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Your Team RudyThe hero of the story and, since the game is an H-game, your character, as well as the only male member of the party. However, the game is also an Eastern RPG, so he also fits into the sword-and-shield hero role. Actually, he doesn't use shields (they don't even show up in this game), but he does use swords. Big swords, in fact. He can also equip all kinds of heavy armors as well as some of the lighter ones, as well as equip a variety of gloves and gauntlets to raise his attack power even higher. He can use some magic, but is not suited to be a caster, so you're better off fighting up close or using Wind Slash and Star Blade if you need to keep your distance. Since you can change his name, every voiced character has their own nickname for him. Tropes associated with Rudy:
"Shell"A miniature dragon, and Rudy's close companion. Ten years before, Rudy found her injured and nursed her back to health, dubbing her "Shell" since he found her in front of the statue of Gwen Reinhardt Shell, one of the heroes who defeated the Dark Lord. Shell is quite intelligent and perceptive, and in battle adds her fire breath to the mix; her real bonus, however, is as the only party member other than Rudy that uses Health and Magic Potions (and automatically, at that), though she won't use Elixirs. Shell can't speak, but Rudy can usually understand what she is trying to say. Though she doesn't get along well with people she doesn't know, she instantly takes a liking to Alicia. There is a reason for this. Shell is actually Clare and Rudy's "Moon Goddess", cursed into a dragon form by the Dark Lord. Tropes associated with Shell:AliciaA girl Rudy saves from goblins at the outset of his adventure. A gentle and dedicated healer, Alicia joins Rudy through his trials to become a Hunter. As the game's designated healer, Alicia sports a variety of curative magics, from simple single-target healing to the ever-useful Resurrection spell; though she can't attack physically, she possesses some offensive ability in Attack Force and Magic Lance, but she's better suited to healing. Despite her gentle nature, Alicia is incredibly clumsy, and develops a severe dislike of traps after accidentally triggering four in a row during a trial mission. She'll show up to join you on missions of an idealist or romantic nature, but leaves for any missions involving traps. Her special ability allows the player to read the many otherwise-unreadable tablets in the game, as she understands the ancient languages they are written in. Reading these tablets often activate portals that lead to otherwise-unreachable areas containing rare items, and in one special case opens a door. Alicia's events involve Rudy investigating her physical resemblence to his "Moon Goddess", during which you learn that her past is a lot more troubled than her demeanor would suggest. In her ending she and Rudy meet with Gale to inform him of their engagement. Calls Rudy "Mr. Swordsman". Tropes associated with Alicia:
CarollA fiery young witch with a penchant for setting things on fire. Always on the lookout for rare new spells, she often proves more than capable of handling herself. In a departure from the staff-wielding norm, Caroll uses magic orbs that increase the potency of her spells as a weapon, and otherwise wears mage robes and magic capes like Alicia. She specializes in offensive magic, boasting a number of fire and ice-elemental spells, though the spells she acquires on her path tend to be more fire-aligned, ranging from simple Fireballs and Ice Bolts to her trademark Explosion. For all of her magical prowess and strong will, Caroll possesses a crippling fear of the dead, undead, and dearly departed. Even the mere mentioning of one is enough to give her the jitters, and any convincing actor in a ghost costume can make her faint with a whisper in the ear or a tap on the shoulder. She'll back out of any missions involving deadies of the un-nature, but if rare spells or magic items are involved she'll be guaranteed to show up. Unlike most of the girls, Caroll possesses two special abilities; the first is in the form of the Unlock magic, which allows the player to open magically-locked doors (which there aren't very many of). The second comes as a boost to the party's movement and action speed when in combat. Caroll's path involves her trying to show Rudy that she's better than him (or at least, that he's not better than her), which leads to some rather hilarious (and fanservice-y) moments (*cough*spelltocontrolmen*cough). In her ending she and Rudy are arguing over whether to pick between a powerful sword and a legendary spell, but when a zombie shows up she lets Rudy take the sword in exchange for defeating the monster. Tropes associated with Caroll:
MarinA member of the "Elder Race" — which seems to consist of animal-people. Marin herself is a catgirl, and possesses a playful, childlike mentality. Marin is the only one of the girls that can equip heavy armor like Rudy, though she still is locked out of the absolute heaviest. She fights with a variety of polearms, and backs up the party with the elementals she summons. Marin is the only one who can wear the "Cat" equipment, which provide massive boosts if all three are on at once; she can also boost her elemental defenses with a variety of Spirit Stones, and having her along on some quests will result in greater rewards. Despite her cleverness and her adult body, Marin's mental maturity is that of a child's, and she is also not very intelligent. She'll opt out of missions that seem too confusing, but will often be waiting for you if you take an honest request. Marin's special ability allows her to converse with fairies and elementals you may find in certain areas, who often give you advice on things that might come later in the dungeon. Marin's route is the longest in terms of the number of events, and at first deals with her playfulness and dragging Rudy out to see things that seem interesting; after Rudy gets mad and yells at her, though, she becomes worried that Rudy doesn't like her based on her physical appearance, and subsequent events deal as such. In her ending she and Rudy sneak aboard a ship that they thought was heading to her homeland, but instead led to an island dumping ground for cursed tools (like a fishing rod that you can't put down until you catch one, and a hoe that makes you plow until sundown). Marin views Rudy like an older brother, and as such calls him "Oniichan". Tropes associated with Marin:
