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[Fire Emblem] The Gathering Storm
Hello boys and girls! I've been wanting to run a Fire Emblem table RPG game on NPF for some time now, and only recently managed to get a working mapgen and statistic calculator to make that a reality. Before continuing, note that this game, should it run, will be a relatively unforgiving tactical wargame based on the Fire Emblem series of games, particularly during the mechanical era of Geneology of the Holy War and Thracia 776. Having played the english GBA games or the Tellius series is not required, but would be beneficial, though I will be giving a relatively expansive intro for players new to the series. And now, for the curtains...
------------------------------------------------------------------------ Nadorian Calendar, Year 398AW- The Continent of Nadoria has been completely rebuilt in the nearly four centuries since the great war between the original seven holy crusaders and the dark lord Rachesis and his army of sorcerors. In the years after the war, each of the warriors went their seperate ways, returning to their homelands in triumph to rebuild and, in most cases, rule. From these sprung the current six nations of Nadoria, the main power-players on the world stage. In the north, the republic of Welas was founded by the hero Saxon, a loose hedgemony of independant states, the various dukes and dutchesses of Welas have, in peacetime, taken to bickering and power-plays amongst one another, particularly since the republic relies heavily on trade along it's border with the northern sea, and piracy is an excellent and wholly deniable way to hamper the income of your detractors. The Wels as a whole are a free-spirited people, and excellent sailors and mercenaries. Bordering Welas' east, and the eastern sea, lies the Empire of Vendalior, named so after it's founder Vendalior, the Black Knight. By far the largest and most militarially potent of the nations of Nadoria, it has in the past been seen as a warlike and imperialistic society by many. Currently ruled by Emperor Vidgar, considered by many to be an enlightened man, Vendalior has seen a recent resurgency of diplomatic relations with it's neighbors, whom in the past have been tenuous. Vendalior's mountains are home to wyverns, and the nation in general boasts the best armored units and wyvern riders on the continent. To the south, bordering Vendalior and the southern seaboard, is the Magocracy of Cenia, founded by the beautiful Lady Seline, the greatest sage of the original crusaders after the war. Cenia is unique, in that it's nobility and ruling class are entirely formed of magi, a phenomenon originally due to selection and more modernly, through bloodlines. Cenia is moderately reclusive, content to remain inside it's borders and practice it's arts among it's own people. Currently, Cenia is undergoing a period of strife after the presiding archmage died of disease without naming an heir. Naturally, they produce excellent mages. The southwest of the continent is home to the desert of winds, and home of the nomadic tribes that spawned the crusader A'tuad, also known as the wind lance. They have few cities, and a poorly understood system of goverment from the point of view of outsiders, being primarially clan-based and jointly ruled by the warlords of the major clans. The nomads of the winds have few cavalry units, but those they have are of infamous quality. Their dancers and bards are also highly respected. The Kingdom of Makeen borders the desert's north and the western edge of Nadoria, and is a verdant land home to the Crusader Malvina, the first pegasus knight. Makeen is a traditionally stalwart heartland nation, producing an excess of food (Some of which is exported to the southern desert tribes in exchange for the rich deposits of metal found there) and in general being one of the more stable nations of the continent. It is home to it's native Pegasi, which are unique to Makeen. Last but not least, central of the other five nations is the Kingdom of Caledonia, and the starting point of our story. King Athas has ruled excellently for the last fourty years, solidifying Caledonia's borders and securing peace with neighboring Vendalior and Welas via miltary alliance with Makeen, and academic trade with Cenia. The kingdom has not seen war for decades thanks to Athas' charismatic personality and shrewd demenour, but now he ages, and it comes time for him to name his son as successor to his throne. Yet, unknown to all of them, a force of ancient times threatens to plunge the continent into a war it has not seen for centuries. ------------------------------------------------------------------------ Required Characters- The Prince and Princess of Caledonia, whom will serve as the campaign's lords. At least one of the Prince's knights. Suggested Characters- One of the prince's childhood friends, perhaps a Duke, Margrave, or Marquess of one of Caledonia's provinces. An emissary from Cenia, probably a magic class, maybe with room for his/her bodyguard. The prince (or princess, likely a pegasus knight) of Makeen, come to witness his friend's coronation. Various wellwishers from Caledonia's common classes, milita units, or other soldiery-types or Welasan mercenaries whom will inevitably get drawn into the obvious attack on the capital city. ------------------------------------------------------------------------- Of course, anything works, provided it can be drawn into the story. You're probably asking, how does this system work? What classes are there? How do I build my character? Glad you asked. I'll upload the PDF of the tabletop ruleset for FERPG in my next post, but basically, I'll run this as the videogames would, there'll be bits of roleplaying and mingling between tactical maps and combat that will, in theroy, unfold into a relatively expected, but entertaining storyline. I will handle dicerolls and statistics, so you technically don't even need to know what you're doing, but are encouraged to do so that your character might survive long enough to be interesting. In the tradition of Fire Emblem, there are no character sheilds. Anyone can, and likely will, die if they find themselves in a situation where being killed is a likely outcome. This is of course, a tactical roleplaying game. To alleviate this somewhat, characters reduced to 0hp for the first time will be severely wounded and removed from the field, but appear in the next chapter. Subsequent wounds are fatal, except in case-by-case circumstances. Any interest before I go dumping my plans in detail? |
I have more interest than I can begin to express. Wait I just.....
Damnit. Yes I'm interested. |
Yay!
