Page 1 of 33 123456789101126 ... LastLast
Results 1 to 30 of 985
  1. - Top - End - #1
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default OOC: Fire Emblem Oddysey of the Nautilus.

    Odyssey of the Nautilus

    Spoiler
    Show

    “Our home plane had suns and moons and plenty of fertile land. But we had to leave it behind for fools sacrificed our home the brimstone depths. Literally a layer of hell it became. Now it has been six hundred years by the old calendar and I fear that my race is about to do something stupid again and there are no portals this time…”- Historian Violet Firstborn of the Prime Museum.

    Nature of the plane
    This campaign takes place in a giant stationary air-bubble in the elemental plane of water. Within it there are several large floating land masses that stay more or less stationary in respect to one another and it is these landmasses that the majority of the human population lives on.

    Strictly speaking there is no ‘up’ or ‘down’ here, both sides of the landmasses are perfectly habitable since the centre of gravity is towards their center. However, humanity prefers to live on the ‘top’ side as this is the environment in which they evolved. This means that the ‘bottom’ has remained relatively wild, which is a good thing considering the limited resources and how easy it would be to destroy ecosystem services on the limited solid space available.

    Though it is possible to travel between some landmasses by water (they touch the walls of the bubble), most of them are completely isolated from one and another and the only way to approach them is by air. As such for the first 300 years the human populations that fell on four landmasses were isolated. In turn this resulted their society evolving and differentiating in quite dramatic ways (more on this under the section nations).

    However, some of the beasts that float or fly between the landmasses where tamed. And this, along with the development of airships by two nations, has ensured that now all large landmasses are visited and exploited to some degree.

    Lastly a note on the weather and (lack off) celestial objects: There is no sun here, though there certainly is a daily rhythym governed by light. For 12 hours in shines ‘top’ side, with the light source gradually dropping until it shines for another 12 hours ‘bottom’ side. As such there is no proper night, the ‘night’ instead being a very long sunset like illumination.

    Weather wise each large landmass generates its own climate. However, there’s a peculiar phenomenon during which it rains blood. This is due to some huge creature being brutally torn to pieces in the elemental plane of water nearby. Naturally this phenomenon is not enjoyed by most of the residents. In fact it’s often cue for mass slaughter as it does enhance the more negative aspects of humanity.

    Geography, Nations with some notes on Religion
    Humans arrived to this plane of existence roughly 600 years ago. Thanks to 300 years of isolation roughly four ‘ethnic’ identities and nations were born:

    Emnor:

    Five islands (Prime in the middle, Crown to the north, One-Tree to the east, Three Chains to the south and Memory to the west) that are nearly in the exact centre of the bubble is where many a lord, religious leader and scholar landed. They hadn’t much in the way of technology. They did, however, find that the five islands, connected to each other by huge rusting chains, where already well developed, but deserted.

    The ruins, now bustling cities, cover almost the entirety of the islands and within them libraries and artefacts were found. Years were spent on translating them, but it was worth it. From them knowledge gained airships where built allowing communication to be established across regions, as well as trade and of course wars. The magical arts also found a lot of knowledge and flourished- now 11 magical academies exist scattered across the five islands, the most famous being the Prime Academy and Museum.

    However, what the study unearthed is that the previous inhabitants of these ruins were most certainly human or at least human- like and that they too were not originally natives to this plane either. Apparently they arrived approximately 800 years (about 1,400 years since the current date) before the latest incursion and fought bloody wars against three tribes of native sapient beings. These resembled tritons (referred to as Althati, punctuated on the –ti: Althati), harpies (the Sarea, punctuated on the –Sa: Sarea) and weird fey like beings with large luminous wings (the Nimfi, punctuanted on the –Ni: Nimfi). They were victorious against these natives and prospered for 600 years until they underwent a rapid and violent decline (many of the ruins where completely shattered) to unknown forces. (one of the more popular theories is that the bubble temporarily collapsed.)

    Whatever the reason behind the extinction only historians care for it. Most common folk are too busy trying to survive: even though the undersides of the islands have plenty of food it is the privileged nobility and those that they like that control it.

    Government wise there are about 16 powerful families vying for power (cloak and dagger style most of the time) with most of it being held by the Prime. The Prime are an ancient family whose genealogical tree heads back two thousand years into the Kings and the Queens of the lost material plane homeland. (They often refer to themselves with royal titles; the current ‘king’ is Albert Prime and his Queen Eleonora Prime. By the populace they are considered to be among the most benevolent of the 16, however, it seems that most of the other families are actively trying to dispose them. This includes an alliance between the Glory Touched (famous for their prowess in light magic), the Sky Runners (one of the richest families thanks to owning plenty of trading air ships) and the Humanists (leaders of a religious group that is gaining power fast).

    Numerous faiths are present in Emnor, however, with the most influential being the following: The Light of the First is the dominant religion that came with first settlers. It encourages people to follow the good road to enlightenment and fulfilment (aka your typical goody two shoes religion). There is no central deity in this religion, however, seven angels representing the seven virtues are central to its dogma. Humanists on the other hand believe that humans are deities in their own rights and that they were kicked out of the original homeland because they became weak and thus susceptible to the demonic hordes because of Angel worship. Due to the strife facing the populace the religion has proved remarkably successful and is a major threat to the delicate balance of the five islands. Lastly The Eye of Truth is also a religion that came with the first settlers. Back on the material plane it preached that only through vigorous study of facts could humanity surpass its mortal coil. Prominently featured are the various suns and moons of the material plane. However, because these are no longer present only scholars and truth seekers follow this dying faith. The religion is also known to harbor many an assassin and the services of these have not escaped the attention of the nobility.

    Brief descriptions of the islands and their populations:

    Prime: This island is little more than huge chunks of different coloured stone fused together. Depending on the colour of the stone they are built upon the different quarters get their name: Greenstone, Greystone, Bluestone and so forth. All the major houses and four have manors here and three the major magical academies are to be found here. Though there are some small vegetable gardens, most of the food has to be imported from elsewhere. Population: 1,200

    Crown
    : is larger and has a few grasslands that are utilized as fields and grazing areas for livestock. However, this island is on the forefront of the war between The Azure Empire and Emnor and four large forts have been built in the centre and the three peninsulas. Most of Emnor’s mundane soldiers are trained here. Population: 2,900

    One- Tree: Is so named after the huge tree (the only tree) that covers the island. When humans first colonised it was very much alive and healthy, however, ‘heavy’ mining for timber has changed that and now the trees sap (also exploited), hardly flows. Population: 1,800

    Three Chains: Is so named for the three chains that connect it to One-Tree, Prime and Memory Islands. The island frequently suffers from violent earthquakes which probably explains why it was tethered in such a way. By size it is the largest of the five islands, has the most fertile land and good balance of resources. This means that it is also has the largest population: round 7,500 people live here.

    Memory: Is primarily made of bronze, copper and iron deposits with traces of silver, gold and other precious metals being present as well. The original inhabitats used this area both as a mine site and…as a graveyard (they would fill the mines with corpses once they had been exhausted) hence the name. It is infamous for being haunted, but the resources are valuable and hence there are constant mining operations in place. Population: 800.


    Telasee:
    During the great escape the people who landed on the flat island of Telas (the largest land mass to the south of the Centre Islands) also by fluke accident got the most livestock. Unfortunately (or fortunately?) few technology educated refugees and artefacts landed on the land mass. This forced the people to return to a more ‘primitive’ hunter gatherer state of life style living herding cattle (and occasionally the large native reptilian fauna if they can tame it) and riding horses (or velociraptors if they can escape with an egg and have enough meat to feed these horrid beasts).
    In addition to dodging the more dangerous megafauna native to the island, the Telasee also have to content with the Ri’kol cannibals… not everyone remained civil after the escape from the demonic invasion.

    Telasee is gently hilly to largely flat sea of tall grass with the occasional grove, dessert or a cave complex. Life flourishes unlike most areas which humans have colonised and this results in the Telasee leading hard but hunger free lives. Telas is not allied with any other nation and given the few timber and ore deposits no one has really bothered the Telasee though the Azure Empire has recently started setting up strongholds in the south… There are also rumours that they are capturing plenty of large fauna for some reason.

    The Telasee are humble and kind folk. They are not harsh, but do expect that everyone pulls their weight around, there’s little room for mistakes where they are living. Via oral tradition they remember the events that forced them here and how humanity should never vie for a place amongst the gods. They venerate their ancestors and respect the raw power of nature, but believe in no deities, after all no god came to save them six hundred years ago.

    There is no central government, rather each tribe- named after a plant or beast- has its own circle of elders which decide on what is best for the tribes. In times of great peril all the tribes may come together to face of the threat, however, there hasn’t been a serious cause in over two hundred year when they had to face a huge horde of Ri’kol (they won and the cannibals have thankfully never recovered in numbers). The three largest tribes are the Hortari (Greek word for grass, numbering between 3,000-4,000 people, they are more or less vegetarian), the Locusts (2000-2500, they have a bad habit of doing what actual locusts do) and the Thousand Teeth (1300-1800, they take pride in their hunts and also customarily hunt and exterminate Ri’kol). All the other tribes put together number between 2000 and 3000 souls.

    Valni:

    These three islands (Head, Spine and Arm) are not islands at all. Rather they are the remains of some truly massive animal (many believe a dragon) that died long ago with each of the islands being connected to the rest loosely by pieces of bone or petrified flesh (adamantium from the teeth of the Head is prized among weapon smiths). The people that landed here found a tropical wonderland fed by the slowly decomposing corpse. Today about half of it is gone, however, burnt in the furnaces of the many machines that the Valni constructed.

    Unfortunately, however, they never were as technologically advanced as the Emnor and the Emnor seeing the rich resources simply decided to take over what they saw. A bloody war lasting fifty years ensured until eventually the Valni vasalaged themselves to the Emnor. This happened a few more than 100 years ago and though many old and new lord families rose or moved to Valni Islands from Emnor, the hatred still runs deep as do the cultural differences.

    Unlike their rulers the Valni never had an overall government system, with each settlement having a government that could very loosely be described as city state. Today, since the introduction of airships, many have become nomads travelling around the islands much like gypsies do in the real world. More than a few have become pirates skirmishing constantly with the Emnor empire and aiding the resistance. [Another point of contrast and difference is that most Valni are of a dark complexion, wether the other nations generally have fairer skinned people.]

    The religion followed by the Valni certainly stems from the Light of the First. However, this version of the faith only harbours five spirits these being those of Luck, Death/Life, Shadow/Light, Karma and Fate. Naturally this has caused them to be branded as heretics by the Light of the First and plenty of bloody crusades have occurred over the years. Put together the Valni host roughly 12,000 people, 20% of which are of Emnor or have Emnor blood in them.

    The Azures Empire:
    “They came in the night, burning blue eyes, blue hair and burnt everything to the ground with those accursed blue fires of theirs!”- Survivor of an Azurite attack.

    The distinguishing characteristic of an Azurite are blue hair and eyes. Indeed if the colour of these two factors varies than ‘pure’ Azurite consider such a person to be of ‘impure decent’. How nearly everyone in their armies came to have these characters is unknown as are their origins (though they are certainly descended from the survivors that escaped the invasion of the material plane). They go to such an extent to hide their origin that only nobles are allowed to be educated beyond basic maths and grammar. Even if nobles are caught they zealously take this knowledge to their grave.

    Central to the Azure Empire is the Blue Sphere. A large, round, stone monolith of dark blue colouration that is often surrounded by violent storms. Only Azurine airships can traverse these storms. Actually they can traverse storms and their mages (who are as feared as Emnor mages) appear to be able to conjure these at will.

    Originally the Azure Empire consisted of only the Blue Sphere and some small isles surrounding it and the existence of Azurines was only discovered merely sixty years ago. However, since than they have launched an all-out invasion against every major civilized landmass save Telasee. In the surprise attack (and it was a huge surprise attack) they took over many larger islands which they rapidly colonised, slaughtering any of the original inhabitants without mercy (many soldiers commit suicide upon capture by the Azurine army, such is the fear they inspire).

    How such a large population (it is estimated to be in excess of 20,000) manage to remain hidden baffles explorers and sages. It was even more baffling how they managed to support such a large population- turns out they have the largest fishing fleet of all the nations and meticulously hunt large animals for food.

    The actual social structure of the empire remains so far unknown and their military is based on very, very simple and strict code: “You follow your superiors orders unquestionably”. However, even with all the brain washing, propaganda and purposeful ignorance defectors still occur and if treated kindly quickly adapt to other societies proving that they are very much human. From such defectors it has been discovered that the main power holders in Azurine society are priest whom venerate bright azure fires, though to the significance of these fires or the philosophical meanings of their religion are never explained to grunts, only that they must hate everyone who doesn’t look like them and those who don’t worship the flame, including kin.

    Other areas and species

    The other species that I have named so far and occur in the campaign world are as follows: Angel, Demon, Althati, Sarea and Nimfi. The later three won’t be encountered for a while, if at all. If you want to play as an Angel and Demon, please ask me PM me.
    There are also countless of small islands and island chains scattered across the place. Some of these now harbour pirates, but most are uninhabited. There may also be other areas and nations yet to be discovered. If you wish to create an area again PM me.


    Alright, I'm throwing my best attempt at a FE game into the ring. I plan on running a more free-form game, where the players and their actions largely determine the direction that the local plot progresses. You guys, the players, will choose which area we start off in and we'll work from there.

    After a forceful force reset due to inter party conflict my recruitment list is tantalizingly short. However, do note that the number of active players I plan on allowing is 15.

    I will only accept characters that are compatible personality and backstory wise with the current group..

    Map sprites should 16x16 pixels or 16x24.

    Current Background:
    The surviving members I will have to go with Jessica and Caffeine. Brekk will be arriving at Prime as well on board the Nautilus (he slaughtered the pirates on board with some help from Assi).

