View Full Version : [Fire Emblem] Iron threads have more durability
PhoenixFlame
05-26-2011, 05:29 PM
A continuation of the original interest thread.
I got too headachey to pull together all the character sheets, so if someone would be so kind as to post theirs, and then maybe I can string them together by only searching two pages.
Menarker
05-26-2011, 05:31 PM
Makeen Cavalier Archer here!
Loyal
05-26-2011, 05:34 PM
Name : Alexander Modana
Gender : Male
Age : 24
Class : Lance Knight
Affinity : Thunder
Nationality: Caledonia
Alexander represents the fourth generation of House Modana, a faithful and distinguished 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 and his abilities a bit too seriously, sometimes to the detriment of his actual duties. He's frequently using his free time to better himself so as to better impress 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 2
EXP 89
HP 23 (70%)
Class: Lance Knight
STR 8 (55%) DEF 7 (50%)
MAG 0 (00%) RES 1 (30%)
SKI 5 (45%) SPD 6 (30%)
LUC 4 (20%) MOV 7
CON 10 AID 23
Weapon Proficiency:
Lance: 85 (C)
Inventory:
Name_____________Type___( )_RNG__WT__MT__HIT__CR__QL
-Iron Lance______Weapon (E)__1____8___7___80___0__42
-Javelin_________Weapon (E)_1~2__11___6___65___0__18
-Vulnerary_______Item___(-)__0___--__--__---__--___3
Promotion Options
Paladin
------HP-St-Mg-Sk-Sp-Df-Rs-Cn-Mv
Caps :60 24 -- 26 26 25 25 -- --
Bonus:+2 +1 +1 +1 +1 +1 +1 +2 +1 Axe, Swd, Lnc
GreatKnight:
------HP-St-Mg-Sk-Sp-Df-Rs-Cn-Mv
Caps :60 27 -- 25 24 29 25 -- --
Bonus:+2 +2 +1 +1 +1 +2 +1 +4 -1 Axe, Swd, Lnc
0 Gold
Skills:
-Class [CANTO]
-Personal [DISCIPLINE]
Supports=
(Character | Element .| Rank | Pow | Def | Hit | Eva | Crt | Dge )
>----------+----------+------+-----+-----+-----+-----+-----+----<
|Alexander .|Thunder. .|.N/A .| -- .| 0.5 | -- .| 2.5 | -- .| .--
PhoenixFlame
05-26-2011, 05:36 PM
They'll probably be like the sacred twins in 8, I think.
And with durability, so we don't get Ike whoring ragnell and shooting down airplanes for 15 chapters straight.
DanteFalcon
05-26-2011, 05:40 PM
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
------------------------------
Level 2
HP 22 (55%)
Class: Wyvern Rider
STR 7 (50%) DEF 8 (50%)
MAG 0 (00%) RES 3 (40%)
SKI 5 (45%) SPD 3 (30%)
LUC 2 (30%) MOV 7
CON 11 AID 23
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
Overcast
05-26-2011, 05:45 PM
Name : Ernesto Diaz
Gender : Male
Age : 28
Class : Myrmidon
Affinity : Earth
Nationality: Caledonia
Bio : 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.
Personality : 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.
Appearance : 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.
The Family Diaz : A mercenary family with a base in Caldonia that arose from the ashes of their ancestor Lord Rodrigo Diaz, after his demise and the downfall of their lands they sook to never be forced into such a situation ever again. All family members refer to themselves as their last name while working, and even the women who were born into the family will refuse to give up their last name in marriage. They use this to groom their histories to potential clients of the deeds of specific Diaz's and attempt to use the idea that anyone could have the surname to cover their bases. The only central structure is their base itself which serves as a bank, training center, and retirement agency to the family and the only place the individual members gather and use their first names. Otherwise it is accepted that all members should avoid contact lest they be considered any more loyal to anyone than anyone else. All members of the family are branded with the family symbol, a coin depicting the face of their ancestor Rodrigo, so they may identify themselves as a proper Diaz.
Level 1
EXP 00
HP 21 (75%)
STR 3 (40%) DEF 3 (20%)
MAG 0 (00%) RES 2 (20%)
SKI 7 (45%) SPD 8 (55%)
LUC 6 (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
Your loving Nabarl. Kicking ass with swords and afterimages.
Krylo
05-26-2011, 08:32 PM
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.
Affiliation: Dark
Personal Skill: Daunt
Relm Zephyrous
05-26-2011, 10:39 PM
Name: Sage Starflare
Age: 14 (18)
Gender: Female
Class: Shaman
Affinity: Ice
Nationality: Vendalior
Background: The girl Sage grew up in Vendalior, and at that time it was a nice place. Her childhood other than hearing stories of things, wasn't of too much note and for all purposes, seemed ordinary. There wasn't much around her to teach her how to utilize her dark magic, but she learned different methods to control it regardless. The mystery of the dark captivated her and as she went deeper into the study of these runic arts, she developed a discipline and a consuming passion for it. Eventually this built to a point where she literally infused essence of dark magic into her blood. This gave her much more power, but most of the power she's attained isn't quite the type you can battle with, which as would soon become apparent would be a vicious downside.
Sage had to flee from Vendalior, not quite because there was a direct threat to her, but because she had a vision that the army would come down to her area and grab her up along with a lot of the other mages and warriors for the war. This may or may have been prodded on by rumors in the area. At first she ignored these feelings, but eventually after a serious event with her dark magic confirming something to be disastrously wrong, she fled off. There wasn't much of a choice in the direction she fled, it just happened to be to Caledonia, where she would try to get some kind of support, and either go into hiding and wait the whole mess out, or attempt to stop this herself.
Description: Sage Starflare is something of a more petite girl, looking slender and slim although not sickly at all. Her skin looks a pale porcelain white, but dark scarlet and black robes and similarly tinted gloves hide most of this except for her face. Sage has dark sapphire blue eyes, and black hair from what hangs down to her shoulders when her hood is down. Something about her dark magic gives her extra weight, which seems a massive density increase but are visible in black ley lines running over her skin in various patterns. Her appearance is nearly frozen as that of a much younger girl though, and she stands at a mere 5'1".
Level 2
EXP 11
HP 25 (50%)
STR - (00%) DEF 4 (35%)
MAG 5 (45%) RES 3 (40%)
SKI 6 (40%) SPD 4 (40%)
LUC 3 (50%) MOV 5
CON 12
(Base Improvements: +6 Hp, +3 Magic, +3 Luck, +4 Skill, +2 Defense, +1 Resistance, +3 Speed, +6 Con.)
Weapon Proficiency: Dark (C) 80 wxp
Inventory:
Name Type ( ) RNG WT MT HIT CR QL
Flux Type (E) RNG 1-2 WT 8 MT 7 HIT 80 CR 0 QL 39/45
Swarm Type (E) RNG 1-2 WT 5 MT 5 HIT 90 CR 0 QL 45/45, -5 Hit to target for 1 turn.
Vulnerary Item (1)
0 Gold
Ability:
Blossom - Gain 1/2 xp, but reroll failed growth rolls.
Supports=
Sage | Ice |
Flux | Dark | Dmg 12 | Hit 95 | Eva 11 | Crt 3 | Dge 4
Swarm | Dark | Dmg 10 | Hit 105 | Eva 11 | Crt 3 | Dge 4 | -5 Hit to target for 1 turn.
