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Characters / Brave Frontier

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These are the character sheets for the Summon units and NPCs of Brave Frontier.

Please keep in mind that most of the character sheets are still works in progress, and said sheets are going by the units that appear in Global only. Units that appear otherwise might have their own page in the future.


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    Main Series Summon Units 
  • Brave Frontier Units Part 1 note 
  • Brave Frontier Units Part 2 note 
  • Brave Frontier Units Part 3 note 
  • Brave Frontier Units Part 4 note 
  • Brave Frontier Units Part 5 note 
  • Brave Frontier Units Part 6 note 
  • Brave Frontier Units Part 7 note 
  • Brave Frontier Units Part 8 note 
  • Brave Frontier Units Part 9 note 
  • Brave Frontier Units Part 10 note 
  • Brave Frontier Units Part 11 note 
  • Brave Frontier Units Part 12 note 
  • Brave Frontier Units Part 13 note 
  • Brave Frontier Units Part 14 note 
  • Brave Frontier Units Part 15 note 
  • Brave Frontier Units Part 16
  • Brave Frontier Units Part 17
  • Brave Frontier Units Part 18

    Global Exclusive Summon Units 

    NPCs 

    Miscellaneous 

    Crossover Characters 

The Main Character

    The Summoner 
You, the Player Character, a newly awakened Summoner and recruit of the Akras Summoners' Hall. As one of many granted the power to call forth past deceased heroes by Lucius, your objective at the start is to venture into Grand Gaia and slay the malicious Four Fallen Gods still reigning over its territories.
  • 100% Heroism Rating: No matter what, the Summoner will always choose to do the right thing.
    • In the Pursuer of the Gods Raid Battle storyline, Elaina and Grandt plead the Summoner for help in taking down Draegar. Despite the dangerous odds in taking on a powerful being, the Summoner refuses their offer of reward and simply volunteer their services to help.
    • In Eneroth, they help Korzan and Haile (even after a sudden spar against the former and being mistaken for an enemy by the latter) fight off the local monster without so much as a question against doing so. Then in the quests after this, they help the Rih'alnase hunt a monster and break into the city of Ostagoth to rescue Ezra, despite having only met these people rather recently.
      Tilith: I can hear them calling your name. From a realm far far away… You’ll help them, won’t you? I mean, that’s just who you are after all… right [Summoner]?
    • At the prologue of St. Creek for the Otherworld Arc, when discussing what to do with the collapsing Abel Faction, Warlon decides to have the holdouts, Garrett and Mel, hunted down as a show of cooperation to let Bertz earn standing with the Federation, and to break the deadlock between the Federation, the Hall, and the Empire for unity in the future. When Grahdens relays this mission to the Summoner and Tilith, he's firmly refused because this cold-blooded way of using lives like that is wrong. Approving of this, the old man changes the objective to take the targets in alive.
  • The Ace: The Summoner is gradually regarded as this (with some help) as they take down the Four Fallen Gods, until even their friends, among whom are high-ranked Demon Slayer Captains and Summoners of Old, regard them as the best of the best. And when their Summoning Arts get weakened into near-disuse, they instead draw a sword and take to the field, becoming a quasi-Unit themselves as you build their Arts back to their original power. By the time the three main story arcs are over, they’ve taken out six Top Gods, took on every Demon Lord in Ishgria and won (and cement their badassery by challenging all these bosses at their full power), and received the True Power of Summoning, making them the greatest Summoner of all time. And that's not getting into everything else, where godlike entities, nation-destroying monsters, enemy Units, demons that have taken many to beat, Eldritch Abominations and whatnot regularly come up as enemies.
  • Action Girl: Invoked if your Summoner Unit on the field is a girl.
  • Back to Base Form: In regards to their summoning powers. After the Ishgria Arc and starting the Otherworld Arc, their Summoning Arts take a hit and weaken drastically until it's next to no different from your Level 1 rookie days. This forces them to take the field as your Summoner Avatar unit while progressing through the otherworlds, strengthening their summoning power to make it as good as it used to be along with themselves.
  • The Chosen Many: There are plenty of other Summoners besides you chosen by Lucius. However, you do stand out as being powerful amongst many as the story goes on.