RubyA beautiful master of acquisition whose breasts say hello to Rudy before she does. At first she seems to be like any other thief, only caring when the "treasure" has a sizeable monetary value instead of just sentimentality, but this is soon given a good reason. Not physically suited for close-in combat, Ruby prefers to fight from a distance with her throwing knives. She can keep the enemies at bay by summoning golems made of sturdy materials, and can summon a body double of herself with Mirage to provide a distraction; if the enemy gets too close, she can teleport to safety with Escape. As both her job and method of fighting require agility and dexterity, Ruby sticks to lighter, leather armors as the heavier ones make it difficult to move quickly, and can also wear a variety of earrings to boost magic resistance. Like Robin Hood, Ruby steals from the rich (nobles) and gives to the poor (not-nobles), and absolutely adores the shiny and/or priceless. However, this adoration is completely superceded by her disdain of nobles, and she'll walk out on you should you accept a request from them, in addition to a few missions in which the pay is too low compared to the amount of work required. However, if there's treasure to be found, it's a safe bet she's willing to team up. Like Caroll, Ruby possesses the ability to unlock locked doors with her leet-stealing skillz, though she can only work her magic on doors locked by conventional means (unlike Caroll, whose Unlock works on magically-sealed doors as well). Her second and far-more useful ability is to be able to sense and disable any and all traps before you even walk into one (Magician's Cave, anyone?), which is a great way around those damn pitfalls. In Ruby's route, she takes Rudy on as hired muscle for her acquisitive adventures as the phantom thief Rose, stealing pricey shineys from fat, greedy nobles. It turns out that she donates most of the money she makes from selling her ill-gotten gains to struggling orphanages, having grown up in one, and she steals from nobles as a way of getting back at them for growing fat off of their wealth while turning a deaf ear toward the starving and underpriveleged. In her ending she and Rudy have become partners in life and stealing, and she is seen having just lifted a rather exquisite veil. Doesn't have a discernable nickname for Rudy, as she always seems to have his attention. Tropes associated with Ruby:
KarenThe daughter of the King of Minstrel, effectively making her the princess. Karen escapes the castle in order to become more world-wise, which leads her to meet Rudy. Ever cheerful and perhaps more curious of things than Marin, Karen fights with a magic-powered gun as well as throwing a variety of things that she gets from god-knows-where; she can remove her gun's limiter to fire a more powerful shot, and equips a variety of focusing crystals to power up her weapon. She is also able to inflict a variety of effects with her thrown items, depending on what she tosses, and her insanely-high luck allows her to do things from finding rare items in piles of garbage to actually completing missions that you could only get a "meh" on otherwise. Karen is pretty much guaranteed to show up for nearly any mission for which you have an open space and another character isn't supposed to show up instead. Like Ruby, though, she'll turn away from any mission involving nobles, though more due to the fear that they'll recognize her and force her to return to the castle than just dislike of nobility. Karen's route involves Rudy trying to show her life's more cynical side, hiring her out for jobs she has no experience in (expecting her to screw up), but her naive optimism and insane luck tend to work out in her favor (like finding a buried treasure after accidentally digging a hole in a field when she was supposed to be plowing). Her ending has her back in the castle, only to slip off again—this time with Rudy waiting for her, and the two run off and elope. Her route isn't available until the second playthrough or later. Tropes associated with Karen:
Clare (Spoiler Alert!)The true form of Shell, Alicia's older sister, and Rudy's "Moon Goddess", Clare is the final possible member of your party. A physical fighter like Rudy, Clare equips heavy armors but eschews the heavy swords in favor of smaller, lighter rapiers. She also uses hand armor like Rudy, but cannot equip the Final Guard gauntlet. The addition of weapons means she is no longer forced to rely on a single magic-based attack for damage, and she also gains a wide variety of lighting spells as well as a few supportive buffs (namely physical attack). Her potion-using abilities retained, Clare remains a solid member of the party through the end of the game. Clare's route is the shortest (event-wise), but takes the longest to complete (Due to being started in the early game as Shell and finished at the end as Clare). Clare struggles with her obligation to Rudy for saving her life, and is willing to to do anything to protect him or keep him safe, even trying to strike off to defeat the Dark Lord on her own; on the other side, Rudy is slowly dealing with his "Moon Goddess" being a real person, and spends time (and 5050G) trying to get her to show her feminine side once in a while. In her ending, she and Rudy marry under a full moon, not unlike the one under which they first met. Hers is considered by many to be the "truest" ending. Tropes associated with Clare:
Not Your Team
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