    The vessel will be found by the Sky Runners company after which extensive investigations will occur. The results are kept under heavy wraps, but shortly afterwards the 'CEOs' of the company have become very generous towards the Prime Institute and its research into ancient ruins. Since the Nautilus is merely sitting after the research is complete (this takes bout a month) it is decided that it will contribute towards the research effort.

    Given Jessica's excellent show of resourcefulness and bravery, overall command of the expeditions will be given to her, though archaeological matters are largely left to Dr. Violet Firstborn.

    Your first expedition will be to Memory.
    I'll be using TheSummoner's ruleset* and Aje8's character creation rules. Items will be taken from FE8, though you can expect that custom items will pop up from time to time (very rarely actually quite often). You can find item descriptions from Serenes Forest: http://serenesforest.net/fe8/

    *changes:
    • Con as the determinant of AS rather than STR
    • Support points handled like in the GBA games, but no support limit other than only one A-ranked support. List of support gains shamelessly stolen from Illven.
    • GBA affinity bonuses.
    • GC version Canto (over the GBA version)
    • Mounted units have Aid = 20-CON pre-promote and 25-CON post-promote
    • Mounted archers can use Ballistae.
    • Thieves can steal certain (italicized) weapons if their STR >= weapon WT
    • Two-lives per character (character only actually dies on second death)
    • Custom classes/promotions on demand, approval after review.
    <and other changes that I'm probably forgetting to mention>

    The Rules!
    Gameplay & Mechanics
    Spoiler
    Show
    Gameplay
    Spoiler
    Show
    In most games, one team will take a turn, followed by the other team, and then any NPC characters (controlled by me) will take their turns. The team that goes first will either be determined randomly, or based on the results of a previous game. In some scenarios, I may have the NPCs take their turn first.

    Any player on the team currently taking it's turn may make his or her move at any time. If the player chooses an action that requires calculations to be made involving random variables (such as attacking an enemy), I must post before it takes effect. The first player to post's actions are the first that take effect. If another player wants to take an action before I have an opportunity to post the outcome of the first player's action, he or she may add conditions to her move reflecting the possible outcomes of the first player's move.

    For example: On the green turn, Green Player 1 chooses to move to a spot and attack Blue Player 1. Green Player 2 sees this before I have the chance to post the outcome of the attack. Green Player 2 could post something along the lines of "If Green Player 1 doesn't kill Blue Player 1, I move to X spot and attack Blue Player 1 as well, but if he does kill Blue Player 1, I move to Y spot and attack the NPC Myrmidon to my north."

    If you are willing to do the calculations yourself, you will be able to better gauge how effective moves are and choose the best course of action. Players are also free to talk among each other to discuss strategies and request their allies make certain moves. On maps when you are in competition with the other team, it would probably be best to do such communications through PM or some other method that would prevent the opposing team from seeing it.

    Commands
    Spoiler
    Show
    In any turn, the player may perform two actions. The player may move, and then perform a second action such as attack. Mounted units have the added benefit of being able to move again after performing their action.

    Move - If you wish to move, you must do so before performing any other action. You are allowed to move any number of spaces from 0 to your character's movement points. Mounted units are allowed to move or finish moving after taking their action. The combined distance traveled cannot exceed the mounted unit's maximum movement.

    Attack - Your character is able to attack enemies within their weapon's range. See the section on combat for details.

    Staff - Characters who are able to use Staves may heal allied units within the Staff's range.

    Shove - Characters may shove an adjacent unit one square away so long as the Shoved unit's CON does not exceed the Shover's CON by more than two. Mounted units are unable to Shove. You must have permission from the other player to Shove a character on your team.

    Rescue - Characters may pick up allied or friendly units and carry them. You may only Rescue a unit if it's weight is at least two less than the Rescuer's weight. A Rescued unit cannot be attacked while being carried. While carrying a rescued unit, the carrier's skill and speed scores are halved. You must have permission to rescue an allied player. If a character is killed while carrying another character, the carried character is dropped on the same spot the dead character was on.

    Drop - If you are carrying a Rescued unit, you can Drop the unit on any adjacent square. A dropped unit cannot take any actions on the turn it is dropped. A player may demand to be dropped at any time.

    Take - One character may take a rescued unit from another character. The same weight restrictions apply as if you were rescuing the unit yourself. (You are able to both take and drop a friendly unit on the same turn).

    Item - You may choose to use, equip, or drop your carried items on your turn. A character is limited to carrying a maximum of 5 weapon and non-weapon items at any given time. Picking up a sixth item will force the player to drop an item, which will be lost forever. If/when I provide your team with a form of storage, extra items may be sent there rather than dropped.

    Trade - You may trade items with allied players who are standing next to your character. Both players must agree to trade the items. (Free action)

    Talk - When new players join the game, they will first appear as NPCs controlled by me. To recruit the player onto your team, you must talk to him or her during the round... usually with your Lord, but occasionally I will mix things up and pick a unit or two on each side capable of recruiting. The new unit might appear as a neutral unit, or possibly a hostile one. It may be recruitable by both sides, or possibly only one or the other. The new unit will always be named. I will either give the new unit an appropriate level and attributes to allow him or her to fit onto the team more easily, or start him or her out at a lower level, but boost the character's growth rates to give them great potential. You must be next to the unit to talk to it. (Free action)

    Visit - Some maps will have villages and/or houses on them. You may enter a village to receive something good (an item, information, or if you're lucky, a new ally). If you visit a house, you will receive useful information. Some enemies will destroy unvisited villages or houses.

    Shop - Some maps will have shops that will sell a variety of items and weapons. You can buy new items at these shops or sell unneeded ones for money.

    Door - Doors can be unlocked by using a key while standing next to it. Thieves and Assassins are able to pick the lock without using keys.

    Chest - Locked chests contain useful items. They can be opened in the same manner as locked Doors, either by using a key or having a Thief or Assassin pick the lock.

    Break - If you do not have a Thief or Assassin on your team and also have no keys, you may attack the door instead to break it down. Also, some walls may have decayed to the point where you can break through them to open a new path. Doors and walls tend to have high amounts of HP.

    Seize - On certain maps, victory will be attained by having your team's Lord move to a specific spot and seize that spot. Only the Lord may seize.

    Arrive - On other maps, you simply need to move any character to a certain space to win. Any character can arrive on the target space.

    Escape - Some maps will require your team to escape from the map by moving to a certain spot. Although any character may escape by moving to that spot and choosing to do so, the map is only won when the Lord escapes.

    Steal - Thieves and Assassins are able to steal items from their enemies under certain conditions. To steal, the Thief/Assassin must have a higher speed than the person they are trying to steal from. Also, the Thief/Assassin's strength must be higher than the weight of the item they are attempting to steal. You cannot steal equipped items.

    Wait - If you choose to, you may take no action and end your turn.

    Combat Formulas & Calculations
    Spoiler
    Show
    The Weapon Triangle
    If you have an advantage over the enemy you are fighting, you will gain +15% accuracy and +1 damage. Your opponent will also have -15% accuracy and -1 damage when you have the advantage... To sum things up quickly...

    Swords > Axes
    Axes > Lances
    Lances > Swords

    Dark Magic > Anima Magic
    Anima Magic > Light Magic
    Light Magic > Dark Magic

    Wind > Thunder
    Thunder > Fire
    Fire > Wind

    Axes > Lancereaver (sword) > Lances
    Lances > Swordreaver (axe) > Swords
    Swords > Axereaver (lance) > Axes

    Effective Weapons
    Certain weapons are effective against specific types of enemies. If you attack an enemy while wielding a weapon that is effective against that type of enemy, it's might rating will be doubled. Bear in mind the types of characters who have to worry about effective weapons tend to have high defense. If a weapon is effective against a certain class, it will be mentioned in the item section.


    Physical Damage Formula
    Attacker's Strength + Weapon attack power - Enemy's defense = Damage

    Magical Damage Formula
    Attacker's Magic + Weapon attack power - Enemy's resistance = Damage

    Attack Speed
    Speed - (Weapon Weight - Concentration)* = Attack Speed.
    *If negative, use 0.

    If one unit's attack speed is 4 or more greater than his/her opponent's, the unit will attack twice.

    Under normal conditions, the unit who chooses to attack will attack first, then if the enemy is able to, he will counter attack. If either character is fast enough to attack twice, they will make their second attack after the first two blows have been dealt.


    Accuracy
    Weapon Hit Rate + (Skill x2) + Luck = Accuracy

    Avoid
    (Attack speed x2) + Luck = Avoid

    Chance to hit
    Accuracy - Enemy's avoid = % Chance to hit with each attack

    Critical rate
    Weapon Critical + (Skill/2) - Enemy's Luck = % Chance to Critical Hit

    Critical hits deal triple damage.


    Experience Gains
    Level + Promotion Bonus* = Power

    {[20 + (Enemy's Power - Power)] /2} = Base Experience

    Base Experience = Experience Gained for Damaging an Enemy.

    {Base Experience + (Enemy's Power - Power)} + 20 + Boss bonus** = Experience Gained for Defeating an Enemy

    *Promoted units get a Promotion Bonus of 20, non-promoted units get no bonus.
    **Characters gain 30 additional Experience for defeating a Boss.
    Units who do not deal damage to their enemy will receive 1 experience.

    Under certain conditions, I might award extra experience to a team or particular character for fulfilling a certain objective or performing exceptionally well.

    Weapon Ranks
    Spoiler
    Show
    Each weapon is given a rank that determines how skilled you must be to properly wield it. A character's weapon rank must be as high or higher than the rank of the weapon they want to wield in order to use the weapon. The lowest weapon rank is E. Above E is D, then C, B, A, and the highest rank, S. All characters start with Rank D in their starting weapon and gain E rank in any other weapons they are able to or learn to use.

    The items you can have ranks in are Swords, Axes, Lances, Daggers, Bows, Wind Magic, Thunder Magic, Fire Magic, Light Magic, Dark Magic, and Staves. Every time you attack or heal with one of the listed types of weapons, you gain 1 point of experience towards that weapon's rank. Once your experience equals the maximum experience in any given rank, you reach the next weapon rank. You may only have S rank in one weapon type.

    Rank E (0/20)
    Rank D (0/30)
    Rank C (0/40)
    Rank B (0/50)
    Rank A (0/60)
    Rank S (0/70)

    Supports
    Spoiler
    Show
    Characters are able to gain support ranks with other members of their team. By performing certain actions, you can gain points towards support levels. Once you have enough support points, you can have a support conversation to increase your support level. A support conversation is merely a short pause in the game where two characters who want to increase their support level talk about... anything really, anything they want to talk about. Support conversations can be carried out between maps or in the middle of battle. If a support conversation is carried out during battle, the two characters must be standing next to each other. There are three levels of support. If you are standing within 3 spaces of someone you have support with, you will gain combat bonuses based on rank and type of support.

    By default, you will have a support level of No Support with the characters on your team.
    Rank C is the lowest level of support. It takes 80 support points to go from No Support to Rank C.
    Rank B is the middle level of support. It takes 160 (total) support points to go from Rank C to Rank B.
    Rank A is the highest level of support. It takes 240 (total) support points to go from Rank B to Rank A.

    To activate supports, two characters must stand adjacent to one another for a certain amount of turns. Each turn, both characters receive a set amount of support points.

    The list:
    Spoiler
    Show
    Fire+Fire = 4 points
    Fire+Light = 3 points
    Fire+Wind = 3 points
    Fire +Anima= 2 points
    Fire +Thunder = 2 points
    Fire + Dark = 1 point
    Fire+Ice = 1 points

    Thunder+Thunder = 4 points
    Thunder+Wind = 3 points
    Thunder +Dark =3 points
    Thunder+Fire = 2 points
    Thunder+ Ice =2 points
    Thunder+Light= 1 point
    Thunder+ Anima= 1 point

    Ice+Ice= 4 points
    Ice+Anima= 3 points
    Ice+Darkness=3 points
    Ice+Thunder= 2 points
    Ice+Light= 2 points
    Ice+Wind=1 point
    Ice+Fire=1 point

    Light+Light= 4 points
    Light+Fire= 3 points
    Light+Anima=3 points
    Light+Ice=2 points
    Light+Wind= 2 points
    Light+Darkness= 1 point
    Light+Thunder= 1point

    Wind+Wind=4 points
    Wind+Fire= 3 points
    Wind+Thunder= 3 points
    Wind+Darkness=2 points
    Wind+Light= 2 points
    Wind+Anima= 1 point
    Wind +Ice = 1point

    Darkness+Darkness = 4 points
    Darkness+Thunder = 3 points
    Darkness+Ice = 3 points
    Darkness+Anima= 2 points
    Darkness+Wind = 2 points
    Darkness+Fire= 1 point
    Darkness+Light= 1 point

    Anima+Anima= 4 points
    Anima+Ice = 3 points
    Anima+Light= 3 points
    Anima+Darkness=2 points
    Anima+Fire= 2 points
    Anima+Thunder= 1 point
    Anima+Wind- 1 point


    Each character may only have 5 total levels of support. An A Rank support counts as 3 levels, a B Rank support counts as 2 levels, and a C Rank support counts as 1 level.

    The bonuses granted from support vary from character to character. Each character chooses an affinity. The 8 possible affinities are...

    Fire: Attack + 0.5, Accuracy + 2.5, Avoid + 2.5, Critical + 2.5
    Thunder: Defence +0.5, Avoid + 2.5, Critical + 2.5, Critical Evade + 2.5
    Wind: Attack + 0.5, Accuracy + 2.5, Critical + 2.5, Critical Evade + 2.5
    Ice: Defence + 0.5, Accuracy + 2.5, Avoid + 2.5, Critical Evade + 2.5
    Dark: Accuracy + 2.5, Avoid + 2.5, Critical + 2.5, Critical Evade +2.5
    Light: Attack + 0.5, Defence + 0.5, Accuracy + 2.5, Critical + 2.5
    Anima: Attack + 0.5, Defence + 0.5, Avoid + 2.5, Critical Evade + 2.5

    To get the actual bonuses from support, add the bonuses from each individual character's affinity, then multiply by the level of support. Decimals are omitted.

