Tag Archives: How to Be

How to Be: Eda Clawthorne

When you look at what Eda can do, the answer is ‘witchy stuff.’ As in ‘lots of witchy stuff.’ As in ‘almost anything you can do with magical effects, witchy stuff.’ In a setting with a strictly definable set of magical schools, Eda skids all around through them and can do almost anything in that space. She does water and lightning and fire and ice and pretty much everything, which means a build that focuses on a single elemental type isn’t going to capture that Eda feel.

How to Be: Power

You can see Power’s story as having a few different interpretations, but you don’t need to know about whether or not your character flushes to have a toolkit to properly represent Power, as a person, in a party environment. To put it simpler: It’s about the vibes. And Power’s vibes are rancid.

How To Be: Sothe Pathofradiance

Since this series was started off by Hilda from Three Houses, it seems positively rude on my part to not reach once more to the Fire Emblem well, with its wonderfully varied names and … embarrassingly limited mechanical scope. Let’s look at a character from a Gamecube game about fighting a dragon, or a god, or the black knight, or something.

How to Be: Kaede

Time to talk about a character I’ve already spent thousands of words describing in terms of the negative space created by fighting games that enable a lot of fun interpretation and also selling us the vast and valuable currency that is nothing.

How to Be: Altair Ibn La-Ahad

What can we say about Altair? Well, being as he’s from the Assassins Creed franchise before it got really bloated and included dozens of nested sub-systems, he’s certainly the purest and simplest of the Assassins you get to play. We’re really lucky about Altair as a character because we get to see a lot about him and how he expresses himself, and we know for a fact that the ways he expresses himself in the game are the things he thought of as possible and doable.

How To Be: Amity Blight

I like this character a lot, and I like particularly the ways that she fits with some ideas like a D&D game, without necessarily already being a D&D game. There’s enough of a gap between what she does and how she does it, and how D&D would assume a character would do that to create an interesting creative space.