http://www.megaupload.com/?d=GU5V5CZQ The Primer for the ruleset can be found here. There will be some modifications. Reading this will give you a general overview of the statistics, what they do, and what the basic classes are. However, I'll go into a little further detail here. Characters will be built at 26 points, and 300% growth rates. Lords have 31 points, and 320%. As a slight balancing point for online play, Lords will not gain their personal skill until promotion. (That skill will probably be Nihil, anyway.) NOTE: All characters possess strength and magic, but you are not *required* to allocate points to the skill you do not use (Magic, in the case of physical classes). Note that some classes may benefit from both skills (Such as Troubadors), or any class that utilises magic swords. Personal skills will show up in the next post. Each character gets one, but not all personal skills are created equal. Some of them will reduce your total growth percentages (Such as Elite). You should also choose your character's affinity, which is the element of creation they are most closely related to. Normally, this reflects on their personality or class. Available elements are Fire, Thunder, Wind, Ice, Light, Darkness, Anima, Water, Heaven, and Earth. Affinities are primarially part of the support system, and determine which statistics are improved when you fight alongside someone you hold a personal bond with. Certain statistics suit certain classes better than others, but they are all effective. Lone wolf characters can expect to die alone and unloved. -------------- The Weapon Triangle (Now with Magic!): Or "How I knew the Black Knight was going to defeat Greil in FE10" There are three primary melee weapon classes in Fire Emblem, and three associated magic tome types. They are Swords (Light), Lances (Anima), and Axes (Dark). Swords have an advantage agaisnt axes, whom in turn have an advantage agaisnt lances, which also have an advantage agaisnt swords. The advantage is not harrowing, but it is extremely important in the early levels. A weapon with an advantage will have 15% more accuracy and 1 more damage, wheras an ineffective weapon will lose 15% accuracy and 1 damage, resulting in a 2-damage, 30% accuracy gulf between them. In effect, you would need 7-8 speed and skill, and 1 defense and strength advantage over an enemy to break even with him when fighting at a disadvantage. Conversely, it is an excellent way to deal with enemies much higher level than you. Certain classes focus in a single weapon type, becoming very potent with it, while other classes focus on mastery of the weapon triangle. While a swordmaster and paladin of equal level fighting with swords would favor the swordsman, the paladin can use lances, which would put him at an advantage. These are guidelines however, as there exist weapons and skills that put even the most overpowered and statistically superior characters at risk should they haplessly blunder into an enemy column with as few as one enemy designed to counter them. (Give the paladin a swordslayer and the swordmaster a longsword and see what happens.) That said, on to the classes! - Infantry units, Swordfighters- (Myrmidons, Mercenaries) Foot infantry units make up the anvil of an army, having few glaring weaknesses besides their middling movement speed. Mercenaries and Myrmidons weild swords, giving them excellent accuracy in exchange for low damage. Mercenaries take a holistic view on stats, being well-rounded, while Myrmidons focus on skill and speed at the cost of strength and defense, focusing on the sword's advantages. Lancers- (Soldiers, Knights) Foot lancers are arguably the most anvilicious infantry unit, boasting high defense and a balanced weapon, as the lance takes the middle of the road between accuracy and damage. Soldiers take balanced stats with a favoring for speed and skill, while knights lay on the defense, but are armored units, vulnerable to anti-armor weapons such as the armorslayer, heavy lance, and hammer. Axemen- (Fighters, Pirates) Foot axemen boast high damage with dicey accuracy prospects. Universally focused on strength, they serve as excellent units to break lance lines and defeat heavily armored knights. Fighters take advantage of forest and mountain tiles, while Pirates are capable of moving over water and sea tiles. Archers- (Archer, Hunter) Foot archers deal damage at 2 tiles, often behind their melee companions to avoid counterattack. They cannot fight in melee, as they use bows, but are extremely effective agaisnt flying units. Hunters tend to have higher strength, but less defense. They may also operate ballistae found on the map to strike at significant range. - Mounted units, Swordfighters- (Free Knight, Social Knight) Like their swordman brethren, sword knights focus on the sword, but ride horses to vastly increase their movement rate on the ground. They also possess the canto skill, as do all riders, allowing them to move after attacking with the remainder of their movement points. Free knights focus on the sword, while Social Knights (known as Caviliers in the recent games) use swords and lances (If you wish to be a Social Knight, you may start with both the sword and lance proficiencies, but at the cost of not gaining another proficiency at promotion, and -2 to your starting stats.) Mounted units, Lancers- (Lance Knight, Social Knight) Like soldiers on horseback, lancers gain speed at the cost of their infantry counterpart's solid defense. While still able to hold their own, lance knights have the ability to combine the javelin with their canto ability to strike enemies at range and flee any reprisal, making them excellent skirmishers. Mounted units, Axemen- (Axe Knight) Lacking the pirate's ability to move over water or the fighter's reduced movement penalty for forest tiles, Axe Knights gain the speed of a mount while retaining all the power of their infantry counterpart. Mounted units, Archers- (Nomad, Arch-Knight) Like their infantry counterpart, but less reliant on melee screens thanks to their movement and ability to skirmish. Cannot operate ballistae, however. - Magic units, Mages- (Monk, Mage, Druid) Mages are offensive casters much like archers, but with inferior defense but higher resistance. They can attack at either one OR two squares, and tend to be effective agaisnt many physical units (whom are, in turn, effective agaisnt them.) Monks use light magic, Mages use anima magic, and Druids use dark mage. Each gains a second type of magic and the ability to use staves upon promotion at level 10-20. Magic units, Support- (Curate, Cleric, Bard, Dancer) Foot support units that, in the effective sense of the term, do not attack. Curates (Male) and Clerics (Female) heal with staves, and can use swords to defend themselves, but are usually poor at this unless they possess a magic sword such as the Light Brand. Meanwhile, Bards and Dancers cannot use staves but may play music (or dance) to rejuvinate allied units, allowing them to move again after they have ended their turn. They can also use swords for self defense, albeit poorly. (Add E-rank swords to all of the above classes.) Magic Units, Support, Mounted- (Troubador) Troubadors are basically mounted clerics, and almost always female. They can use staves and swords, with the usual advantages and disadvantages of mounted units. - Flying units, Offensive- (Pegasus Knight) Noblewomen of knightly families of Makai often train to ride Pegasi and weild lances. They function mostly similar to lance knights but can fly, with a great focus on speed and skill and normally anemic strength and defense, with some exceptions. As with all flying units, they are highly vulnerable to archers and wind magic. Flying units, Defensive- (Wyvern Knight) Knights of the empire of Vendalior have been known to take the native Wyverns as their mounts, and in general function similar to pegasus knights, but with a greater focus on defense and more balanced statistics. While not vulnerable to wind magic, they are vulnerable to thunder magic. (All statistic advisories take into account the general intention of the class and it's promotion statistic caps. It's possible to play cross-type, but you might max your primary skill early at a lower cap than a specialist class.) |
Reading up to see if I'm interested any more than I already am. :3
EDIT: Is there a period of delay or a time frame when a player can choose which weapon they have equipped (if someone has more than one weapon of different types)? And I could use further explanation on growth rate while leveling... And is there any value to staying unpromoted if one gains an promotion item after level 9 but before level 20 aside from getting 10 extra levels to attempt to level one's stats? Can an enemy counterattack you for every hit you make? (Such as when you succeed in doing a Double Attack or when you use a weapon with "Two Consectutive Hits" ability for a maximum of 4 hits.) Or do they only counterattack the first hit? Can thieves actually fail in stealing items or unlocking doors? There is practically no guide to it. For that matter, can all foes be looted when dead? It's not like items disappear from their corpses if they are killed if the item was not stolen beforehand... How many characters are we actually making? There seems to be a sub-section on support characters and that seems to be the only purpose for a character's element affinity. And finally. What does Critical hit actually DO? It is not stated anywhere what it actually does. Does it double damage? Triple? Ignore Defense/Resistance? The closest to an explanation is that certain promotion classes get Improved Crit which increases the damage further by 15% or the assassin style instant kill crit, but that doesn't explain what a normal crit is entitled to! |
You can choose your weapon type on your turn, but not during the enemy's turn. Presumably because you are already engaged in battle, and do not have time to be rummaging through your inventory!