    Death
    Spoiler
    Show
    When an enemy is defeated, the character who defeated him/her receives experience for the victory.

    Characters defeated by NPC enemies are incapacitated the first time, then dead the second. Incapacitation functions in the same manner as defeat by another player. Death is permanent, but you can always roll a new character (though you'll probably have to wait to get back into the game).

    Characters defeated by enemy players do not die, but are removed from the game until the current map is finished. Although this is not nearly as bad as being killed, it still hurts your team and weakens your character by reducing the experience you can gain.

    If a Lord is defeated, the entire team under that Lord loses the map. Depending on the map objective, the other team might be able to claim victory immediately, or might still have to perform another objective to win. Up until the very last maps, a Lord will not die permanently, but there will be opportunities for one team to win the entire game by permanently defeating the other team's Lord.

    Recruitment
    Spoiler
    Show
    As the game progresses, assuming interest is high enough, new players will be added to each team. The new player will sign up and create his/her character, but will not immediately join the game. To get a new character on your team, you must recruit them. This can be done in different ways.

    Usually I will control the new character as a NPC until an appropriate unit on either team Talks to him or her. After talking to the NPC character, I will give control to the player and they will become a permanent addition to whichever team. Usually the Lord must talk to the NPC to recruit him or her, but this is not always the case. I will usually give a hint in the form of pre-battle dialog when a different character must do the recruiting. Before being recruited, the NPC may be hostile, so use caution, and try not to kill what could be a valuable addition to your team.

    I also might have new characters join as a result of someone visiting a particular building on the map.

    For the sake of team balance, I may or may not allow both teams to recruit a potential ally. I may or may not add more than one recruitable character at a time. For example, if Blue Team has 5 players, and Green Team has 7 because they were able to recruit more characters who were open to recruitment from both sides, I might give Blue a big advantage to recruit the next person by starting the character closer to where Blue starts. Alternatively, I might simply not allow the character to be recruited by Green.

    Keep in mind that I'm not going to limit myself in the ways to recruit new allies, but those are the most basic methods I will use.

    Recruitable characters will either be leveled appropriately to join the team, or given some other special bonus (higher growths, paragon skill, higher base stats, etc) that makes up for initial weakness.

    Reinforcements
    Spoiler
    Show
    NPCs can, and often will be added to the map in the middle of combat. Recruitable units may also appear on the map as Reinforcements. Be aware of it. Reinforcements always start from one of the four edges of the map, and will only move one space onto the map during their first turn.

    Terrain
    Spoiler
    Show
    The type of terrain a unit is standing on can offer various benefits to combat. Certain tiles may increase the chance a unit has to avoid damage while standing there. Other spaces can offer health regeneration at the beginning of the next turn.

    Fliers can move fully over all terrain (1 movement cost) and gain no benefits other than HP recovery from specific terrain types.

    Land, Bridge, Floor, Stairs
    Movement Cost - 1
    Def/Res - 0
    Avoid - 0

    Wall - Cannot be crossed, unless the character has the leap ability

    Wall (Weak) - Cannot be crossed, can be attacked to form a floor.

    Door - Cannot be crossed, can be opened or attacked to form a floor.

    Chest - Cannot be crossed, but can be opened with a key to receive an item. Opened chests still can't be crossed.

    Snag - Cannot be crossed, can be attacked to form a bridge.

    Water
    Movement Cost - 1 (flying units), 3 (pirates, berserkers), cannot be crossed by anything else
    Def/Res - 0
    Avoid - 10

    Sand
    Movement Cost - 1 (mages, sages, priests, monks, bishops, shaman, druids, flying units), 3 (knights, generals, mounted knights, paladins), 2 (everything else)
    Def/Res - 0
    Avoid - 5

    Forest
    Movement Cost - 1 (fliers), 3 (mounted knights, paladins), 2 (everything else)
    Def/Res - 1
    Avoid - 20

    Mountain
    Movement Cost - 1 (fliers), 3 (berserkers), cannot be crossed by anything else
    Def/Res - 1
    Avoid - 30

    Village, House, Shop, Armory
    Movement Cost - 1
    Def/Res - 0
    Avoid - 10

    Ruins (destroyed villages or houses)
    Movement Cost - 1
    Def/Res - 0
    Avoid - 10

    Fortress, Castle - 10% HP recovery
    Movement Cost - 1
    Def/Res - 2
    Avoid - 20

    Seize Square, Arrive Square, Escape Square, Defend Square - 10% HP recovery
    Movement Cost - 1
    Def/Res - 0
    Avoid - 0

    Enemies
    Spoiler
    Show
    In addition to having to worry about the opposing team, there will be several NPC enemies controlled by me in each map. I will tend to play non-promoted units fairly stupidly, usually attacking if its possible, even if the attack is suicidal or cannot deal damage. Most enemies will either actively pursue the nearest member of either team or stay in one place until someone comes close enough to attack. Some enemies will stand in one spot waiting for you to come to them, they may or may not start moving after being attacked. Bosses tend not to move, but this not set in stone. Do not be surprised if you move into a boss's range thinking it safe and he then attacks you. Promoted units will be played a bit smarter, but in the earlier levels will still work fairly independently. As the game progresses, NPCs may start to use teamwork and strategy instead of being so... very... stupid...

    Victory
    Spoiler
    Show
    Each map has particular conditions for victory or defeat. The first team to fulfill the conditions for victory wins the map. Depending on the specifics of the map, the map may end or the other team may still have to achieve their own objective. There are also conditions that cause a team to immediately lose a map. One constant condition for defeat is if your team's Lord is defeated. These conditions are laid out at the beginning of each map. Some maps may have hidden objectives as well, which are well hidden. Your characters may however, find/hear clues about them…

    Character Generation
    Spoiler
    Show
    All Classes
    Spoiler
    Show
    265% Total Growths
    40 Starting Stat Points
    1 base stat point in hp= 2 hp
    1 base stat point in con=2 con (beyond the listed con for your class)
    1 base stat point in any other stat=1 point in that stat.
    5% growth in hp=10% hp growth
    5% growth in any other stat= 5% growth in that stat.

    Class Specific Stuff
    Spoiler
    Show
    Mounted Knight(wielding Swords, Lances or Axes): -5% Growths
    Mounted Knight (wielding bows): +5% Growths
    Knight: +10% Growths
    Archer: +10% Growths, +1 Base Stat Point
    Pegasi Knights: -5% Growths
    Wyverns: Same as Pegasi
    Thief: -2 Base Stat points.
    Cleric/Priests: +5% Growths
    Additionally, all classes must be generally good or bad at what they’re good/bad at in the games.

    Hp Minimums:
    16: Mymridons, Archers, Pegasi, Theifs, Anyone who weilds magic of any kind or staffs
    18: Wyvern Riders, Mounted Knights, Mercanaries
    20: Knights, Soilders
    22: Pirates, Fighters

    Other Hard Limits:
    Str and defense can NEVER be over 10 base.
    Mymridons can NEVER have more than 7 Str. base.
    Mounted Knights can't have more than 8 in any stat.
    Theives are limtied to 6 Str.
    NOTE: Feel free to ignore the Base/Growth Swapping rules if they seem overwhelming. They are meant to increase diversity of characters for those who wish to use them but are wholly optional.
    Base/Growth Swap:
    +1 Stat point=-5% Growth
    +5% Growth=-1 Stat point
    Limited: 6 up or down

    Class Summaries
    Spoiler
    Show
    Mercenary
    Promotes to: Hero
    Weapon: Swords
    Starting Equipment: Iron Sword or Slim Sword, Vulnerary
    General Stats:
    Good at Str, Skl, and Spd. Decent at Defense. Low Hp. Luck Varies
    Movement: 5
    Base Con: 8
    Special: None.
    Notes: Well balanced soldiers for hire with exceptional combat abilities.

    Fighter
    Promotes to: Warrior
    Weapon: Axes
    Starting Equipment: Iron Axe or Hand Axe, Vulnerary
    Starting Attributes: High Str and Hp, Decent Skl, Decent spd, terrible defense, luck is all over the board
    Movement: 5
    Base Con: 10
    Special: None.
    Notes: Powerful axe-wielders who prefer raw offensive power over defense.

    Soldier
    Promotes to: Halberdier
    Weapon: Lances
    Starting Equipment: Iron Lance or Javelin, Vulnerary
    Starting Attributes: A jack of all trades, balanced stats favoring Defense and Skl slightly.
    Movement: 5
    Base Con: 9
    Capacity: 20
    Special: None.
    Notes: Loyal foot soldiers with well balanced combat abilities.

    Thief
    Promotes to: Assassin
    Weapon: Swords
    Starting Equipment: Iron Sword or Slim Sword, Vulnerary
    Starting Attributes: Very high speed, low str, high luck,, low hp, average everything else
    Movement: 6
    Base Con: 6
    Special: Steal, Pick Lock.
    Notes: Quick pickpockets, with a variety of noncombat abilities.

    Myrmidon
    Promotes to: Swordmaster
    Weapon: Swords
    Starting Equipment: Iron Sword or Slim Sword, Vulnerary
    Starting Attributes: High Spd and Skl, decent str, low hp and defense, luck varies wildly.
    Movement: 5
    Base Con: 8
    Notes: Mymridons get +5% Critical. I think the class is a bit weak.
    Special: None.
    Notes: Swift swordsmen with quick, deadly attacks.

    Knight
    Promotes to: General
    Weapon: Lances
    Starting Equipment: Iron Lance, Vulnerary
    Starting Attributes: High Hp, defense, and str. Low spd. Decnent Skl. Luck is on the low side. EXTREMELY low res.
    Movement: 4
    Base Con: 13
    Special: Armored, gets growth bonus.
    Notes: Heavily armored knights. Slow, but powerful.

    Mounted Knight
    Promotes to: Paladin
    Weapon: Your choice of Swords, Axes, Lances, or Bows
    Starting Equipment: Iron (Chosen Weapon), Vulnerary
    Starting Attributes: Balanced overall. Low defense in general, everything else varies.
    Movement: 7
    Base Con: 8
    Special: Horseback, aid is 20-con rather than con-1. Also, growth penalties. See above.
    Notes: Mobile cavaliers with a wide range of weapon choices as well as balanced combat abilities.

    Raptor Rider: Errata
    Promotes to: Royal Raptor Rider (seriously I am crap at naming things, call it whatever you want)
    These guys are exactly like mounted knights with the following properties: They have one less move, but have the ‘leap’ ability. This allows them to jump a terrain that penalizes movement or a wall so long as there’s a space on the other side that can be occupied. They cannot jump over enemy units. This ability can be utilized once per player phase. Upon promotion than can use it twice, allowing them to utilize hit and run tactics behind cover/walls.


    Archer
    Promotes to: Sniper
    Weapon: Bows
    Starting Equipment: Iron Bow, Vulnerary
    Starting Attributes: High spd and skl. Decent str. Defense varies but is always a bit low. Res is low, like all melee classes.
    Movement: 5
    Base Con: 7
    Special: Growth and base bonuses. See above.
    Notes: Lightly armored warriors who pick off their enemies from a distance.

    Mage
    Promotes to: Sage
    Weapon: Anima Magic
    Starting Equipment: Fire Tome, Vulnerary
    Starting Attributes: All over the board but with high res and low hp and defense.
    Movement: 5
    Base Con: 6
    Special: None.
    Notes: Wielders of Anima Magic, able to bypass most defenses, but vulnerable to enemy attacks.

    Priest
    Promotes to: Bishop
    Weapon: Staves
    Starting Equipment: Heal Staff, Vulnerary
    Starting Attributes: All over the board, but generally have high luck and res, but low defense. Mag varies greatly, as does hp.
    Movement: 5
    Base Con: 6
    Special: None.
    Notes: Holy clerics who use staves to heal their allies.

    Monk
    Promotes to: Bishop
    Weapon: Light Magic
    Starting Equipment: Light Tome, Vulnerary
    Starting Attributes: mag is a bit on the low side, high spd, luck, res and skl, extremely low hp and defense.
    Movement: 5
    Base Con: 6
    Special: None.
    Notes: Wielders of holy Light Magic. Very accurate, but slightly less potent than other magics. Also, tend to be fragile.

    Shaman
    Promotes to: Druid
    Weapon: Dark Magic
    Starting Equipment: Flux Tome, Vulnerary
    Starting Attributes: High magic, slightly higher defense and hp than other mages. Spd and skl are about average.
    Movement: 5
    Base Con: 7
    Special: None.
    Notes: Users of potent dark magic. More durable than other magic users.

    Troubadour
    Promotes to: Valkyrie
    Weapon: Staves
    Starting Equipment: Heal Staff, Vulnerary
    Starting Attributes: mag usually sarts low, but has a high growth. Fast, high luck, skl is ususally pretty high, VERY fragile. Low hp and defense.
    Movement: 7
    Base Con: 6
    Special: Horseback, aid is like mounted knights.
    Notes: Mounted healers who use staves to aid their allies.

    Pirate
    Promotes to: Berserker
    Weapon: Axes
    Starting Equipment: Iron Axe, Vulnerary
    Starting Attributes: High spd, hp, and str. low defense, skl and res is low even for a melee unit.
    Movement: 5
    Base Con: 10
    Special: Water Movement.
    Notes: Axe-wielding privateers trained to fight on the high seas.

    Pegasus Knight
    Promotes to: Falcon Knight
    Weapon: Lances
    Starting Equipment: Iron Lance or Slim Lance, Vulnerary
    Starting Attributes: Particularly high spd and skl. Low str and hp. Res is quite high for a melee character usually around 35% growth with a decent base.
    Movement: 7
    Base Con: 7
    Special: Flying.
    Notes: Knights who ride across the skies on Pegasi. Strong against magic wielders, but weak against bows.

