) { this.gotoAndStop(_parent.CARDFLOAT.ALLCARD.CARD._currentframe); }Symbol 4 MovieClip Frame 1var value = 0; onEnterFrame = function () { bar_mc._xscale = 100 * value; }; onEnterFrame();Symbol 132 MovieClip Frame 1stop();Symbol 137 MovieClip Frame 1if (_root.TARGET_FRAME == 0) { CARD.gotoAndStop(random(CARD._totalframes)); } else { CARD.gotoAndStop(_root.TARGET_FRAME); _root.TARGET_FRAME = 0; }Instance of Symbol 132 MovieClip "CARD" in Symbol 137 MovieClip Frame 1onClipEvent (enterFrame) { if (this.playing()) { this.stop(); } }Symbol 137 MovieClip Frame 15stop();Instance of Symbol 149 MovieClip "HITBAR" in Symbol 353 MovieClip Frame 1on (release) { _root.TARGET_FRAME = int(_root._xmouse / 10.24) + 1; _root.CARDFLOAT.ALLCARD.play(); }Instance of Symbol 154 MovieClip in Symbol 353 MovieClip Frame 1onClipEvent (enterFrame) { if (_root.CARDFLOAT.ALLCARD._currentframe < 15) { this._alpha = 100; } else if (this._alpha > 0) { this._alpha = this._alpha - 10; } }
Library Items
Symbol 1 Graphic | Used by:4 | |
Symbol 2 Graphic | Used by:3 | |
Symbol 3 MovieClip | Uses:2 | Used by:4 |
Symbol 4 MovieClip | Uses:1 3 | Used by:Timeline |
Symbol 5 Graphic | Used by:6 | |
Symbol 6 MovieClip | Uses:5 | Used by:7 |
Symbol 7 MovieClip | Uses:6 | Used by:Timeline |
Symbol 8 Graphic | Used by:9 | |
Symbol 9 MovieClip | Uses:8 | Used by:Timeline |
Symbol 10 Graphic | Used by:Timeline | |
Symbol 11 Font | Used by:12 13 14 152 156 158 160 162 164 166 168 170 172 174 176 178 180 182 184 186 188 190 192 194 196 198 200 202 204 206 208 210 212 214 216 218 220 222 224 226 228 230 232 234 236 238 240 242 244 246 248 250 252 254 256 258 260 262 264 266 268 270 272 274 276 278 280 282 284 286 288 290 292 294 296 298 300 302 304 306 308 310 312 314 316 318 320 322 324 326 328 330 332 334 336 338 340 342 344 346 348 350 352 | |
Symbol 12 Text | Uses:11 | Used by:Timeline |
Symbol 13 Text | Uses:11 | Used by:Timeline |
Symbol 14 Text | Uses:11 | Used by:Timeline |
Symbol 15 Graphic | Used by:19 | |
Symbol 16 Bitmap | Used by:17 | |
Symbol 17 Graphic | Uses:16 | Used by:18 |
Symbol 18 MovieClip | Uses:17 | Used by:19 |
Symbol 19 MovieClip | Uses:15 18 | Used by:Timeline |
Symbol 20 Bitmap | Used by:21 22 23 24 25 26 27 28 29 | |
Symbol 21 Graphic | Uses:20 | Used by:132 |
Symbol 22 Graphic | Uses:20 | Used by:132 |
Symbol 23 Graphic | Uses:20 | Used by:132 |
Symbol 24 Graphic | Uses:20 | Used by:132 |
Symbol 25 Graphic | Uses:20 | Used by:132 |
Symbol 26 Graphic | Uses:20 | Used by:132 |
Symbol 27 Graphic | Uses:20 | Used by:132 |
Symbol 28 Graphic | Uses:20 | Used by:132 |
Symbol 29 Graphic | Uses:20 | Used by:132 |
Symbol 30 Bitmap | Used by:31 32 33 34 35 36 37 38 39 | |
Symbol 31 Graphic | Uses:30 | Used by:132 |
Symbol 32 Graphic | Uses:30 | Used by:132 |
Symbol 33 Graphic | Uses:30 | Used by:132 |
Symbol 34 Graphic | Uses:30 | Used by:132 |
Symbol 35 Graphic | Uses:30 | Used by:132 |
Symbol 36 Graphic | Uses:30 | Used by:132 |
Symbol 37 Graphic | Uses:30 | Used by:132 |
Symbol 38 Graphic | Uses:30 | Used by:132 |
