View Full Version : [Fire Emblem] The Gathering Storm
PhoenixFlame
05-25-2011, 12:59 PM
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...
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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.
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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.
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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?
DanteFalcon
05-25-2011, 02:19 PM
I have more interest than I can begin to express. Wait I just.....
Damnit.
Yes I'm interested.
PhoenixFlame
05-25-2011, 04:33 PM
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.
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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!
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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.
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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.
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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.
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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.)
Menarker
05-25-2011, 04:59 PM
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!
PhoenixFlame
05-25-2011, 06:14 PM
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.
Wizardcat
05-25-2011, 06:17 PM
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.
PhoenixFlame
05-25-2011, 06:21 PM
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.
Wizardcat
05-25-2011, 06:43 PM
Pre-Post Edit: Removed all the ones Phoenix already answered...
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.
One. When two characters have had Support conversations with each other, they are considered to be the other's Support character. You can have up to three for each character.
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.
PhoenixFlame
05-25-2011, 06:48 PM
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.
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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%
Menarker
05-25-2011, 06:53 PM
Seems neat. But not making a character until you're finished putting forward all the details like character personal skills and other house-rules. ^^
Loyal
05-25-2011, 07:05 PM
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.
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.For what it's worth, Fire Emblems 5 (http://serenesforest.net/fe5/calculation.html) through 8 (http://serenesforest.net/fe8/calc.html) give experience bonuses to thieves (as well as promoted healers) for exactly this reason. Without going into too much detail it roughly translates as "1.5x modifier".
PhoenixFlame
05-25-2011, 07:17 PM
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.
Menarker
05-25-2011, 07:18 PM
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?
PhoenixFlame
05-25-2011, 07:32 PM
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.
Loyal
05-25-2011, 07:41 PM
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?
Menarker
05-25-2011, 07:42 PM
In effect, they're a bit like nomads, but promote to paladins/silver knights instead of rangers.
Is there another website or page you're getting all this extra data regarding other classes? It's kinda disorienting not knowing the exact stats/abilities for the classes that aren't in the primer.
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?
PhoenixFlame
05-25-2011, 07:48 PM
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.
Wizardcat
05-25-2011, 07:50 PM
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.
PhoenixFlame
05-25-2011, 07:57 PM
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)
Menarker
05-25-2011, 08:00 PM
"So cute/sexy! I'm going to take you home with me!" (Kidnaps RESCUE neutral character)
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.
PhoenixFlame
05-25-2011, 08:02 PM
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.
Astral Harmony
05-25-2011, 08:06 PM
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.
PhoenixFlame
05-25-2011, 08:08 PM
Mh, the Lords will also start with their rapier or rapier-analogue, which is the quentissential 40-durability doom-blade (Or lance or axe, if your name happens to be Ephriam or Hector, er if you have lance or axe proficiency instead of sword.) effective agaisnt both cavalry and armored units.
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.
McTahr
05-25-2011, 08:14 PM
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.
PhoenixFlame
05-25-2011, 08:15 PM
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!
Wizardcat
05-25-2011, 08:17 PM
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
Astral Harmony
05-25-2011, 08:17 PM
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?
McTahr
05-25-2011, 08:18 PM
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.
Point! I've only played one or two of the games. I'm going to read up on the lore a bit tomorrow and work something out when I'm not trying to see through lack o' sleep goggles.
mauve
05-25-2011, 08:19 PM
Hmmm. I'm notoriously bad at rp's involving actual rules/skill/etc, but this looks pretty cool. I'm interested.
PhoenixFlame
05-25-2011, 08:20 PM
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.
Overcast
05-25-2011, 08:21 PM
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.
Loyal
05-25-2011, 08:32 PM
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.They were, in fact, Javelins in RD, using Strength and hitting Defense. It was a balance issue, fixing the single biggest issue with Sword users in prior games, namely the lack of reliable/affordable ranged options for sword users.
But anyway, thanks for answering my question.
the cain/abel archetype he's going for.Oh yeah, we need a red and green, don't we. I may end up being one of those.
Point! I've only played one or two of the games. I'm going to read up on the lore a bit tomorrow and work something out when I'm not trying to see through lack o' sleep goggles.Considering this game seems to take place about 350 years prior to Genealogy, I doubt it'll be an issue.
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.
Menarker
05-25-2011, 08:33 PM
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?
PhoenixFlame
05-25-2011, 08:38 PM
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.
Teal Mage
05-25-2011, 08:38 PM
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.
McTahr
05-25-2011, 08:42 PM
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
PhoenixFlame
05-25-2011, 08:53 PM
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.
Menarker
05-25-2011, 08:53 PM
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.
McTahr
05-25-2011, 08:57 PM
Pirate... Lord?
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.
Well, the way I took it in the wording of the PDF was to mean that basically the implications/name/whatever of the class were basically superfluous when considered against a lord. Basically they were their own, distinct class, which happened to resemble one of the originals as a base. It wouldn't necessarily mean the lord was in fact up and up a pirate, but more that the lord was experienced with axes and had superior movement/speed to the average axe fighter.
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.
Overcast
05-25-2011, 09:01 PM
I am conned! Free killing edge for a while should be fun, and the converted enemy thing needed to happen once.