>----------+----------+------+-----+-----+-----+-----+-----+----<
|[Name] | N/A -- -- -- -- -- --
Links
Original Thread (http://www.nuklearforums.com/showthread.php?t=40140)
Support Table (http://www.nuklearforums.com/showpost.php?p=1129808&postcount=53)
Weapon Grades (http://www.nuklearforums.com/showpost.php?p=1129973&postcount=97)
Skill List (http://www.nuklearforums.com/showpost.php?p=1129684&postcount=9)
Dark Tome List (http://www.nuklearforums.com/showpost.php?p=1130323&postcount=47)
Astral Harmony
05-26-2011, 11:54 PM
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: 2
EXP: 10
HP: 24 (80%)
Class: Mercenary
STR: 8 (50%) DEF: 7 (40%)
MAG: 0 (00%) RES: 5 (30%)
SKI: 6 (30%) SPD: 6 (30%)
LUC: 4 (10%) MOV: 5
CON: 9 AID: 8
Weapon Proficiency: Swords (Rank E)
Personal Skill: Elite (Paragon) - You gain double the normal amount of experience points.
Inventory
Name--------Type---RNG---WT---MT---HIT---CR---QL
-Iron Sword--Weap--1------5-----5-----90----0----460 (37/45)
-Vulnerary----Item---------------------------------500 (2/3)
-Money = 0 Gold
Supports
(Character | Element | Rank | Pow | Def | Hit | Eva | Crt | Dge )
>---------+---------+------+-----+----+----+----+----+----<
|Kelsha . . | .Earth. . . N/A. . .+0. . . +0. . +0. . .+5. .+0. .+5
McTahr
05-27-2011, 12:10 AM
This took forever to type. If the forums eat it, I will slaughter a goat and make a dark pact with satan himself to bring about the end of them.
Also very very tired. Revisions in the morning!
Name - Mekre [ Leaving the surname up to PF/Princess player ]
Age - 21
Gender - Male
Affinity - Thunder
Allegiance/Rank - Caledonian Prince
Background - Mekre often found himself "set aside" in his youth as his parents faced more important matters. He was resentful at the time, especially since it typically meant being sent into the nearby forests with his gruff uncle Gustav who more closely resembled a bear than anyone he was used to at the time. They'd venture out with small hunting parties for various competitions of game, fishing, and ("Absolutely not to be told to anyone lest we set you free to be the prey for a day") the occasional drinking.
He learned many tricks, talents, and curses from these times, and it took him a while before he realized what was appropriate for what kind of company. You can only curse your wretched mankey formal breeches for your bloody itchin' arse in polite company so many times before you earn an utter thrashing that would rival even Gustav's threats.
He'd been offered many weapons during the various outings, as well as back in the palace, to prepare him for the times to come, but he could never quite take to them. He felt a spear to be too far out of reach and distant, while the sword made things too personal and to the point, and well, with the bow, someone was always pulling the string! No, it was in the solid, dependable heft of the axe that he found, to the dismay of the king ("It's no weapon for a prince!"), his calling.
Once he'd reach the age of academics and politics (Roughly thirteen) he was forcibly ushered back into a life of etiquette, tactics, and stuffy rooms with stuck-up tutors. He spend several years longing for the outdoors once more, but it wasn't until he reached sixteen that he managed to escape temporarily and learn the true reason for his sheltered situation.
Bandits had set upon Gustav's hunting party three years ago, killing them nearly to the man. The escapees had fled with news to the palace, where his parents made the decision to keep the knowledge of his uncle's death from him until he came of age. Mekre was furious. Not only had the secret been kept from him all these years, but revenge had already been taken. The king had seen to it nearly immediately after that the forests be swept thoroughly and all of the thieves be brought to a swift justice, for the safety of one and all.
Upon this discover, he headed back to the palace and barged into the room for courtly affairs back then. Mekre raged and wailed at his father, who had him promptly removed by the guards. Shut up in his room for hours afterwards, Mekre fumed, until finally his father entered the chamber, and solemnly approached Mekre.
"You may have lost an uncle, and a friend, but I have lost my only brother, and still the knife twists in that wound. We must be strong for our people and each other, though. I'd feared for your safety should you have tried to flee and take after the bandits yourself, for after all, who hasn't heard of the scorn of the fierce young Mekre in these halls?. For now, you will be angry. I hope in time though, you will understand."
As loathe as he was to admit it, with time Mekre came to understand. Out of the ordeal grew a respect for his parents, people, and affairs of the state he'd previously never known, though he still had a wild streak unlikely to be tamed.
Appearance - Mekre sports long blue hair, and often for political and social endeavors has it braided and knotted neatly back. (Think if Legolas' mini-braids were slightly larger) Though if left to his own devices, he'll merely tie it back, in order to best ignore it. He has a red slash of a scar along his jawline from a hunt with Gustav for a raging boar that had been terrorizing farms near the forest. He has a fair, severe face, and while noticeably rugged, is clean-shaven. Should he grin, the severity drops to reveal an unsuspected warmth below. Mekre is of muscular build, with a deceptive litheness to him. The axe he carries is another insistence by his parents to civilize him. Instead of the typical hewing hunk of iron, his father had had a special axe custom-forged for both decoration and function. The blade itself runs along only one side, though it runs for nearly half the length of the handle. The curve of the blade is much more gradual, lending itself to a slender, thinner, axe that can easily sneak its way into the least defended niches in the right hands. The curve also has a slight cut-out in the middle of the blade, allowing for the handle to be grasped there as well, to allow for a surprising switch between heavy strikes at a small distance and careful, quick cuts in close combat. Upon receiving it, Mekre dubbed it Gustaslav, in honor of his uncle.
His favored attire is generally dark boots and loose pants with a light shirt, covered with a formal long dark blue jacket gilded with gold inlays. Long ago he discovered he could button up the jacket in the event of impromptu noble company and manage to not too badly offend the eye without having to bother with all the finery and trimmings of formal wear. The jacket sports the family crest on the lapel, and many convenient pockets for stashing odds, ends, and kerchiefs and other accessories should he stumble upon someone really important. Finally, dangling from his neck on an iron chain is the rune Tiwaz, the mark of Tyr. Sacrifice for the greater good and the taming of the beast has held a special place in his heart since his youth spent with his uncle.
Demeanor - Mekre occasionally has problems "placing" people, and to this day will sometimes let his lewder side slip in the wrong company. He is well aware of etiquette and how he should behave in noble or polite company, or to underlings, or otherwise, but he is still unfamiliar with the transitions and every exception to the rule merely throws him off more, especially given his lack of any desire to lord his position over anyone of lower rank, preferring a much more down-to-earth approach to handling those situations if possible.
Once he has truly found how to relate to another, though, he'll respond much more openly and warmly, relieved to know what standard to hold himself at for interactions. The notable exception is any time that his parents are involved. In those cases he will do his best to uphold his title as a prince and their heir.
In regards to Caledonia and politics, Mekre has a very laissez-faire attitude towards the more stately and bureaucratic proceedings. He understands their importance, but that level of micromanagement not only seems excessive to him, but is a bit beyond him as well. Mekre is no tactical or political genius, or really any kind of genius at that, though he does acknowledge and respect a good advisor, given the opportunity.
Relationships - Mekre is close to his father, distant from his mother, and X with his sibling(s?), Mekre approves of Ciel (expanded upon once I talk to Teal), as no one who favors blue can be all that bad.