The exception to this is if one of your weapons breaks, in which case you may choose another from your inventory to continue fighting. Additionally, if you are the designated garrison unit of a castle, you may choose both a ranged and a melee weapon to use should you be attacked. (Using the FE4 rules for castles so boss exploits are more difficult.) Oh, speaking of that, I'm also going to be using weapon durability instead of the FETT's silly chance-based breakage. However, so that you don't end up never using your silver sword (Bang bang maxwell's silver hammer made sure that he was dead~) because it's too valuable to use, I'll probably be allowing you to repair them at certain towns. For a fee. Of course, if I do, (we'll have a vote, maybe.) it'll be making rarer weapons... Well, rarer. To ensure people don't end up being able to solo entire maps like Sigurd could. |
So tempted...
I notice Thieves aren't listed in your list. Are they not playable? If they are, the caps for Rogues are missing and Thieves are listed as having 5Mov and I've always remembered them having 6Mov. @Menarker: A growth rate for a stat is the percentage chance that the stat will rise during a level up. A growth rate of 40 for a character's STR stat means there's a 40% chance their strength will increase by 1 during a level up. A growth rate of over 100 means it will always rise by 1 and there's a chance it will rise by 2 (equal to the amount over 100), instead. |
Oh derp, how did I miss thieves.
Yes, thieves are playable. They steal things and open chests and pick locks and oh god Julian (Er, Colm, Marth gets the Fire Emblem to open chests) is the most important character ever seriously. Gonna be tricky playing a thief, though, they're not the most... Fighty people in the world. Edit: Which is the only real problem with them IMO, they're unsuited for combat which makes them fall behind in xp which makes them unsuited for combat... Not because of their class, but because of their bases, really. Edit2: Yes, Mern... usually. But yet sometimes not... It's a gamble and a character-by-character basis. I usually try to max level 20/20 anyone who can but sometimes you just need your promotion gain to even be passable (Some promotions are really important to a class, like General and Falcon Knight), sometimes you can put it off for a few levels to gain stats, other times the end of the game is close enough you'd never make level 20 in your promotion anyway. Critical hits triple the final damage. Effective weapons (Using a ridersbane on a mounted unit, for example) triple the weapon's might in damage calculation. Both are /lethal/. Counterattacks... Can be tricky. For example, a phase is usually one attack from each character. A character with 4 more speed than the other gets another attack, the character with less speed *does not*. This means that if the lower-speed attacker attacks, they'll attack, then get two counters. If the higher speed attacker attacks, they'll trade blows first/second/first. Brave weapons... Change this, and why I didn't go into advanced weapons in the introduction for confusion's sake. They double your attacks, so that each attack you would make is now two attacks. In the earlier example, if the attacker has lower speed and the defender higher, it'd be attacker/defender/defender/defender/defender. In the other example, it'd go attacker/attacker/defender/attacker/attacker. Some skills change the rules. The adept/continue skill mimics brave weapons, making you have a skill% chance per attack to attack again, as if you were using a brave weapon. For sanity's sake, you cannot activate adept while also using a brave weapon. Conversely, the vantage skill for example, has a speed% chance of the defender acting before the attacker. Wheras Shooting Star Sword has a 1/2 skill% chance of making you attack five times consecutively, but is the swordmaster occult skill and not available at chargen or possibly even at all. Edit3: Thieves always succeed at lockpicking. Stealing can only steal unequipped weapons and items, and no, you cannot loot items off of dead enemies unless they are specifically labelled drops. Argue logic if you want, it's game balance sake. That said, most of the weapons you would /actually want/ do drop. |
Pre-Post Edit: Removed all the ones Phoenix already answered...
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Also, Thieves have to have a higher Spd stat than their victim to steal from them and Thieves and Assassins need Lockpicks to open stuffs. Rogues don't need lockpicks. |
Oh, right. That's true, thieves generally outspeed everyone, though.
I'm considering multiple characters per player but I'm waiting to see how many players we have before I decide one way or another. As for one, it's oner per person. Supports are relationships between characters, yeah. It's actually handy for me, as it encourages the players interact/actually like each other in order to get mechanical bonuses. ---------- AND NOW, FOR PERSONAL SKILLS! Skills will be described by their name, their alternate name (if any) and their cost in growth percentages to buy. You may only have one personal skill at character generation, but you may acquire more during play. You may only ever have four skills under any circumstance (Including class skills.) Adept (Continue) -10% Upon attacking, there is a skill% chance to immediately attack again, as if the character were using a brave weapon. This skill does not activate on attacks generated by brave weapons or the adept skill itself. Blossom (Potential) Free The character gains only half as much experience as normal. However, upon levelling, failed statistic rolls are rerolled. Cancel Free Upon attacking, your character has a skill% chance to prevent one enemy counterattack. Cancel can only activate once per exchange. Celerity -30% Your character's base movement speed is 2 squares further than normal for his/her class. Center/Imbue (Class-dependant) -15% Physical classes taking this skill regain their magic statistic in hitpoints at the beginning of their phase. Magic classes regain their strength statistic. Charisma Free Characters within 3 squares of you gain a 10% bonus to their accuracy and evasion. You however, do not benefit from your own charismatic presence. Characters may only benefit from one instance of charisma at a time. Corrosive strike Free Upon attacking, there is a skill% chance that your enemy's weapon's durability will be reduced by [strength]. Legendary weapons or weapons without a quality rating are uneffected. Counter Free When you are attacked, and are eligable to counterattack normally, there is a skill% chance the enemy will suffer half of their own attack's damage in addition to your own counterattack. Daunt Free Enemies within 3 squares suffer a reduction of 5% to accuracy and evasion from your daunting presence. Discipline Free You gain twice the normal weapon proficiency experience. Elite (Paragon) -30% You gain double the normal amount of experience points. Fortune -15% You are immune to critical hits. Gamble Free Rather than make a normal attack, you may declare you are performing a gamble attack. Your accuracy is cut in half for this attack, but your critical hit rate is doubled. Guard Free If you are adjacent to a character you possess a support with, you may opt to recieve attacks targetting them on their behalf. Miracle Free If you are struck by an attack that would normally kill you, there is a luck% chance you will suffer half the normal amount of damage instead, and this attack may not kill you. (You will always have at least 1 hp.) This skill does not trigger if you have 1 hp remaining. Nihil -10% Enemy skills do not effect you in combat. Nullify -15% Effective weapons do not deal additional damage to you. Parity -5% Instead of a normal attack, you may declare you are making a parity attack. For such an attack, your own and your enemy's supports, terrain modifiers, skill % modifiers (but not activated skills) are all negated. Raw skills alone are used. Provoke Free Enemies are more likely to target you instead of your comrades. Renewal Free At the start of your turn, you regain 10% of your maximum hitpoints. Resolve -20% At less than half HP, your skill and speed stats are increased by 50%. Saviour Free When rescuing a friendly unit, your speed stat is not modified by their constitution. Stillness Free Unless you are the only unit in range, enemies are far less likely to attack you. Vantage Free When attacked, you have a speed% chance to attack before your assailant. Wrath Free At 30% or lower HP, your critical rate is increased by 40% |
Seems neat. But not making a character until you're finished putting forward all the details like character personal skills and other house-rules. ^^
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DID I SEE SOME FIRE EMBLEM.