PhoenixFlame
05-25-2011, 09:17 PM
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.
SinrXIII
05-25-2011, 09:18 PM
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.
McTahr
05-25-2011, 09:22 PM
Mactahr: OH! You mean an axe-lord, like Hector? Yeah, totally doable.
Yeah, sorry. I was being a bit of a McTahrd there, mixing apples and birds. I'll bring notable portions of the PDF to the lab with me. Running test samples takes hours so I'll have something something story something something stats time aplenty.
Menarker
05-25-2011, 09:29 PM
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
Wizardcat
05-25-2011, 09:30 PM
Should be 7 Mov, I think. Also, squiiiiiiiishy.
PhoenixFlame
05-25-2011, 09:36 PM
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.)
Loyal
05-25-2011, 10:23 PM
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.
Menarker
05-25-2011, 11:03 PM
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%.
Overcast
05-25-2011, 11:17 PM
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.
PhoenixFlame
05-25-2011, 11:20 PM
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.
I'll write one up in a moment. Template sheet is uploaded. Um... But you're not pegasus knights. Forgive my copying an old character of mine. Iron weapons should have quality 46, by the way. And you all get Vulneraries for free! Because I like you!
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.
Overcast
05-25-2011, 11:33 PM
AH! I had planned to but apparently I forgot to put it in after I inserted the bio.
Menarker
05-25-2011, 11:51 PM
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)
PhoenixFlame
05-25-2011, 11:51 PM
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.
Overcast
05-25-2011, 11:57 PM
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.
Menarker
05-26-2011, 12:05 AM
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.)
Eh? Is this meant for someone else? Cause I thought my AID is a lot higher (12 base CON and something like +12 bonus for being mounted?)
Loyal
05-26-2011, 12:06 AM
Writing up a Lance Knight. Does he start with both an Iron Lance and Javelin, or just Iron?
PhoenixFlame
05-26-2011, 12:09 AM
Eh? Is this meant for someone else? Cause I thought my AID is a lot higher (12 base CON and something like +12 bonus for being mounted?)
Down means I was talking to overcast. Your AID happens to be 11+14 or 25 which is ridiculous and possibly means you could aid small fortresses in moving to other continents.
If he's a lance knight, I'll allow a javelin and iron lance.
Overcast
05-26-2011, 12:14 AM
Alrighty, the attachment is edited as you put it to me.
Krylo
05-26-2011, 12:14 AM
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
Menarker
05-26-2011, 12:16 AM
... 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)
PhoenixFlame
05-26-2011, 12:17 AM
... 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)
Yes. You can technically be a nomad if you want, that's a possibility.
So I suppose you don't really need to be a knight... *philosiraptor*
Krylo: Awesome! We have our Bartre.
DanteFalcon
05-26-2011, 12:27 AM
Working on a bio. Wyvern Rider class. Will edit it in here when completed.
Menarker
05-26-2011, 12:37 AM
Yes. You can technically be a nomad if you want, that's a possibility.
So I suppose you don't really need to be a knight... *philosiraptor*
It's not so much that I don't want to be a knight, but I don't see in the Primer anything about archers being anything other than Snipers and Rangers (And Rangers are the closest to knights of the two anyhow since they learn how to use Swords)
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 (http://fireemblem.wikia.com/wiki/Forest_Knight) 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* ^^
Loyal
05-26-2011, 12:43 AM
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!
Krylo
05-26-2011, 12:43 AM
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.
Menarker
05-26-2011, 12:48 AM
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.
PhoenixFlame
05-26-2011, 12:49 AM
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.
Loyal
05-26-2011, 12:52 AM
I would like to change my class to Baron, then.
Kidding.
Overcast
05-26-2011, 12:58 AM
Wait I can start at a rank larger than E?
Menarker
05-26-2011, 01:21 AM
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.
PhoenixFlame
05-26-2011, 01:58 AM
Although I am curious as to what is special about the Hunter class, since that is also NOT in the primer.
Not much. It's a largely semantic difference from the archer, they just tend to be more offensively focused.
Overcast
05-26-2011, 02:02 AM
Still wondering if I can not be Rank E for swordsmanship. Figure I should jump to C or something for that killing edge.
Menarker
05-26-2011, 02:22 AM
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.
DanteFalcon
05-26-2011, 02:27 AM
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
PhoenixFlame
05-26-2011, 02:32 AM
Still wondering if I can not be Rank E for swordsmanship. Figure I should jump to C or something for that killing edge.
Go ahead and jump to C. I'm pretty set on using you as Nabarl anyway.
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.
DanteFalcon
05-26-2011, 02:40 AM
I'm not at all surprised by this.
Astral Harmony
05-26-2011, 03:07 AM
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
Overcast
05-26-2011, 03:09 AM
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
Menarker
05-26-2011, 03:14 AM
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?
I think we don't get anything like that for first mission for the most part. That we start with the one E class weapon available to us, have one healing item and no money. (Overcast is an exception because he's being made an antagonist at first.)
Astral Harmony
05-26-2011, 03:16 AM
Eh, works for me.
PhoenixFlame
05-26-2011, 03:17 AM
You start with your E-rank skill unless determined otherwise (Such as the minimum skill required to use any special weapons I may assign), your iron weapon, a vulnerary, and no gold. Your characters, as of the start of the campaign, are ill-prepared for conflict and not expecting a sudden outbreak of violence.