    Wyvern Rider
    Promotes to: Wyvern Lord
    Weapon: Lances
    Starting Equipment: Iron Lance, Vulnerary
    Starting Attributes: High str and defense. Decent skl. Other stats vary greatly but usually espically bad res and somewhat slow.
    Movement: 7
    Base Con: 10
    Special: Flying, Dragon.
    Notes: Knights who rule the skies from the backs of Wyverns.edit- I forgot to include a few rules from Aje8's origenal system. They are as follows:
    A character can be a Nino (low level, high growth) or a Jegain (high level, low growth) by exchanging starting level for growth. Ninos can't join before the average party level is high enough reguardless of the order of application for obvious reasons.

    Nino/Jegain Rules: Limited: 6 Levels Up, 6 levels down.
    -10% growths=+1 level
    +10% growths=-1 Level
    For a nino character to be introduced the average level of the party must be at least one level greater than the level penatlty. Eg. A -3 nino character will be introduced only once the average party level is 4, meaning that the nino character will enter the game at level 1.


    Lords have the following modifications:

    Lord:
    -3 Stat Points
    +5% to all growths
    Can swap weapon from any base class. Can gain any weapon as well as a special promotion bonus (Cit Boost, Movement bonus, ect.) upon promotion.

    Promotion
    Spoiler
    Show
    I will be utilizing a very loose promotion system. If you want to promote from Pirate to Wyvern Lord, that's okay but you'd better have a very good reason for doing so.

    Mechanically, this translates into 8 stat points that can be distributed as the player sees fit, to a maximum of 4 in any one stat.

    Classes are not just limited to these. If you really want a spear wielding berserker or a sage who can cast both light and dark magic but not use staves, speak up.
    Last edited by Rising Phoenix; 2013-07-25 at 01:26 AM.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  2. - Top - End - #2
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Information on 5 of the 11 magic academies to be found on Emnor:
    Spoiler
    Show

    The Prime Institute: The first magical academy to be founded in this world, The Prime institute is famous for holding most of the surviving history and artefacts brought from the material world. Still owned and managed by the Prime Family, students of the Prime Museum are taught the ways of anima magic, though courses on the other disciplines exist as well. Prime magicians pride themselves as being the best on this plane of existence. Though this does hold some truth and merit it is not the definite. The Prime Institute is part of the Prime Family’s residential complex.

    The Royal Military Academy: Situated on the Crown the academy’s main focus is to train mundane troops. However, inter-organization courses in magical warfare and magical defence are a staple of training here and mages who find war fare to their liking often end up moving here permanently.

    Wisdom’s Monastery: Named after the Angel that embodies Wisdom this monastery is run by the Clergy of the Light of the First and only Light and Stave magic is taught here. Monks and Priests graduating from this Monastery typically treat Dark Magic users with a fair bit of scepticism if not outright hatred. The Monastery is located on well managed vineyard on Three Chains

    The Library of Many Steps: This is not an institute per say, but rather a rag tag assembly of magic users of all sorts keen to share information and knowledge with each other. Though a fair few follow the teachings of the Eye of Truth, the organization is really not affiliated with any religion. This neutrality has allowed for the accumulation and acquisition of some quite controversial texts… The Library is said to be found in one of the back allies on Prime, but in reality the entrance shifts around at random. Finding it is purely up to chance, though some claim that it is fate or some other convoluted theory.

    M.A.M. (Mages for the Ascent of Man): “For too long has the delusion of religion prevented humanity from arising to its rightful place: Deification!”. M.A.M. views magic simply as a tool and nothing more. As such every school of magic is practised and taught by the group with ‘side effects’ (religious visions, prophecies etc) quickly being ‘taken care off’ and swept under the carpet. Religion after all only inhibits progress. Due to their peoples first approach, M.A.M. are more than willing to teach anyone allied to their cause magic and as a result the numbers of unregistered mages is increasing dangerously. M.A.M. has small schools/ groups on every single of the five islands.

    The other six academies and schools: are smaller and less prominent. It is up to the players to create them should they find that the above five do not suit their character concept.



    Information on angels and demons (from PMs)
    Spoiler
    Show
    There are two versions
    - The first versions consists of being that originate from the energies of the celestial/infernal realms themselves. These rarely venture away from these realms and generally do not interact with mortals.

    -the second is are beings whose souls go transformed into angels and demons when they arrived at their respective places of rest. As they often have memories or unfinished business on the material planes (or simply want to protect/corrupt/destroy/insert cliche motive here), they often return to it, though most of the time mortals are unaware that there are such beings among them. That is, they can hide their other-wordy appearance including wings.

    Game mechanic ones they work exactly as other characters though getting flight on a normally non flying character will cost you 5% growths.
    {the cost for flight may pend more discussion}


    On Octamus' family- his many brothers and sisters:

    Spoiler
    Show
    Prince (and heir) Unord Prime, 29 yo. The heir to the ‘throne’ and by an outsider’s standards a knight in shining armor and is as such loved by the supporters of the family. Though overall this is true in the shadows of royalty he has a reputation of a hedonist, a reputation that includes his siblings Dua and Tertion… Perhaps this is the reason why he has yet been married.

    With the exception of these two siblings his rather distant to the rest of his brothers and sisters. After all he was getting his education on the various military academies on prime. During his brief visits home he always treated the youngsters with kindness and would frequently play with them.

    Class: Lord

    Princess Dua Prime, 28 yo. Beautiful Dua is married to Hubert Cloudsworth, the eldest son of the very rich Cloudsworth family. Though normally this would not be considered due to custom the Cloudsworths do own the largest airship fleet (in addition to being filthy rich). This is a significant asset considering the current political climate.

    Unfortunately Dua hates her marriage and though she currently is pregnant it is very doubtful that she is with Hubert’s child. Like her eldest brothers she has a hedonist’s reputation in addition to that of a sadist. Despite this, she’s always pretty, dressing in the most expensive and recent fashions. Her husband is a dumb klutz after all that is over the moon with his wife’s pregnancy…

    Class: no idea at this stage.

    Prince Tertion Prime, 26 yo: If Tertion night in shining armor, Marcus is the sly, handsome rogue. Sure, he is married to countess Bryony Silk, a relative minor house in order to secure their support, and boasts three kids, but the rumours surrounding his bed chamber are... best left to one’s imagination.

    Of the three eldest siblings he is the best with words an asset that he uses to his advantage. Everyone likes him…or seems to have a reason to be in his debt.

    Class: thief/rogue

    Princess Cuatria Prime, 25 yo: Poor Cuatria had an accident (though many seriously doubt this) at the age of four that left her blin and bound to a wheel chair. Since then she has lived in a world of frail health, pity and protection and she makes no effort to hide the fact that she detests this treatment. Indeed she tries to excel in the few things that she can excel (knowledge, magic and singing) in order to help her family and nation. As such she is far from naïve, in fact her knowledge in both magical and mundane issues may in fact make her the most dangerous member of the royal family.

    Class: mage

    Princes Cincton (deceased) and Seston Prime 23 yo. Cincton died to a tragic ‘accident’ 18 years ago leaving his brother Seston to be more of an empty husk than a child. However, the birth of his first son has forced some life back into him(his married to a lady from an insignificant house) and this has also forced him back into the political scene as his child’s future is important. The lack of social skills and acquaintances will, however, probably mean that he will remain a minor power broker.

    Class: archer

    Princess Septa Prime, 18 yo. Septa very much appears to be an air head and really couldn’t care less about politics, after all she is so far down the succession line that only a catastrophe would make her queen. She does, however, enjoy the parties (the dressing up and yummy food, not the political side to them) and various other privileges that come with being royalty. Her other hobbies include fencing, acting and Pegasus riding. Though she is betrothed, she has no interest in getting married.

    Class: Pegasus rider.

    William the Bastard, 21 yo. Being king comes with ‘privileges’ and ‘King’ Albert did use these ‘privileges’ at least once with a maid. The politically stirring result was William, whom Albert allowed to be raised with the rest of the royal brood. William always knew that he didn’t quite fit in the order of things in the palace and though he excelled in many of its aspects decided to run away at the age of 18. Since then he has become one of the greatest thieves in Prime and he and his coterie are responsible for bringing down several minor houses and businesses. There is a bounty on his head atm (10,000 gold coins, let’s call them sovereigns…) though it explicitly states that the reward will only be delivered if he is alive.

    Class: Thief


    Gossip, scandals and red herrings

    [The following are based of the PMs Steilos sent me and may or may not be accurate.]

    Spoiler
    Show


    -Octamus' parentage is a popular topic in court. Potential fathers range from Unrod or Tertius to Freigal to multiple minor lords, but never Albert himself.

    -Currently everyone on Prime believe Octamus and his escorts to be dead. This includes Lilian and Freigal. The expedition was meant to be a quiet patrol to instruct the young prince on military matters. No one expected the Azure strike force to appear so far away from their normal air space nor to strike with such precision. The Humanist movement is often blamed for this turn of events, though how exactly it happened is subject to wild conspiracy theories.

    -On the morning after his last birthday (bout 9 months ago) a trail of fresh horse dung was found leading to Unrod's quarters...

    -Cuatria has the reputation of a rose of many thorns.

    -Tetrion holds the most elegant and sophisticated private parties, unfortunately nothing lustful comes of them it seems.

    -Dua appears to likes bracelets and long silk gloves a lot and she doesn't like her hands and wrists being touched.



    Other important characters
    Spoiler
    Show

    Jose the Jaguar, 31 yo, class: Lord (sword): Jose is a formidable swordsman from Valni and was on the forefront of the resistance against the Emnor oppression. Cheered on as a hero by those who feel oppressed, his name is prominent in graffiti defacing in Valni. However, about a year ago he vanished from the revolution and rumours circulate that he joined a small rag tag company of adventurers. There have been no definitive sightings of him in the last few months.

    Jo Steel, 39 yo, Class: Knight. An ex-bodyguard of the Prime Family, he abandoned his post when the activities within the palace became too disgusting and disturbing for him. Having no more a reliable source of income (and the possibility of assassins to silence his knowledge) he sold his services as a mercenary to the first merchant caravan he came across. Most say it was a beast riding caravan- one of the Giant Nautilus or Gas Whales that regularly cycle between the landmasses. There’s a 100 gold bounty on his head at the moment, but nobody seems to know his current whereabouts.

    The Red Prophet, Apollo, 22 yo (???) , Class: Sage???. The Red Prophet, so called because of his red and gold attire, is a curious figure that appears at important events throughout history again and again though their role in these appears to be minor. His/hers ability to travel great distances quickly is also often cited and indeed observed. There is some speculation on the character being the same person, but their appearance and gender vary between encounters and descriptions though there appears to be only one Red Prophet at a time. When their magical auras are examined (something that usually results in the observing mages being incinerated) they are very strong and show a strong affinity to the fire element though they are capable of using every type of magic. This mastery has caused many a spell caster to ask to become a pupil of the Red Prophet, but all requests are denied even to the most powerful of arch-sages.

    The current Red Prophet goes by the name Apollo and in the last few years frequently appears in the major libraries of Prime where he zealously studies… everything. In exchange he has provided the libraries with some outrageously rare texts and artefacts. The appearance of such an apparently powerful character in Prime has caused much stirring among the political circles and many have attempted to befriend him via extravagant parties and gifts. He accepts all of these, but so far has retained an utterly neutral stance much to the alarm, frustration and wonder of the noble cycles.

    Aahmas Akusaa, High Priestess of the Eye of Truth, 34 yo, Class: High Priestess. Aahmass is the leader of the Eyes of Truth, the slowly dwindling religion devoted to truth, knowledge and the celestial bodies of the former realm. She is also the only person within the organization that accepts assassination contracts (which are always only verbal, remaining only in her memory and never dislodged to anyone other than the specified people). She also accepts contracts to look for items, specific bits of knowledge and missing people and considering the organizations high success rate she has plenty of business to take care off.

    Andrew Gribs, ‘Leader’ of the Humanist movement and ‘Religion’, 41yo, Class: High ‘Priest’. Andrew began his movement ten or so years ago when his business and house name where on the brink of collapse and it was the right move as Andrew is one of the most dangerous political figures on the scene now. His priests help the populace not only with healing but also with food and lodging (only a small portion of the organizations resources go towards this though). Though he demands some compensation in return (e.g. the people he saves work for him or his militia), the starved and stressed population love his for this aid.

    However, despite this façade of human supremacy, equality and rebellion; Andrew lives a life of luxury behind his mansions closed doors. Few people know of this and fewer still have any reason to reveal the truth… it is a good life after all.

    Her Radiance, Meredith Dawnbringer, High Priestess to the Light of The First, 83 yo.
    Despite her age Meredith still has a very sound, sharp and strategically- oriented mind. Since she ascended to the role of high priestess thirty or so years ago she decided that Emnor’s main religion will be taking a more militant font. This move allowed the religion to maintain its position in power as well as gain more political influence and given that she cannot be bribed or seduced gaining her support is tricky though very worth wile.

    The militisation did have a downside though- fewer resources can now be used for taking care of the poor and ill and this has caused people to favour the humanists over the Light in some instances.


    On language
    Spoiler
    Show
    Penguinator has pmed with a good question:

    Do the Azurites have their own language?
    And lets extend that to every region. I have no idea how long it takes for a language takes to evolve, but variations in animal communications can be very rapid as are dialects (e.g. English). However, communication seems to be pretty straightforward even in these instances, so I'd say that there is only one spoken language between the humans of this world with strong dialects and the odd unique word or phrase across the nations/areas.

    If your character has reason to know a particular dialect, they may do so, however, I plan on language having no significant in game effect (racial colourations pretty much already takes care of that...)


    More information on Telasee

    Spoiler
    Show
    Religious beliefs

    Telassee is a land of grass and great beasts. As such it comes to no surprise that the tribes name themselves after the big and not so big animals and plants that abound around them. However, despite the sigils, names and a great deal of respect and fear for these organisms they are not venerated as deities. Ancestors, their deeds, names and history are also remembered and honoured via oral tradition, but again these are not gods to the grass people.