Er, I mean, yes I would be interested in signing up at some point in the near future once all information is available. Quote:
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That... Should be everything.
I still encourage you all (And those of you lurking! I see you!) to discuss character concepts and party dynamics. You're more than just balls of numbers, after all. Yeah, I remember that, but it was also really hard to promote thieves. I'll probably consider giving them a modifier anyway, seeing as they aren't exactly going to become overpowered because of it. I do recall matthew hitting level 20 way too early in my Hector hard mode run, but it didn't make him a monster. |
Looks great.
Only thing I'm iffy about is that the PDF file you link doesn't seem to list the data and stats of many of the characters you listed such as Arch-Knight and Dancer. Am I missing something or is that coming soon? Also, can you go more into depth about rescuing people? You hinted to that regarding the Savior ability, but what is it like normally? |
Arch-knights, being a cavilier archetype, use the standard cavilier statistics but lose all access to melee weapons in exchange for bows at the rating they would normally have their primary weapon at. In effect, they're a bit like nomads, but promote to paladins/silver knights instead of rangers.
10 and 11 would referr to them as "Bow Caviliers" Astrid was one. In the same sense, axe knights, free knights, and lance knights are done the same way. Dancers/Bards should use the cleric statset, but trade staves for the dance/play command. Only one character is allowed to be a bard or dancer, seeing as they could create an action loop otherwise. Dance/Play allows you to refresh all 'spent' units in a cross pattern around you. You gain the same XP as if you'd used a staff. You can 'rescue' someone with lower constitution if your 'aid' stat is greater than their CON. By default, your 'aid' is equal to your CON, but mounted units get a hidden bonus to it, +12 for pegasi, and +14 to regular horsemen, which essentially allows them to rescue anyone. Useful for moving someone very fast (or across impassable terrain, in the case of pegasus knights), or saving someone from imminent danger, you can then carry them around as if they were in your inventory, but they cannot act. It is an action to drop them in an adjacent tile, and they drop in the inactive state. However, while rescuing, you add the rescued character's CON to your weapon's weight when determining how much speed you lose in combat from encumbrance. Since people are usually at the smallest in the 6-9 range, this usually means you'll be doubled by anyone who remotely threatens you. Saviour allows you to avoid this. If you are killed while carrying someone, they appear in the tile you were slain in. |
Regarding magic weapons (i.e. Wind Sword): Which calculation will you be using for their damage? GBA (Uses Str, targets Res. At range, Str is cut in half), PoR (uses Mag instead of Str, targets Res), or RD (Magic weapons are no different from Javelins or Hand Axes)? You mentioned Magic was relevant to people who use them, but the PDF mentions the GBA calculation, so...
I'm assuming we all start at Level 1, but what restrictions do we have on initial equipment choices? What and how many weapons do we start with (important for those with multiple options), do we get to start with other items, etc? |
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Unless you're talking about Great Knight which is in the Primer. Also, can we opt out of a promoted class ability in exchange for one of the personal character abilities? Like say I was a bow Cavalier and I promoted. Normally, my new skill is to learn another weapon. But for some reason or other, I don't want to. Could I opt out of it and choose one of the other ones since there is that "no more than 4 skills" limit? |
Loyal: I'll be using 4's, which is like PoRs, so magic targets Res /at range/. You can still use the weapon as a normal sword, str vs defense, in melee (I think Florete worked this way in RD?). RD was strange, in that it started giving out wind swords like they were javelins or something, when magic blades were always rare and special, more or less. They're mainly for troubadors/valkyries and lords, really.
That said, you can probably still use certain magic swords to effect even with a terrible magic skill... Runesword in particular. You start with an iron weapon or slim weapon (your choice) for every proficiency you have. Certain characters may be given specific equiptment on a case-by-case basis depending on how I like their backstory/if it makes sense for them to have it. I would, for example, consider allowing a mercenary to take an iron blade, or a cavilier to take a javelin or steel sword if his stats fit the cain/abel archetype he's going for. @Mern: I've just played pretty much all the games, and it's pretty trivial to back-engineer them for tabletop. Silver knights were the Tellius' series name for knights who used bows and a melee weapon upon promoting, like Astrid. Don't worry too much about names though, the series has been very shaky about changing what stuff is named, when it basically is the same thing. Nomads for example are just arch-knights with a different promotion line. Or when Heroes were called Forrests, or something. What the hell. You may not. Class abilities and personal abilities are seperate things. Another reason why mounted classes aren't de-facto superior to infantry classes, as Canto (the ability to move after attacking, due to being mounted) counts as a skill. |
Hilariously enough, you could rescue neutral characters, even if they had never met your characters.
I'm mainly considering a Mage or Shaman, probably the Cenian emissary. Already working on numbers and the such. |
That can be handy if an objective or sub-objective hinges on that neutral character living, though.
It was also important to keep Marquess Reglay from destroying the entire map in FE7, so you could get the Gaiden chapter. (My god, Pent, we were supposed to save you, but you didn't need saving) |
"So cute/sexy! I'm going to take you home with me!" (
I had a weird idea of being able to ferry a party member all across the map, by "rescuing" someone (like a cleric on the opposite side of a map with a wounded ally) then dropping them beside another party member who then rescues them and move as far as possible and drop them beside another party member until said character get to where they needed to go. |
Yep. You can do that. It takes a lot of resources (Well, people's moves, and they need to be in position to do so), though.
Luckily the Physic staff lets you heal people up to your magic/2 squares away. It's sort of rare, though. |
I'm interested. I've played Fire Emblem quite a bit, but I'm terrible at the lore. Gotta do a lot of research first.
I'm thinking a female Mercenary or Wyvern Rider for right now, though that's subject to change as I learn all the details. |
Mh, the Lords will also start with their rapier or rapier-analogue, which is the quentissential 40-durability doom-blade (Or lance or axe,
You only get the one though (Until way later), so don't mess it up. Edit: Speaking of lords, blue hair is mandatory. Don't ask why. It is. |
Want.
I would be willing to play just about anything. Have vague ideas for a Curate or Pirate but really up to what everyone else would want to play. Curate would be a potluck but Pirate would probably have to be from the commoners. |
There's a history of noble pirates in fire emblem. Really it doesn't matter either way, though. He could've been a disowned Welasian merchant-prince who's family nemesises destroyed from the inside, and took up piracy in a sort of robin-hood-esque childish attempt at vengeance, but evolves into the Count of Monte Cristo.
Would be glad to have either, though! |
Would have included this in the earlier post, hence the delay, but I finally found it: http://www.drunkduck.com/pyroicon/index.php?p=589011
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Got a strange question for ya:
Is it maybe possible to do some kind of character string? I guess what I'm trying to ask is like...oh, I create a Wyvern Knight and during a battle I screw up and an Archer with a Killer Bow gets a lucky crit and offs my character. Then maybe the next mission or later I could have a Mercenary I created possibly join in on the next map, maybe at the same level or something. I couldn't do that, could I? |
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Hmmm. I'm notoriously bad at rp's involving actual rules/skill/etc, but this looks pretty cool. I'm interested.