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 - 9
Weapon Proficiency: Axe (E)
Inventory:
Name Type ( ) RNG WT MT HIT CR QL
-Iron Axe Axe (E) 1 10 8 75 0 40
-Gustaslav Axe (E) 1 10 10 75 5 40
-Vulnerary Item (-) 0 -- -- --- -- 3
0 Gold
Supports=
(Character | Element | Rank | Pow | Def | Hit | Eva | Crt | Dge )
>----------+----------+------+-----+-----+-----+-----+-----+----<
E: Haven't put in the stats for the axes/proficiency yet. I'll do it tomorrow. Super crazy tired, etc.
EE: Done with that, perfectly willing to add in details for anyone who'd know him / make tweaks for storyline effects / add names / certain mannerisms if the player of the princess slot has any specifics they want to build upon. Also how is Aid determined? I just kinda guessed at it being like CON +- maybe mounts or other stuff like excess weapon weight.
EEE: Minor tense fixes because I'm a McTahrd when tired / Aid corrections etc.
Teal Mage
05-27-2011, 05:12 AM
Completed Bio, Light Rune addition to my inventory approved by PF. Decided that I'd take Charisma too, despite AB's already having it. Suited my character too much to pass up.
Hoping Tahr's character likes mine. I'm pretty sure he likes Mekre at least - probably studied with him for a while. Also coordinated this a little with Wizardcat and Sin.
Ciel (of House) Terris
Gender: Male
Age: 19
Class: Curate
Affinity: Light
Nationality: Caledonian
Appearance: 5'7, red-violet eyed, pale skinned and slimly built, with hits of toned muscle from sword-drills. Has mid-length, straight, blond hair of a feminine cut, extending just past his shoulders in the back, past his ears on the sides, and covering his forehead in the front. Typically carries a healing staff and slim sword, even during formal functions.
His training, and battle, clothes are a loose set of dark blue cloth pants and a short-sleeved white shirt, under a sky-blue leather jacket. His house crest, a red-violet, five pointed flower, is found on the jacket's back. At his waist, a healing staff and slim sword can be found in well-cared for black leather sheathes, attached to a black leather belt. Under all all this are a pair of black leather boots. Sometimes, a dark-blue, water-proofed, cape is thrown over the entire outfit.
Bio: Heir to one of Caledonia's most powerful Noble Houses, Ciel is considered by many to be a disgrace to his family-name. Though undeniably talented with magic, he's never applied himself enough to use it properly. According to his instructors, that he's bothered to learn the basics of staves and swords are, in themselves, miracles. That he carries weapons on him at all, they add, are bigger miracles.
Indeed, Ciel's interest in anything remotely tedious and difficult is, at best, minimal. That aside, he's a very bright and socialible person and, while he seems oblivious to politics, greatly enjoys his time in Court. Despite his reputation, he's hard to hate in person. He also seems to be very fond of Prince Mekre - something his father approves of.
More recently, Ciel's spent quite a lot of time in his Family's Holdings in Terris. If reports are to be believed, he's showed a renewed interest in magic, and has made remarkable progress in countering it. Some believe it relates to Prince Mekre's coming coronation, but even if that's true, most don't believe it will last - it isn't the first time Ciel's had a change of heart.
And, at present, Ciel's escorting an Emissary from Cenia to Caledonia's captial, to witness Prince Mekre's coronation.
House Terris: A Noble House in Caledonia that sits on the border with Cenia. Ciel is the son of the House's current Lord, Margrave Randel, a powerful Sage, considered by many to be the country's premier spell caster. Historically by merit, though now mainly by convention, the Head of House Terris acts in the capacity of Caledonia's First Mage - a magic user who reports directly to the country's ruling family, serves as the family's magical champion, and oversees the training and distribution of the country's mage-corps. As one might expect, Margrave Randel was a close ally to King Athas - though his opinion of the King's successor is less positive. All members of his family have red-violet eyes - the same color as their house crest.
Level 1
EXP 00
HP: 18 (30%)
Str: 2 (20%) Def: 3 (20%)
Mag: 2 (60%) Res: 5 (50%)
Skl: 2 (20%) Spd: 6 (45%)
Lck: 8 (50%) MOV 5
CON 7 AID 6
Weapon Proficiency:
Swords (E)
Staves (E)
Inventory:
Name_________Type__( )_RNG_WT_MT_HIT_CR_QL
-Slim Sword Wpn (E) 1-1 2 3 100% 5% 35/35
-Heal Staff Wpn (E) 1-1 -- 10 --- -- 40/40
-Vulnerary Itm (-) 0 -- -- --- -- 3/3
-Light Rune Itm (-) 1-1 -- -- --- -- 1/1
= 0 Gold
Skills:
- Charisma (Personal)
Supports=
(Character | Element | Rank | Pow | Def | Hit | Eva | Crt | Dge )
>----------+----------+------+-----+-----+-----+-----+-----+----<
PhoenixFlame
05-27-2011, 10:15 AM
Also how is Aid determined? I just kinda guessed at it being like CON +- maybe mounts or other stuff like excess weapon weight.
Con -1, modified by mounts. (Looks good, by the way!)
Basically you can't rescue people exactly the same size as you.
EDIT: I decided to remove swords from clerics and curates not promoting to Valkyrie/Mage knight, for reasons that they'd end up being sages or bishops with swords proficiency where their attendant counterparts (those who'd classed into that via monk or mage) would not. Teal's being a male Mist though, so he'll end up being a mage knight.
This is mainly because I was confused and there's a bunch of princesses who fit the sword+staff setup that aren't proper priestesses.
Steel Shadow
05-27-2011, 12:01 PM
Ok, I've been working on the stats, which I have always been hopeless on. Probably needs a ton of fixing, but here's what I've got. Working on the RP parts now!
Name: Emit Reoh
Gender: Male
Age: 21
Affinity: Fire
Nationality: Caledonia
Bio: A light-hearted and relaxed man, Emit Reoh has managed to work his way up to the royal guard from the bottom rung through little more than being pretty good at his job and having a nack for saying the right thing at the right time. The fact that he has also said the wrong things at some very wrong times has fortunatly been overlooked.
Appearance: Typically found in his red armour while he's on duty, Emit has a mop of pitch black hair wrapped up into a short ponytail that tends to hang to the right down his back, and brown eyes that could probably be described as 'peircing' by a poet, but most others would call them off-putting. He stands at aroud 5'8, and his sword is rarely that far from his side.
Personality: Emit's a rather easy going guy, though he takes his duties as a knight far more seriously than one would expect. In private he'jokes about constantly, to the point where it can be hard to take him seriously, and his tounge frequently runs away with him when it comes to putting things bluntly when he really should be aiming for tact. On duty, however, he holds the standing of his position, and the honourable conduct it entails, seriously. A feircly protective man, both of his people and his kingdom, he tends to take the stance that the best defence is a good offence, and acts accordingly.
Level - 2
EXP - 21
HP - 21 - (65%)
Class: Sword Cavalier
STR: 7 (45%) - DEF 4 (30%)
MAG: 0 (00%) - RES 1 (25%)
SKI: 6 (45%) - SPD 7 (45%)
LUC: 4 (35%) - MOV 5 + 2 (7)
CON: 9
AID: 8 + 14 (22)
Weapon Proficiency: Sword - (Rank D)
Personal skill: Adept (-10%)
Class Skill: Canto
Inventory:
Name -------- Type --- ( ) |RNG | WT | MT | HIT | CR | QL
-Steel sword --- Weapon (D)| 1 ||| 10 || 8 ||| 75 || 0 || 600
-Vulnerary ---- Item -- (-) |0 | -- | -- | --- | -- | 3
= 0 Gold
Supports=
(Character | Element | Rank | Pow | Def | Hit | Eva | Crt | Dge )
>----------+----------+------+-----+-----+-----+-----+-----+----<
Loyal
05-27-2011, 12:44 PM
Well, you have 20% for Growths that you haven't spent yet Resolve, and 4 base points. My suggestions:
For Base points:
Put all of your extra points into HP so that you don't die to a sneeze, Resolve or no. Take the one extra point you put into Con and also put it into HP to bring you to a nice even 20; Swords are mostly light, and you've got crazy-high speed already, so you shouldn't need to worry about being significantly weighed down. Take one or two Skill points and put them into Str or Def; Because swords are so accurate, the only thing you really get out of Skill is Crit. Consider moving the 1 Res point into Def.