Symbol 39 Graphic | Uses:30 | Used by:132 |
Symbol 40 Bitmap | Used by:41 42 43 44 45 46 47 48 49 | |
Symbol 41 Graphic | Uses:40 | Used by:132 |
Symbol 42 Graphic | Uses:40 | Used by:132 |
Symbol 43 Graphic | Uses:40 | Used by:132 |
Symbol 44 Graphic | Uses:40 | Used by:132 |
Symbol 45 Graphic | Uses:40 | Used by:132 |
Symbol 46 Graphic | Uses:40 | Used by:132 |
Symbol 47 Graphic | Uses:40 | Used by:132 |
Symbol 48 Graphic | Uses:40 | Used by:132 |
Symbol 49 Graphic | Uses:40 | Used by:132 |
Symbol 50 Bitmap | Used by:51 52 53 54 55 56 57 58 59 | |
Symbol 51 Graphic | Uses:50 | Used by:132 |
Symbol 52 Graphic | Uses:50 | Used by:132 |
Symbol 53 Graphic | Uses:50 | Used by:132 |
Symbol 54 Graphic | Uses:50 | Used by:132 |
Symbol 55 Graphic | Uses:50 | Used by:132 |
Symbol 56 Graphic | Uses:50 | Used by:132 |
Symbol 57 Graphic | Uses:50 | Used by:132 |
Symbol 58 Graphic | Uses:50 | Used by:132 |
Symbol 59 Graphic | Uses:50 | Used by:132 |
Symbol 60 Bitmap | Used by:61 62 63 64 65 66 67 68 69 | |
Symbol 61 Graphic | Uses:60 | Used by:132 |
Symbol 62 Graphic | Uses:60 | Used by:132 |
Symbol 63 Graphic | Uses:60 | Used by:132 |
Symbol 64 Graphic | Uses:60 | Used by:132 |
Symbol 65 Graphic | Uses:60 | Used by:132 |
Symbol 66 Graphic | Uses:60 | Used by:132 |
Symbol 67 Graphic | Uses:60 | Used by:132 |
Symbol 68 Graphic | Uses:60 | Used by:132 |
Symbol 69 Graphic | Uses:60 | Used by:132 |
Symbol 70 Bitmap | Used by:71 72 73 74 75 76 77 78 79 | |
Symbol 71 Graphic | Uses:70 | Used by:132 |
Symbol 72 Graphic | Uses:70 | Used by:132 |
Symbol 73 Graphic | Uses:70 | Used by:132 |
Symbol 74 Graphic | Uses:70 | Used by:132 |
Symbol 75 Graphic | Uses:70 | Used by:132 |
Symbol 76 Graphic | Uses:70 | Used by:132 |
Symbol 77 Graphic | Uses:70 | Used by:132 |
Symbol 78 Graphic | Uses:70 | Used by:132 |
Symbol 79 Graphic | Uses:70 | Used by:132 |
Symbol 80 Bitmap | Used by:81 82 83 84 85 86 87 88 89 | |
Symbol 81 Graphic | Uses:80 | Used by:132 |
Symbol 82 Graphic | Uses:80 | Used by:132 |
Symbol 83 Graphic | Uses:80 | Used by:132 |
Symbol 84 Graphic | Uses:80 | Used by:132 |
Symbol 85 Graphic | Uses:80 | Used by:132 |
Symbol 86 Graphic | Uses:80 | Used by:132 |
Symbol 87 Graphic | Uses:80 | Used by:132 |
Symbol 88 Graphic | Uses:80 | Used by:132 |
Symbol 89 Graphic | Uses:80 | Used by:132 |
Symbol 90 Bitmap | Used by:91 92 93 94 95 96 97 98 99 | |
Symbol 91 Graphic | Uses:90 | Used by:132 |
Symbol 92 Graphic | Uses:90 | Used by:132 |
Symbol 93 Graphic | Uses:90 | Used by:132 |
Symbol 94 Graphic | Uses:90 | Used by:132 |
Symbol 95 Graphic | Uses:90 | Used by:132 |
Symbol 96 Graphic | Uses:90 | Used by:132 |
Symbol 97 Graphic | Uses:90 | Used by:132 |
Symbol 98 Graphic | Uses:90 | Used by:132 |
Symbol 99 Graphic | Uses:90 | Used by:132 |
Symbol 100 Bitmap | Used by:101 102 103 104 105 106 107 108 109 | |
Symbol 101 Graphic | Uses:100 | Used by:132 |
Symbol 102 Graphic | Uses:100 | Used by:132 |
Symbol 103 Graphic | Uses:100 | Used by:132 |
Symbol 104 Graphic | Uses:100 | Used by:132 |