You will /rapidly/ rectify this.
Astral Harmony
05-26-2011, 03:24 AM
It's all good in the hood and my character is complete. Wow, that was surprisingly easy.
Kelsha the Mercenary has joined the party! *cue unceremonial fanfare*
Overcast
05-26-2011, 03:35 AM
The mercenary family Diaz does not appreciate you people muscling in on their business.
Astral Harmony
05-26-2011, 03:41 AM
What's even worse is that we're both Earth affinity.
...What? I didn't look up your character data before making my own. I was gonna make a Wyvern Rider but Dante claimed it first.
Overcast
05-26-2011, 03:49 AM
S'alright, it'll give my character a rival in party. Should be fun synergy.
Astral Harmony
05-26-2011, 03:53 AM
Rivals of the same affinity?
...
Great. We're gonna end up as lovers, aren't we?
DanteFalcon
05-26-2011, 03:57 AM
What's even worse is that we're both Earth affinity.
...What? I didn't look up your character data before making my own. I was gonna make a Wyvern Rider but Dante claimed it first.
Me and my territorial claims. Clearly I would kick and scream if someone ever picked the same class as me. Being the whiner that I am.
In other news I was just told I was stupid in my character creation and totally didn't notice that every point in hp gives 2 hp. Going to shift a couple stats quickly. Changes were. +2 hp (ok really there are 2 fewer points in it now but I'm less stupid), +1 def, +1 con.
Teal Mage
05-26-2011, 04:28 AM
Right then, I was hoping to have Profile done tonight, but I'm having trouble forming a coherent backstory.
For the sake of coordination, here's the gist of what I'm looking at right now.
Character'll be the Second-in-Line (after McTahr's) to Caledonia's throne, and a mage. Will probably also have a negative reputation as a spoiled Prince, or something to that effect - I'm too tired to make that sound less generic right now. Ideally, he'll fulfill the role that PF had in mind for the "Princess" of Caledonia, but as a male. Stat-wise, he'll probably end up as a Glass Cannon - still playing around with growths.
Class would be Light Mage - Light Magic using Lord.
In the event that someone else wants to be the Princess of Caledonia, the character (with some modifications) would probably work as a Makeen royal, or a royal from a different country, so if someone wants to be a pretty-princess, I don't mind changing my idea.
Relm Zephyrous
05-26-2011, 06:44 AM
Showing interest, and posting up the bare bones of the character. I have a concept, but it is way too late for me to go typing that up and I'm only putting this here in the event that I do something stupid and delete it from my computer screen before realizing I needed to keep it. Also no name for her yet because I am way too fussy with names and don't want to lock into something at 5 hours past when I should have been asleep.
Level 1
EXP 00
HP 22 (50%)
Class: Shaman
STR - (00%) DEF 3 (35%)
MAG 5 (45%) RES 3 (40%)
SKI 4 (40%) SPD 3 (40%)
LUC 3 (50%) MOV 5
CON 12
(Base Improvements: +5 Hp, +3 Magic, +3 Luck, +3 Skill, +2 Defense, +1 Resistance, +3 Speed, +6 Con.)
Weapon Proficiency: Dark (C)
Inventory:
Name Type ( ) RNG WT MT HIT CR QL
Flux Type (Dark) RNG 1-2 WT 8 MT 7 HIT 80 CR 0 QL D
Vulnerary Item (1)
0 Gold
Ability:
Blossom - Gain 1/2 xp, but reroll failed growth rolls.
Supports=
Character | Ice | Rank D | Dmg 12 | Hit 91 | Eva 9 | Crt 2 | Dge 4
>----------+----------+------+-----+-----+-----+-----+-----+----<
|[Name] | N/A -- -- -- -- -- --
Putting her here to get the bare bones up/placeholder, and because there's a couple of things I'd just like feedback on before I really flesh out on paper the background and concept.
Blossom is either going to suck horribly, or be fantastic. Since I have another concept I can use instead halfway formed that doesn't require it, I decided to post this here and get feedback on whether I should go for it or abandon my pet idea and not take Blossom.
Also, do %'s on Hp double the same way as Points on hp from the starting pool? It doesn't say it does, but I've just been wondering about that ever since that other issue was brought up.
Other thing is, she's got a D rank in Dark. Why? Because there is NO E rank Dark weapon. Find/make an E rank and give it to me to use or lower Flx to E or something, and I'll be fine with it. As/is though I don't quite think I can handle having a shaman that literally cannot attack.
McTahr
05-26-2011, 08:01 AM
Bare bones stats this morning. Background/name/appearance will get a full write-up in the lab.