For Growth%:
50% HP growth is very dangerous for someone who spends his time on the front line, and since you've got Resolve you'll want as much HP as possible so that activating Resolve isn't as dangerous.
I'd suggest transfering 15-20% of your Skill growth% to HP and Str for the reasons listed above (particularly since I've got a better Str growth than you and I'm supposed to be defensively-minded). You can probably afford to do the same with about 10% of your Spd growth, because promoted Horse Knight units have a somewhat low Spd cap, and as it stands you'll be ramming that cap in hardly any time at all.
I'd also suggest seeing if you can convince PF to let you have Rank D Swords and start with a Steel Sword, just to fit the counterpart archetype better since I've got Iron and a Javelin.
Steel Shadow
05-27-2011, 01:09 PM
...Yeah, does seem I forgot to actually add the points I meant to put into HP in in the first place. Great start, that. Ok, lemme see about implementing all that!
Ok, kicked some numbers into other numbers. Up to PF about the sword rank and such (Though a Steel Sword does seem oddly appropriate. I wonder why...). Any other advice would be appreciated, since I know I am super bad at stating out characters.
Loyal
05-27-2011, 02:42 PM
It looks good enough. Base Defense could be a little higher since 3 Def on a Cavalier is a little shaky, but we only have 26 points to work with; Going by the same system we use here, most level 1 units in FE 1 and 6-10 have 27 or 28 points to spend.
Menarker
05-27-2011, 02:53 PM
For Growth%:
50% HP growth is very dangerous for someone who spends his time on the front line, and since you've got Resolve you'll want as much HP as possible so that activating Resolve isn't as dangerous.
Additionally, the more hitpoints you have, the more likely/longer you can stay in the danger zone without dying or having to retreat away to get healed (which might take you out of that Resolve zone to begin with). Because activating Resolve is pointless if you can't stay in battle long enough to attack, especially if the enemies are in groups. With a bigger hitpoint cushion, you can stay in the frontline longer even when in that risky state, as long as you watch out not to get attack by someone with a lance. >_<
This argument is of course, one of the biggest reasons why I'm a mounted archer with Resolve. I can skirmish from range, so I can flit back and forth doing damage which more often than not also prevents me from being counter-attacked while I'm in that 50% or less hitpoint range.
PhoenixFlame
05-27-2011, 03:19 PM
I'd also suggest seeing if you can convince PF to let you have Rank D Swords and start with a Steel Sword, just to fit the counterpart archetype better since I've got Iron and a Javelin.
Yep, as Noishe/Cain, go ahead and take D-rank swords and a steel sword.
Only issue I see is your defense growth. If this were a Vidjya, I'd have difficulty honestly suggesting a player use a cavilier with a 20% defense growth, seeing as you commonly see pegasus knights with at least 25.
Edit: Loyal, you make a good point. I'll raise the base points to 28.
Edit2: I personally don't even like resolve. It's a powerful skill when it activates but seeing as units typically die to 3 or 4 hits from a similar-level unit, running DELIBERATELY at 50% hp is very, very questionable. Especially on the player phase.
Teal Mage
05-27-2011, 03:25 PM
So, we have two more base points to play with, if we're not Lords?
Also: I personally prefer Wrath to Resolve.
Steel Shadow
05-27-2011, 03:27 PM
Yeah, seeing how resolve is apparently unpopular (And a baaad choice for me, as y'all have pointed out) I'll change it over. Hmm, Adept looked fun... And yay, 2 more points.
Loyal
05-27-2011, 03:31 PM
20% is actually quite reasonable for Cavs, particularly those whose growth% total is in the 250-330 range. For reference, Sain, Kent, Allen, Lance, Marcus(7), Marcus(6), Isadora, Forde, Kyle, and Franz all have Defense growths at 25% or less.
It's true that most cavs in RD and PoR have much better defense growths (even Fiona has 50), but a lot of units in those games have Growth% totals approaching 400.
McTahr
05-27-2011, 03:33 PM
I've always found Adept to be way, way nicer. Unless you're micromanaging things down to sight/movement range of units and one-on-oneing things perfectly, Wrath and Resolve are fairly deathwish-y.
PhoenixFlame
05-27-2011, 03:37 PM
I just finished the Makeenan Princess, whom I'll be representing as my own sort of character. (I figure it won't matter much if I have my own, enemies have a fairly clear-cut target algorithm.) I'm also statting up our Jeigan currently.
She's the Shiida/Tana style tomboyish spitfire who wonders why her father is so adamant about her not flying around killing people like all her friends. Has the dark blue long hair that archetype usually sports.
Loyal: I suppose you're right, but I never had a good Sain (He'd cap speed and nothing else was ever remotely decent. Also, using Marcus or Isadora. XD)
Steel Shadow
05-27-2011, 03:40 PM
Adept it is! Shifted the growth to boost up defence a little, and boosted Def and Skl while I was at it. Anything else I should fix?
Relm Zephyrous
05-27-2011, 03:44 PM
Yeah, it seems like overall it'll work out just fine. Personally though, I'd take off 5% from Luck, Strength, Hp, and Speed each and push Defense and Resistance both up to 30% (Or Defense up to 40% and leave resistance alone if that floats your boat).
I know you're meant to be offensively minded, but something about 7 Def and 5 Res on a Lvl 20 unit seems like it could go horribly wrong somewhere.
*Edit: Oh hey, ninja'd by like, 6 posts. Let me read up on what I missed.
Double Edit: Ok, lots of things changed, including me needing to change my own sheet. In any case, does this mean lords get +2 as well?
Also, still gonna recommend my 'take 5% out of str/luck/hp/spd and put 10% into res and def. Not 'as' necessary now but I generally like characters with some mode of defense.
Loyal
05-27-2011, 03:55 PM
I'd at least keep the Str and HP intact, because 65% HP is borderline enough as is for a frontliner and because, as a Sword Knight, he needs the Str to keep up.
[edit] Below: 11 Mt on a Silver Axe?? Whaaa?
PhoenixFlame
05-27-2011, 03:57 PM
And our Jeigan, Sir Heinlein. He is Prince Mekre's mentor, advisor, and the man who taught him to weild an axe. In his early fifties, Heinlein has managed to age gracefully, but is still too old to retain his former position as Knight-Commander of Caledonia's cavalry forces. His short grey hair and wrinkled face are a stark contrast to his still-muscular body, clad head to toe in black plate armor trimmed with gold.
He's taken his job to protecting the young prince quite seriously.
As with all Jeigans, Heinlein starts out very powerful, as he is already promoted. In the early chapters he will likely annihalate anything he engages in combat with, but his primary purpose is to protect Prince Mekre and ensure that the player's characters do not overextend themselves and suffer an untimely death. Because he does not gain hardly any experience anymore, and his growth rates are frankly terrible, he will attempt to avoid unnecessary combat in order to allow the younger characters to whet themselves. He'll probably not deploy in later chapters, as his base stats, while excellent, will not compare to the players once they achieve his level.