Symbol 105 Graphic | Uses:100 | Used by:132 |
Symbol 106 Graphic | Uses:100 | Used by:132 |
Symbol 107 Graphic | Uses:100 | Used by:132 |
Symbol 108 Graphic | Uses:100 | Used by:132 |
Symbol 109 Graphic | Uses:100 | Used by:132 |
Symbol 110 Bitmap | Used by:111 112 113 114 115 116 117 118 119 | |
Symbol 111 Graphic | Uses:110 | Used by:132 |
Symbol 112 Graphic | Uses:110 | Used by:132 |
Symbol 113 Graphic | Uses:110 | Used by:132 |
Symbol 114 Graphic | Uses:110 | Used by:132 |
Symbol 115 Graphic | Uses:110 | Used by:132 |
Symbol 116 Graphic | Uses:110 | Used by:132 |
Symbol 117 Graphic | Uses:110 | Used by:132 |
Symbol 118 Graphic | Uses:110 | Used by:132 |
Symbol 119 Graphic | Uses:110 | Used by:132 |
Symbol 120 Bitmap | Used by:121 122 123 124 125 126 127 128 129 | |
Symbol 121 Graphic | Uses:120 | Used by:132 |
Symbol 122 Graphic | Uses:120 | Used by:132 |
Symbol 123 Graphic | Uses:120 | Used by:132 |
Symbol 124 Graphic | Uses:120 | Used by:132 |
Symbol 125 Graphic | Uses:120 | Used by:132 |
Symbol 126 Graphic | Uses:120 | Used by:132 |
Symbol 127 Graphic | Uses:120 | Used by:132 |
Symbol 128 Graphic | Uses:120 | Used by:132 |
Symbol 129 Graphic | Uses:120 | Used by:132 |
Symbol 130 Bitmap | Used by:131 | |
Symbol 131 Graphic | Uses:130 | Used by:132 |
Symbol 132 MovieClip | Uses:21 22 23 24 25 26 27 28 29 31 32 33 34 35 36 37 38 39 41 42 43 44 45 46 47 48 49 51 52 53 54 55 56 57 58 59 61 62 63 64 65 66 67 68 69 71 72 73 74 75 76 77 78 79 81 82 83 84 85 86 87 88 89 91 92 93 94 95 96 97 98 99 101 102 103 104 105 106 107 108 109 111 112 113 114 115 116 117 118 119 121 122 123 124 125 126 127 128 129 131 | Used by:137 |
Symbol 133 Sound | Used by:137 | |
Symbol 134 Bitmap | Used by:135 | |
Symbol 135 Graphic | Uses:134 | Used by:136 |
Symbol 136 MovieClip | Uses:135 | Used by:137 |
Symbol 137 MovieClip | Uses:132 133 136 | Used by:138 |
Symbol 138 MovieClip | Uses:137 | Used by:Timeline |
Symbol 139 ShapeTweening | Used by:142 | |
Symbol 140 ShapeTweening | Used by:142 | |
Symbol 141 Graphic | Used by:142 | |
Symbol 142 MovieClip | Uses:139 140 141 | Used by:Timeline |
Symbol 143 Graphic | Used by:353 | |
Symbol 144 Graphic | Used by:147 | |
Symbol 145 Graphic | Used by:147 | |
Symbol 146 Graphic | Used by:147 | |
Symbol 147 MovieClip | Uses:144 145 146 | Used by:353 |
Symbol 148 Graphic | Used by:149 | |
Symbol 149 MovieClip | Uses:148 | Used by:353 |
Symbol 150 Font | Used by:151 155 157 159 161 163 165 167 169 171 173 175 177 179 181 183 185 187 189 191 193 195 197 199 201 203 205 207 209 211 213 215 217 219 221 223 225 227 229 231 233 235 237 239 241 243 245 247 249 251 253 255 257 259 261 263 265 267 269 271 273 275 277 279 281 283 285 287 289 291 293 295 297 299 301 303 305 307 309 311 313 315 317 319 321 323 325 327 329 331 333 335 337 339 341 343 345 347 349 351 | |
Symbol 151 Text | Uses:150 | Used by:353 |
Symbol 152 Text | Uses:11 | Used by:353 |
Symbol 153 Graphic | Used by:154 | |
Symbol 154 MovieClip | Uses:153 | Used by:353 |
Symbol 155 Text | Uses:150 | Used by:353 |