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Yeah, you could, actually. (Agh, killer bows + flying units do not mix!) It's not hard to work new characters in, and Fire Emblem in general usually has new faces join the intrepid party in almost every map. It wouldn't be hard at all to replace casualties. In fact, there's sometimes gaiden chapters you get with the purpose of recruiting new units if you lose too many.
... And then there's the random generated units with insulting names like Weaklin and Gonar in Shadow Dragon. I'd probably dock you a few levels, but honestly, they're not hard to gain. |
Going down with a swordy, fasty, critty fellow. Once I catch up on everything. I may not have read the PDF yet, but I always love Myrmidons.
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But anyway, thanks for answering my question. Quote:
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One last question: How will turn order and player actions be resolved? I ask because having everyone just PM their responses or whatever could result in conflicting actions, and waiting for each player to submit their moves, one at a time, in order, could result in some rather slow gameplay. |
Thinking heavily on mounted archer. Not certain though.
Are the weapons on the primer the extent that exist or are there custom ones with other effects available too? |
Swords lacking a reliable ranged option was one of the downsides unique to swords, though. I understand why it may seem like a disadvantage, but I feel they were a reliable weapon type regardless, given the popularity of the myrmidon class-set.
I'm not actually setting it in canon-time, but hey, that works? I made up my own setting more or less. The storylines basically go roughly similar anyway, so it's not difficult to do. As for turn order? That's... A good question... Overcast: I might wish to con you into being an enemy unit in chapter 1, so you can be our Navarre. You'll get a killing edge for your troubles. There's others. I'll give stats for them as they become available. |
Very interested!
Very, very, very interested, in fact. I need to read through the PDF, but being familiar with the source material, I'm pretty confident when I say I'd be most interested in playing a Monk, a Troubador, a Bard (or Dancer) or maybe a Pegasus Knight, if a Male one is permitted. But, since no one else has offered yet (I think?), I'd like to volunteer to play one of the Lords - if I understood the 'required characters' segment of the first post correctly, someone has to do that. Don't mind* stowing my own Magic/Flying Horsie perferences to pick up a Rapier and play a Royal of some kind. They usually have good parts! *Also don't mind letting someone else do it. |
Yeah, I'd play the lord as a pirate* if you'd prefer to get yo pony on, Teal. I did healer the last like two RPs I've done anyway.
*whatever it would be named, technically, given that a prince probably wouldn't see much fare in pirate-ish things, but naval combat isn't necessarily out of the question in terms of acquired expertise, so it's down to nuances really |
Pirate... Lord? Promotes to... Pirate... King?
I don't... I don't think that would work, no. I mean, you could play a pirate who is also a lord, but the main character being a pirate... That said, sure thing, Teal! I'm trying to look for getting a brother/sister pair but it isn't really necessary. We do however need at least the prince, or princess, because someone has to succeed the king in chapter 1 and, well, lead the troupe. |
Can a non-mounted unit rescue a mounted unit?
"I can either save you or your horse!" or "No problem! I can carry both of you, one with each arm!" Seriously though, I'm writing a sheet now. |
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Of course, I could be reading it entirely wrong. Oh wellski. Either way's fine by me. E: Or rereading it just looks like they are their own custom thing entirely, my bad. Me + unfamiliar-ish terminology = flail. |
I am conned! Free killing edge for a while should be fun, and the converted enemy thing needed to happen once.
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Mactahr: OH! You mean an axe-lord, like Hector? Yeah, totally doable.
Mern: Yes, you only need enough CON to save the person. Their horse magically tags along in subspace. Overcast: It's mostly my opinion that early on, Myrmidons are a bit squishy and sort of /need/ the killing edge to get their first few levels under their belt. If not need, it's definately a significant aid. |
Color me interested, I'll read up and see what to do.
Who am I kidding, I know I'm either going to try a myrmidon or mercenary. |
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Here is a prototype sheet. Is this correct/viable?
Mounted Archer (Wind Affinity) HP: 16 (60) Str: 5 (40) Skl: 8 (60) Spd: 8 (60) Lck: 3 (20) Def: 0 (20) Res: 0 (20) CON: 12 MOV: 5 Primary Weapon: Bow Automatic ability "Canto": Ability to perform movement before and after action Starting Personal Ability: Resolve -20% At less than half HP, your skill and speed stats are increased by 50%. Intended Promoted Class > Ranger |
Should be 7 Mov, I think. Also, squiiiiiiiishy.
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Move 7 mounted, and my god, 0 defense AND resistance?
I'd allow it, but you have 12 con, which is hilariously buff for such a fragile character. Besides say Moulder, that's basically unheard of. Put a few points of con into def and res, maybe 1 each, and we'll call it alright. I mean, it won't happen early, but later on, with 20% growths and 0 base, you stand an excellent chance to be gibbed by a ballista come level 10 when you have... 2 defense. Also get a name. And a sex. And a backstory. (Oh, right. Minimum rate for statistics is 10%, maximum is 80%, exception being HP, which is unlimited. Magic and strength may be 0 if your class does not intend to use them.) |
Could we have a template sheet, for consistency and to ensure that we don't exclude necessary details?
And have you figured out how to resolve actions yet? [ed] I'm looking over the Primer. There doesn't seem to be much incentive to take Paladin over Great Knight as a promotional choice unless someone really wants that +2 Mov. GK's caps and promo bonuses are equal or better in every regard except Skl and Mov. Please consider nerfing the GK or buffing the Paladin. |
Well, I was thinking that ranged attacks and being able to move after attacking would help mitigate the damage. And that focusing on hitpoints would help alleviate the damage of both types of damage.
As for CON, aside from the rescuing people factor, lowering CON would possibly cut into speed later on if I get a good but heavy weapon, since CON can't be raised by any means apparently but character creation and promotion (but Rangers don't get any CON when promoted so there is only one time I can get high CON... the beginning). I guess what I can do is take a bit out of strength, since if I have a powerful weapon, that'll make up for the lower strength stat... Does strength do anything aside from improving damage? (Which is basically the selling point of this character aside from accuracy and multi-hit) Anyhow, glad to know the character is otherwise approved aside from minor details. Just wanted to ensure Mounted Archer (Wind Affinity) Clovis Pactor Male Appearance: Tall fair skinned with hair colored like fresh bark. An overly muscular and healthy appearance for his profession always wearing long soft pants and one of many hand-me-down short sleeved shirts that looked 2 sizes too small and ready to rip off his chest if he even flex. Has a passionate set of eyes with an odd blend of green and gold. Personality: Good natured but no personal drive to succeed in life aside, quite content to live a "normal life" even at his current age of 32 and otherwise coasting on his talent. While he works hard when he has to work, when he is relaxed, he'd gamble (poorly) with his friends and challenge them to drunken bets (absurdly high success rate). Drunken adult: I bet yer can't aim fer that hawk flying there! Clovis: *Picks up a bow and notch an arrow* "Left eye or right?" His major association with the royal family was frequently invitation to their grand hunting parties and for occasionally training a few noble sons in archery. After several years of this, he was gifted with a horse and all the required tools and care needed for one. HP: 16 (55) +2 Str: 5 (60) +4 Skl: 8 (60) +7 Spd: 7 (40) +6 Lck: 2 (25) +2 Def: 3 (20) +2 Res: 3 (20) +3 CON: 10 +1 MOV: 7 Primary Weapon: Bow Automatic ability "Canto": Ability to perform movement before and after action Starting Personal Ability: Resolve -20% At less than half HP, your skill and speed stats are increased by 50%. |
The baseline until someone makes a much better one and I step my game up.