Relm Zephyrous
05-27-2011, 04:03 PM
I agree on Str at least, I'm feeling that %'s on hps where they could be easily shifted to defense stats are a little wasted though, but thats just a personal opinion. Although honestly as he got +2 stats and +10% growth for defense its not really bad anymore. Also, is Raelyn going for Falcon or Wyvern?
And yay, we have our invulnerable pack mule/rescuer character. I doubt we can actually unequip his weapon like I would in a normal game though.
Menarker
05-27-2011, 04:10 PM
PF, I got some questions here.
You stated that I could promote from Cavalier to Ranger as part of the mounted archer thing and that the promoted modifiers would be different.
http://www.nuklearforums.com/showpost.php?p=1129834&postcount=67
Basically, my main question is regarding the Movement rate, which shows movement to be 6 (+2 if mounted). However, Cavaliers start with 7 movement. Does this mean that I would have a movement rate of 9 if I promote due to 7 +2 for being mounted? (You also provided this promotion option to archers/hunters so I can understand there being a bit of a distinction for those who were not mounted)
Also, I'm wondering if what I have looks good, since I'm changing things a little with my +2 extra points... I realize that RES and LUK is my weakest point, although I'm starting to debate forsaking luck all together (see below)
Class: Cavalier
HP 16 (55%)
STR 6 (50%) DEF 3 (35%)
MAG 0 (00%) RES 3 (20%)
SKI 8 (60%) SPD 10 (40%)
LUC 2 (20%) MOV 7 +- (+ -)
CON 8 AID 20 + (+ -) (If mounted)
(With Resolve ability)
I was also wondering if Luck is a really crucial stat to have. I'm just trying to avoid having stats and growth rate all over the place... I mean, should I even put anything much in Luck? If my dodge is high enough to avoid being hit in the first place, then crit isn't going to help the enemy. Speed helps with both offensive (Double hit) and defensive measure (Dodge), and with a higher modifier to boot (x2 AS instead of +Luck). I was thinking of removing it all together and putting the growth rate and points in DEF/RES respectively.
PhoenixFlame
05-27-2011, 04:10 PM
Falcoknight, definately.
PDF includes the +2 in it's assumption. Caviliers have the same infantry speed as any other character if they were forced to dismount (May or may not include this) (5) but because they are mounted (+2) they move 7 squares.
Luck effects your accuracy, dodge, and crit evade. All are important, particularly the last. Also if you stack speed you will max it, while speed and luck will still contribute to a higher dodge.
LOL OOPS: you're right Loyal, silver axes are 15 might.
Menarker
05-27-2011, 04:14 PM
Wait, so you're saying that after promotion, my base speed would be 6 and my mounted speed would be 8?
Steel Shadow
05-27-2011, 04:14 PM
And the actual bio is done! Now just to work out the final stat parts, I guess. Thanks for all the help guys. I'm going to go die in the first round of combat, making it all pointless, but I appreciate the thought anyways!
Edit: Oye. Hm, to drop 5% from Luc and Skl to put Res up to 30%, or leave them where they were... these choices are why I don't make character sheets that often!
PhoenixFlame
05-27-2011, 04:17 PM
Wait, so you're saying that after promotion, my base speed would be 6 and my mounted speed would be 8?
Yes, precisely. Most/all classes gain 1 move on promotion.
Menarker
05-27-2011, 04:21 PM
Ah.
Luck effects your accuracy, dodge, and crit evade. All are important, particularly the last. Also if you stack speed you will max it, while speed and luck will still contribute to a higher dodge.
I can understand this, but with my growth rate being at 20% for it, I don't think it's going to really contribute to making a good stat base as opposed to what I could do if I took the 20% growth and give 10% each to DEF and RES or something like that.
Loyal
05-27-2011, 04:22 PM
Regarding luck, I'm just going to repeat something I said on another board a couple days ago:
Luck. Isn't. That. Important. It gives you 1 Avo, .5 Hit and 1 Crit-Evade. The last bit is the most important quality, because every point of Speed gives twice as much Avo and determines the ability to double, whereas every point of Skill gives four times as much Hit, and gives .5 Crit on top of that. Support bonuses, terrain, and even S-Rank bonuses will typically contribute more to your killing ability and survivability than will your Luck stat. As has been stated, as long as you have enough Lck to deal with enemy crits, any additional points are just garnish.
Also, I think it bears repeating: Heinlein's "Silver" Axe is about 4 MT too weak.
DanteFalcon
05-27-2011, 04:25 PM
Reposting stats with the additional two points
HP 22 (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 11 AID 23
Basically another point in hp and another in con.
Menarker
05-27-2011, 04:29 PM
I mean, what's the average luck stat of a good player in general to prevent those critical hits?
Cause I'm thinking of cutting down some base stats, making it start high but having no growth rate whatsoever.
Kinda like...
HP 16 (55%)
STR 6 (50%) DEF 3 (35%)
MAG 0 (00%) RES 3 (35%)
SKI 7 (55%) SPD 7 (50%)
LUC 6 (0%) MOV 7 +- (+ -)
CON 8 AID 20 + (+ -) (If mounted)
... I'm starting to feel I should take Blossom instead of Resolve and save that for later... All of those 50ish and 35% ranges do not inspire me with a lot of confidence...
Loyal
05-27-2011, 04:33 PM
2/20% Should be fine. It won't detract overmuch from your other stats, but it will allow your luck to keep pace with the enemy's average Skill curve. Killing Edges and the like will be a problem, but this is true for anyone.
PhoenixFlame
05-27-2011, 04:33 PM
Also, I think it bears repeating: Heinlein's "Silver" Axe is about 4 MT too weak.
I just saw that. Derp I must've missed lines and used the steel axe's might. Silver axes are actually 15 might, 70 hit. Fixed it.
Also, while some calculations give luck .5/per to hit, I'll be using 1%/luck. It's just easier to calculate.
While I mostly agree with Loyal's assessment of luck, I do feel it greatly seperates 'dodgy' characters from 'unhittable' characters come 20/20. High speed and luck will help you more than simply high speed, especially since each % of evasion is incrementally worth more than the last as the enemy's hit rate approaches 0.
Steel Shadow
05-27-2011, 04:37 PM
Right! Done! I think. How's that?
Menarker
05-27-2011, 04:42 PM
HP 16 (55%)
STR 6 (50%) DEF 3 (35%)
MAG 0 (00%) RES 3 (35%)
SKI 7 (55%) SPD 7 (50%)
LUC 6 (0%) MOV 7 +- (+ -)
CON 8 AID 20 + (+ -) (If mounted)
How does this look? 6 Luck will probably contribute to SKI and SPD a fair bit early in the game when there aren't as many points to multiply, but 6 luck is probably fairly good to prevent crits late game when the other stats had time to grow (and their growth rate is higher due to not giving any to LUK)
Relm Zephyrous
05-27-2011, 04:45 PM
Axis Iron Lance: Dmg 13 Hit 90 Eva 7 Crt 2 Dge 1
Raelyn Slim Lance: Dmg 8 Hit 101 Eva 18 Crt 3 Dge 4
Did two of the ones I'm pretty sure aren't going to be flat out adjusted, but saying that once you're done with stats you should place the condensed stats into your post, if only to get a look at what you'll actually be doing.
PhoenixFlame
05-27-2011, 04:47 PM
Right, I was lax and forgot to add the battle inventory bit to my sheets.
Basically apply your stats to your weapon statistics (Skill 2x to hit%, Determine AS, apply ASx2+Luck to avoid, and luck to hit%, then strength to might.)
