The Accused (FLEAUX!)

==Summary==
The world of FLÉAUX! is on the brink of oblivion. Far from the flickering lights of civilization, lurking in the deepest forests, hidden in the ruins of past empires; gathered behind the mountains at the end of the world, the legions of Chaos await... Ignoring or minimizing the threat, the free peoples of the world fail to see the corruption that is slowly eating away at the foundations of society.
The world's only hope may lie with the nobodies, the drifters, and the scoundrels who walk the dark alleys and muddy roads of crumbling empires and emerging kingdoms. Facing Chaos after accepting an “easy" job or simply by answering a call for help, it's the actions of these unlikely heroes that will make a difference. Perhaps.
==Powers and Stats==
Tier: from to 
Name: Varies
Origin: FLEAUX! (Pronounced Flay-O)
Gender: Varies
Age: Varies
Classification: Varies. Species in Fleaux! include Humans, Halflings, Dwarves, Elves, Goblins and Ogre-Blooded (Descendants of ancient giants)
Powers and Abilities:<tabber>
|-|Inherent= 
Superhuman Physical Characteristics, Weapon Mastery and Martial Arts (Even at level 1, characters can be very skilled users of melee and ranged weaponry through the Melee and Shooting stats, the former of which also governs unhanded combat, with the ability to disarm foes or parry their attacks, as well as perform whirlwind attacks to strike all nearby), possibly Genius Intelligence, Regeneration (Mid-Low. By sleeping, characters are capable of recovering from damage that could otherwise result in permanent scars or injuries), Social Influencing (Charisma allows characters to more easily influence others in conversations), Acrobatics (Through the Agility stat, characters are capable of performing feats of agility and dexterity), possibly Small Size (Type 0. Halflings, Dwarves and Goblins appear to be about half the height of a human), Accelerated Development (Characters' health, skills and attributes increase as they level), Supernatural Willpower (Willpower can be utilized to perform particularly impressive actions in combat or resist Panic or Fear)
|-|With sufficient Experience=
Enhanced Supernatural Willpower (A Level 10 character has a bigger Willpower Die, which grants them much greater resistance to stress and madness-related effects), Resistance to Disease Manipulation (Strength can be used to resist illnesses spread by Level 2 Disease Spirits), Poison Manipulation (Strength can be used to resist Level 3 Ratling Assassins' poisonous fumes, which cause vomiting and temporary weakness), Fear Manipulation (Guts can be used to resist Level 3 Soul Eaters' Weaken Will, which temporarily prevents attacks out of fear if not resisted), Mind Manipulation (Guts can be used to resist Level 6 Giant Snakes' Hypnosis), Sound Manipulation (Strength can be used to resist Level 7 Bronze Golems' Clap, which would otherwise induce temporary deafness), Sleep Manipulation (Guts can be used to resist Level 7 Elven Enchanters' Sleep sorceries), Life Manipulation (Strength can be used to ignore the effects of Level 7 Chaos Warriors' Wither, which otherwise ignores durability) and Paralysis Inducement (Guts can be utilized to resist Level 8 Elder Vampires' Paralyzing Gaze)
|-|Professions= 
Up to two of the following Professions by Level 5 (See Weaknesses): Marksmanship (Poachers can always hit their targets with their first arrows, and inflict bonus damage), Enhanced Weapon Mastery (Various Professions increase the damage one inflicts, or Melee/Shooting stats), Martial Arts (Wrestlers can inflict as much damage with their bare hands as with weapons), Stealth Mastery and minor Surface Scaling (Burglars have advantage in lockpicking, stealth and climbing. Bounty Hunters can inflict extra damage with surprise attacks), Photographic Memory (Messengers are capable of memorizing everything they hear), enhanced Social Influencing (Con Men are capable of convincing targets of almost any lie. Smugglers can haggle to buy for lesser prices. Thumb-Breakers can effectively use their physical might as a means of intimidation), Magic (Sorcerer's Apprentices are knowledgeable in magic), Resistance to Poison Manipulation and Disease Manipulation (Ratcatchers are immune to poisons and most diseases), Fear Manipulation (Hermits have resistance to Panic, and Gravediggers to Fear)
|-|Talents= 
Up to three of the following Talents by Level 9 (See Weaknesses): Enhanced Weapon Mastery (Various Talents greatly increase martial skill), minor Precognition (Haunted characters can sometimes see the future through their nightmares), minor Supernatural Luck (Lucky Bastards can sometimes deflect damage aimed at them to their equipment), Healing (Opportunists heal HP when a human dies near them. Robust characters can rapidly recover HP once per day, even in the middle of a fight), enhanced Social Influencing (Thrifty characters are capable of buying for less and selling for more)
|-|Equipment= Poison Manipulation (Capable of purchasing various poisons and drugs), Holy Manipulation (Capable of purchasing holy water), Smoke Manipulation (When used in enclosed spaces, guns will release enough smoke to render combat within it difficult), Light Manipulation (Targets hit with a Hunter's Rune bullet will cause the firearm that shot it to glow when they're near. Rune of Light bullets glow upon hitting a target. Potions can be created to cast powerful lights), Fate Manipulation (Bullets marked with a Rune of Fate will always hit the person whose name is inscribed on them), Disease Manipulation (Bullets marked with a Rune of Disease will inflict the target with a weakening illness for a few days), Healing (With healing potions), Statistics Amplification (With potions that offer advantage in combat), Purification (With potions that cure illnesses), Damage Boost (Killer weapons inflict maximum damage against their target of choice), Perception Manipulation (Cloaks of Concealment offer a great advantage in stealth), Magic (Various items can replicate the effects of magic spells), Non-Physical Interaction (Spirits can only be hurt with magical weapons)