Diaz
Male Myrmidon (Earth Affinity) Born as Ernesto Diaz twenty eight years ago, his father was a mercenary of notable renown, a wayward knight who lived by his contracts to various lords, but never staying long after they were spent. Nor serving with them further than the contract unless they brought concession. He raised his son knowing the country though safe of war for now was just awaiting the day when the conflict arrived. He had lived his life profiting off of such events, and he hoped his son to do much of the same. He taught him the sword, though he found him not quite so suited for his armored style, but showing great skill with the sword alone. At a certain age he laid down the morals that had kept their family comfortable for generations, and that morality was: "Nations rise and fall, but gold is forever." They key was, loyalty only lasted as long as it could be bought. Always keep your eyes on the contracts that worked, and look for the big profit, and moreover if the big war comes always end up on the winning side a hero. His son fell into the footsteps of his father with swiftness and skill, taking the contracts as they came, and keeping his eye open for the big war. Hoping to make the winning side himself. HP: 20 (90) STR: 3 (30) SKL: 5 (50) SPD: 7 (60) LCK: 5 (50) DEF: 4 (10) RES: 1 (10) CON: 6 MOV: 5 Personal skill: Vantage~Free When attacked, you have a speed% chance to attack before your assailant. |
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Still thinking. I'll probably... I don't know... Do you have any suggestions? So they used the FE8 Great Knight/Paladin, did they? Ridiculous. Fff, why does the GK have higher speed caps than the- Oh, goddamnit. Increase the Paladin's speed cap to 26, increase their strength cap by 1, and reduce the GK's speed cap by 1. Paladins also gain axe proficiency. That should fix them. GK's were a tankier, slower paladin anyway, but they've no right to be faster in actual combat. They maintain their high defense cap and reasonable offensive abilities better in line with generals. Mern: Good, but you need a nationality/affiliation, especially as you are a knight. As for your questions, strength increases damage, yes, that is all it does. It is however, more advisable to stack strength than speed, because once you have sufficient speed to double enemies, you no longer gain offensive advantages from it. Stacking strength always helps. While you are mobile and ranged, enemy ranged combatants still are allowed a counterattack (and melee too, if they have a weapon like a javelin equipped) and longrange weapons like ballistae and siege tomes love nailing someone with low defense. Your revised character makes more sense, and is approved, provided you give me a nationality. Overcast: Great! A mercenary myrmidon with a statset that reminds me of ol' Joshua. You're missing your personal skill though, I'd reccomend vantage, to deal with your low defense growth, but reasonable base. 10%'s still pretty poor, though. With high speed and, hopefully critical chance, you might be able to take someone out before they can attack you that way. |
AH! I had planned to but apparently I forgot to put it in after I inserted the bio.
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I took your advice and tweaked my profile a little to give more growth to strength and altering the base a slight while still giving pretty high speed.
As for nationality, any suggestions based on my profile? I was thinking Makeen (a verdant location famed for food sounds like a great place for a lazy guy who wants to live a simple prosperous life, while having a hunter like hobby) although Caledonia is nice too for similar peaceful reasons. Also, if you are in need of a plot critical role (your OP said you had some roles that you required filling) I'm pretty willing to take one that is compatible. Also, I guess I'm starting with a simple bow? EDIT: Hold on, I'm a knight? Doesn't mounted archers have the ability to promote to Ranger? (I noted that much in post 44 to confirm if that was accurate) |
Both of those work. He has reason to be where I need him to be for either one.
Before everyone min-maxes for Myrmidon-style stats (skill and speed), I'd like to point out that skill and speed alone do not kill enemies. They effect your hit rates, critical rates, and dodge rates and compliment each other well, yes. In all cases you may have an advantage in chance, but it is just that, chance. Myrmidons and other speed/skill focused characters are among the most prone to being RNG screwed or killed by lucky hits. Defense and Strength, while they may only affect 'one thing', are constant as the northern star. You will always shave X amount of damage off every enemy hit, no matter how probable or improbable. You will always deal X more damage. coughIguesswhatI'mtryingtosayistankunitsgenerallyg ainalotofexperience Healthy stats to not neglect, in any case. Yeah, an iron bow in your case. Down: Right. Looks good. Your AID is 5 in this case (con -1) and your element should go in the support box at the bottom. Or rather, you should include yourself as a support (as you will contribute your own element to all of your support partnerships anyway.) Speaking of supports... I guess I should reveal what each element does now. For each rank of a support, your element and your partner's element contributes 1x the following to your total bonuses, when you stand within 3 tiles of one another. Element|Dmg|Def|Hit|Eva|Crt|Dge Fire|+.05| +0 |+2.5| +0 | +5 | +0 Tndr| +0 |+0.5| +0 |+2.5| +0 | +5 Wind| +0 | +0 |+2.5|+2.5| +5 | +0 Ice | +0 | +1 | +0 | +0 | +0 | +5 Lght| +0 |+0.5|+2.5| +0 | +5 | +0 Dark|+0.5| +0 | +0 |+2.5| +5 | +0 Anim| +1 | +0 | +0 | +0 | +5 | +0 Watr|+0.5|+0.5| +0 | +0 | +0 | +5 Hevn| +0 | +0 | +5 | +0 | +0 | +5 Erth| +0 | +0 | +0 | +5 | +0 | +5 Fractions round DOWN. For example, if Jacob and Jocelyn have a C-rank support, which means they're rank 1, and Jacob is Fire and Jocelyn is water, they would gain water+firex1, or 1 damage, 0 defense, 2% accuracy and 5% critical dodge. (Dge is unique here, as it, like luck, reduces enemy critical chance agaisnt you.) At rank B, they would gain 2 damage, 1 defense, 5% accuracy and 10% critical dodge. Provided of course, they are within 3 tiles. No matter how narcissistic you may be, you may not apply your support bonuses to yourself without a partner. |
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If anything is empty it is because I'm not particularly sure what is supposed to be there. Took the slim sword until we are perfectly set in bringing the rank up to C and grabbing that killing edge.