Keep it seperate from the weapon's base stats though, so you know what it does if you trade it.
Overcast
05-27-2011, 05:04 PM
Alrighty, while we are still in stasis I'm continuing to tweak my growth rates. Mostly just STR growth since that was the only thing that ever bothered me about Nabarl. Also split my extra two evenly into speed and skill.
mauve
05-27-2011, 06:27 PM
Woah nelly, this thread exploded. What roles/classes are left/needed?
Menarker
05-27-2011, 06:31 PM
Healers would be nice actually, if you're so inclined.
Relm Zephyrous
05-27-2011, 06:36 PM
Name Type(grade) RNG Wt Mt Hit Crit Dur
Flux Dark(E) 1-2 8 7 80 0 45
Swarm Dark(E) 1-2 5 5 90 0 40
Reduces the opponent's HIT by 5 for 1 round
Poison Dark(D) 1-2 10 8 70 0 30
Inflicts Poison on the target for 1 round
Yotsmungand Dark(D) 1-2 12 10 70 0 20
Inflicts Berserk on the target for 1 round
Worm Dark(D) 1-2 9 9 75 0 40
Luna Dark(C) 1-2 15 4 65 20 30
Negates enemy Resistance
Nosferatu Dark(C) 1-2 14 10 70 0 20
Recover HP equal to the damage dealt
Carreau Dark(B) 1-2 14 12 70 0 20
Inflicts Stone on the target for 1 round
Hel Dark(B) 1-2 11 10 75 0 25
Inflicts Sleep on the target for 1 round
Eclipse Dark(B) 3-10 15 -- 30 0 5
Cuts the target's current Health by 1/2, rounded down
Fenrir Dark(A) 1-2 15 15 70 0 20
Verrine Dark(A) 1-2 12 12 70 0 20
Forces the opponent's RES down by 2 for 1 round
Honestly just putting this post here, and then a link to it in my character post so I always have access to looking at this.
Also, generally yes healers are what we need at the moment, but perhaps a mounted healer, or if you don't want to begin a troubadour a mage who turns into a mage knight and gains a staff for toolbox healing middle game. That way we have an anima spec, a dark spec, and a light spec.
mauve
05-27-2011, 06:57 PM
Healer it is! I'll try and get something up soon, when I'm back home to a place where I can take another look at the primer. I think I saw we already had a mage emmisary from Cenia, so I'll probably either be a tagalong from that party or a native Caledonian.
Wizardcat
05-27-2011, 07:16 PM
Name: Renis
Gender: Male
Age: 22
Affinity: Earth
Nationality: Magocracy of Cenia
Appearance: 5'9, 140lbs. Renis has the pale complexion of a person who sees very little sunlight. He's thin, given his tendency to eat little, and doesn't have much of a physical build. This is mostly obscured by the navy blue robes he wears, a favorite amongst magicians everywhere. They're fairly high quality in make, a sign of the wearer's nobility to the observant.
His hair is straight and mid-length, kept neatly, and very striking in its purple hue. A pair of matching eyes are placed between these framing locks.
Background:
Total: 1
Level: 1
XP: 00
HP: 20 (50%)
Class: Mage
STR: 0 (00%) DEF: 2 (25%)
MAG: 6 (50%) RES: 4 (25%)
SKI: 4 (50%) SPD: 8 (50%)
LUC: 6 (50%) MOV: 5
CON: 6 _____ AID: 5
DMG: 10
AS: 8
HIT: 109
EVA: 22
CRT: 2
DGE: 6
Weapon Proficiency: Anima - 1 (E)
Skills: Vantage (Spd% to attack first when attacked.)
Inventory:
_Name_______ Type ( ) RNG WT MT HIT CR QL
-Fire_____ Weapon (E) 1-2 06 04 095 00 40
-Vulnerary__ Item (-) _ 0 -- -- --- -- 03
= 0 Gold
Supports:
(Character | Element | Rank | Pow | Def | Hit | Eva | Crt | Dge )
>----------+---------+------+-----+-----+-----+-----+-----+-----<
|Renis ____| Earth___| N/A_ | +0_ | +0_ | +0_ | +5_ | +0_ | +5_
PhoenixFlame
05-27-2011, 07:26 PM
Yeah, we're a bit short on healers. I'd like a troubador, really, we don't have the Ethlin archetype yet.
Looks good, Wizardcat.
Astral Harmony
05-27-2011, 11:16 PM
Hey Phoenix, y'think we need any more Pegasus Knights? Y'know, for a Triangle Attack?
'Cause I wouldn't mind makin' one more character...
Teal Mage
05-28-2011, 12:00 AM
Current Stats after adding PF's gift of 2 more points, may have shuffled some stats and growths around, but nothing serious.
HP: 18 (30%)
Str: 2 (20%) Def: 3 (20%)
Mag: 2 (60%) Res: 5 (50%)
Skl: 2 (20%) Spd: 6 (45%)
Lck: 8 (50%)
Relm Zephyrous
05-28-2011, 12:17 AM
That depends all on if someone else is making a third knight. I'm 'considering' making a secondary character as a wyvern knight, but not sure yet. I'm taking a look at how it'd turn out.
Loyal
05-28-2011, 12:23 AM
Counting the Wyverns, do we really need 4-5 fliers flitting about? Triangle Attack is kinda impractical anyway.
Teal Mage
05-28-2011, 12:30 AM
Personally, I don't think we should allow more than two characters per-player at once (and even then, only if one of the characters is dedicated to support). Its been my experience that when people have their own NPCs, they tend to spend more time interacting with themselves, instead of with other players.
Whether or not that's bad is, I suppose, a matter of personal opinion - but I've always found games were more interesting when people had to, you know, talk to each other.
Edit: Says the designer of Magical Teacher Professor Landry's Relationship System. :knowledge:
PhoenixFlame
05-28-2011, 01:05 AM
I'd kind of prefer it if we kept it to one character per person, at least until/unless some people drop.
I mean, I like fielding the pegasus knight trio, but it's just not practical, we don't need it, and we'd end up with more units than are normally allowed on the field anyway.
Edit: Haha, he thinks triangle attack is impractical~ [Hint: It has to do with Canto]
Menarker
05-28-2011, 01:23 AM
Would it be possible if I made my second character later on? (For example, my character meet up with someone along the way or my character's particular mannerism succeeds in making a particular character join/defect to our side.)
Still wondering if my suggested modified stats is a decent idea... (http://www.nuklearforums.com/showpost.php?p=1130296&postcount=41)
Overcast
05-28-2011, 01:29 AM
Can I just install another archetype that we will probably not get just for the sake of shits and giggles? I was thinking of making Ernesto's father a Beowulf.
PhoenixFlame
05-28-2011, 01:30 AM
Sure, but seeing as we have 14-16 characters at the moment, which is pretty much the deployment limit or greater for /all maps/, no further characters will be accepted. (Mauve can come, though.)
Except as replacements, of course.
Now I have to figure out how to reasonably challenge 14-16 level 1 characters in a prologue without killing any of them. Nngh
mauve
05-28-2011, 04:42 AM
Alrighty. Working on a troubadour, possibly Light affinity, with the class skill Canto and the personal skill of Renewal, Stillness or Saviour.
Quick question: It says troubadours can use both staves and swords. How's that work? It doesn't look like they have a Strength stat. Does that mean they can only use magical swords, or are they just pathetic at fighting?