Symbol 156 Text | Uses:11 | Used by:353 |
Symbol 157 Text | Uses:150 | Used by:353 |
Symbol 158 Text | Uses:11 | Used by:353 |
Symbol 159 Text | Uses:150 | Used by:353 |
Symbol 160 Text | Uses:11 | Used by:353 |
Symbol 161 Text | Uses:150 | Used by:353 |
Symbol 162 Text | Uses:11 | Used by:353 |
Symbol 163 Text | Uses:150 | Used by:353 |
Symbol 164 Text | Uses:11 | Used by:353 |
Symbol 165 Text | Uses:150 | Used by:353 |
Symbol 166 Text | Uses:11 | Used by:353 |
Symbol 167 Text | Uses:150 | Used by:353 |
Symbol 168 Text | Uses:11 | Used by:353 |
Symbol 169 Text | Uses:150 | Used by:353 |
Symbol 170 Text | Uses:11 | Used by:353 |
Symbol 171 Text | Uses:150 | Used by:353 |
Symbol 172 Text | Uses:11 | Used by:353 |
Symbol 173 Text | Uses:150 | Used by:353 |
Symbol 174 Text | Uses:11 | Used by:353 |
Symbol 175 Text | Uses:150 | Used by:353 |
Symbol 176 Text | Uses:11 | Used by:353 |
Symbol 177 Text | Uses:150 | Used by:353 |
Symbol 178 Text | Uses:11 | Used by:353 |
Symbol 179 Text | Uses:150 | Used by:353 |
Symbol 180 Text | Uses:11 | Used by:353 |
Symbol 181 Text | Uses:150 | Used by:353 |
Symbol 182 Text | Uses:11 | Used by:353 |
Symbol 183 Text | Uses:150 | Used by:353 |
Symbol 184 Text | Uses:11 | Used by:353 |
Symbol 185 Text | Uses:150 | Used by:353 |
Symbol 186 Text | Uses:11 | Used by:353 |
Symbol 187 Text | Uses:150 | Used by:353 |
Symbol 188 Text | Uses:11 | Used by:353 |
Symbol 189 Text | Uses:150 | Used by:353 |
Symbol 190 Text | Uses:11 | Used by:353 |
Symbol 191 Text | Uses:150 | Used by:353 |
Symbol 192 Text | Uses:11 | Used by:353 |
Symbol 193 Text | Uses:150 | Used by:353 |
Symbol 194 Text | Uses:11 | Used by:353 |
Symbol 195 Text | Uses:150 | Used by:353 |
Symbol 196 Text | Uses:11 | Used by:353 |
Symbol 197 Text | Uses:150 | Used by:353 |
Symbol 198 Text | Uses:11 | Used by:353 |
Symbol 199 Text | Uses:150 | Used by:353 |
Symbol 200 Text | Uses:11 | Used by:353 |
Symbol 201 Text | Uses:150 | Used by:353 |
Symbol 202 Text | Uses:11 | Used by:353 |
Symbol 203 Text | Uses:150 | Used by:353 |
Symbol 204 Text | Uses:11 | Used by:353 |
Symbol 205 Text | Uses:150 | Used by:353 |
Symbol 206 Text | Uses:11 | Used by:353 |
Symbol 207 Text | Uses:150 | Used by:353 |
Symbol 208 Text | Uses:11 | Used by:353 |
Symbol 209 Text | Uses:150 | Used by:353 |
Symbol 210 Text | Uses:11 | Used by:353 |
Symbol 211 Text | Uses:150 | Used by:353 |
Symbol 212 Text | Uses:11 | Used by:353 |
Symbol 213 Text | Uses:150 | Used by:353 |
Symbol 214 Text | Uses:11 | Used by:353 |
Symbol 215 Text | Uses:150 | Used by:353 |
Symbol 216 Text | Uses:11 | Used by:353 |
Symbol 217 Text | Uses:150 | Used by:353 |
Symbol 218 Text | Uses:11 | Used by:353 |
Symbol 219 Text | Uses:150 | Used by:353 |
Symbol 220 Text | Uses:11 | Used by:353 |
Symbol 221 Text | Uses:150 | Used by:353 |
Symbol 222 Text | Uses:11 | Used by:353 |
Symbol 223 Text | Uses:150 | Used by:353 |
Symbol 224 Text | Uses:11 | Used by:353 |
Symbol 225 Text | Uses:150 | Used by:353 |
Symbol 226 Text | Uses:11 | Used by:353 |