    Each tribe bases at least parts of its council on people who possess a great deal of knowledge of the above. In many cases these are soothsayers, witch doctors and great hunters, but ever so occasionally it is someone whom they refer to as a ‘Loyathis’ (‘speaker’). Very rare, these individuals possess great magic and are often attributed with the ability to talk to beasts and plants, be the bringers of great calamity and even resurrect the dead. Indeed the apathy of Speakers towards human suffering is so notorious that some consider them to not be human at all despite often having quite mundane parents.

    Magic

    “Magic is a tool. It serves. It is not allowed to get out of control or control one person.” Is a typical view of grass person to magic. Indeed even healing magic is not used unless the circumstances are dire for fear that individuals will become over reliant on it.

    Another characteristic of Telassian magic is that it is completely and utterly devoid of incantations directed at outsiders. Instead the sigils are entirely drawn from ecological elements and indeed seem to gently channel the nature of this material existence without bringing in the energy of others.

    However, some more twisted elements remains such as blood magic which is particularly popular with the ri’kol. For example vials of blood from great predators are often used to attract these beasts to enemy tribes or the blood of individuals is used to make them ill.

    Relations with outsider

    Telassians are often stereotyped by the colonizers. However, this is not true. It is more that the colonists short-sightedly draining the land around their settlements of resources that drives Telassians away. The soil cannot handle extensive agriculture or mining exploitation which in turns dries it of water and drives the beasts and plants away upon which the grass people depend on for food and shelter. Missionaries, slave raids, forceful relocations and slaughters have not helped in keeping the grass people away from the new cities and ports either.

    But at Telassians are still human, they are adaptable and more and more of them are settling and around Emnorian and Valnese towns. Whether they have given up on their ways, however, remains to be seen.



    Edit 1: Death may or may not be permanent in my game. You will understand what I mean in a cut scene after map 3...

    Edit 2: Only one lord position is available.

    Rough Recruitment order and characters:


    Currently In game:
    1) Illven: Marigold- Anima mage.
    3) Sairyu: Zed- Thief
    4)GrassyGnoll: Pending new character
    5)Acanous: Jessica Blackthorn- Pegasus knight
    6)Zelt Arruin- Brekk Stonefist- Sword Knight
    7)Hammerpriest: Caffeine- axe dracoknight
    8) Cogsrow- Tabitha- Valkyrie


    Undecided map of entry for everyone else, but rough order is as follows:

    Starswords- Zamza- Priest
    Ascaloth: Lumina Cael- Lance Draco Rider
    8)Nohbdy: Holt Otwold- Shaman

    MIA
    5) Water and Wind: Mirion- Bow Velocirider
    Doc Scratch-Aden "Jugdral" Alondite- Mercenary
    White Tiger- Rozalin (Rose) Daniels- Wind mage
    Steilos- Robert Freigal- Sword Knight
    Ancient Spark: Vera Harathan- Bow mounted knight
    Xondoure- Sinan Alvarez- Wyvern Knight
    cadrian- Selve Nulla- Shaman

    Interest withdrawn
    Kasanip- No info
    4) Penguinator: Solomon the Elder- Jeigan Priest
    1) Herpestidae: Prince Octamus Prime- Prince (and lord of the cephalopods)
    TheSummoner- No info yet-

    Character's not complete
    tgva8889- no info yet.
    TheSummoner- No info yet.

    on hiatus
    Nina -Wylia Kyries- Soldier.


    @New interest: Please ensure that your character's personality and backstory is compatible with the current crew. The game needed a soft reset because there was too much conflict.


    IC Thread


    Recruitment thread 2

    Original recruitment thread.
    Last edited by Rising Phoenix; 2013-08-04 at 02:55 AM.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  3. - Top - End - #3
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Note: For future characters, please use .gif or .png format with a transparent background for your sprites so that I don't need to clean them before use. Also please make your map sprites to either be 16x16 pixels or 16x24 pixels, thanks.

    Changes and House rules
    Spoiler
    Show
    Sniper skill has a (Skl/2) activation rate [6%]. I don't know how you would handle stacking crit and an activation chance, which is why I suppose Sairyu doesn't use them. Maybe count a 1-6 roll as crit, 95-100 roll as Deadeye (miss nullification and 1-round sleep).

    Also from hence forth whenever an enemy is asleep a thief can mug them. Taking all their possessions in one go so long as they have room to carry them. If there's not enough room the thief selects what they want

    Mounted Stave users cannot canto after using a stave with a range that exceeds 1. Ditto for Ballista and Siege Tomes.

    The reasoning behind this ruling is that canto is already ridiculously good, being able to move after using a ranged stave will make it even more so to the point were one would never want to play infantry healers (though I still don't understand why one would, 5% extra growths ain't something to write home about.)
    .


    staves
    Alterations to the exp and cost values of staves are as follows:

    http://serenesforest.net/fe13/staff.html

    Additionally the following staves that are not available in the previous list are also available with the exception of Aum, Glass, Mediocre, Wrys:

    http://serenesforest.net/fe12/staff.html

    For staves that have a range listed as 0 change that to MAG 1/2. Stat boosting staves exist for all attributes. Warp has 5 charges and a yet to be determined costs. It will be a while since they are available in any case. Oh there will be homebrewed ones as well eventually.

    New Tomes

    -El-line tomes have 30 uses. Arc-line Tomes 25.


    Available Plot-lines and rules regarding plot progress

    Spoiler
    Show

    -You can visit any area as you see fit and will generally be able to choose if you wish to engage in the plot lines. This may not be possible all the time, however.

    -Plot lines will progress regardless of your meddling or not. You will generally be able to jump between plot lines as you see fit.

    -The exception to this are urgent conflicts/opportunities. These you must start immediately or they will be resolved automatically.

    -Nautilus travel can be instantaneous, however, once it performs such a journey the creature is exhausted and has to rest for the duration of the map encounter. [Read: I will only be doing one map and not split up the team- so choose carefully. Also statting and mapping take a lot of time- think of it as gentleman's agreement:- once you commit you have to do it due to the effort the gm put in]

    -If you have allies you will generally be able to ask them to take care of/influence maps in your stead. This does not mean they will be successful/resolve the issue as you would like, so choose who you send carefully and seek competent, trustworthy allies.

    -Between maps you will be able to shop and forge provided you have access to forges and shops. For shops on board the nautilus this can occur at any time during travel, the others can only be accessed when you are near them provided they are open. You may also encounter traveling merchants.- More on this later.

    Major Plot Lines

    The following stories are the current obvious choices for you folks to follow. There are others as well that you don't know about, but once you do you can choose them.

    -The politic cluster **** that are Emnorian Politics:
    (I just can't wait to be king maybe????)

    Main themes: Politics, human tragedy.

    The conflict between and within the sixteen families, merchant groups, religious groups of your lords home nation has resulted in a festering mess. Famine, illness and corruption run rampant and the citizens have had enough. Something is going to give and this is a prime time for opportunists.

    What it will influence

    Emnor certainly has the strongest military outside the Azurite Empire. However, if it is divided and set against itself it is useless. Emnor also holds most of the major trading ports in this world so can also be a major source of goods and funds. Finally there are also plenty of allies and enemies to be made here.

    --------------------------------


    -The Valnese rebellion

    Main Themes: Resistance, racism, wealth.

    The rotting of Emnor has not gone unnoticed and with hatred running deep many in Valni are seeing it as a prime time to finally break free. Many Valnese captain's have joined the resistance, though their trading sky ships are ill fitted for combat.

    What it will influence:
    The loss of Valni, should it happen, will be devastating for Emnor as it would deny access to many resources that are used to run the military and posh lifestyle of the nobility. At the moment, however, the skirmishes are merely a waste of resources.

    Several characters also have plot hooks relating to this nation.

    ---------

    The industrialization of Telasee

    Main themes:Man versus nature, resistance against the colonists

    The Azurites, the Valnese and the Emnorians are all currently expanding onto the grasslands, and deserts of Telasee. They are searching for mineral, wood and food resources. In the process they are forcing and enslaving the natives away and wreaking havoc with the ecosystem. The tribes do not take kindly to this and many have started organizing themselves to defend their land.

    What it will influence:
    Preventing a faction from having access to the resources of the continent will be a major blow to that faction. The happiness of the natives and ecobalance may also be a factors you wish to consider.

    --------

    -Repelling the Azurites

    Main Themes: conflict

    Repelling the Azurites is no easy feat, however, it has to happen if one wishes to prevent the spread of the blue cancer. Up to you if you wish to go hunting them though.

    What it will influence:
    Pretty much everything.
    -----


    Forging and Shops on board the Nautilus

    Spoiler
    Show
    Forging

    Voila.

    -Additionally you can decrease the weapons weight similarly but instead of doing it at 5 point increments you do it at 1 point increments to a max of -5.

    -Crit cannot exceed 50.

    -Weapons that have no price tag cannot be forged. Items and staves cannot be forged either.

    -Anyone can use a forged weapon so long as their proficient in its type.

    ----

    Shopkeepers

    You can recruit up to three shopkeepers each of which will be responsible for either the smithy, the library and the store rooms. In addition to readily supplying you with supplies each individual will have traits which will affect anything from prices, to availability, to the type of items available and other factors. These traits won't be viewable when you inspecting a potential recruit, however, it should be obvious for at least some of the traits. You can also swap shopkeepers though this may not go down well with the person you are dumping.

    The smithy is responsible for all weapons bar tomes and staves. The library lab is responsible for staves, tomes and potion like items. And the store rooms keep tabs on all items though a store shop keep cannot forge items and it is highly unlikely that he will have advanced versions weapons and items. They can, however, conduct trade- the library and smithy cannot- which may net you additional gold and rarer items.

    Once between maps you can make one request per shop keep to do one of the following if they are able to:

    -Forge a weapon.- Library and Forge only
    -Craft or procure an item
    -Conduct trade- Store room only.
    -Other. this includes improving diplomatic relationships with groups, particularly if the shop keep belongs to one. Organizing a group of mercs etc.
    -Upgrade. This occurs when the average of the level rises to the point to allow access to better equipment. This may require funds and/or access to resources (ores, blue prints) and/or organizations.

    Current Shopkeepers

    Spoiler
    Show


    Store Rooms: Fracnis Dupont: A clean, no-nonsense middle aged Emnorian known for his risk taking policies. Appears to be aligned with the Sky Runners Trading Company.

    Library:-

    Smithy:-

    ---

    Item availability aboard the nautilus

    To start off nothing available and you need a storekeep to supply you. Once you have a store keep availability will be roughly as follows and is derived from the party average level. Note that merchants outside the Nautilus may have advanced weapons earlier.

    Levels 1-9
    Slim Weapons
    Iron weapons
    Basic tomes
    Vulnery
    STR, DEF, MAG, RES tonics
    Heal staves

    Levels 10-19
    Steel weapons
    Javelins, Hand Axes
    El-line tomes
    Concoctions
    SPD, SKL, LCK tonics
    Mend, Restore, Torch and Rescue Staves

    Levels 20-29
    Silver Weapons
    Tomahawks, Spears
    Arc-line tomes
    HP Tonics
    Recover, Barrier and Psychic Staves

    Levels 30-39

    Yet to be decided. Probably killer weapons etc. The list and availability may change due to in game (shortages, fluctuations in the economy etc) and balancing issues.

    The price is always assumed to be full. However, prices may decrease if your relationship with the NPC is good/ you find ore/something else. Alternatively they may increase if you anger the NPC/ Resources are Scarce.

    ---

    Crafting and procuring items
    . You can ask your shop keeps to attempt to procure or forge items that are not normally available on the Nautilus. generally there is no guarantee that they will be successful, but there is also the possibility that they will make or find something better. This percentage roll is secret and is influenced by the skill of the NPC, materials available, their traits and your current proximity to a settlement and its size.

    ---

    Trading

    The money that can be made via trading is as follows

    Levels 1-5
    250 Gold

    increasing by a further 250 gold for every five levels there after. Certain shop keeps may have traits that increase or decrease this amount.


    Group's inventory.- courtesy of Sairyu- be sure to thank him!

    OOC explanations and rules of the Bartering Room

    Spoiler
    Show
    The rules

    "Yeah, yeah whatever! But before you can ask for them there are a few rules that need to be followed... I hate rules...

    First is that no lies can be told in this place. It is quite literally impossible...

    Second whatever contracts you make with any of us are fully binding . Failure to comply with them will result in nasty things happening to you...or us... but we are pretty good at keeping our end of the bargain.

    Third everything is up for offer so long as both sides can provide or promise to provide what is agreed to...But if you have signed your soul away expect that most of us will not be interested.

    Fourth violence is not permitted in this hall, unless both or all parties involved agree to it.


    "There is a sixth aspect" intervenes Eugene "We know of your griefs, of your joys, of every act of benignity and of every selfish act. Some of us can even read your thoughts." she looks down on Thelo whom nods "And those are the rules of this place. I hope that you will never use them. Are there any questions you wish to ask?

    The above should be clear enough. If you have any questions about them fire away


    What do the outsiders have on offer what do they want?

    Demons

    Spoiler
    Show

    Demons want only one thing: your soul. However, they are willing to trade their services if you are willing to perform a task or two in your world. As a general rule the greater the service you ask of them, the greater the payment they will ask for.

    As for what they have on offer- anything that it is in their power. This includes:

    -resurrecting the dead, 10,000 gold, major intervention (change the course of a plot), custom artifacts- these generally require you to trade your soul away.

    -stat boosters, temporary stat boons, 1,000 gold, minor interventions (e.g. re-rolls)- these generally require you performing services for them in your world.

    Once agreed upon, the demon will generally deliver his side of the bargain immediately which will leave you in their debt. The contracts are binding and bad things will happen to you if you don't follow through with the agreement. Also note that demons will try to screw you over so consider yourselves warned.

    Lastly every time you you barter with them the prices they require for their services steepen.


    Angels

    Spoiler
    Show
    Good-natured outsiders will, as a general, rule not intervene or do contracts with you. They will observe your actions and perhaps if you seem worthy in their eyes grant you a boon.