Overcast
05-28-2011, 04:46 AM
They typically use magical swords when they don't use staves. And those magical swords turn them into monstrosities. Terrible terrible monstrosities.
mauve
05-28-2011, 04:51 AM
Sweet. I'll be looking forward to leveling up to a point where I can get one o' them thar magical monstrosity swords. :D
Relm Zephyrous
05-28-2011, 09:40 AM
You technically can get a Strength Statistic, but I don't recommend it. You'll pretty much only be using it for your swords. (Or Center/Imbue if you get it, which is technically renewal but better if you have the statistic. But I personally think it splits your stats way too thin especially as you're already effectively wasting -15% on renewal anyway and then another 15-25% on Strength so your other stats suffer.) You can easily dominate with magical swords though, Rune Sword will be nightmarish in your hands.
Now of course, you could do it if you were going for an Elincia style character... but thats an entirely different issue. It'd have to be worked on way different than your standard troubadour if you wanted that.
Loyal
05-28-2011, 09:55 AM
Sure, but seeing as we have 14-16 characters at the moment, which is pretty much the deployment limit or greater for /all maps/, no further characters will be accepted. (Mauve can come, though.)
Except as replacements, of course.
Now I have to figure out how to reasonably challenge 14-16 level 1 characters in a prologue without killing any of them. NnghSplit the 14-16 players into 2-4 different groups, depending on region (with some of the more underrepresented ones lumped together), and have them fight in different maps until we gradually join together?
Overcast
05-28-2011, 10:18 AM
But the some people won't be protected by the J-man. Also how many missions before you guys run across me?
PhoenixFlame
05-28-2011, 10:24 AM
Split the 14-16 players into 2-4 different groups, depending on region (with some of the more underrepresented ones lumped together), and have them fight in different maps until we gradually join together?
Yeah, you can buy strength but it's not a primary stat for you and you will not have a high cap for it ever, regardless of your promotions (low 20's, probably 22) Also it's only useful for your swords, and you can use magic swords to better effect anyway.
Not gonna work. AND I need different maps. But Arhra pointed out that you can be on the same map and still be 'seperated', I just need to put terrain barriers between you or make you start in different corners of the map (Like Renvall Castle with Eirika and Ephriam, I suppose)
Sir Heinlein'll stick with Mekre, and General Madeen (The current knight commander) will probably be on Arhra's character's end (as Arhra is going to be our princess) but seeing as he's 1.) A General and 2.) The Knight-Commander, he won't be escaping with you.
Overcast's character'll probably be one of the enemy reinforcements in that chapter and rapidly come to understand that he's not getting paid nearly enough and that his employers seem to care little for his survival.
Menarker
05-28-2011, 12:01 PM
>_> Just hope we don't accidently crit when we meet/fight him. Or he's going to need to roll a new character!
Relm Zephyrous
05-28-2011, 12:20 PM
Technically there's several ways we can avoid killing him, usually if you do it right you can get the chance to talk to someone before they actually engage in combat, unless its their turn when they do so.
Which actually makes me wonder, will Overcast be in control from the get-go? Or will it run on AI power until he switches to our side?
Loyal
05-28-2011, 12:43 PM
Well, let's see... In FE6 and 7, the units you'd use to recruit Rutger and Guy had higher movespeed than them. In FE8, Joshua would refuse to attack your female units (including his recruiter Natasha).
Though it may also be possible for Ovie's character to join of his own volition on the enemy phase. Depending on how it's written.
PhoenixFlame
05-28-2011, 01:29 PM
Menarker: It's far more likely he'll crit YOU, seeing as he has killing edge.
I'm considering having Raelyn use her Shiida-magic on him. That said, Ovie can probably handle himself (I trust him anyway) on some green units before you get to him. Or he can join himself if he tries to attack someone he would normally have a [talk] option with. Because he's Nabarl, this is probably every female character, as they tend to have a "I don't fight girls" code.
(Fortunately he's not Ira, starts with shooting star sword at level 1, and requires you capture the castle he's defending before being able to recruit him. Anyone notice the females of this archetype are harder to recruit? Marisa's harder than average too. Or Karla, since Bartre (Who uses axes) has to fight her in the arena and not die.)
Okay, so, speaking of the prologue chapter, here's how I intend to do things:
I'm going to make a map in mappy, and then use paint to drop tokens in for your characters (at least until I can get photoshop running so I can use sprites). Each 'phase' will have it's own post and map update.
You'll declare your actions and I'll resolve them as soon as possible, editting unit hp and position in text so other players know what's happened so far that phase. Because it's a lot of work, I'll only update the map picture on a new phase, but it should be easy to tell where everything is, as moved units will have a (Moved +x, +y) next to their names in the unit overview pane.
Speaking of that, I'll give a unit overview pane listing every unit, their equipped weapon(s) and derived statistics so you can R-button people at-a-glance.
There's a time limit for each phase, which at shortest will be when everyone's finished, likely be 24 hours, and possibly if I'm busy be longer. If you fail to move by the end of the phase time limit, I will NPC your action to ensure the game does not grind to a halt. You will be moved semi-intelligently according to party strategy, avoiding risky gambits.
I hope to start sometime tomorrow or the next day, providing Mauve and Arhra finish by then.
Overcast
05-28-2011, 03:48 PM
Nah, added a small bio on the family Diaz to my sheet, and the whole group is a very equal opportunity mercenary family. He knows too many women who could rip him in half like a phone book to have a no hit girls rule.
What he is though is pragmatic. If you are rich and famous and by his calculations a better investment than the group he is with now, or a hero who has ruined men better than him in the past then he'll likely ask to join you. So get somebody with that sweet money like the Lords or someone with some royal in them or somebody who is a known badass like the Jeigan and we can do business.
Steel Shadow
05-28-2011, 04:57 PM
I was done. Then Teal said things. So I moved 5% around. Ahhh, stats. Not touching them again. Final is final!
PhoenixFlame
05-28-2011, 05:10 PM
Anyone know how to make a 16x16 pixel box grid in photoshop or ANY program? It is apparrently /not possible/.
Loyal
05-28-2011, 05:31 PM
Could you bit a little more specific in what you mean? Are you looking for tilesets, like this (http://img214.imageshack.us/img214/3755/mapspritesan9dy9en9.png)?
Also, I too have made additional minor tweaks to my character. Most significantly swapping some speed for luck.
PhoenixFlame
05-28-2011, 06:19 PM
Nawh, I have the tilesets. You see, when you load a tileset into mappy and make a map, there are no divisors between the tiles, so say, if you have four adjacent grass tiles, you cannot tell where the grid is. I'm trying to put the exported map into photoshop and then overlay a 16x16 pixel square grid so that people can move easier.
I also have unit tokens (Your overworld sprites) for you so it may not be as important, but yeah.
I had to recolor Kent and Sain
Er, Cain and Abel
Er, Alec and Noishe
Er, Forde and Kyle?
No, wait, Alex and Emit! With red/green armor + blue pants to tell them apart.
SinrXIII
05-28-2011, 06:30 PM
I'm still working out my sheet/backstory. Numbers make my head spin, so it's taking longer than normal.
PhoenixFlame
05-28-2011, 07:20 PM
Alright, tileset is grid-enabled, for the next maps anyway.
Ah... ^^; SinrX, I hate to say it, but I think we already have too many characters. I can't be accepting anymore besides what we already have. Sorry, it'll just make it magnitudes harder for me to run. Frankly, I didn't expect anywhere near this level of interest. Consider watching the thread for the inevitable drop-outs, and we'll work you in then.
Overcast
05-28-2011, 07:23 PM
Hey, are successful critical hits automatic hits?