Name -
Age -
Gender - Male
Affinity - Thunder
Allegiance - Caledonian Prince
Background -
Appearance - (Blue hair mandate by GM)
Demeanor - Notable laissez-faire attitude towards the bureaucratic side of ruling, but still responsible enough to take the onus upon himself. (More later)
Total 1
Level 1
EXP 00
HP - 18 (60%) (+4)
Class:
STR - 6 (55%) (+6) DEF - 4 (55%) (+4)
MAG - 0 ( 0%) (+0) RES - 2 (35%) (+2)
SKI - 5 (45%) (+5) SPD - 5 (45%) (+5)
LUC - 2 (25%) (+2) MOV - 5
CON - 10 (+3) AID - 10
Weapon Proficiency: Axe ( )
Inventory:
Name Type ( ) RNG WT MT HIT CR QL
-Axerapier? Axe ( )
-Vulnerary Item (-) 0 -- -- --- -- 3
0 Gold
Supports=
(Character | Element | Rank | Pow | Def | Hit | Eva | Crt | Dge )
>----------+----------+------+-----+-----+-----+-----+-----+----<
Open to requirements for storyline/suggestions, of course.
Steel Shadow
05-26-2011, 08:22 AM
Jebus christ, where the hell did this come from? 90 posts in under 24 hours? I don't even have time to read the thread before more crops up! Is there even still room in this?
...Screw it, I'm making a character even if there isn't.
PhoenixFlame
05-26-2011, 10:04 AM
@Teal: Kayy... I think Arhra might be looking at princess, actually.
@Dante: Whoops, didn't notice that. Good thing you did!
@Relm: Talked to you on AIM, approved. Go ahead and keep C-rank dark because wtf, seriously.
@McTahr: Take an iron axe too. The AXERAPIER(TM) would probably be the Wolf Beil, and will use that weapon's stats, but you might wish to rename it.
Call it 40 durability, Prf, 10 might, 10 weight, 75 hit, 5 crit, and 1 range. Effective agaisnt Cavalry and Armored units.
Also I am banned for some reason. Funny!
Steel: Heh, I'm suprised myself. But there's always going to be need for more units until we get like 14 players or something.
Wizardcat
05-26-2011, 10:35 AM
If Ahrha takes the princess role, Teal, you and I could be the emissary/bodyguard combo; I'm fine with either role. I'm imagining something similar to Erk and Serra... I decided on a Mage last night and went to sleep before finishing, so now I've got to convert my tables into the official stuff.
Steel Shadow
05-26-2011, 11:11 AM
Huhm, what roles still need taking? I'm not feeling to picky this RP, wanna try something new. I'm pretty much up for anything!
Loyal
05-26-2011, 11:11 AM
Blossom is either going to suck horribly, or be fantastic. Since I have another concept I can use instead halfway formed that doesn't require it, I decided to post this here and get feedback on whether I should go for it or abandon my pet idea and not take Blossom.Your stat growths are so middle-of-the-road that Blossom may actually work quite well assuming you can get past the first few levels alright. Which itself is the biggest challenge simply because you dumped so many of your base points into Con, not that I blame you. Effective growths, with Blossom adjustment, should be something like...
HP: 75 - Mg: 65 - Sk: 56 - Lk: 75 - Df: 47 - Rs: 56 - Sp: 56
Should I adjust Alexander's Lance skill down to E? It doesn't matter too much since he's got Discipline (which itself may explain why he has D to begin with), but you (PF) previously approved it, so...
Huhm, what roles still need taking? I'm not feeling to picky this RP, wanna try something new. I'm pretty much up for anything!I need a bro. You can be the Cain to my Abel, the Kent to my Sain, the Kieran to my Oscar! (Statwise, since I'm defensively-focused and use lances, for the archetype to work you'd need to be an offensively-focused Sword Knight. But whatever.)
Menarker
05-26-2011, 12:23 PM
Created Characters and Archetype:
McTahr > Axe Lord *Thunder* Caledonia
Overcast > Sword Myrmidon *Earth*
Loyal > Lance Knight *Thunder* Caledonia
Menarker > Mounted Archer (Bow Cavalier) *Wind* Makeen
Dantefalcon > Lance Wyvern Rider *Water* Vendalior
Krylo > Axe Fighter *Affinity not Listed* Caledonia
Relm Zephyrous > Shaman *Ice?*
Armored Bishoujo > Sword Mercenary *Earth* Welas
Interested Players w/o Characters:
Teal Mage
Mauve Mage
Wizardcat
SinrXIII
Steel Shadow
Arhra
Wow, 14 people already. :3 Assuming everyone listed makes a character and sticks around long enough.
PhoenixFlame
05-26-2011, 12:29 PM
@Wizardcat: I was imagining an Erk and Serra for that team myself, actually. Pent/Louise a close second.
Steel: We need a Cain, so follow Loyal's advice if you would be inclined.
Loyal: Go ahead and keep Lances D, since you have discipline. I'll be detailing how I intend to do skill ranks in this post's edit, and it may change some character's target constitution, but... Eh.
OKAY-
Weapon Ranks track experience seperately. By default, weapon rank/XP follows this table-
E = 1-30
D = 31-70
C = 71-120
B = 121-180
A = 181-250
S = 251+
You may only achieve S-rank in a single weapon, and only in your promoted class. You start with a weapon experience of 1, or the lowest possible threshold for your assigned equiptment. Successfully hitting with a weapon grants 1 weapon experience, or 2 weapon experience if the weapon has a weight greater than ten. Discipline doubles weapon experience gains. Upon promotion, you gain 40 experience in your current weapon class and any weapon classes you gain from your promotion.