Symbol 227 Text | Uses:150 | Used by:353 |
Symbol 228 Text | Uses:11 | Used by:353 |
Symbol 229 Text | Uses:150 | Used by:353 |
Symbol 230 Text | Uses:11 | Used by:353 |
Symbol 231 Text | Uses:150 | Used by:353 |
Symbol 232 Text | Uses:11 | Used by:353 |
Symbol 233 Text | Uses:150 | Used by:353 |
Symbol 234 Text | Uses:11 | Used by:353 |
Symbol 235 Text | Uses:150 | Used by:353 |
Symbol 236 Text | Uses:11 | Used by:353 |
Symbol 237 Text | Uses:150 | Used by:353 |
Symbol 238 Text | Uses:11 | Used by:353 |
Symbol 239 Text | Uses:150 | Used by:353 |
Symbol 240 Text | Uses:11 | Used by:353 |
Symbol 241 Text | Uses:150 | Used by:353 |
Symbol 242 Text | Uses:11 | Used by:353 |
Symbol 243 Text | Uses:150 | Used by:353 |
Symbol 244 Text | Uses:11 | Used by:353 |
Symbol 245 Text | Uses:150 | Used by:353 |
Symbol 246 Text | Uses:11 | Used by:353 |
Symbol 247 Text | Uses:150 | Used by:353 |
Symbol 248 Text | Uses:11 | Used by:353 |
Symbol 249 Text | Uses:150 | Used by:353 |
Symbol 250 Text | Uses:11 | Used by:353 |
Symbol 251 Text | Uses:150 | Used by:353 |
Symbol 252 Text | Uses:11 | Used by:353 |
Symbol 253 Text | Uses:150 | Used by:353 |
Symbol 254 Text | Uses:11 | Used by:353 |
Symbol 255 Text | Uses:150 | Used by:353 |
Symbol 256 Text | Uses:11 | Used by:353 |
Symbol 257 Text | Uses:150 | Used by:353 |
Symbol 258 Text | Uses:11 | Used by:353 |
Symbol 259 Text | Uses:150 | Used by:353 |
Symbol 260 Text | Uses:11 | Used by:353 |
Symbol 261 Text | Uses:150 | Used by:353 |
Symbol 262 Text | Uses:11 | Used by:353 |
Symbol 263 Text | Uses:150 | Used by:353 |
Symbol 264 Text | Uses:11 | Used by:353 |
Symbol 265 Text | Uses:150 | Used by:353 |
Symbol 266 Text | Uses:11 | Used by:353 |
Symbol 267 Text | Uses:150 | Used by:353 |
Symbol 268 Text | Uses:11 | Used by:353 |
Symbol 269 Text | Uses:150 | Used by:353 |
Symbol 270 Text | Uses:11 | Used by:353 |
Symbol 271 Text | Uses:150 | Used by:353 |
Symbol 272 Text | Uses:11 | Used by:353 |
Symbol 273 Text | Uses:150 | Used by:353 |
Symbol 274 Text | Uses:11 | Used by:353 |
Symbol 275 Text | Uses:150 | Used by:353 |
Symbol 276 Text | Uses:11 | Used by:353 |
Symbol 277 Text | Uses:150 | Used by:353 |
Symbol 278 Text | Uses:11 | Used by:353 |
Symbol 279 Text | Uses:150 | Used by:353 |
Symbol 280 Text | Uses:11 | Used by:353 |
Symbol 281 Text | Uses:150 | Used by:353 |
Symbol 282 Text | Uses:11 | Used by:353 |
Symbol 283 Text | Uses:150 | Used by:353 |
Symbol 284 Text | Uses:11 | Used by:353 |
Symbol 285 Text | Uses:150 | Used by:353 |
Symbol 286 Text | Uses:11 | Used by:353 |
Symbol 287 Text | Uses:150 | Used by:353 |
Symbol 288 Text | Uses:11 | Used by:353 |
Symbol 289 Text | Uses:150 | Used by:353 |
Symbol 290 Text | Uses:11 | Used by:353 |
Symbol 291 Text | Uses:150 | Used by:353 |
Symbol 292 Text | Uses:11 | Used by:353 |
Symbol 293 Text | Uses:150 | Used by:353 |
Symbol 294 Text | Uses:11 | Used by:353 |
Symbol 295 Text | Uses:150 | Used by:353 |
Symbol 296 Text | Uses:11 | Used by:353 |
Symbol 297 Text | Uses:150 | Used by:353 |
