Post by Hiko on Feb 2, 2012 15:40:55 GMT -5
Name: Terra Branford
FF: VI
Age: 20
Height/Build: 5'&7"/105lbs
Date of Birth: October 18th
Race: Coffee creamer.
Weapon: Mythril Knife
Level: 50
Strength: 150
Physical: 30
Magical: 75
Agility: 45
Special Skill: Morph (Currently unavailable; will be a plot point in the future.)
Terra is capable of transforming her features into a more feral-looking creature, one with heightened reflexes, physical strength, and raw magic power. She can control the length of the trance, but only in that she can revert back to her normal appearance at will. She cannot lengthen its duration.
Magic: Basic (Fire, Cure) - Cannot use magic at this time; the ability to do so is within her, however.
Summon: Maduin - Cannot be summoned at this time; will be a plot point in the future.
Appearance: Terra owns thick, curly locks in a mix of minted green hair and light blonde which she wears down on most occasions, with sparse bangs fluttered over her forehead. Her skin is light, and her eyes deep green. Her common attire is a red, fitted top with detached sleeves that fade from crimson to peach, and a multicolored skirt that falls just above the knee which is covered by a striped, purlpe sash and an adornment of beads at her hip. Her leggings are white with a faded floral arrangement woven throughout, and her boots are casual and deep red, with the tips ending in light cream.
Personality: Terra is an inquisitive young woman, who is quite curious about the world around her – and more so, about the Merge and its effects on the world. She is made of compassion and enjoys the company of small animals and children, usually en masse. Terra despises fighting despite understanding its need at times, and given the option, she will retreat rather than confront.
History: Born the child of an esper Maduin and the human woman Madeline, Terra lived the first two years of life with the espers in their homeland. During her younger childhood, her mother was slain, and she and her father were abducted by Kefka Palazzo. Maduin was placed in magicite, while his daughter quickly found a slave crown around her head. As she grew older, Terra became a staple in the Gestahlian Empire's Magitek force, and under Kefka Palazzo's commands, could wipe entire regiments of soldiers from the face of the map. However, not all was dismal destruction for the girl, for after being assigned to General Leo for combat training in the mines of Narshe, she was given relief from the slave crown and allowed to play with the community of moogles that resided below.
Sixteen years later, she broke free of her slavery with the help of the esper Tritoch during an official mission to Narshe, though without memories of the atrocities she had committed. Rescued by the combined forces of Arvis and Locke, she eventually made her way to Figaro Castle and was placed under the protection of its king.
Kefka quickly amassed a hunt for the girl, and after his failed attempt to destroy her hideout it was discovered by her protectors that she had the affinity for magic – something long thought dead, save for the few Magitek Knights the Empire had constructed.
Terra soon joined the ranks of the Returners, a rebel group set on causing the downfall of the Empire. Their trek led the girl once again to Narshe, though right in the middle of a siege by the Empire, in hopes of taking Tritoch for their own. After successfully defending the region from the Empire's local regiment, Terra became entranced by Tritoch once more, and through him, gained the ability to morph. Feral, and without any sort of judgment, she fled the scene. She was later found in the town of Zozo, cared for by the esper Ramuh and unable to revert to her human self until reunited with her trapped father. Once given the shards of his magicite prison, Terra resumed her human appearance and regained some memory of her childhood.
Soon after, Terra aided the Returners' plans in attacking the Imperial capital of Vector. When they arrived to the capital, however, the city was in flames and its emperor amenable to discussions of peace. Agreements were made and the party made their way to Crescent Island, in hopes of gaining allies in the espers in worldwide peace. Terra's success in convincing the esper Yura to negotiate a treaty with the Empire was quickly broken, however, when Kefka interrupted the meeting and killed the liaison for the Empire, General Leo, as well as Yura and other attending espers. Revealing the plan was Gestahl's, in hopes of gaining more magicite shards, Kefka then proceeded to kill his emperor and unlock the gate that divided Gaia from the Land of the Espers, sending the world into ruin.
A year later, Terra was found in the small village of Mobliz, taking care of orphaned children whose parents had been killed by Kefka's “Light of Judgement.” Maternal instincts kicking in, she refused to leave the children for the sake of another fight. When the village was attacked by the monster Humbaba, Terra's abilities proved useless until she realized her love for the children she cared for. Defeating the creature, she decided that her powers were best suited to aiding the Returners once more, not only to protect the orphans from Kefka's crazed behavior, but the world.
Discovering the source of her power, the Warring Triad, and realizing that by destroying it could mean the loss of her own life, Terra proved her bravery by transforming into her esper nature and aiding her friends in the destruction of Kefka and his tower. With the Warring Triad destroyed, Terra managed to speak one last time with her father before his and the other espers' magicite shards shattered – and in doing so learned that she could remain in the world of the living as a human, so long as she maintained a strong enough love for something or someone alive. Thinking of the orphans of Mobliz, Terra resumed her human appearance and remained with the Returners as the last of magic was taken from the world.
After the Merge, Terra remained with the children of Mobliz, working on finding adoptive parents for each stray child that came her way and taking in the occasional wandering soul in need of rest.
A chance encounter with the SeeD Kaile (and a fight with a local behemoth) uprooted Terra from her home and the children, forcing her to enter the rest of the world once more.
This, however, may not have been the worst face, as she has felt the stirrings of something sinister and (with nothing to tie her down) has begun a quest to regain the use of magic – and, in doing so, hopes to find some echo of her father's spirit.