Primarially, weapon proficiencies are used to allow you to weild stronger weapons. However, if your proficiency is higher than the weapon's requirement, you reduce it's effective weight for determining encumbrance by 1 for every rank you exceed it's requirement, to signify your increased familiarity above what that weapon requires. Achieving an S-Rank in a weapon class increases your critical chance with that weapon class by 5%.
Mern: Thanks. I've been wanting to look at that. Currently we have a pretty good spread, I think, just lacking any support characters.
Menarker
05-26-2011, 12:42 PM
No problem.
But yeah, we could use around 2 healers and a dancer for sure.
I mean, from your description of it, they sound like they can enable generally enable up to 3 people to act twice per turn.
Let's say we had a group moving like this... where X is an ally and - is empty space
--X--
X--X-
If Dancer O moves in the formation like this...
--X--
XOX
Their dancing ability activates in a cross formation and all those X characters get to make an extra turn, thus doubling their effectiveness. (Extra attacking or extra healing).
Of course, that's the most likely best case if we as players consciously moved around in such a formation to give room for the dancer to wedge into for a dance. It's more likely they'll only power up one or two players, which can still be useful!
Only problem I guess is that they are practically attached to the hip to other players since they probably lack other means of contribution...
Loyal
05-26-2011, 12:58 PM
Unless units cannot move through friendlies for the purpose of this RP, Dancers/Bards can refresh up to four people per turn.
Apparently Dancers can use swords for this RP, but there's the issue of mobility, as dancers typically have no more movement than a foot unit and lack Canto; they're refreshing units who can end up moving further up the battlefield, but cannot be refreshed themselves and will need to be Rescue-dropped repeatedly to keep pace. The Herons (or at least Reyson and Leanne) in the Tellius games fixed this to an extent.
Suffice to say, the lot of a dancer is not an enviable one. Particularly since there's multiple players which would require remarkable coordination to make full use of its abilities.
Astral Harmony
05-26-2011, 01:00 PM
It's probably in our best interest for someone who already has a combat character to create pure support characters like that, then.
*raises hand*
I've no problem creating a Dancer if no one else wants that role.
Menarker
05-26-2011, 01:07 PM
Unless units cannot move through friendlies for the purpose of this RP, Dancers/Bards can refresh up to four people per turn.
Haha, you're right. I was assuming that units couldn't move through friendlies. That's why I left out what could have been the bottom X of the diamond formation, since the Dancer would need to come in from that direction.
Phoenix, a little clarification? Are we able to move through friendlies?
Also edited the character list above to include nationalities. Still got a few nations unrepresented. The mage nation Cenia and...
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 nation without a name. If my reading comprehension be correct, A'tuad is the name of their crusader, not their nation.
Steel Shadow
05-26-2011, 01:16 PM
Cain I can do!
...Lemme go look up what one of those is.
PhoenixFlame
05-26-2011, 01:19 PM
You can always move through friendly units in every Fire Emblem game. So yes, you can do so here too. Cross dancing, well It's powerful yes, but difficult to set up in practice. I'd reccomend any dancers take Celerity to alleviate their movement woes.
'The nation without a name' is because they do in fact, not have an official name. They're the Wind Tribes of the desert. That's about as official as their national name gets. You might also notice there's only six nations but seven original crusaders. Anyone familiar with the Gotoh Archetype should be able to guess why.
Hint: One of them's probably still alive, despite being nearly 400 years old. I wonder how that could be?
Loyal: Dancers can use swords because I wanted them to be able to contribute a little bit, and Sylvia used them in 4.
Steel: The Cain archetype is usually the red cavilier, the offensive-minded sword-knight.
Overcast
05-26-2011, 01:27 PM
Tweaked my growth rates a bit, raised up Strength and Defense to create a more reliable warrior. Debating just taking my resistance growth out entirely since it'll never be that high anyway.
Menarker
05-26-2011, 01:36 PM
Do dancers, healers and other support players gain exp for non-combat related actions? It would suck hard if their stamina or capability to support outside of combat fell on the wayside because they couldn't gain exp to level despite being hard at work with their skills.
mauve
05-26-2011, 02:07 PM
Is the Caledonian princess role still available? I know someone said Arhra or someone was looking at it, but now I can't find the post.
PhoenixFlame
05-26-2011, 02:11 PM
She is, more or less. I was talking to him on AIM last night, but you know, Australian time.
Mern: Yes... I mentioned they gain the same xp as staff users. Normally 10 for every action, thieves included when performing steal and pick actions. Higher tier staves can result in more XP (Warp staff abuse~) but normally 10-20. I'll probably give dancers and bards 10 per unit they refresh, but that could end up very exploitable. Maybe cap it at 20/turn.
Basically, if you have nobody who needs healing, start healing people who are only missing like 1hp, because it's xp.
It's also a reason why healers rarely carry the restore staff. Why cure poison when you can heal them every turn for the next five turns?
... And then they get hit with berserk.
mauve
05-26-2011, 02:18 PM
Ah. I'll wait and let Arhra decide then, if he's already been considering it.
Overcast
05-26-2011, 02:21 PM
That resistance growth is actually starting to bother me now that I think about it, so now I am asking for a second opinion(was never all that good at FE anyway). Who thinks I should dump that shit and move on to more central things that I had to sacrifice when I raised my Strength and Defense?