Symbol 298 Text | Uses:11 | Used by:353 |
Symbol 299 Text | Uses:150 | Used by:353 |
Symbol 300 Text | Uses:11 | Used by:353 |
Symbol 301 Text | Uses:150 | Used by:353 |
Symbol 302 Text | Uses:11 | Used by:353 |
Symbol 303 Text | Uses:150 | Used by:353 |
Symbol 304 Text | Uses:11 | Used by:353 |
Symbol 305 Text | Uses:150 | Used by:353 |
Symbol 306 Text | Uses:11 | Used by:353 |
Symbol 307 Text | Uses:150 | Used by:353 |
Symbol 308 Text | Uses:11 | Used by:353 |
Symbol 309 Text | Uses:150 | Used by:353 |
Symbol 310 Text | Uses:11 | Used by:353 |
Symbol 311 Text | Uses:150 | Used by:353 |
Symbol 312 Text | Uses:11 | Used by:353 |
Symbol 313 Text | Uses:150 | Used by:353 |
Symbol 314 Text | Uses:11 | Used by:353 |
Symbol 315 Text | Uses:150 | Used by:353 |
Symbol 316 Text | Uses:11 | Used by:353 |
Symbol 317 Text | Uses:150 | Used by:353 |
Symbol 318 Text | Uses:11 | Used by:353 |
Symbol 319 Text | Uses:150 | Used by:353 |
Symbol 320 Text | Uses:11 | Used by:353 |
Symbol 321 Text | Uses:150 | Used by:353 |
Symbol 322 Text | Uses:11 | Used by:353 |
Symbol 323 Text | Uses:150 | Used by:353 |
Symbol 324 Text | Uses:11 | Used by:353 |
Symbol 325 Text | Uses:150 | Used by:353 |
Symbol 326 Text | Uses:11 | Used by:353 |
Symbol 327 Text | Uses:150 | Used by:353 |
Symbol 328 Text | Uses:11 | Used by:353 |
Symbol 329 Text | Uses:150 | Used by:353 |
Symbol 330 Text | Uses:11 | Used by:353 |
Symbol 331 Text | Uses:150 | Used by:353 |
Symbol 332 Text | Uses:11 | Used by:353 |
Symbol 333 Text | Uses:150 | Used by:353 |
Symbol 334 Text | Uses:11 | Used by:353 |
Symbol 335 Text | Uses:150 | Used by:353 |
Symbol 336 Text | Uses:11 | Used by:353 |
Symbol 337 Text | Uses:150 | Used by:353 |
Symbol 338 Text | Uses:11 | Used by:353 |
Symbol 339 Text | Uses:150 | Used by:353 |
Symbol 340 Text | Uses:11 | Used by:353 |
Symbol 341 Text | Uses:150 | Used by:353 |
Symbol 342 Text | Uses:11 | Used by:353 |
Symbol 343 Text | Uses:150 | Used by:353 |
Symbol 344 Text | Uses:11 | Used by:353 |
Symbol 345 Text | Uses:150 | Used by:353 |
Symbol 346 Text | Uses:11 | Used by:353 |
Symbol 347 Text | Uses:150 | Used by:353 |
Symbol 348 Text | Uses:11 | Used by:353 |
Symbol 349 Text | Uses:150 | Used by:353 |
Symbol 350 Text | Uses:11 | Used by:353 |
Symbol 351 Text | Uses:150 | Used by:353 |
Symbol 352 Text | Uses:11 | Used by:353 |
Symbol 353 MovieClip | Uses:143 147 149 151 152 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 | Used by:Timeline |
Instance Names
"preloader_mc" | Frame 1 | Symbol 4 MovieClip |
"CARDFLOAT" | Frame 3 | Symbol 138 MovieClip |
"BACK" | Frame 3 | Symbol 142 MovieClip |
"FORWARD" | Frame 3 | Symbol 142 MovieClip |
"bar_mc" | Symbol 4 MovieClip Frame 1 | Symbol 3 MovieClip |
"CARD" | Symbol 137 MovieClip Frame 1 | Symbol 132 MovieClip |
"ALLCARD" | Symbol 138 MovieClip Frame 1 | Symbol 137 MovieClip |
"HITBAR" | Symbol 353 MovieClip Frame 1 | Symbol 149 MovieClip |
Special Tags
FileAttributes (69) | Timeline Frame 1 | Access local files only, Metadata not present, AS1/AS2. |
|