    However, this should not discourage from approaching and asking them. You will interact with a few and some may be more willing to act on your behalf then others- just find a sympathetic one.

    Generally the services and goods granted by these outsiders will be free of charge. Unless of course you actually come to a mutual agreement in which case the contracts are as binding as those signed with demons.


    If you have traded your soul away...

    Spoiler
    Show
    No being in this room will offer their services to you. If you die a premature death you will not be able to be resurrected by any means possible. If, however, you believe that there has been a violation of your contract you call for a court hearing were you will be able to plead your case with um... the higher authorities.


    Good and Evil acts

    Spoiler
    Show
    Due to the complexity of these issues as a GM I will have the final word on what is morally good, evil or grey. Most of your acts are automatically grey and generally killing people will be considered neutral at best.


    Important and People you have crossed paths with or killed

    Spoiler
    Show

    Assi- A 'cracked' azurite woman that escaped from a prison. She has close ties with a demon by the name of Thelo whom she refers to as her 'child'. Last seen alone on a bloodstained pirate ship.

    Octamus- The 8th prince of the Prime family. Was saved from pirates by the Sky Runners Trading company. Has not been since.

    Lillian- A knight charged with Octamus' protection. Was captured trying to escape a pirate attack. Fate is unknown.

    Aisha- A Valnese thief. Along with her compatriots Bergliot and Gil attempted to slay Octamus. Was blasted overboard from an explosion. Assumed dead.

    Gil- A Valnese thief. Along with her compatriots Aisha and Bergliot attempted to slay Octamus. Was blasted overboard from an explosion. Assumed dead.

    Bergliot- A Valnese priest. Along with her compatriots Aisha and Gil attempted to slay Octamus. Was last seen aboard a Valnese ship.

    Duram- An easily angered azurite general.
    Last edited by Rising Phoenix; 2013-08-05 at 08:35 AM.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  4. - Top - End - #4
    Ogre in the Playground
     
    PirateGuy

    Join Date
    Aug 2009
    Location
    In the Pokeball
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Solomon the Elder:
    Jeigan Priest Time Mage Level 10



    "All in good time, friend. All in good time..."

    Hp: 16/40%
    Mag: 8/40%
    Skl: 2/5%
    Spd: 8/40%
    Luck: 4/5%
    Def: 8/5%
    Res: 8/35%

    Thunder Affinity

    Jeigan 9 (-90%) Stat Swap (+6, -30%) (Yes, he's worthless. That's the point. Just look at the bright side, he won't be killstealing.)

    Backstory:
    Spoiler
    Show
    Solomon is not so much a healer, as he is a Time Magician. They are rare, to the point where he has yet to meet another of his practice, but he sells his services as a priest. While he does not physically heal wounds, he alters time so that the wound no longer exists.
    Solomon, being old and frail, is much past his prime, and wishes to spend his time off the battlefield. He has been hired as an escort for Prince Octamus due to his unrefutable knowledge and experience.
    He searches for the son he lost years ago.


    Personality:
    Spoiler
    Show
    Solomon is very kind and respectful. He is often the voice of reason. Being old, he has many connections and knows many people from various walks of life.
    Last edited by Penguinator; 2012-11-05 at 10:10 PM.


    Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!

    Finally forced me into getting one of these.

    Banner by Elder Tsofu.

  5. - Top - End - #5
    Ogre in the Playground
     
    Ascaloth's Avatar

    Join Date
    May 2012

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Aisha, "the Shade"


    "The shadows are my friends, and the nightmares of you dogs of Enmor."

    Credit: Herpestidae

    Class: Thief
    Age: 18
    Gender: Female
    Affinity: Dark
    Starting Inventory: Slim Sword, Vulnerary, Lockpicks
    Weapon Ranks:
    Sword (D)

    {table=head]Stat|Base|Growth
    HP|8 (16)|35% (70%)
    STR|5|40%
    SKL|6|40%
    SPD|7|60%
    LCK|5|50%
    DEF|3|20%
    RES|3|20%
    [/table]

    {table=head]Stat|Value
    Con|8
    Move|6
    [/table]

    Appearance

    Spoiler
    Show
    As being nondescript is an essential aspect of her vocation, Aisha makes a point of looking as plain as possible, keeping her jet-black hair short and practical for her work, and using it to cover a part of her face so as to make her even more forgettable to any casual onlooker. Along with her dark-coloured clothes and light brown skin, "the Shade" truly lives up to her name for subterfuge, capable of melting into the nearest shadows and vanishing from sight.


    Background

    Spoiler
    Show
    Bearing a grudge against the Enmor Empire for what it had done to her homeland of Valni, Aisha swore to fight the power from an early age, and made good on that promise when she moved to Three Chains, and became a member of the Valni Underground resistance group based in the area.

    Quickly making a name for herself in the underworld as a highly skilled infiltration expert, "the Shade" became one of the biggest thorns in the Enmorian establishment, capable of bypassing the most heavily-guarded locations to undertake her work, be it intelligence or assassination. She would soon have a chance to hurt the Prime family itself directly, though little would she know how events would soon play out...


    Personality

    Spoiler
    Show
    Preferring to keep to herself most of the time, Aisha has no kind words to say to Enmorians, and it takes little provocation for her to unleash her most acerbic tongue on her hapless victims. Even to non-Enmorians, Aisha has little to say, though she does show some signs of warming up to her fellow Valni.
    Last edited by Ascaloth; 2012-11-03 at 09:00 AM.

  6. - Top - End - #6
    Dwarf in the Playground
     
    Nohbdy's Avatar

    Join Date
    Feb 2011
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.


    "It's obvious from following these calculations that an ethieric blast at this pressure point will fell the structure. What, collateral damage? Ha! All in the pursuit of knowledge!"
    Name: Holt Otwold
    Class: Shaman
    Age: 23
    Gender: Male
    Affinity: Ice
    Items:
    Flux (D)
    Vulnerary 3/3
    {table] |Stats|Growths
    HP|18|60%
    Mag|8|55%
    Skl|5|50%
    Spd|5|45%
    Lck|2|10%
    Def|4|35%
    Res|6|40%
    Con|9
    Mov|5[/table]

    Backstory:
    Spoiler
    Show
    Holt was born in a small mining town called Oolacile in Memory; being the son of a miner and a local apothecary. In his younger years he was infamous for constantly wandering off to explore, often stumbling on “haunted” grounds without much forethought. The thought of vengeful spirits lurking within the abandoned mines were no determent to the young boy’s curiosity. While Holt himself had never claimed to have witnessed any spiritual activity, the town was much more worried. Local legends and rumors lasted longer in Oolaclie than elsewhere. Holt had difficulty in telling anyone that he had seen nothing, no ghosts or little spiritual activities. Whether or not he was right eventually did not matter, for when he was twelve the boy began to display an excellent affinity for magic. Seeing an opportunity to keep their son from possibly causing greater trouble, Holt’s parents sent him off to a magic academy in Prime at the age of fifteen.

    Personally, Holt didn’t think much of this turn of events having been fairly independent from his travels and having to prove that he was not possessed or haunted. Yet his small town upbringing did him no good in the maze of Prime’s cityscape. He was soon lost wandering the streets looking for the academy that accepted him. Be it chance or some other oddity, he stumbled across a door in a sideways ally. It was completely canny, but he felt guided to open it. After that, Holt ventured into The Library of Many Steps, and his path had changed. He was introduced to a creed of free thought and knowledge, one that accepted any belief and searched for more.

    Due to his knowledge of the more mechanical aspects of magic, he was guided into the realm of dark magic. His time in the library had him begin to consider leaving on a journey to both improve his own skill as a shaman, and investigate the world around him. The mages of The Library of Many Steps demand that one also has to give once he has learned. Holt, motivated by the mistrust faced in his childhood and eagerness to explore the islands, sent out on a journey. It was aimless on the surface, but hid a thirst for knowledge that wanted to discover all it could.

    Personality:
    Spoiler
    Show
    A mixture of aloofness and impetus; Holt’s only concern the knowledge and workings of the world he finds himself in. He is always looking for more information, aided by his insatiable wanderlust that he follows purely on instinct. He will join with others if there is the chance to learn, having joined a few wandering adventuring groups solely on the potential of any discoveries that could be found. Even alone, he will delve into lost ruins and forgotten structure despite any danger for the chance to discover.
    Holt appears reckless to many due to his lack of hesitancy and oft forgetfulness to take care of himself. He’s often gifted food out of pity for the downtrodden state he is most often found in. Occasionally he does mercenary work to help pay for his travel expenses and other necessities if they become a concern. Due to his teaching in the LoMS Holt is relatively neutral to religions and while he does not associate himself with any, he does consider what they teach. When in a rare downtime he often enjoys eating local food or simply reading.

    Appearance:
    Spoiler
    Show
    Holt has a fair complexion, along with brown hair and brown eyes. He stands roughly 5’ 8” his build is simply slim. A worn travelers cloak is draped around him, along with an equally weary uniform underneath. He often appears dusty due to the wear of constant traveling.
    Last edited by Nohbdy; 2012-10-28 at 02:47 PM.
    The Professional Lurker.

  7. - Top - End - #7
    Barbarian in the Playground
    Join Date
    Jun 2009
    Location
    Somewhere in in the UK
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Robert Freigal, Duke of Emnor, Royal Spymaster and Mentor of the Prince



    "The man behind the throne, eh? Heh heh... I can give you some pointers there, my liege. All you have to do is listen carefully to what I say. Hmm? No? Good, you're a fast learner."

    Age:43
    Class: Sword Knight -> Sword-and lance Great Knight (I'd make him a prepromote, but to be honest I like the idea that Robert did very little in the way of actual fighting until he was assigned to accompany the Prince)
    Affinity: Dark


    {table]Stat|Amt.|Grwth
    HP|20|70%
    STR|6|40%
    SKL|6|50%
    SPD|3|40%
    LCK|4|35%
    DEF|10|45%
    RES|2|25%
    MOV|4|--%
    CON|13|--%[/table]
    (5% into 1 stat point)

    Special: Armoured
    Inventory: Iron Sword 45/45, Vulnerary 3/3
    Skills: Swords D

    Personality
    Spoiler
    Show
    Lord Freigal is ambitious, deceitful and shrewd. He wants the throne and almost everyone knows it - the Prime family put up with it because what self-respecting spymaster DOESN'T have those kind of thoughts? Although often cryptic and inscrutable, he does geniunely want what his best for his country - and he is willing to swap out kings to do it. He specialises in intrigue and the darker side of court politics, knowing not only when and where to stick a knife in somone's knife, but also a poisoner for the blade that won't slip an extra dose for free into your wine, a blacksmith for the dagger who won't make it collapsible when you come to do the stabbing, and the man who knows exactly where to put it to avoid getting blood on himself... and who can be counted upon to not stick it in your back instead. He is a mentor for the Prince in the dark arts of royal dealings, teaching the young Octamus Prime that a knife in the dark is worth a thousand on the field, and that pouring poison into a man's ear while he is sleeping is amateur hour horse**** and best avoided at all costs.



    Backstory
    Spoiler
    Show
    I'd love to tell you about his early life but he's had all those records expunged, Also, a stealthy young gentleman is holding a knife to my back. He is unofficially the Prime family's spymaster and has been assigned to escort the Prince in the hope that he'll get his face out of a book and learn some kingship tips from the man who had three of his siblings shanked. In the months leading up to his departure, he had about 5 different wannabe candidates killed by his network of sleeper agents and loyalists as he prepared to embark.

    Although not the official spymaster of the Primes, the other is ineffectual and has been usurped almost totally by Lord Freigal. He became something of a court favourite of the royal couple and there have been whispered rumours of something between him and Queen Prime. However, this is all uncomfirmed and there has been absolutely no evidence to link the two, much to King Prime's relief. With his agent network covering for him and no allegations beyond the usual whispers. Lord Freigal was free to go on an expedition with the Prince.

    The expedition proceeded as planned until the Prince was captured and slung in a cell, starting the proceedings of this game. Yes, game, my young stabby friend. Just roll with it, okay? He has spent the last few days in hiding and planning to break the Prince out, and is almost ready to carry out his plans, which invol-GRHK!

    To Lord Freigal,

    May your ambitions come true. This rambling vexatious historian has been dealt with like you asked and his seditious works have been burnt. His account is enclosed in this letter. Do you wish for his belongings to be transferred to your custody? It would be a simple matter to change the will.

    -Your Servant


    Heere's Freigal! I'll PM you about the siblings a little later.
    Spoiler
    Show

    Solomon Yeager by the exceedingly talented The Architect.
    Spoiler
    Show
    Quote Originally Posted by Kuma Kode View Post
    Steilos
    Class: Thief
    Promotes to: Ninja

    Skills
    Vantage - Allows the character to post first in all threads.
    Insight - Allows the character to see threads at a greater distance.
    Ah, mon petit choux fleur.
    Spoiler
    Show

  8. - Top - End - #8
    Ogre in the Playground
     
    Ascaloth's Avatar

    Join Date
    May 2012

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Seeing the descriptions of the Prime sublings, I wouldn't be surprised at this rate if King Prime was none other than Emperor Wakamoto himself.

    ~~~~~~~~~~~~~~~~~

    Also, I would like a bit more context for the beginning of the game. I'm still trying to figure out how a Valni revolutionary with a hatred for Enmor and the Prime family would agree to join forces with Octamus, and I'm drawing a blank without more context. I'm assuming that Octamus himself is going to get a reason to scheme against his own family or something of the sort, but otherwise I'm clueless.

  9. - Top - End - #9
    Ogre in the Playground
     
    PirateGuy

    Join Date
    Aug 2009
    Location
    In the Pokeball
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by Ascaloth View Post
    Also, I would like a bit more context for the beginning of the game. I'm still trying to figure out how a Valni revolutionary with a hatred for Enmor and the Prime family would agree to join forces with Octamus, and I'm drawing a blank without more context. I'm assuming that Octamus himself is going to get a reason to scheme against his own family or something of the sort, but otherwise I'm clueless.
    I thought he said it was a "You All Meet in a Cell" type deal.


    Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!

    Finally forced me into getting one of these.

    Banner by Elder Tsofu.

  10. - Top - End - #10
    Bugbear in the Playground
     
    Sairyu's Avatar

    Join Date
    Jun 2009

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Bergliot Vinter
    Cleric Heretic 1
    Affinity: Anima

    "What gods exist, save the ones that you place your faith in? We humans are the future that will replace those aggrandized, deified concepts of yours."

    Stat/Growth Mods: +5% growths [cleric class feature]
    Growth Model: Random Q_Q

    Stats
    {table]Stat|Base|Growth%
    HP | 9 [18] | 25 [50]
    MAG | 5 | 50
    SKL | 5 | 45
    SPD | 6 | 50
    LCK | 6 | 30
    DEF | 4 | 30
    RES | 4 | 40 [/table]
    CON: 8 = 6 [base] + 2 [stat point]
    MOV: 5

    Background:
    Spoiler
    Show
    Bergliot is an independent researcher from Valni who currently resides in Elmnor.

    Born to a (desperate) merchant seeking their fortunes prospecting in a war-torn area of Valni’s spine, the cleric is historically aware of the various horrors and atrocities that humans are capable of inflicting upon each other. Though not having experienced it first-hand, it is as much a part of the place’s cultural history as the various smithies guilds and mining corporations that now drive and guide much of the country’s actions.

    After several unsuccessful years out of country, the merchant parent managed to strike up a lucrative deal back in Elmnor and the two of them traveled to One-Tree. There, Bergliot was approached by a member of the M.A.M. and decided that their ideals were intriguing and that it would be a good idea to join.

  11. - Top - End - #11
    Troll in the Playground
     
    Herpestidae's Avatar

    Join Date
    Sep 2009
    Location
    By the sword
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    My sole complaint is that the Prime siblings should have names that reflect their birth order. Otherwise 'Octamus' is just out of place. Also, the bastard child probably wouldn't be named according tho the convention.

    Anyway, character info:

    'Prince' Octamus Prime

    Myr-mage Lord -> Sage-Sassin Lord

    I trust you as far as an explosion can throw you.

    37 Stats Points, 265% Growths

    {table=head]Stat|Base Cost|Base|GrowthCost|Growth|+5(Lord Bonus)
    HP|9|18|30|60%|65%
    MAG|5|5|45|45%|50%
    SKL|6|6|45|45%|50%
    SPD|5|5|50|50%|55%
    LCK|6|6|45|45%|50%
    DEF|1|1|20|20%|25%
    RES|4|4|30|30%|35%
    CON|1|10|-|-|-
    [/table]
    Affinity: Ice

    Sage-Sassin:
    +15 Crit.
    Caps: Mag 24, Skl 29, Spd 30, Def 22, Res 23

    The Sage-Sassin is still functionally a Swordmaster, I just think calling him such makes more sense.

    Background
    Spoiler
    Show
    Despite being the eighth and youngest child of 'King' and 'Queen' Prime, Octamus is fifth in line to the throne. His older brothers and sisters only got along in public; in private, the desire for their parents' power and wealth far surpassed any fillial love they may have had, to the point where many suspect that the deaths of three siblings were planned.

    Octamus, however, vocally lacks desire for the throne, and outwardly shows affection for all of his brothers and sisters, even behind closed doors. He stuck to his magic training and stayed away from the plotting, and his siblings, likewise, kept him out of their plots.

    That's not to say he hasn't learned a thing or two.


    Personality
    Spoiler
    Show
    Though silver-tonged and all-around affable, Octamus tends to act more naive than he actually is. At nineteen, and looking very young for his age, he surprises everyone he meets with his knowledge and magical skill. It's a matter of personality, not force, that allows one to get people to do as one wishes, and he knows it. In a sense, he clings to his innocence, but growing up in constant paranoia has left him far too knowledgeable for his own liking.

    He loves many, but trusts no one totally, not even his guardian and close friend Lillian. It was at his insistence that she was made part of his guard. Originally, he did it out of kindness, but he knows that she feels indebted to him for it, and though he respects her, he has an almost irrational fear of losing her loyalty.

    As to the rumors of his siblings killing each other? He doesn't believe them. But someone is killing them off, right? And they are all prime (pardoning the pun) suspects, no? Even him? But it's not like they can be suspicious of him right? Sure, it's the youngest sibling that usually goes about with the fratricide plot, but he spends as much time with all of them as he can. Enough time that, one might believe that he could be plotting with (or against) any (or all) of his four remaining siblings. And with so much suspicion on him, what if they try to nip it in the bud? Well, he has more than enough magical power to take any of them should they try to off him. Should it, er, come to that, of course.
    Last edited by Herpestidae; 2012-11-03 at 06:29 PM.

  12. - Top - End - #12
    Firbolg in the Playground
     
    Illven's Avatar

    Join Date
    Dec 2008

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Lillian Lance Mounted knight


    No, Ma'am. I don't care that the demon I just killed was once your child. He was possessed and a danger to the community.... No I could not call an Exorcist, there was no time and I had to act swiftly. Believe me I take no pleasure in it.

    Alignment LN
    Affinity Dark


    Hp 18 Str 7 Skl 6 Spd 6 Luck 1 Def 8 Res 0
    Hp 70% Str 45% Skl 50% Spd 45% Luck 30% Def 40% Res 25%

    Con 10 (8 base +1 point)

    -2 base points, +10% growth

    Requesting to use the Male Paladin growth rates and caps, and Sairyu's average levels.


    Backstory
    Spoiler
    Show

    Lillian was born on Prime, the only child of two soldiers of the crown. Lillian was meant to study and take up some comfortable job unlike her parents. However everything changed when an Azurite band killed both her parents. With no tuition coming in, Lillian was kicked out of school and had to look for a place to live. Having no other choice she eventually wandered to the castle, hoping to become a servant so that she may have a place to live. One day while Octamus was around, the talking servants let slip Lillian's last name, knowing he knew the name from somewhere, Octamus did some research, once he realized Lillian's heritage he persuaded the king and queen to put Lillian on the castle guard.

    She has spent the past few years guarding Prince Octamus. His parents fearing for his (and their other children's) lives. Lillian enjoys this duty, and enjoys her time around the bright young prince.


    Personality
    Spoiler
    Show

    Lillian is protective, loyal, honest, and completely merciless. She won't kill if she can help it, but feels that if there is no other responsible choice that she shouldn't feel guilty about it.

    Lillian is completely loyal to Octamus. If she dis-agrees with his orders she will first state why she thinks it's a bad idea, but then go along with it if he insists.

    Lillian believes the rumors that Octamus's siblings murdered each other for the throne, as such she feels Octamus should take the throne, and subtly encourages him to lead.
    A pokemon emerald nuzlocke http://www.giantitp.com/forums/showthread.php?t=212805 Complete.
    Blazing hate a Fire red nuzlocke http://www.giantitp.com/forums/showthread.php?t=222017
    Fire emblem 7 Nuzlocke inspired http://www.giantitp.com/forums/showthread.php?t=240176 Complete

    Fire emblem avatar by Water_and_Wind

    Quote Originally Posted by Hammerpriest
    Since a Druid is really hard to screw up bar the player taking asynergistic choices. Since summon more bears is always decent

  13. - Top - End - #13
    Ogre in the Playground
     
    Ascaloth's Avatar

    Join Date
    May 2012

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by Penguinator View Post
    I thought he said it was a "You All Meet in a Cell" type deal.
    Aisha comes in on Map 2 though, so I'm guessing she's not part of the "cell" group.

  14. - Top - End - #14
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by Penguinator View Post
    I thought he said it was a "You All Meet in a Cell" type deal.
    This is true.

    I think I posted some parts of the opening text in the OOC thread. I will add it again here later, but sending pms and writing up info takes priority.

    Edit: Ascaloth's new post: She will have escaped the cells from another part of the complex along with Wylia.

    And as for Albert Prime... yes, I started off by making a very exaggerated King Henry III (the one with all the wives) and... he ended up looking like the anime one...
    Last edited by Rising Phoenix; 2012-10-28 at 07:49 PM.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  15. - Top - End - #15
    Dwarf in the Playground
     
    cardrian's Avatar

    Join Date
    Jun 2011
    Location
    Limbo
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Selv Nulla


    "I'm sorry, I didn't notice you over there."

    Age: 33
    Gender: Male
    Affinity: Wind
    Class: Shaman
    HP:20 (10points) /50% (25%)
    Mag:8 /60 %
    Skl:3 /20 %
    Spd:3 /20 %
    Lck:4 /20 %
    Def:6 /50 %
    Res:7 /50 %
    Mov: 5
    Con:9 (7base+1points)
    Equipment: Flux Tome, Vulnerary
    Jegain x1 Stat Swap x2 (10% into 2 Points)

    Appearance:
    Spoiler
    Show
    Selv is a man of average build with a light-mid tan. His choppy, dirty blonde hair is down to his shoulders, and his eyes are a clear green color. He wears white, heavy robes with dark purple trim.

    Personality:
    Spoiler
    Show
    Selv it the rough edged, quit type. He knows this, and tries to make up for it, leading to him being overly polite at times. He cannot stand people calling dark magic "evil".

    History:
    Spoiler
    Show
    Wip.
    He's from Telasee, and he's a Shaman, so if anyone's willing to link backgrounds, let me know.


    (Sprites by Penguinator)
    Last edited by cardrian; 2012-11-01 at 09:33 AM.
    If it's between Wednesday and Friday, I'm probably not here.
    My BiTP characters.
    Squall avatar by Crestfallen.
    Spoiler
    Show
    Spoiler: Previous avatars
    Show
    Awesome Protean avatar by Serpentine

  16. - Top - End - #16
    Halfling in the Playground
     
    Kobold

    Join Date
    Aug 2011
    Location
    Australia
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.



    "The voices that reside inside my head tell me that the correct response in this situation is to destroy the battlefield with a typhoon of pure arcane power. What? Voices in your head, you don't have those? Weird."
    Name: Rozalin (Rose) Daniels
    Class: Mage (Wind)
    Gender: Female
    Affinity: Wind
    Age: 18
    Height: 5'8
    Hair: Auburn
    Eye: Hazel
    Starting items: Wind, Vulnerary

    Stat:
    Spoiler
    Show
    HP: 16 (8)
    Mag: 7
    Skl: 5
    Spd: 6
    Lck: 4
    Def: 2
    Res: 5
    Con: 8 (6+1)


    Growth:
    Spoiler
    Show
    HP: 60% (30)
    Mag: 60%
    Skl: 50%
    Spd: 50%
    Lck: 30%
    Def: 20%
    Res: 45%

    2X Stat Swap, 1X Nino

    Backstory:
    Spoiler
    Show
    Rose was born in the island of Memory, in Ceran, one of the many mining towns that dotted the island. Her Father was one of the numerous miners that lived in the town but her Mother was a hardened soldier who spent a few years working as a guard in the island of Prime and she is still currently enlisted as a soldier of Prime, ready to be called back into service if necessary. Rose is the youngest of three siblings, having two older brothers and one older sister. Her oldest brother currently works at the mines with his father, her other brother works as a town guard and her sister is a cleric, a vitally important role in Memory considering the high dangers of mines. Rose, first began training as a cleric in the same vein as her sister but she would not be training in that path for long.

    It is a well known folktale that the island of Memory is haunted, the fact that much of the island is made up of graveyard's is probably the basis of the story. Many people consider the tale to be just a myth but inhabitants of the island know that the story has at least some basis in facts. Citizens of Memory complain of whispered voices, deep in mines and ghostly wisps are often said to have been sighted amongst the mines, used as graves. Some can hear the whisperings of the dead clearer than others and Rose could not only hear the voices she could even converse with them. The voices began talking to her on her 12th birthday, three distinct voices to be exact. These voices were actually oddly courteous, introducing themselves politely and asking if she had any problems with talking to them. Hearing the voices were a common problem but actually understanding them was something else entirely, she told her family about them but as there seemed to be no problems with her nothing was done about it. Rose had already begun her training as a cleric by the time the voices spoke to her but once the voices started talking to her she began progressing in magic much quicker. Rose had somehow managed to inherit some magical knowledge from the voices, not only did they talk her through her lessons, she also managed to receive innate knowledge of the arcane arts even those that had yet to be explained to her. This sharp increase in knowledge caused her magical power to increase dramatically, however her magic was far too erratic and forceful to use in the subtle intricacies of healing magic. Her teacher instead recommended Rose to train in the use of more combat oriented magics and with the aid of her Mother, who pulled a few strings, she became enrolled in a magic academy at the island of Three Chains.

    Rose was considered a prodigy at the academy due to her immense knowledge of magic, however despite her great knowledge and skill at using magic she had little understanding and control of it, so she still benefited greatly from the training. At the academy she learnt not only how to control and use magic, she also learnt how to utilise it in war and other combat scenarios. Rose also found that the voices were still able to speak to her despite the fact that she was no longer in Memory. The voices were a great help in her studies and through their help she finished the majority of her training in only 5 short years and as a result she became enlisted as a possible soldier in the war against the Azures Empire.


    Personality:
    Spoiler
    Show
    Rose is kind, playful, outgoing and more than a little snarky and sarcastic. She is pretty idealistic and she finds it easy to talk to others, she also loves arguing for the sake of arguing and always enjoys a good debate. She is very interested in magic as although she has a large knowledge of it she has comparatively little understanding of it and so finds every aspect of it intriguing. However, despite this she is also maliciously lazy when it comes to work and she was only able to complete her studies due to the urging of the voices and the fact that it was about magic. She is also interested in many aspects of death, such as graveyard's, burials, ghosts and spirits.