Loyal
05-26-2011, 02:28 PM
You don't need to have a great Res base or growth, but I absolutely advise against dropping it entirely. Though there probably won't be too many enemy mages, they do hurt a fair bit and having one enemy take off a third or half of your life in one shot is rather unfortunate. For that matter, most Myrmidons actually have better Res growth than Defense (or at least they're very close together), even if their Res base is remarkably worse.
Basically I'd recommend about a 20% Res growth or so. Maybe swap some of your HP growth for Res, and then drop the 1 base Res point for a couple extra HP points.
Menarker
05-26-2011, 02:39 PM
Mern: Yes... I mentioned they gain the same xp as staff users. Normally 10 for every action, thieves included when performing steal and pick actions. Higher tier staves can result in more XP (Warp staff abuse~) but normally 10-20. I'll probably give dancers and bards 10 per unit they refresh, but that could end up very exploitable. Maybe cap it at 20/turn.
Basically, if you have nobody who needs healing, start healing people who are only missing like 1hp, because it's xp.
It's also a reason why healers rarely carry the restore staff. Why cure poison when you can heal them every turn for the next five turns?
Doesn't that kinda accelerate the durability degradation of the healing staves? Powerful artifacts like these don't seem plentiful. I mean, fast exp growth is great for sure, but if it is going to diminish the life-span of your staff, I'd start saving it for when it'll have more than cosmetic purpose in case of an emergency.
Overcast
05-26-2011, 02:40 PM
Took away from my Defense and Strength equally to pull Res up to 20. Should create a reasonable base of reliable growth to go with his major concentration on speed and skill and that high HP. Because for some reason that is a staple in the Archetype.
Also Mern, to the contrary I think all weapons are plentiful. Just some are more expensive than others, and when it comes to becoming a more powerful character some expenses early on are more than worth it.
Menarker
05-26-2011, 02:45 PM
Well, I was just curious. I'm not playing a caster myself, but I felt it was worth asking on behalf of the other mages and those thinking of being healers.
Loyal
05-26-2011, 02:54 PM
Warp staves are rare/expensive, yes. I prefer Barrier staves because they can be used casually without necessarily being wasted, and because they have a much more reasonable price tag (In most FE games you get 15 EXP a pop and 15 uses. 225 EXP for 2250 gold ain't bad). Also because Warp staves are simply far too useful in scenarios other than "murder everything."
Heal staves are generally expendable.
PhoenixFlame
05-26-2011, 03:19 PM
You don't need to have a great Res base or growth, but I absolutely advise against dropping it entirely.
It's a sad thing when Marisa gets one-shotted by bolting from across the map at level 20 in FE8's return to Renais Castle mission, for one.
But yeah, the basic heal staff and barrier/torch staves are spammable. You might want to save things like Sleep, Berserk, Silence, Physic, Warp, Rescue, Fortify, and maybe Mend, but there's no sense to do /nothing/ on your turn, unless you like being level 8 pre-promotion during the latter half of game.
Some character types benefit from it, on the logic that not having a certain staff is generally a better result than being dead.
McTahr
05-26-2011, 03:33 PM
Made quite a bit of progress but I would like some clarification on Caledonia:
What is the surname of the royal family?
Do you have any mannerisms, personalities, etc. worked out within the family?
What kind of kingdom is it? (Mountainous, wooded, land-locked, etc.)
Does the royal family have a notable crest planned out?
Are there any national colors/symbols?
And in general for the lore:
Is there a particular god of hunting, sacrifice, or war? (Think Tyr (http://en.wikipedia.org/wiki/Tyr) for the last two)
Sorry, I have needs, but most of the stuff left to work out hinges on those and technically the princess role.
Also, if there's like, a wiki or something I should be looking at for lore instead of asking you to type up a bunch of stuff, lemme know. Not knowledgeable enough with FE games to know if this is a custom realm or something we're working off of.
Dracorion
05-26-2011, 03:35 PM
Okay, so. I was going to sign up for this, but then this thread turned into twelve pages overnight and like twenty people already have characters.
So meh.
Teal Mage
05-26-2011, 03:36 PM
That probably shouldn't disaude you Drac. Just sayin'.
@Teal: Kayy... I think Arhra might be looking at princess, actually.
This is, of course, one of the reasons I posted my concept in advance.
Will try to figure out - Oh!
If Ahrha takes the princess role, Teal, you and I could be the emissary/bodyguard combo; I'm fine with either role. I'm imagining something similar to Erk and Serra... I decided on a Mage last night and went to sleep before finishing, so now I've got to convert my tables into the official stuff.
While the character isn't quite as annoying/cute as Serra, she was the closest analogy I could find to the personality, so, that might be a good fit. As I understand, SinrXIII was playing with a non-mage bodyguard character for mine too, so provided you don't mind being a trio, I've no problems adapting to fit that.
Although, it strikes me that sending Serra as an emissary to anything important might be perceived as an insult. :raise:
Sure that's a good idea, PF? I thought Cenia and Caledonia were vaguely on good terms.
Ah. I'll wait and let Arhra decide then, if he's already been considering it.
There is another Princess role avalible if you're after that Mauve, Makeen's.
Convention says she'd be a Pegasus Knight, but that's not set-in-stone, since I'd assume you were looking at a Mage of some kind, class-wise.