  • Featureless Protagonist: Played straight initially for the first two story arcs where they don’t have any appearance or spoken text, then subverted in the Otherworld Arc where they’re represented by the Summoner Avatar, which gives you a choice between being a male or female along with a few cosmetic hairstyle options. The sequel gives their canonical appearance as a white-haired man.
  • From Nobody to Nightmare: As far as anyone's concerned—and Lugina would happily tell you when they meet him—they’re just a Summoner that started out. And then they take down Maxwell, eventually mowing down the rest of the Fallen Gods, their Disciples, various powerful monsters and enemies in both main and side content, other godlike beings you'll see later... It's no wonder Lucius wants them and other Summoners with the same potential gone by the end of the Grand Gaia arc.
  • Gold and White Are Divine: Equipping the Ex Deus Gladius has the Summoner armored and clothed in white and gold to match the sword, the lore explicitly saying it was a divine weapon created through godly, human, and demonic means. This also become the appearance for the Summoner in Brave Frontier 2.
  • Heroes Prefer Swords: The Summoner Unit starts out with the Brave Sword, eventually ending up with the Ex Deus Gladius as the last weapon they could get, also a sword (the Summoner Robe aside upon reaching account level 500). The sequel affirms that they use the Gladius as their primary weapon.
  • Heroic Mime: People sometimes remark on them being someone of few words. Even in the sequel game where they get an appearance and facial expressions, all they speak is a word of text.
  • Infinity +1 Sword:
    • The endgame Summoner Weapon, the Ex Deus Gladius, literally serves as this, boasting Brave Bursts and skills that cover nearly all areas and notably apply all Elements to their attacks.
    • The Summoner’s Robe is another weapon that is unlocked when reaching Summoner Level 500, which is as powerful as you expect of an endgame weapon. Unlike the Ex Deus Gladius, its Brave Bursts apply the Fire Element at first, but it has several handy skills like BB and OD gauge boosts, stat boosts, 1-hit KO resistance, and eventually, the third Extra Skill, Legendary Summoner, which applies all elements to attacks.
  • Kill the God: Throughout the main story, they take down the Four Fallen Gods and their Disciples one way or another; though these gods' powers were suppressed, it doesn't make the feat any less impressive. The real feats come after: they slay Lucius who was conspiring to doom them and all of humanity after they take down the Fallen Gods for him, then they (being the main firepower) and their allies defeat Karna Masta at the end of Ishgria, then felled his brother, Alza Masta, in Valdroar, and they can take on all their powered-up forms in side challenges and win where others failed. From this list, that's six of the Divine Ten downed by their hand, and the last one who is an equal to the Ten, thus bumping the count up to seven!
  • Legendary in the Sequel: So much that they’re called "the Legendary Summoner" in Brave Frontier 2. Then they show up in said sequel and demonstrate why they’re known as such.
  • Light Is Good: Invoked should you change the Summoner’s element to Light. Also the case when equipping the light-themed Ex Deus Gladius; even if it uses all Elements in gameplay, it was once wielded by Alan, a heroic Light Unit.
  • Master of All: Though they start out small at the Otherworld Arc, they eventually learn to wield a huge variety of weapons; on the melee side of things, you have swords, axes, polearms and twin Laser Blades, and for the ranged, there's pistols and a bow, and magic from a staff and a special robenote . Oh, and Tilith grants them the power to change what Element they have at a time.
  • One-Man Army: Though all Summoners arguably qualify by default because they can summon Units anytime, and it's not like you're completely alone in such times, your Summoner stands out for having constantly taken on enemies where the odds are against them whether because of a numbers disadvantage, gap in power or plans working against them—and they still come out on top, owing to not just their allies helping but also to their own power.
  • Plot Magnet: In side stories like Grand Quests or the Rift, they’re often frequently called upon because of how often you succeed at everything. It also leads to trouble like catching Kranus' and S'eljah's attention.
  • Rookie Red Ranger: They start out as a Summoner of the Akras Summoners' Hall's Regular Army, having to be introduced to many concepts as a Summoner such as basic Unit combat by Tilith in the prologue, Synthesis by Karl, Summoners' Hall hiearchy by Lugina, Raids by Elise, and so on.
  • Summon Magic: They are called the Summoner for a reason. It’s downplayed during the Otherworlds Arc, when unknown interference with the Source of Summoning destabilized their own summoning powers, forcing them to make up for their lack of Units by fighting alongside them.

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