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Writing up a Lance Knight. Does he start with both an Iron Lance and Javelin, or just Iron?
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If he's a lance knight, I'll allow a javelin and iron lance. |
Alrighty, the attachment is edited as you put it to me.
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Name: Dumas Calion
Description: A towering pile of muscle, Dumas stands an even two meters tall and has a rather grizzled appearance making him look even older than his age of 35. His face is covered in scruffy 'salt and pepper' stubble, and a large scar adorns his left cheek from a sparring accident when he was younger. Background: Dumas, though an excellent warrior, served many years as a guard for the nobles of Caldonia with little in the way of accolades or advancement. Mainly due to his attitude of 'just doing his job' and his rather frightful appearance and demeanor. He was never one for playing at the politics, and so he was passed up for promotion time and time again. A fact that never bothered him. All and all, one would expect him to be a completely unimportant character denoted the name 'Guard #42' or some such in the credits, were he listed at all. Personal Skill: Daunt |
... Maybe if I attach a cart to my horse I can aid the entire party move across the map. ^^
Anyhow, I still have my earlier question. You stated I was a knight of some sort. Doesn't mounted archers have the ability to promote to Ranger? (I noted that in post 44 to confirm whether or not that was accurate) |
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So I suppose you don't really need to be a knight... *philosiraptor* Krylo: Awesome! We have our Bartre. |
Working on a bio. Wyvern Rider class. Will edit it in here when completed.
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Then again, the Primer doesn't have official mounted archers either... Hence my confusion. EDIT: Apparently the Fire Emblem wiki list Forrest Knights and Rangers as the same thing. Ah, that explains things a little. ^^; Are there any other features I should know about? Apparently said characters in the games are also able to travel across water. Of course, you probably trimmed that down for balance. *Shrug* ^^ |
Curse this forum's lack of whitespace support.
Name : Alexander
Gender : Male Age : 24 Class : Lance Knight Affinity : Thunder Nationality: Caledonia Alexander represents the fourth generation of a faithful line of retainers to the throne. Steadfast and skilled, his lineage has done the royal family's bidding time and again and been recognized for it. Having trained his entire life under the tutelage of his father, Alexander now seeks to earn similar prestige. Though overall good-natured, Alexander takes himself a bit too seriously. He's frequently using his free time to better himself so as to better serve the royal family and his lord in particular, and make his family proud. He wears green armor, and sports blonde hair a few inches in length. He has hard grey eyes that can be a little intimidating to new people. He is slightly above 6 feet tall, with a strong build. Name Alexander Level 1 EXP 00 HP 22 (70%) Class: Lance Knight STR 6 (45%) DEF 5 (40%) MAG 0 (00%) RES 0 (30%) SKI 4 (35%) SPD 7 (55%) LUC 2 (25%) MOV 7 CON 10 AID 23 Weapon Proficiency: D Lance Inventory: Name_____________Type___( )_RNG__WT__MT__HIT__CR__QL -Iron Lance______Weapon (E)__1____8___7___80___0__46 -Javelin_________Weapon (E)_1~2__11___6___65___0__20 -Vulnerary_______Item___(-)__0___--__--__---__--___3 0 Gold Skills: -Class [CANTO] -Personal [DISCIPLINE] Supports= (Character | Element .| Rank | Pow | Def | Hit | Eva | Crt | Dge ) >----------+----------+------+-----+-----+-----+-----+-----+----< |[Name] . .| . . . . . . N/A . -- . .-- . .-- . .-- . .-- . .-- So yeah, there's my green knight. I need a red complement! |
Mern: You're a knight who chose 'bow' as your weapon. You can upgrade to either "General" or "Great Knight" by the rules set forth in the PDF. That's the Arch-Knight.
If you are Nomad, then you are a cavalier who chose 'bow' as your weapon. You can upgrade to either "Paladin" or "Great Knight". Vis a vis the primer, anyway. |
Well, in that case, I got some stat edits to make to my bio then...
EDIT: There. That should fix a few things... EDIT: OH FOR GOD SAKE, I'm getting so confused with all the back and forth action. *Taking a breather* EDIT: There. Made the change with the assumption that I'll be switching to Ranger the way that Phoenix stated with the following benefits. HP +3 STR +2 MAG +0 SKI +2 CON +4 AID +4 LUC +0 DEF +2 RES +0 SPD +2 MOV 8 (The extra +2 from being mounted) And the inclusion of swords as a weapon proficiency at rank C and the ability to enter hill terrain and move over light water as lords/heroes/berserkers/warriors can. Kinda stuck on the AID thing again though... Since the PDF is also absent on that detail. |
Well, according to the PDF, yes. And, you're correct, both nomads and archknights are bow-caviliers. Krylo's referring to the armored infantry knights with bows, which are technically bow armors, but...
I didn't mention armors (foot knights) could opt different weapons. As caviliers, you may opt to trade lances for swords/axes/bows. Bow armors are... Strange, to say the least, however. However, he can promote to be a ranger. This results in the following stat shift- This class change is also available to archers and hunters. HP +3 STR +2 MAG +0 SKI +2 CON +4 AID +4 LUC +0 DEF +2 RES +0 SPD +2 MOV 6 (+2 mounted) And the inclusion of swords as a weapon proficiency at rank C and the ability to enter hill terrain and move over light water as lords/heroes/berserkers/warriors can. I wasn't aware this PDF didn't include all of the classes I mentioned in such detail. In any case, I'll allow pretty much any class that's appeared in a game, so long as you can justify it. If I mention a class you believe doesn't exist, uh... Ask me to tell you about it. Loyal: It's Abeellll~ We need a Cain now. |
I would like to change my class to Baron, then.
Kidding. |
Wait I can start at a rank larger than E?
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Made my character change for hopefully the last time.
Although I am curious as to what is special about the Hunter class, since that is also NOT in the primer. Anyhow, my character I guess is Cavalier with the intent of going Ranger after. |
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Still wondering if I can not be Rank E for swordsmanship. Figure I should jump to C or something for that killing edge.
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Since Loyal and Krylo are playing a Caledonian character, I'll go ahead and say that I'm playing a character from Makeen, which was my primary choice anyhow.