|-|Sorceries= 
Magic, Energy Projection and Summoning (Upon failing to cast spells to many times in one day, characters will suffer Chaos Revenge, which has a chance of harming them or others with energy or even summoning a creature to drag them away to another dimension), Acid Manipulation and Blood Manipulation (Acid Blood can turn some of the caster's blood into acid to attack or melt things. Dead Man's Map uses a dead man's blood to point to their killer), Clairvoyance (Bloody Mark allows one to always know the location of the marked object. Living Reflection causes the caster's reflection to act as if it was alive, and lets them see from its eyes, while Raven's Eyes allows them to see from a bird's eyes. Dead Man's Map uses a dead man's blood to point to their killer), Body Control and Biological Manipulation (Boneless causes the target to become as flexible as a snake for some time, and has a chance to make all their hair fall off), Summoning (Cthonic Guide summons a rat that offers guidance in dungeons. Fireflies summons a small group of fireflies to cast light), Sound Manipulation (Curse of the Mute can render a target mute, possibly permanently. Silence prevents any sound within a 10 meter radius. Voice Thief allows the caster to speak a few words through the target's mouth), Light Manipulation and Fire Manipulation (Demon's Breath turns off all lights in a room, then starts a fire in a different one), Dream Manipulation and Telepathy (Dream Message allows the caster to communicate with someone else in their dreams), Gravity Manipulation (Feather Fall allows a character to survive a lethal fall, at the cost of all their equipment), Sleep Manipulation (Gloomy Lullaby renders a target unconscious, possibly forever), Telekinesis (Greedy Hand can be used to yank away an object held by a target), Memory Manipulation (Hazy Memories can wipe away the recent memories of a target, or sometimes all of them), Transmutation (Infernal Hound turns a dog into a powerful Infernal Hound, though it will die at the end of the fight), Fear Manipulation and Paralysis Inducement (Infernal Scream paralyzes those who hear it, and even kills the weak such as children and pets), Pain Manipulation and minor Mind Manipulation (Inquisition inflicts incredible pain upon an immobilized target and forces them to answer several questions, presumably truthfully), limited Death Manipulation (Raven's Eyes causes the target bird to die when ending), Damage Transferal (Sharing the Pain allows the caster to transfer harm they've suffered to an ally), Fire Manipulation (Spontaneous Combustion can cause a target, or all on rare occasions, to burst aflame. Flame can summon a flame in the caster's hand), minor Invisibility (Steel Ghost can render a weapon invisible until it's drawn), Life Absorption (Vampire drains the target's life force to heal the caster, and can sometimes cause them to die immediately), Sense Manipulation (Veil of Darkness temporarily blinds several targets), Empathic Manipulation (Wine of Death renders those who drink it hyper-aggressive, causing them to start looking for a fight), Light Manipulation (Fireflies summons a small group of fireflies to cast light), Transformation (Fleabag allows the caster to transform into a dog up to sunset or sunrise), Life Manipulation (Guardian of the Dreams can turn an unanimated toy to come to life and scream when alerted. Scarecrow Servant gives life to a bunch of clothes or rags), Damage Reduction (Impotent Arrows causes all projectiles aimed at the caster in the next turn to do no damage, though it may also accidentally affect their allies), Text Manipulation (Mark of Infamy can mark a criminal's forehead with the name of their crime), Purification (Meal of the Faithful removes all poisons from a meal, but also renders it flavorless), Statistics Reduction (Mud Puddle greatly slows down those who step on it), Fragrance Manipulation (Scent of the Countryside causes the target to smell of manure until next dawn), Animal Manipulation (Swarm of Bees temporarily summons a swarm to sting a target)</tabber>
Attack Potency: Varies (A character's strength depends on stats and equipment and will increase through levels) from Street level (Can fight foes capable of destroying their equipment with a single strike. As they increase through levels, they can fight Wolves at level 2, Sharks at level 3, Giant Spiders, Scorpions and Wolves at level 3) to Wall level (Characters can equal stronger and stronger foes as they grow in level, such as Giant Boars at level 5, as well as withstand their charge, Giant Sharks/Snakes at level 6, Giant Octopi and Tyrannosauruses at 7, Giant Worms capable of causing localized earthquakes at 8 and Dragons at 10), higher with Preparation (Can have access to a spell capable of busting through a castle's fortifications, though it requires the sacrifice of 20 people)
Speed: Subsonic (Capable of dodging musket fire from up close even at level 1, growing faster as their Dexterity increases), up to Supersonic with firearms
Lifting Strength: Athletic Human (Capable of carrying and wielding large weaponry), up to Peak Human with high enough levels (Capable of performing feats such as matching Hounds and eventually Giant Wolves's strength, tearing out of webs or brambles and even preventing Giants from devouring them)
Striking Strength: Varies from Street level to Wall level
Durability: Varies from Street level to Wall level
Stamina: At least Peak Human. Capable of usually surviving injuries that would kill NPCs, and get back up, ready to fight, when the battle is over, even if they are crippled in the process. By sleeping, characters are capable of recovering from injuries, which is noted to be a trait unique to them. Character's Willpower Die represents both resistance to fear and stamina, and characters are capable of restoring or protecting theirs through a variety of Talents and Professions. A max level character's Die is also bigger than any others, being a D8 rather than a D6, indicating superhuman levels of willpower.