Wizardcat
05-26-2011, 03:59 PM
While the character isn't quite as annoying/cute as Serra, she was the closest analogy I could find to the personality, so, that might be a good fit. As I understand, SinrXIII was playing with a non-mage bodyguard character for mine too, so provided you don't mind being a trio, I've no problems adapting to fit that.
Although, it strikes me that sending Serra as an emissary to anything important might be perceived as an insult. :raise:
Sure that's a good idea, PF? I thought Celina and Caledonia were vaguely on good terms.
A threesome it is! ;)
And I imagine sending Serra as an emissary is probably more for the purpose of Serra no longer being in Cenia than anything else. Besides, it's Not-Serra; presumably, Not-Serra's better at diplomacy and/or politics. If only slightly, anyway.
Loyal
05-26-2011, 04:01 PM
It's a sad thing when Marisa gets one-shotted by bolting from across the map at level 20 in FE8's return to Renais Castle mission, for one.Ha ha, people using Marisa.
And I imagine sending Serra as an emissary is probably more for the purpose of Serra no longer being in Cenia than anything else. Besides, it's Not-Serra; presumably, Not-Serra's better at diplomacy and/or politics. If only slightly, anyway.
Not-Serra is the eyecandy to distract the host while the actual emissary does his thing.
"So, how about those territorial discussions?"
"Uh huh, yeah, sure."
Astral Harmony
05-26-2011, 04:02 PM
This afternoon, after work, I'll go ahead and make a Dancer class. A close friend of Mercenary Kelsha who likes money, money, and sometimes she has a change of heart and decides that she likes money. But she values her friendship with Kelsha so much more. At least enough to not run the hell away when the fighting starts and "Kel Kel" is in a bind.
Relm Zephyrous
05-26-2011, 04:03 PM
@Relm: Talked to you on AIM, approved. Go ahead and keep C-rank dark because wtf, seriously.
It was at D rank, but changed to C. It probably won't make much difference at all because I'll likely be at the point where I have enough weapon xp to turn Dark to S the second I promote due to Blossom anyway.
Your stat growths are so middle-of-the-road that Blossom may actually work quite well assuming you can get past the first few levels alright. Which itself is the biggest challenge simply because you dumped so many of your base points into Con, not that I blame you. Effective growths, with Blossom adjustment, should be something like...
HP: 75 - Mg: 65 - Sk: 56 - Lk: 75 - Df: 47 - Rs: 56 - Sp: 56
I calculated the growths and all that for blossom myself when making it, and I discovered that everything really should be fine because of the gargantuan growths blossom gives. Although it seems like you underballed the growth rates except on hp and luck. I'm just assuming for now thats because you eyeballed the growth rate ups and not because I screwed up somehow. I personally thought they'd be something like this.
HP: 75 - Mg: 69.75 - Sk: 64 - Lk: 75 - Df: 57.75 - Rs: 64 - Sp: 64
Unless I'm calculating them wrong, my calculation process being take G%(1-G%) +G% where G% functions as an X for growth rate.
Ex 1-.5= .5, then x .5 = .25, +.5 = .75
And now I get to begin working on making the background fit with the story, and character interactions, and the rest of the fun stuff.
Loyal
05-26-2011, 04:11 PM
The effective formula for Blossom growths is G + G², where G is the base growth rate expressed as a percentage. For instance, your Skill:
.4 + (.4)²
.4 + .16
.56
I did round down to the nearest hundredth for those growth rates that went beyond that.
Teal Mage
05-26-2011, 04:18 PM
And I imagine sending Serra as an emissary is probably more for the purpose of Serra no longer being in Cenia than anything else. Besides, it's Not-Serra; presumably, Not-Serra's better at diplomacy and/or politics. If only slightly, anyway.
Not-Serra is the eyecandy to distract the host while the actual emissary does his thing.
Would depend on the Leadership of Cenia, I suppose.
PF's implied that, while it was originally a Meritocracy-Magocracy, its become a kingdom that's just a plain-old-Magocracy. In the event that it has rules to the effect of 'the most important person in the room is the most powerful' - which is how most Magocracies I'm familiar with work - its possible that whoever sent Not-Serra and company really did do it as an insult (Cenia's reclusive enough), or did it to get rid of him (also, yes, Not-Serra is a boy, but he's pretty (http://www.feplanet.net/media/gallery/2/lucius.jpg)) without considering the political implications.
IE: The person is incompetent, but privileged.
Alternatively, it could be a much more complicated gambit, which would use Not-Serra (we'll assume he's of a high social standing, whatever that means) as a fake emissary, with Wizardcat's Mage as the one with the actual mission. Possibilities for the mission might include spying, a power-play for land or trade (or something else), or maybe even a mission to assassinate the someone. Hell, it could be all of the above, considering what SinrXII might be thinking of making a Thief.
Though, all that does depend on which faction Not-Serra (as there's a civial war in Cenia right now) represents.
Relm Zephyrous
05-26-2011, 04:23 PM
The effective formula for Blossom growths is G + G², where G is the base growth rate expressed as a percentage. For instance, your Skill:
.4 + (.4)²
.4 + .16
.56
I did round down to the nearest hundredth for those growth rates that went beyond that.
