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Anya Southwind
Vital statistics
Title Defender of Justice
Nation Amalao
Physical attributes
Race Beastkin (Harpy)
Sex Female
Age 20
Fighting Style Disruptor/Novice

Character[]

Anya's favorite food is chocolate bonbons, and she'll do just about anything to get them.

Quotes:

  • "From up above, the hero dives! No more worries, Anya arrives!"
  • "Justice flies on golden wings!"

Story[]

An explorer far from her homeland of Amalao, Anya made a name for herself by helping to survey the continent as a scout for the Caterpillar Conveyance Consortium alongside her mentor, Liris Aldezhi.

By chance, she foiled a train robbery led by the infamous Blackspire mercenary Gil Gorgeous. From that experience she was inspired to soar in a different direction than exploration. Her eyes were opened to the abuses the common folk of Relecour suffered under the thugs and bandits that plagued their land. She sought out the martial artist Hikaru Sorayama for training, swearing to deliver justice to those who deserved it.

Her path led her to cross claws with Blackspire on many occasions -- and not by accident. As the mercenaries sought to tighten their grip on Relecour, they found Anya blocking their way again and again. But taking on an entire mercenary company required more than just a righteous heart. When the Common Estate rescued her from near-capture, Anya realized she would need powerful allies in order to pursue justice for these thieves and brigands on a larger scale.

Powers & Abilities[]

As a harpy, Anya can take flight to disrupt the ranges of her opponents and gain an advantage in melee combat. Flight isn't all upsides, though! While in the air, Anya is even more susceptible than normal to taking hits, and any attack will be able to stun her.

Balance your attack patterns and strike carefully to outmaneuver opponents!

Character Kit in BattleCon[]

Unique Abilities[]

Ability Name Description
Take Flight Anya switches between Flying and Grounded forms. While Flying, she is more difficult to hit at range and more mobile, but also becomes more vulnerable to any kind of incoming damage.

Set: You are Grounded.

Limited Ante: Become Flying or Grounded. After changing to Grounded, you have -1 Power during this beat.

Personal Styles and Bases[]

Color Name Range Power Priority Guard Effect
Roundhouse +0 +0 +0 +0 Hit: Push 1-2. If the opponent is on edge of the arena, +2 Power.

End, Optional, Flying: Advance or Retreat 1.

Justice +0 +1 +0 +0

Reveal, Flying: +2 Priority.

Reveal, Grounded: +3 Guard and Armor 1.

Before: Advance 1-2.

Liftoff +0~1 -1 +1 +0 Start, Flying: Advance or Retreat 1.

Hit, Grounded: +2 Power. Become Flying. Advance or Retreat 0-1.

Diving +0 -1 +1 +0 Hit, Flying: Ignore Guard.

Hit, Grounded: +2 Power. Push 0-2, as far as possible.

Tailwind +0 +0 +1 +0 Hit, you moved: +2 Power.

Hit: Push or Pull 1.

Kick! 1 2 4 0 Start, Optional, Flying: Advance or Retreat 1.

Hit, Optional: Push 1. Become Grounded. If you did, +2 Power.

After, Optional, Flying: Advance or Retreat 1.

FINISHER Sundowner Dropkick 3~4 6 6 0 "No evildoer can outrun the Shadow of Justice!"

Hit: Push as far as possible. Close as far as possible.

FINISHER Theme Song 1~2 1 6 0 "Judgment flies on golden wings, as the shadow falls, the tempest sings!"

Ignore Guard

Hit: For the rest of the duel, when you become Grounded or Flying Advance or Retreat 0-3.

Forms[]

Ability Name Description
Flying When you are stunned, become Grounded.

The opponent has -1 Maximum Range (maximum range cannot be reduced below minimum range).

Vulnerable (opponents ignore your Guard and Armor.)

Grounded "The sky's the limit!"

Status Effect Card[]

Name Effect
Hero Theme (Whenever you become Grounded or Flying, Advance or Retreat 0-3.)

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