Range: Standard Melee Range, higher to Dozens of Meters with weaponry, varies up to Planetary with magic (Dream Message has no range limit)
Standard Equipment: Characters start with one weapon, a knife, a couple shillings and, if originating from a violent background, light armor.
*Optional Equipment: Weapons, various other items
Intelligence: Up to Genius. Characters can be highly skilled in several wildly different topics, including usage of close range weapons, bows and guns, sorcery, alchemy, persuasion and many other fields, to the point of being capable of supplementing for attributes they are lacking in through sheer knowledge.
Weaknesses:
*A character can only have up to three Talents and two Professions, and starts with only 1 Profession and no Talents at level 1, unlocking more as they level.
*Casting spells becomes more difficult when done more than once a day, and if sorcery takes too much of a toll on its user it may cause Chaos Revenge, which has a variety of dangerous possible effects.
*Various spells come with additional requirements, or may go wrong if performed incorrectly.
Notable Attacks/Techniques:
*Sorceries: Note that Sorceries are difficult to obtain, and most player characters won't be capable of using more than a handful.
==Gallery==
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==References==
All referenced material comes from the FLEAUX! rulebook.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:FLEAUX!
Category:Game Characters
Category:Primary Protagonists
Category:Protagonists
Category:Criminals
Category:Weapon Masters
Category:Martial Artists
Category:Geniuses
Category:Regeneration Users
Category:Social Influencers
Category:Acrobats
Category:Small Sized Characters
Category:Accelerated Development Users
Category:Supernatural Willpower Users
Category:Surface Scalers
Category:Photographic Memory Users
Category:Magic Users
Category:Precognition Users
Category:Supernatural Luck Users
Category:Healers
Category:Poison Users
Category:Holy Users
Category:Smoke Users
Category:Light Users
Category:Fate Users
Category:Disease Users
Category:Statistics Amplification Users
Category:Purification Users
Category:Damage Boost Users
Category:Perception Users
Category:Non-Physical Interaction Users
Category:Energy Projection Users
Category:Summoners
Category:Blood Users
Category:Acid Users
Category:Clairvoyance Users
Category:Body Control Users
Category:Biology Users
Category:Sound Users
Category:Dream Users
Category:Telepaths
Category:Gravity Users
Category:Sleep Users
Category:Telekinesis Users
Category:Memory Users
Category:Sorcerers
Category:Transmutation Users
Category:Fear Users
Category:Paralysis Users
Category:Pain Users
Category:Mind Users
Category:Death Users
Category:Damage Transferal Users
Category:Fire Users
Category:Invisibility Users
Category:Life Users
Category:Absorption Users
Category:Sense Users
Category:Empathic Manipulation Users
Category:Transformation Users
Category:Damage Reduction Users
Category:Text Users
Category:Statistics Reduction Users
Category:Fragrance Users
Category:Animal Users
Category:Axe Users
Category:Sword Users
Category:Mace Users
Category:Hammer Users
Category:Shovel Users
Category:Crossbow Users
Category:Blade Users
Category:Knife Users
Category:Bow Users
Category:Flail Users
Category:Slingshot Users
Category:Staff Users
Category:Gauntlet Users
Category:Spear Users
Category:Gun Users
Category:Armor Users
Category:Shield Users
Category:Crowbar Users
Category:Characters
Category:Farmers
Category:Mercenaries
Category:Murderers
Category:Thieves
Category:Hunters
Category:Bounty Hunters
Category:Wrestlers
Category:Doctors
Category:Alchemists
Category:Marksmen