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Name: Axis
Age: 22 Gender: Male Affinity: Water Nationality: Vendalior ---------------------------------- Axis is a bright eyed and rather new wyvern rider. As a boy he loved watching the drills of the trainee wyvern riders, seeing them flying in tight formations and pulling aerial dodges and attacks during the extensive training all riders had to go through. As soon as he was able he joined the military, his parents while not necessarily pleased with their still young boy choosing such a hard life that early knew his desire to soar couldn't be contained for long and so gave him their blessings. Axis worked diligently day in and day out on his spear combat training, every day looking up and dreaming. More than once he was called out for daydreaming before returning to drills with a renewed vigor. Any free time he had was spent observing the wyverns or continuing his duties. Upon becoming a soldier he immediately enlisted towards becoming a wyvern rider. His training barely had ended before it had started again, this time in the skies. To him however the movements were almost familiar. He had watched many of the same ones as a boy and. while the experience was far different than just watching from afar, he knew what needed to be done. The harder part was convincing his young wyvern to obey at the time of. The two slowly grew closer over many mistakes caused by a lack of communication between the pair and eventually managed to become a full fledged wyvern rider. His wyvern, Spine as its affectionately referred to despite the still untested jokes of the wyvern having more of its namesake than the owner, is young but obedient of his somewhat impulsive rider. The two were selected due to their potential to join with the squad sent to Caledonia to observe the ceremony. He currently stands at about 5'10" with short brown hair, always kept short enough to stay out of his light blue eyes. He keeps his armor on whenever he rides Spine as more a matter of discipline than comfort. His body is toned but not overly muscular, more suited for staying on top of his Wyvern and holding the lance for long periods of time. Spine is a light red and oddly doesn't have any particularly noticable ridge down its back. In fact as far as wyverns go Spine looks pretty average. The name confuses most everyone but Axis doesn't seem to have noticed. Promotion Goal: Wyvern Lord. Skill: Guard ------------------------------ HP 20 (55%) Class: Wyvern Rider STR 6 (50%) DEF 7 (50%) MAG 0 (00%) RES 3 (40%) SKI 5 (45%) SPD 3 (30%) LUC 1 (30%) MOV 7 CON 10 AID 22 Weapon Proficiency: Lance (E) Inventory: Name Type ( ) RNG WT MT HIT CR QL -Iron Lance Weapon (E) 1 8 7 80 0 -Vulnerary Item (-) 0 -- -- --- -- 3 |
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Looks good, Dante. There might be a little... Storyline... Issue... With your character, but it'll come around. I mean, we all know Vendalior is going to invade Caledonia. Except it'll be due to EVIILLLL puppetmastery in the background by a certain nefarious group of [redacted]. You'll likely be among the group of Imperial knights who go "What the hell? Why is the empire acting so strangely?" and join to solve that mystery. As PCs, you're by default supposed to be good guys, after all. |
I'm not at all surprised by this.
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Well, here's my rough draft. I kind of want Kelsha to be at D Rank in Swords and have an Armourslayer, but the primer doesn't help me in determining if that's even possible. How do we find out what weapon ranks and how much money characters have?
Name: Kelsha Gender: Female Age: 20 Class: Mercenary Affinity: Earth Nationality: Republic of Welas Background: Born from a long line of mercenaries, Kelsha seemed to have the same talent for combat in her blood that her father and his father and so on and so forth possessed. This is good, considering that Kelsha has little talent for anything else. Books make her tired, she'd sooner start a brawl than engage in any politics, and she doesn't seem particularly interested in love. Eh, she does have her looks. Kelsha was recently hired to escort Wels noblemen to the Kingdom of Caledonia, leaving Kelsha's mother Rennith hopeful that perhaps maybe Kelsha would find some future away from battle by a smitten nobleman. Rennith just couldn't bare to see Kelsha dying on a bloodsoaked battlefield. Still, the blood of Kelsha's father's bloodline burns hotly in her veins. She longs to use her skills to help those in need. Kelsha inherited her father's strength and personality, but she retained her mother's radiant looks. She wears a red tunic with a steel pauldron on her left shoulder and brown trousers with boots. Her hair is long and black. Her left eye is green while her right eye is violet. Level: 1 EXP: 00 HP: 20 (50%) Class: Mercenary STR: 6 (50%) DEF: 5 (40%) MAG: 0 (00%) RES: 4 (35%) SKI: 5 (45%) SPD: 4 (30%) LUC: 4 (50%) MOV: 6 CON: 9 AID 9 Weapon Proficiency: Swords (Rank E) Personal Skill: Charisma (Free) - Characters (other than self) within 3 squares of you gain a 10% bonus to their accuracy and evasion. Inventory: Name----------Type------RNG--------WT---------MT----------HIT--------CR---------QL -Iron Sword----Weap------1-----------5-----------5-----------90---------0----------460 -Vulnerary-----Item------------------------------------------------------------------500 = 0 Gold Supports= (Character | Element | Rank | Pow | Def | Hit | Eva | Crt | Dge ) >----------+---------+-----+-----+-----+----+----+----+----< |Kelsha . . .| . .Earth. . . . N/A. .+0. . +0. . .+0. . .+5. . +0. . .+5 |
Name : Ernesto Diaz
Gender : Male Age : 28 Class : Myrmidon Affinity : Earth Nationality: Caledonia Born as Ernesto Diaz twenty eight years ago, his father was a mercenary of notable renown, a wayward knight who lived by his contracts to various lords, but never staying long after they were spent. Nor serving with them further than the contract unless they brought concession. He raised his son knowing the country though safe of war for now was just awaiting the day when the conflict arrived. He had lived his life profiting off of such events, and he hoped his son to do much of the same. He taught him the sword, though he found him not quite so suited for his armored style, but showing great skill with the sword alone. At a certain age he laid down the morals that had kept their family comfortable for generations, and that morality was: "Nations rise and fall, but gold is forever." They key was, loyalty only lasted as long as it could be bought. Always keep your eyes on the contracts that worked, and look for the big profit, and moreover if the big war comes always end up on the winning side a hero. His son fell into the footsteps of his father with swiftness and skill, taking the contracts as they came, and keeping his eye open for the big war. Hoping to make the winning side himself. Diaz himself is a calm yet prideful man, he takes particular enjoyment in showing off his personal skill. He tries to place his family customs above his fame but gets genuinely flustered when he does something wrong and can sometimes go mad trying to get his reputation back up to his ideals. He is reasonably tall at 5'7" and sports long black hair that extends past his shoulders(he won't say it but it is because he can't yet grow his father's bitchin beard), dark brown eyes, and fair soft skin. His features have been known to be fairly feminine, which have gotten him mistaken for one here and there(something that severely bothers him). He wears loose, light, and comfortable clothes that does not hinder his movements, typically deep dark green, and even out of battle he tries to maintain his dangerous grace in case he must spring into action. Level 1 EXP 00 HP 20 (80%) STR 3 (35%) DEF 4 (20%) MAG 0 (00%) RES 1 (20%) SKI 5 (50%) SPD 7 (50%) LUC 5 (45%) MOV 5 CON 6 AID 5 Weapon Proficiency: C Sword Inventory: Name_____________Type___( )_RNG__WT__MT__HIT__CR__QL -Killing Edge_______Weapon (C)__1____7___9___75___30 -Vulnerary_______Item___(-)__0___--__--__---__--___3 0 Gold Skills: -Personal [VANTAGE] Supports= (Character | Element | Rank | Pow | Def | Hit | Eva | Crt | Dge ) >----------+------------+------+-----+-----+-----+-----+-----+----< |Diaz. . . . .| . .Earth. . . . N/A. . .+0. . +0. .+0. . .+5. . +0. . .+5 |
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Eh, works for me.
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