Hm. I never read into Blossom too closely other than the pdf, because the pdf simply said that all stats that do not level get an extra reroll, while your formula suggests something else entirely. Where is that calculation from?
Actually, I 'know' your formula is wrong after I think about it. Because by your formula a 70% comes out to 119% growth rate, which makes no sense unless I seriously misunderstand what Blossom actually does.
.7 + (.7)^2
.7 + .49
1.19
Edit: All I can think of is that usually, the Blossom you're referring to gives you an actual second growth rate all the time, but its reduced.
Loyal
05-26-2011, 04:55 PM
Okay, I double checked by cross-referencing Sothe's stat growths. You had it right with your formula.
PhoenixFlame
05-26-2011, 05:26 PM
Made quite a bit of progress but I would like some clarification on Caledonia:
What is the surname of the royal family?
Do you have any mannerisms, personalities, etc. worked out within the family?
What kind of kingdom is it? (Mountainous, wooded, land-locked, etc.)
Does the royal family have a notable crest planned out?
Are there any national colors/symbols?
And in general for the lore:
Is there a particular god of hunting, sacrifice, or war? (Think Tyr (http://en.wikipedia.org/wiki/Tyr) for the last two)
Sorry, I have needs, but most of the stuff left to work out hinges on those and technically the princess role.
Also, if there's like, a wiki or something I should be looking at for lore instead of asking you to type up a bunch of stuff, lemme know. Not knowledgeable enough with FE games to know if this is a custom realm or something we're working off of.
Okay, okay, okay... Reading up... You go try to do chapter 3 and Sigurd emos about losing his wife long enough for two whole new pages to pop up on your roleplay thread.
As for surnames...
I haven't set them in stone yet, as I wanted the players to be able to customize their characters. Mannerisms too. Land-locked, but mostly plains. It's a bit like Makeen, but without a coastline and no pegasi. Pretty much has all the natural resources it needs, though.
Sureeeee.... I mean it's not like Fire Emblem hasn't borrowed from norse mythology in the past. Let's just call Tyr as being an actual God in this setting. Hell, we'll use the norse pantheon. That sounds good. That way I can use Gae Bolg, Balmung, Tyrfing, and all the other legendary weapons without needing to generate new ones.
It's a custom realm so it's not like I can give you lore links.
I also think it's time for a new thread, sooooo... Gonna try to... Gather up everyone's character sheets.
Relm Zephyrous
05-26-2011, 10:00 PM
New Thread (http://www.nuklearforums.com/showthread.php?t=40149)
Astral Harmony
05-26-2011, 11:56 PM
Let's continue to use this thread for information and such while the new thread is only for character sheets.
Incidentally, I have a question: I want to create this aforementioned Dancer unit but the primer has nothing at all relating to their setup. Where would information on how to create one be located?
Loyal
05-27-2011, 12:57 AM
PF will have to create stats since the base stats for classes in actual games are quite a bit higher. (http://serenesforest.net/fe7/class_base.htm)
Regarding turn order and how to handle actions, one possibility is using an Etherpad document and having the players post their suggested moves within a certain time frame, 18-48 hours depending on player activity (for the purpose of this argument we'll say "A day"). During the time frame, players can discuss amongst themselves what would be the best course of action, and adjust their moves if desired. At the end of the day you'll tally up the moves, resolve the actions accordingly, and take actions for anyone who did not post a move, before resolving the enemy phase. At the start of the next day, the process repeats.
Astral Harmony
05-27-2011, 02:53 AM
At least I'm not asking to be a Fire Dragon.
120 Base HP? Give me that job.
PhoenixFlame
05-27-2011, 10:14 AM
As mentioned in the classes post, Dancers use the cleric bases but lose staves proficiencies for dancing.
Loyal
05-27-2011, 10:48 AM
Actually now that I think of it, the system I proposed wouldn't work quite so well after all. It fails to account for circumstances changing during the player phase. For instance, if two players choose to attack an enemy and the first attack kills the enemy, the second player will be left without a target.
It also probably precludes planning for circumstantial change, as if, in the same scenario, the second player instead wanted to move into the space where the first enemy was after it died, he would not be able to if the first attack failed to kill.
Amendment: Rather than posting exact moves, players give an impression of what they want their character to do on that phase. "I move to this space and attack the weakest nearby enemy." "I use a vulnerary and move to this space to block the enemy's advance." "I heal whoever has the lowest hitpoints before/after other actions have been resolved." "If another unit is in need of rescue, I do so and move them to the back of the line. Otherwise, just attack one of these guys." "I dance for as many units as possible, with priority on refreshing unit X."
Being totally honest, a forum is far from ideal for hosting a tactical RPG. I'm not sure it's possible to get a perfect system that accounts for player control and player availability.
Astral Harmony
05-27-2011, 12:25 PM
Roger that. I'll get on that Dancer right away and edit my post in the other thread.
EDIT: Mercenary and Dancer are as final as I can physically make them. A review and advice couldn't hurt but I think they're quite finished.
PhoenixFlame
05-27-2011, 03:16 PM
Being totally honest, a forum is far from ideal for hosting a tactical RPG. I'm not sure it's possible to get a perfect system that accounts for player control and player availability.
Oh, I agree. It should still be entertaining, however.
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