PhoenixFlame
05-28-2011, 07:36 PM
You only roll criticals if you would hit normally. This is rarely a problem, as you use swords.
Only missing Arhra and Mauve now.
mauve
05-29-2011, 12:31 AM
Many thanks to Loyal for the help.
Name: Brigid
Level: 1
Gender: Female
Nationality: Caledonian
Affinity: Wind
EXP: 00
HP: 20 (50%)
Class: Troubadour
MAG 2 (50%)
SKL 5 (30%)
SPD 8 (50%)
LCK 6 (60%)
DEF 2 (20%)
RES 5 (40%)
CON 5
MOV 7
Weapon Proficiency: Staves (Rank E), Swords (Rank E)
Class skill: Canto
Personal skill: Stillness
Inventory--
Heal Staff (Staff E, Rng 1, Mt 10)
Slim Sword (Weapon E, Rng 1, Wt 2, Mt 3, Hit 100, Crt 5)
Vulnerary (Item, Cures user 15 HP)
Supports:
(Character Element |Dmg |De/Re|Hit |Avo |Crt |Dge
>----------+---------+------+-----+-----+-----+-----+-----+-----<
|Brigid | Wind | +0 | +0 |+2.5|+2.5| +5 | +0
Bio: Brigid's family has loyally served the crown for the past seven generations. She comes from a long line of cavalry soldiers: even now, all three of her brothers and one sister hold respectable ranks among Caledonia's mounted forces. Brigid, lacking the physical stamina of a warrior and the magical skill of a spell caster, is currently more of a glorified spokesperson for the family than anything else. She is attending the Prince's coronation as a representative for her family. What danger could she possibly get into at a high-profile royal event?
Her family has been pushing her to become a battle-healer, since her skill with a blade is somewhat lacking. Since healing wounds doesn't bring about the same level of glory as CAUSING them as far as her family history is concerned, she somewhat resents this.
PhoenixFlame
05-29-2011, 12:55 AM
Looks good! We'll start tomorrow, with or without Arhra's character, whom I hope will post soon.
Menarker
05-29-2011, 01:06 AM
Still trying to get the finishing touches on my character done. Just FYI.
Made an Edu-pad for us to chat and mingle for this RP
http://edupad.ch/Y5bCFQVgNM
Teal Mage
05-29-2011, 01:50 AM
Well, we have two healers/magic swordies now and we're a little over-populated, so, instead of modifying my character to fit into a different niche, I'm gonna drop to ease the logistic strains on the GM. Don't exactly need another Swordie (or Mage Killer) after all.
Apologizes to Wizardcat and McTahr, since I was coordinating with them backstory-wise. Hope you'll manage without me.
PF can use my character's House and Family Background if they appeal to her. Couldn't really stop her if I wanted to.
Good luck, I'm gonna go hang with Sin, I think.
Arhra
05-29-2011, 07:47 AM
Alright, had the stats side done for a while but I'm still settling elements of the personality. Had hoped to talk things over with McTahr but haven't had the opportunity.
Basic concept is being a bit on the formal side in reaction to Mekre being... less polished. Refined and regal but this is a facade. Probably comes across as a little cold towards Mekre, but really does care about him. Was a tomboy but cleaned up her act to behave more like a pretty, pretty princess about five or six years ago.
How's that sound?
Oh and the stats:
Name : Anachiel
Gender : Female
Age : 20
Class : Princess (Troubadour)
Affinity : ???
Allegiance/Rank - Caledonian Princess
Background -
Appearance -
Demeanor -
Level 1
EXP 00
HP 18 (45%)
STR 5 (15%) DEF 4 (30%)
MAG 5 (55%) RES 3 (35%)
SKI 5 (45%) SPD 7 (45%)
LUC 3 (50%) MOV 7
CON 5 AID 18
Weapon Proficiency:
Swords - E
Staves - E
Inventory:
-Slim Sword (Weapon E, Rng 1, Wt 2, Mt 3, Hit 100, Crt 5)
-Earth Sword (Weapon Prf, Rng 1~2, Wt 5, Mt 12, Hit 70, Uses 40, Casts Resire at range)
-Vulnerary (Item, Cures user 15 HP)
-Heal Stave (Stave E, Rng 1, Mt 10)
0 Gold
Skills:
-Class [CANTO]
McTahr
05-29-2011, 10:49 AM
Gender : Male
"Princess" indeed!
Yeah, I'm open to PMs and stuff to run things over with you any time. This holiday weekend is always killer for me, so I dunno how much I'll be around a computer after 5PM CST to make words. If I nab my laptop before then, we shall see!
Relm Zephyrous
05-29-2011, 10:55 AM
Was a tomboy but cleaned up her act to behave more like a pretty, pretty princess about five or six years ago.
----
Name : Anachiel
Gender : Male
Well... I've got no problem with this, really. Just wondering more how the courts react to this kind of behavior and so on.
In a more serious light, I think it looks good. Maybe a little too much focus on offense rather than defense though, for example I'd probably take 5% out of magic and put 5% into defense unless you've got a specific purpose in mind. On the whole I like it though.
I would say that I don't like trying to get a Str Mag split, but I'm just assuming you're going for the skill below at some point to make use of that Str stat.
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.
Loyal
05-29-2011, 11:14 AM
Troubadours don't rely on their defense to survive, they rely on not getting hit in the first place. It's probably safe to assume that when Arhra does decide to launch an attack, it will be against an enemy that can't counter. Then s/he (I wonder if Arhra did that on purpose) can Canto away behind the people who are there to take hits.
Relm Zephyrous
05-29-2011, 11:21 AM
Yes, thats the fable, but if we're being serious for a moment, we know that you're not going to get out of being hit all the time, or even most of the time when surprises start throwing curveballs. This isn't a standard Fire Emblem where you know exactly what will happen which turn, there's no reset button for if we screw up.
On the other hand, there's the school of thought that goes something like "the best defense is a good offense", and I can't entirely argue against that.
Edit: May as well make it easier. Main Topic (http://www.nuklearforums.com/showthread.php?p=1130760#post1130760)
PhoenixFlame
05-29-2011, 06:11 PM
Yeah, well, Arhra's character's female. Don't let that silly 'male' bit fool you.
Anyway, first phase is up. Yes, there's not many enemy units on the initial phase, but there will be consistant reinforcements throughout the turn. Your objective is to escape through the bottom center square, currently occupied by the enemy's duke knight (It's an inferior version of the paladin class).
Loyal: You mean the classic Ethlin-poke? Yeah, she can do that.
Furthermore, the maximum number of items anyone can hold any any given time is six. Yeah, that means Anachiel's got a full inventory right now.
Loyal
05-29-2011, 07:01 PM
I'm using the eduPad for strategy and so forth. Though it's not strictly necessary in the first couple of turns of the prologue, it's probably an ideal habit to get into.
Loyal
05-30-2011, 01:10 PM
As an aside, AB's Kelsha has 30% more growths than she should (due to Paragon) and 2 base points less than she should (since PF upped the base stat pool to 28). And for some reason has 6 move where there should be 5.
Relm Zephyrous
05-30-2011, 01:44 PM
I'm guessing thats forgetting/not knowing about the % penalty, accidentally adding the 2 extra points twice, and thinking about promoted move.
In any case, someone should doublecheck that and fix it if necessary.
Astral Harmony
05-30-2011, 11:42 PM
I figured that 30% meant that the skill has a 30% chance of activating on EXP gain, not that it subtracted from my point percentage.
I'll take care of it quickly.
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