    Rose has a very strong sense of family and would do anything for those she considers family. Due to the small population of Memory and the fact that most people work in the same jobs, many inhabitants of the island consider themselves as part of one large family and Rose considers each member of the town of Ceran as a part of her family. It is because of this strong sense of family and loyalty that she despises the Azures Empire as they threaten those she love.

    The voices that often speak to Rose also have their own personality although they do not have names or even much of an identity, as much of what they knew about themselves have been lost since death. The voices often indulge Rose in her snarky and sarcastic behaviour but they also tend to make her actually do work when she is being too lazy than is generally healthy.


    Appearance:
    Spoiler
    Show
    Rose is of average height and has shoulder length Auburn hair. Her eyes are brown and her skin is slightly tanned. Her attire consists of a green coloured mages robe with a white trim as well as a red coloured cloak.


    Well, here's my character although now that some information on magic academies have been revealed, i'm thinking about changing something in her backstory but now I can't decide whether she would've attended The Prime Institute or The Royal Military Academy.

    So now I have a question for Phoenix. How exclusive is The Prime Institute? The reason I ask, is that it's the place that seems most like what I imagined the academy Rose attends was like. But if it's a hugely famous and important academy I don't know whether it'd be plausible for Rose to be able to attend. The only way she even got into an academy in the first place was through some military contacts of her Mother, which seems to be more in line with The Royal Military Academy.
    Last edited by WhiteTiger1221; 2012-10-29 at 04:04 AM.
    "If you are what you eat I must be pie!" - By a friend

  17. - Top - End - #17
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    So now I have a question for Phoenix. How exclusive is The Prime Institute? The reason I ask, is that it's the place that seems most like what I imagined the academy Rose attends was like. But if it's a hugely famous and important academy I don't know whether it'd be plausible for Rose to be able to attend. The only way she even got into an academy in the first place was through some military contacts of her Mother, which seems to be more in line with The Royal Military Academy.
    The Prime Institute is mostly for royal brats that happen to have an aptitude for magic. However, they also offer scholarships to those genuinely gifted so that could be a way of Rose getting in there.

    Edit: Illven may also wish to comment/ pm on the siblings.

    Edit 2: Herpestidae raises a good point, but the Only good names I can think off are Ace and Trinity, we can go roman too: Secondus, Septamus etc, but I am really not fond of these. Octamus really doesn't feel out of place if we decide that the parents decided to name their last one after its birth order. Alternatively you could change the character's name though I'd rather it not come to that.
    Last edited by Rising Phoenix; 2012-10-29 at 06:38 AM.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  18. - Top - End - #18
    Troll in the Playground
     
    Herpestidae's Avatar

    Join Date
    Sep 2009
    Location
    By the sword
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Alexander -> Unord

    Natalie-> Dua

    Marcus -> Tertion

    Zoe-> Cuatria

    Aaron-> Cincton

    Jake-> Seston

    William -> William (illegitimate, no silly name)

    I aged Octamus up to 19, so he might not be the youngest anymore

    Eleanora -> Septa or Nonica
    Last edited by Herpestidae; 2012-10-29 at 07:18 AM.

  19. - Top - End - #19
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by Herpestidae View Post
    Alexander -> Unord

    Natalie-> Dua

    Marcus -> Tertion

    Zoe-> Cuatria

    Aaron-> Cincton

    Jake-> Seston

    William -> William (illegitimate, no silly name)

    I aged Octamus up to 19, so he might not be the youngest anymore

    Eleanora -> Septa or Nonica
    Them sound like pokemon names, and atm I do not feel warm to them. XD... "e.g. Unord enters the room, his wet steel boots leaving caked footprints on the red velvet rug."

    That being said it is a Fire Emblem game so...

    @Penguinator: Am working on various stuff regarding your and others people characters. Should be done in a few days time barring rl emergencies.
    Last edited by Rising Phoenix; 2012-10-29 at 08:09 AM.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  20. - Top - End - #20
    Troll in the Playground
     
    Herpestidae's Avatar

    Join Date
    Sep 2009
    Location
    By the sword
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    My guy's name is a bad Transformers pun. Your argument is invalid.

  21. - Top - End - #21
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by Herpestidae View Post
    My guy's name is a bad Transformers pun. Your argument is invalid.
    I much prefer your guy having an affinity to cephalopods... I never liked transformers
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  22. - Top - End - #22
    Firbolg in the Playground
     
    Illven's Avatar

    Join Date
    Dec 2008

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Actually all I would need to pm is what would Lillian know about gossips rumors from a near-life time of service to the crown.

    Could you send that to me?
    A pokemon emerald nuzlocke http://www.giantitp.com/forums/showthread.php?t=212805 Complete.
    Blazing hate a Fire red nuzlocke http://www.giantitp.com/forums/showthread.php?t=222017
    Fire emblem 7 Nuzlocke inspired http://www.giantitp.com/forums/showthread.php?t=240176 Complete

    Fire emblem avatar by Water_and_Wind

    Quote Originally Posted by Hammerpriest
    Since a Druid is really hard to screw up bar the player taking asynergistic choices. Since summon more bears is always decent

  23. - Top - End - #23
    Ogre in the Playground
     
    GrassyGnoll's Avatar

    Join Date
    Feb 2008
    Location
    gay baby jail

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Gil, the Sensitive Sniper

    ;
    [Sprites courtesy of Water_and_Wind]
    "Since the wind blows in my face, I sail with every wind."
    Name: Gil
    Class: Archer 10/Sniper 1*
    Gender: Male
    Affinity: Thunder
    Starting Inventory: Iron Bow, Vulnerary
    Weapon Ranks:
    Bows (A)

    Stat/Growth Options: Archer; +1 BS/10 GP, Jeigan 9; -90 GP (185 GP total), Average growths, male sniper promotion bonus: +3 HP, +1 STR, +2 SKL, +2 SPD, +2 DEF, +3 RES, +1 CON, +1 MOV

    {table=head]Stat|Value|Growth|Final (PAL1*)
    HP|20|50%|28
    Str|6|25%|9
    Skl|6|40%|12
    Spd|10|50%|17
    Lck|4|25%|6
    Def|4|10%|7
    Res|1|10%|5
    [/table]
    MOV 6
    CON 8

    Special Ballista use, Sure Strike 11%

    Appearance & Personality
    Spoiler
    Show
    The lackadaisical sniper Gil has a disheveled and unorganized look about him. His bandolier and windswept tangle of dirt-blond hair are never kept straight. He wears a white-brown corsair's vest and jacket combo, noticeably patched and worn; and pair of tan breeches, quiver by the hip. Gil's only possessions in the world hang off his person or archer's sling. His composite bow is wound by pulley cams, with a string so taut a lesser bowman would be unable to draw the cord. Gil's own sinewy shoulders and back are drawn just as tight. The sniper wears a faded black bracer on his right forearm and slender marksman's glove, covering his left hand and bearing a metal ring in the palm for release. Gil's salt-bit appearance suggest years of traffic over the earthsea. In his amber-flecked green eyes, he looks like a man who has seen the world several times over. Gil has the light skin of an Emnor native; tanned and cracked by exposure. He stands at 5'8" and weighs 150 lbs. (68kg). Gil appears to be in peak physical condition; his strong legs and packed shoulder are honed by the practice of his profession.

    Gil is a romantic, sentimental fool. He has an implacable cheer and ready laugh. The archer's smiling eyes practically shine through his mat of bangs. His face is old and worn with laugh lines. Despite the precision and alacrity of his bow-work, Gil hardly seems focused. The sniper looks faintly disappointed each time he lands a killing blow.


    Background
    Spoiler
    Show
    Gil is reserved on the subject of his past, as he unerringly quips and non-sequiturs his way around the topic. It's clear that Gil has been at sea for a long time, even if he doesn't have the look of a bona fide sailor. Gil keeps his head low, and thoughts to himself when they're not welcome. He quietly excuses himself from any conversation that surrounds the subject of Valni's world-renowned airport.


    We're in a road movie to Valni

    *Party average level 1
    Last edited by GrassyGnoll; 2012-10-29 at 03:08 PM.
    Just my opinion about the whole “weed” debate, but it seems to me that cannabis, also known as marijuana,[4] and by numerous other names,[] is a preparation of the cannabis plant intended for use as a psychoactive drug and as medicine.[5][6] Just stating my opinion…

  24. - Top - End - #24
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by Illven View Post
    Actually all I would need to pm is what would Lillian know about gossips rumors from a near-life time of service to the crown.

    Could you send that to me?
    I will probably send this to your Herpestidae and Steilos.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  25. - Top - End - #25
    Halfling in the Playground
     
    Kobold

    Join Date
    Aug 2011
    Location
    Australia
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by Rising Phoenix View Post
    The Prime Institute is mostly for royal brats that happen to have an aptitude for magic. However, they also offer scholarships to those genuinely gifted so that could be a way of Rose getting in there.
    Rose is definitely what you would call gifted, as she has somehow inherited the magical knowledge of three long-dead mages. So I think i'll change her backstory to state that she trained there.

    If possible could you give any more information on the Prime Institute? What I'd specifically like to know is if the academy would have taught Rose how to handle herself in combat or if her lessons would have been limited to how to control, understand and utilise magic to its fullest ability. And since the Prime Institute is housed in the Prime Families residential complex, is there anything Rose would know about the Royal Family since she would've been at the academy for 5 years and may have heard some rumours or gossip about them.
    "If you are what you eat I must be pie!" - By a friend

  26. - Top - End - #26
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by WhiteTiger1221 View Post
    Rose is definitely what you would call gifted, as she has somehow inherited the magical knowledge of three long-dead mages. So I think i'll change her backstory to state that she trained there.

    If possible could you give any more information on the Prime Institute? What I'd specifically like to know is if the academy would have taught Rose how to handle herself in combat or if her lessons would have been limited to how to control, understand and utilise magic to its fullest ability. And since the Prime Institute is housed in the Prime Families residential complex, is there anything Rose would know about the Royal Family since she would've been at the academy for 5 years and may have heard some rumours or gossip about them.
    I can and will, but given your recruitment order and plot that I have in mind for the time being it's not top most priority so you may have to wait for a while sorry :).

    Edit: Also folks just as a head's up. I may have to look for a new job soonish and if that happens than this will unfortunately take second place. It hasn't come to that just yet, but it is possible.
    Last edited by Rising Phoenix; 2012-10-30 at 06:42 AM.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  27. - Top - End - #27
    Bugbear in the Playground
     
    Sairyu's Avatar

    Join Date
    Jun 2009

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    That's fine.

    Hopefully you find something good, if it comes to that.

  28. - Top - End - #28
    Halfling in the Playground
     
    Kobold

    Join Date
    Aug 2011
    Location
    Australia
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by Rising Phoenix View Post
    I can and will, but given your recruitment order and plot that I have in mind for the time being it's not top most priority so you may have to wait for a while sorry :).

    Edit: Also folks just as a head's up. I may have to look for a new job soonish and if that happens than this will unfortunately take second place. It hasn't come to that just yet, but it is possible.
    Gotcha. I can wait. And good luck with finding a job, I hope it goes well for you.
    "If you are what you eat I must be pie!" - By a friend

  29. - Top - End - #29
    Ogre in the Playground
     
    Rising Phoenix's Avatar

    Join Date
    Nov 2008
    Location
    Oz
    Gender
    Male

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Quote Originally Posted by WhiteTiger1221 View Post
    Gotcha. I can wait. And good luck with finding a job, I hope it goes well for you.
    There are certainly arcs around Rose and the academy... It's just hard with so many great backgrounds... especially if I want there to be some conflict between the various organizations towards the grand finale...

    Edit: In other news I am nearly done with the background info on the original five characters. Need to write up some juicy rumours and red herrings for the 'royal' family as well as flesh out some other important NPCs all of which will be done soonish.

    I want the Original Five- Octamus, Lillian, Bergliot and Mirion (Mirion still needs a background and personality Water and Wind. Please do so when you aren't drowning :)) to think of the circumstances that led to their capture by the Azurites. The same goes for Aisha and Wilia (already discussed Wilia's circumstances but if Nyna wants to change some aspects. Soon is the time). For a freshen up here's the flavor text:

    Spoiler
    Show


    “A series of unfortunate events; that is one way to describe the fact that now all your paths have converged in this prison. One way or another the azurites caught you and your companions perhaps (those that were weak or injured they executed) and brought you to a stone fortress upon the Great Sea’s wall. Time, day and night would have had disappeared if it wasn’t for the predictable rhythm of your meals, foul smelling fish broth that is of excitement only to the numerous pale crabs that share your cells.

    Few people speak to you and talking to those next to you is forbidden; you have learned that failing to compile with that quickly brings in Kyan the Tickler. An elderly narrow faced man with a balding crown of pale blue hair and a pointed beard, he takes you to his torture chamber (just down the corridor) where in, quiet glee, he ‘plays’ with you. Then, when you think that death has finally reached down to take you; he will with heal your wounds with a gentle tap of his staff before taking you back to your cell."


    PM me if you'd like the reasons private. Herp and Illven I will be pming you soonish.
    Last edited by Rising Phoenix; 2012-10-31 at 10:29 AM.
    Awesome FE sprites done by Penguinator

    My Homebrew:
    Spoiler
    Show


    My characters

    Spoiler
    Show

  30. - Top - End - #30
    Firbolg in the Playground
     
    Illven's Avatar

    Join Date
    Dec 2008

    Default Re: OOC: Fire Emblem Oddysey of the Nautilus.

    Well Lillian's reason would be the same as Octamus.
    A pokemon emerald nuzlocke http://www.giantitp.com/forums/showthread.php?t=212805 Complete.
    Blazing hate a Fire red nuzlocke http://www.giantitp.com/forums/showthread.php?t=222017
    Fire emblem 7 Nuzlocke inspired http://www.giantitp.com/forums/showthread.php?t=240176 Complete

    Fire emblem avatar by Water_and_Wind

    Quote Originally Posted by Hammerpriest
    Since a Druid is really hard to screw up bar the player taking asynergistic choices. Since summon more bears is always decent

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •