Okay guys, here we go. After working on this since February of last year, I'm finally ready to give you Fire Emblem: Eternity of Darkness. Loosely based on TheSummoner's Ruleset.
In a world where humans rule, many other races wish to take control. Angels have assumed control of Laos, and placed the Divine King Malon on the throne. The angels have begun taking groups to lead purges of other factions. One such group is led by Chelsea, the niece of King Malon. The Demons have begun to kidnap humans and drag them to prisons in Hell. One such person is Prince Egon of Bress. A large group of assorted factions wages a war against Kleig, who houses a mysterious power. As the world enters a violent conflict, their stories will unfold. It is up to you to decide the outcome of this war. Who will be victorious? Only time shall tell…
Map
Spoiler
Country Descriptions
Spoiler
Bress: King Jorrel III mourns the loss of his only son to the demons. He is angered that the angels would allow his heir to be taken from him, and refuses to continue his long time alliance with Laos. The angels seek to change this… Country’s colors are Yellow and light green.
Laos: The Divine King Malon, little more than a figurehead, begins to question the true motives of the angels who placed him into power… With no wife or children of his own, his current heir is Chelsea, his niece, who is out leading a “purging” party with the Archangel Zaras. Country’s colors are white and light blue.
Kleig: Prince Darim, recently put into power after his weak father’s death, struggles to sustain his country after his father’s inefficient rule. With so many other forces seemingly out to get him, can he survive for long? Country’s colors are pink and dark green.
Narf: Garth, the Hellrider King, the ruler of the Hellriders, and as such, the resident ruler of Narf. A powerful man, a bad experience with the cultists of Jawisk left him vengeful and angry. His men ride huge Hell-beasts into battle, frightening their foes. He seeks to destroy the cultists because of his past with them. Currently, he moves on Kleig, hearing that taking the castle would provide him with powers unknown… Country’s colors are sand and black.
Jawisk: Darkmaster Saul, the leader of the cultists, begins to question his purpose, and the motives of his men, as they deal in darker and darker deeds. Saul disapproves of his followers’ work, but has little to do but sit back and allow his sons to take over. Country’s colors are red and black.
Hell: Home of the demons, where many humans are being kept in prisons. One group plans to break out and fight their way back home. Can such a small force even dream of taking on the brunt of the demon army?
Changes From TheSummoner's system include:
Walk on Pillars
No Str/Mag for Magic/Melee
Con system, not Str
Mug ability for Thieves
Spellsword and Hunter classes
Somewhat-Flexible Promotion System
No skills
No Crossbows or Knives
Commands
Spoiler
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.
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 4 weapons, and 4 non-weapon items at any given time. If you acquire a fifth item of either type, you must choose to drop one of the five items. Unlike in the actual Fire Emblem games, I will allow other players (not limited to allies!) to pick up dropped items. 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.
Mug - 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. While Mugging an enemy, a Thief/Assassin also attacks at half power.
Wait - If you choose to, you may take no action and end your turn.
Combat Formulas and Calculations
Spoiler
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
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
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.
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
{[21 + (Enemy's Power - Power)] /2} + 20= 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
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, Anima 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
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 25 support points to go from No Support to Rank C.
Rank B is the middle level of support. It takes 35 support points to go from Rank C to Rank B.
Rank A is the highest level of support. It takes 45 support points to go from Rank B to Rank A.
You gain support points in two ways. You will gain one support point for healing an ally, and one point for attacking an enemy while standing next to an ally. You can gain a maximum of 5 support points with each person per battle.
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 will randomly be assigned an affinity. The 8 possible affinities are...
Heaven: +5 Accuracy
Earth: +5 Avoid
Flame: +.5 Attack, +2.5 Accuracy
Dark: +.5 Attack, +2.5 Avoid
Light: +.5 Defense, +2.5 Accuracy
Thunder: +.5 Defense, +2.5 Avoid
Water: +.5 Attack, +.5 Defense
Wind: +2.5 Accuracy, +2.5 Avoid
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
When an enemy is defeated, the character who defeated him/her receives experience for the victory.
I'm still up in the air over whether perma-death happens. But for now, Perma-Death is a threat. You can start a new character, but you aren't getting your old one back.
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.
Recruitment
Spoiler
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, higher base stats, etc) that makes up for initial weakness.
Reinforcements
Spoiler
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
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.
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.
Note: This game isn't easy. It won't be treated like it's easy. The thing about stupid enemies? Yeah, that was TheSummoner's, via copypasting. Enemies here are smarter than they appear.
Victory
Spoiler
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.
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
Each player starts with one weapon and a Vulnerary. Additional items can be acquired by buying them at shops, stealing them, or defeating enemies. Enemies will only drop an item if I type its name in green. Items cost their listed value and sell for half that amount. Each item has a limited number of uses before it disappears. Items that have been used are worth less than unused items based on how any uses remain. Items without a listed weight count as having a weight of 0.
Items
Spoiler
Vulnerary - Restores 10 HP per use.
Uses: 3
Worth: 300
Lancereaver
Durability: 15
Rank: C
Range: 1
Weight: 9
Might: 9
Hit: 75
Crit: 5
Worth: 1800
Special Notes: Reverses the Weapon Triangle. Axes > Lancereaver > Lances.
Brave Sword
Durability: 30
Rank: B
Range: 1
Weight: 14
Might: 9
Hit: 75
Crit: 0
Worth: 5400
Special Notes: Attack twice for every attack you would get with a different weapon.
Short Axe
Durability: 15
Rank: C
Range: 1-2
Weight: 13
Might: 11
Hit: 65
Crit: 0
Worth: 1500
Swordreaver
Durability: 15
Rank: C
Range: 1
Weight: 13
Might: 11
Hit: 65
Crit: 5
Worth: 2100
Special Notes: Reverses the Weapon Triangle. Lances > Swordreaver > Swords.
Brave Axe
Durability: 30
Rank: B
Range: 1
Weight: 17
Might: 11
Hit: 65
Crit: 0
Worth: 5250
Special Notes: Attack twice for every attack you would get with a different weapon.
Short Spear
Durability: 15
Rank: C
Range: 1-2
Weight: 12
Might: 9
Hit: 70
Crit: 0
Worth: 1950
Axereaver
Durability: 15
Rank: C
Range: 1
Weight: 11
Might: 10
Hit: 70
Crit: 5
Worth: 1950
Special Notes: Reverses the Weapon Triangle. Swords > Axereaver > Axes.
Brave Lance
Durability: 30
Rank: B
Range: 1
Weight: 14
Might: 10
Hit: 70
Crit: 0
Worth: 5700
Special Notes: Attack twice for every attack you would get with a different weapon.
Bronze Bow
Durability: 50
Rank: E
Range: 2
Weight: 4
Might: 3
Hit: 90
Crit: -
Worth: 400
Special Notes: Effective against Flying units. Cannot critically strike.
Iron Bow
Durability: 50
Rank: E
Range: 2
Weight: 5
Might: 6
Hit: 85
Crit: 0
Worth: 600
Special Notes: Effective against Flying units.
Steel Bow
Durability: 40
Rank: D
Range: 2
Weight: 9
Might: 9
Hit: 80
Crit: 0
Worth: 960
Special Notes: Effective against Flying units.
Venin Bow
Durability: 40
Rank: D
Range: 2
Weight: 5
Might: 4
Hit: 65
Crit: 0
Worth: 600
Special Notes: Effective against Flying units. Poisons target of a successful attack.
Longbow
Durability: 20
Rank: D
Range: 2-3
Weight: 10
Might: 5
Hit: 65
Crit: 0
Worth: 2000
Special Notes: Effective against Flying units. May only be wielded by Archers and Snipers.
Killer Bow
Durability: 20
Rank: C
Range: 2
Weight: 7
Might: 9
Hit: 75
Crit: 30
Worth: 1400
Special Notes: Effective against Flying units.
Brave Bow
Durability: 30
Rank: B
Range: 2
Weight: 12
Might: 10
Hit: 70
Crit: 0
Worth: 5850
Special Notes: Effective against Flying units. Attack twice for every attack you would get with a different weapon.
Silver Bow
Durability: 30
Rank: A
Range: 2
Weight: 7
Might: 13
Hit: 75
Crit: 0
Worth: 2400
Special Notes: Effective against Flying units.
Wind
Spoiler
Wind
Durability: 40
Rank: E
Range: 1-2
Weight: 2
Might: 4
Hit: 95
Crit: 0
Worth: 600
Special Notes: Effective against Pegasus Knights and Falcon Knights.
Elwind
Durability: 35
Rank: D
Range: 1-2
Weight: 3
Might: 6
Hit: 90
Crit: 0
Worth: 1800
Special Notes: Effective against Pegasus Knights and Falcon Knights.
Blizzard
Durability: 5
Rank: C
Range: 3-8
Weight: 13
Might: 8
Hit: 75
Crit: 0
Worth: 700
Special Notes: Effective against Pegasus Knights and Falcon Knights.
Arcwind
Durability: 25
Rank: B
Range: 1-2
Weight: 6
Might: 8
Hit: 85
Crit: 10
Worth: 2450
Special Notes: Effective against Pegasus Knights and Falcon Knights.
Tornado
Durability: 20
Rank: A
Range: 1-2
Weight: 7
Might: 9
Hit: 80
Crit: 0
Worth: 2500
Special Notes: Effective against Pegasus Knights and Falcon Knights.
Thunder
Spoiler
Thunder
Durability: 40
Rank: E
Range: 1-2
Weight: 4
Might: 5
Hit: 80
Crit: 5
Worth: 720
Special Notes: Effective against Dragon units.
Elthunder
Durability: 35
Rank: D
Range: 1-2
Weight: 6
Might: 7
Hit: 75
Crit: 10
Worth: 1750
Special Notes: Effective against Dragon units.
Bolting
Durability: 5
Rank: C
Range: 3-8
Weight: 16
Might: 10
Hit: 60
Crit: 5
Worth: 800
Special Notes: Effective against Dragon units.
Arcthunder
Durability: 25
Rank: B
Range: 1-2
Weight: 9
Might: 10
Hit: 70
Crit: 15
Worth: 2550
Special Notes: Effective against Dragon units.
Thoron
Durability: 20
Rank: A
Range: 1-2
Weight: 9
Might: 11
Hit: 65
Crit: 5
Worth: 2800
Special Notes: Effective against Dragon units.
Fire
Spoiler
Fire
Durability: 40
Rank: E
Range: 1-2
Weight: 3
Might: 5
Hit: 90
Crit: 0
Worth: 680
Special Notes: Effective against Hellriders.
Elfire
Durability: 35
Rank: D
Range: 1-2
Weight: 5
Might: 7
Hit: 85
Crit: 0
Worth: 1950
Special Notes: Effective against Hellriders.
Meteor
Durability: 5
Rank: C
Range: 3-8
Weight: 14
Might: 9
Hit: 70
Crit: 0
Worth: 750
Special Notes: Effective against Hellriders.
Arcfire
Durability: 25
Rank: B
Range: 1-2
Weight: 7
Might: 9
Hit: 80
Crit: 5
Worth: 2500
Special Notes: Effective against Hellriders.
Bolganone
Durability: 20
Rank: A
Range: 1-2
Weight: 9
Might: 10
Hit: 75
Crit: 0
Worth: 2700
Special Notes: Effective against Hellriders.
Nosferatu
Durability: 20
Rank: A
Range: 1-2
Weight: 14
Might: 9
Hit: 65
Crit: 0
Worth: 3200
Special Notes: Attacks restore health equal to damage dealt.
Staves
Spoiler
Staves are used for healing and providing other useful bonuses to your team. You cannot attack with a staff. Each staff grants a set amount of Exp when used. Staves that provide a helpful effect can never miss, but harmful staves may miss their target. A staff with a range of 1-(Mag/2) has a minimum range of 1-3 and a maximum range of 1-10.
Heal
Durability: 40
Rank: E
Range: 1
Weight: 2
Exp: 11
Worth: 800
Effect: Restores (User's Mag + 10) HP to the target.
Mend
Durability: 20
Rank: D
Range: 1
Weight: 4
Exp: 12
Worth: 1000
Effect: Restores (User's Mag + 20) HP to the target.
Unlock
Durability: 10
Rank: D
Range: 1
Weight: 7
Exp: 17
Worth: 1500
Effect: Opens a door or chest.
Physic
Durability: 15
Rank: C
Range: 1-(Mag/2)
Weight: 5
Exp: 22
Worth: 3750
Effect: Restores (User's Mag + 10) HP to the target.
Restore
Durability: 10
Rank: C
Range: 1
Weight: 4
Exp: 20
Worth: 2000
Effect: Removes all negative conditions (Poison, Sleep, etc) from the target.
Ward
Durability: 15
Rank: C
Range: 1
Weight: 4
Exp: 17
Worth: 2250
Effect: Increases target's resistance by 7. Effect is decreased by 1 each turn.
Hammerne
Durability: 3
Rank: C
Range: 0-1
Weight: 7
Exp: 40
Worth: 1800
Effect: Fully restores the durability of one weapon or staff held by the target. Cannot restore other Hammerne staves.
Silence
Durability: 3
Rank: B
Range: 1-(Mag/2)
Weight: 7
Hit: 70
Exp: 30
Worth: 1200
Effect: May silence an enemy, preventing them from using magical attacks or staves.
Sleep
Durability: 3
Rank: B
Range: 1-(Mag/2)
Weight: 7
Hit: 65
Exp: 35
Worth: 1500
Effect: May put an enemy to sleep, preventing them from moving or attacking.
Berserk
Durability: 3
Rank: B
Range: 1-(Mag/2)
Weight: 8
Hit: 60
Exp: 40
Worth: 1800
Effect: May cause an enemy to go berserk. Berserk units are controlled by me, and will randomly target units to attack. Berserk units will not discriminate between enemies or allies.
Rescue
Durability: 3
Rank: B
Range: 1-(Mag/2)
Weight: 6
Exp: 40
Worth: 1800
Effect: Brings an ally next to the caster. You must have that ally's permission to rescue him or her.
Warp
Durability: 5
Rank: A
Range: 1
Weight: 5
Exp: 85
Worth: 7500
Effect: Teleport yourself or an ally to any transversable square within range. Range for teleportation is 1-(Mag/2).
Fortify
Durability: 5
Rank: A
Range: 1-(Mag/2)
Weight: 7
Exp: 60
Worth: 5000
Effect: Restores (User's Mag + 10) HP to all allies within range.
As a great deal of this is copy-pasted, the chances that I deviate from something shown here is fairly high. If anything seems awry, just ask.
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
There are two teams, the Heaven Team and the Hell Team. These names do not reflect any of the characters' personalities, merely the starting places of the teams.
Current Lineup:
Hell Team:
Lord: Xondoure's Prince Egon of Bress (Mercenary Lord)
Admiral Harkov's Chet Stamsou (Priest) -Hell
bladescape's Shien-thietal (Spellsword)
TheSummoner's Joran Halbrook (Bow Knight) Kuzon's Gerald Henderson (Thief)
Niek's Noel Firpine (Shaman)
hunt11's Karl Darnor (Wyvern)
Geno9999's Shyam "Cutler" (Thief)
This map:
ShadowElf's Mary (Fire Mage) -Hell
Heaven Team:
Lord: Usershadow's Chelsea (Hunter Lord)
Ravena's Alexandria Calanine (Mounted Knight-Lances)
Illven's Jennifer (Spellsword) Starsign's Buran (Troubadour)
Rising Phoenix's Mike (Monk)
banthesun's Maria Reising (Witch/Shaman)
Steilos' Lauren (Troubadour)
This map:
DeafnotDumb's Ungar (Bandit) -Heaven
Character Creation:
Each character begins with a Vulnerary and the E-rank version of their usable weapons. Each character picks an affinity which should match the character's personality. Certain classes may not be allowed on the starting team. Starting stats and growths must remain within the acceptable limits for each class. A base stat point can be used to "buy" two points in Con. As with TheSummoner's game, characters have 1 less move than is standard for the GBA games. (I may change this later)
Ambush: Hunters, allows melee counter if attacked while in a forest space
Pick Lock: Thieves, allows use of lock picks to open doors and chests.
Mug: Thieves/Rogues, allows to attack at half damage and steal items.
Water Walker: Pirate/Berserker, allows to walk across water for 2 move.
Mountain Walker: Bandit/Berserker, allows to walk across mountains for 2 move.
Armored: Knights/Generals, takes more damage from certain weapons
Flying: Pegasus Knights/Wyvern Riders, etc. Allows to move over any terrain, but have no terrain bonus except healing. Takes more damage from bows. Have the Canto ability.
Dragon: Wyvern Rider, takes more damage from certain weapons.
Mounted: Cavalier, Troubadour, etc. Takes more damage from certain weapons. Have the Canto ability.
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
Actual Name: Alexandria Calanine
Preferred/Changed Name: Alexander Calanine
Age: 20
Gender: Female
Height: 6'0
Weight: 140
Hair: Blue
Eyes: Light Red-Orange
Primary Color: Dark Red, Yellow trim
Secondary Color: Dark Green
Class: Mounted Knight
“Oh come on. You can make it. Its just another weeks walk! ....oh you got 2 broken legs? Well, walk it off. The army needs you solider!”
Hp 70%
Str 55%
Skl 45%
Spd 50%
Luck 20%
Def 40%
Res 20%
Backstory
Spoiler
Alexandria comes from Lao. She is the youngest out of 5 children and the only girl. While growing up she spent all her time playing with her brothers. Practicing sword fighting, playing in the mud. She detested anything girly. She would throw out or burn any dolls or dresses her parents got for her. When the time came she joined the army as a Mounted Knight. When she joined the army she cut her hair and stuck it into a ponytail and changed her name from Alexandria to Alexander removing anything feminine from her person. While she trained she was never effected by any wounds she got. Any broken bones she would treat herself. Very poorly but enough that she could go back to training an hour later. The only time through out her training she seemed like a girl was when she was grooming, feeding or training her horse.
Personality
Spoiler
Alexandria is more in touch with her masculine side then her feminine side. In fact she never touched her feminine side. She hates anything girly. Flowers, Dresses, Dolls, Hair, Shoes. She loves Battle, Weapons, Armour, Horses. She isn't phased by pain. Well not as much as someone should be. She hates it when people try to slack off on their training. She doesn't even care if they have broken legs or arms. She will drag them back and force them to train. The only thing she feels girly about is her horse. She spent a lot of her free time from training with her horse. Grooming it. Feeding it, and even Riding it. When she was with her horse it was the only time most of her fellow trainees could get close to her. She prides herself on her skill. And will not expect anything less then perfect. With the others or herself.
__________________
"NEVER! OH GOD POLICE BRUTALITY POLICE BRUTALITY"
~Spike from Illven's pokemon lets play
I'm back. And slowly getting back into the fire emblem fandom again. Glad to see all my friends here again c:
At her best, Mary is kindly, happy, helpful and supportive. She can, however, be condescending, cryptic, easily offended and short-tempered. She treats everyone like they are her favourite grandchildren, and is glad to be of use in combat. She has a bad memory, especially for remembering authority, and so will probably not use the appropriate title for anyone, especially Lord characters. She is also a casual arsonist, though she dislikes harming people.
Appearance:
Spoiler
Mary wears only brown, with splashes of red here and there. The exception is her magenta-and-gold headband. She makes all her own clothes, and delights in making clothes for others (with or without their knowledge). When angered, her eyes light on fire and she is a primal force to be reckoned with. All of the tomes she has with her are mislabeled as recipe books (and many a Fire Tome has actual recipes scrawled in the margins).
Personal History:
Spoiler
Not much is known (or for that matter, remembered) about Mary's past. She was once a young noblewoman of some standing in whatever nation is most convenient for the story. Her younger brother betrayed the family to rise himself up in the ranks, and their name was lost and Mary was reduced to destitution. Rather than live in shame on the streets, she moved out into the country to live a quiet existence in whichever wilderness locale is most convenient for where she gets recruited. She has actually forgotten all about her highborn past; her only things from that era are her headband, which has real gold in it, and her knowledge of Fire Magic. The love of arson developed after her fall from grace.
Mary's No-Good Brother:
Ever since her fall from grace, Mary has held belief in the Wheel of Fortune. She thinks that the wheel once turned her to the bottom and her brother to the top, but that it continues turning, and one day she will be back on top and her brother crushed beneath it. In her senility and isolation, she has mostly forgotten the meaning of her belief, and just talks about the "Big Wheel" or things coming "Full-Circle" without really knowing why.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
Last edited by Shadow_Elf : 06-01-2012 at 04:36 PM.
Ungar, Bandit
"What? You want help? Again? Why can no-one else in this goddamn world solve their own problems?
....Don't look at me like that, miss. I never said I wasn't going to do it."
Basic:
Spoiler
Class: Bandit
Gender: Male
Age: Has been 'probably 34' for around ten to twenty years.
Ability: Mountain Walker
Affinity: Earth - commoner, ax-user, gruff, blunt and tough.
Move: 4
Con: 11
Ungar is an old soldier, and a veteran of many many wars. He's probably got more scars than a group of mercenaries combined, and at least as many stories as wounds. He tends to be a bit grumpy about youthful enthusiasm, having hailed all around the world and not found much to his taste, but he's ready to help out those he considers not as experienced as him.
Rest of backstory sent in PM to Penguinator.
Personality
Spoiler
Old. Grumpy. Kind, if reluctantly so. Honorable, and hating it. Would much prefer a talk to a fight, but unluckily is only good at fighting. Ungar tends to hold himself to a strict moral code, takes delight and pride in his 'low-born' strength and honor defeating any nobles or royals he may meet, and is blunt as the ax he uses. He is pretty social, in a gruff old-veteran way, and tends to be protective of the younger soldiers he fights with, considering them as being a bit too fragile to be fighting in any kind of war. You will be hard pressed to find a man who is more ready to help people, or who will complain more while doing ti.
The only thing to truly get his tired temper up is to try and damage or steal or break or even inquire after the sword that he carries around all the time - mentioning it can spark his generally slow temper to a quick and vicious flaring. It's the one spot on an otherwise friendly man.
"Are you guys ready? This won't even be a fight, I bet I could take out half their line by myself. We'll wreck them."
Name: Brios Risa
Age: 20
Gender: Male
Height: 6'1
Weight: 170
Hair: Reddish Orange
Eyes: Brown
Class (and profession): Soldier
Affinity: Thunder
Stats:
Spoiler
Ability
Stat
Growths
HP
19
45%
Str
6
50%
Skl
5
50%
Spd
6
55%
Luck
3
30%
Def
6
40%
Res
1
30%
Move:4
Con: 13
Affinity: Thunder
Inventory:
Spoiler
Iron Lance
Durability: 50
Rank: E
Range: 1
Weight: 8
Might: 7
Hit: 85
Crit: 0
Worth: 600
Vulnerary - Restores 10 HP per use.
Uses: 3
Worth: 300
Background:
Spoiler
Brios was born in Laos, to middle class merchants living in the capital. As a child, he excelled at the games he played with his peers, but he had difficulty in more structured environments like school or his parents' shop, having too much of a need to move to sit still and listen. As he got older, he began having difficulty comprehending the courses in business his parents had requested he take, so he voluntary left his schooling behind to join the Laotian military. He fell into good company there, and became fast friends with the majority of the recruits; his grinning and amiable manner allowed him fit in. However, a lack of seriousness hampered his chances for advancement, and so he was never offered the position of knight that he craved, while many of his peers moved up in rank. Determined to succeed, he has joined Lady Chelsea's raiding team in order to prove himself worthy of knighthood.
Personality:
Spoiler
Brios is, in a word, lively. He has a constant energy about him, at times overflowing; he just channels it into a permenant grin and an intense focus on whatever had is at task. The downside of this is that he also has a great deal of trouble focusing on peripheral goals; if he wants to attack a certain enemy unit, he will, but he has a tendency to ignore all the units around his target. He is very competitive, and self-confident to the point that it sometimes turns into genuine cockiness. Although he seems like more of a Don Quixote than a knight in shining armor, Brios grew up on stories about valiant heroes and wants nothing better than to be one of those legendary figures. His personality can be polarizing; while some cleave to his amiability and humor, more focuses people tend to be put off by his tendency to get sidetracked and to his often grating self-confidence. Secretly, he's terrified of failure; he couldn't perform in school, couldn't manage his parents' shop, and he was passed over for promotion to knighthood. In his eyes, success in the raiding mission is necessary to prove his worth.
"Oh boy, another fight? Let's not repeat our last skirmish; I very well nearly wasted all the charges on my staff when I had to mend all your bones for charging like an armored general."
Stat
Starting Amount
Percentage
HP
15
45%
Mag
4
50%
Skl
5
40%
Spd
8
50%
Luck
8
65%
Def
4
10%
Res
4
40%
Gender: Male
Class: Troubadour
Age: 23
Affinity: Light
Personality:
Spoiler
Buran is a man who holds plenty of ideals inside. He comes off rather kind and caring, open to discussions most of the time. However he is also a bit snarky; he often deadpans lines acting as if he was the sane man of the group. He often does show plenty of attention for his group, especially his hellbeast partner, Shiva.
Backstory:
Spoiler
Born in the region of Narf, Buran was once a member of the Hell-riders, working as the frontline medic for the recon unit. He shares much hatred for the cultists of Jawisk, who were responsible for the loss of his family except for his younger sister Malisha; presumed under the adopted care of the Hell-riders. Buran now works as a freelance mercenary after the cultists had killed the recon unit he was assigned under (he was the only survivor). Now recruited under the angels, Buran hopes to be able to start a new, better life, perhaps someday with his younger sister too.
__________________
Sharkguard avatar done by Darth Raynn!
How can I help, wait? You already told me how to help. Well you know I don't remember details like that, tell me again.
I'll burn you alive!!! But that won't be the only thing to happen to your family. I'll carve up your children, and force feed it to your wife. You really want to hurt my friends now?
Equipment:
Iron Sword (50/50)
Fire (40/40)
Vulnerary (3/3)
Backstory
Spoiler
Jeniffer studied basic Anima theory in the country of Narf. Her mother died when she was 9 afterwards no matter how often she slept she was always tired. No visit to any healer was able to help at all. So eventually Jeniffer learned to live with it. When she was 13 and in the dorms of an arcane school, her friend Brittany saw her wake up one night. But Brittany noticed something was off about Jeniffer she seemed much more violent than usual. So Brittany pretended to go back to sleep, but when Jeniffer left, she followed her. Brittany watched Jeniffer swing a sword with much more skill than was normal. Brittany confronted Jeniffer assuming that she was under demonic possession. But Jeniffer revealed a secret. The trauma of her mother's death caused her mind to split. The entity called herself Danielle, and told Brittany that Jeniffer was unaware of her existence. Brittany made Danielle tell Jeniffer about her existence by pointing out that if things continued Jeniffer would eventually be too exhausted to practice sword-play.
Personality
Spoiler
Jeniffer is kind, patient, and a tiny bit ditsy, however she does try to help others as best she can, her fragility makes it somewhat difficult at times if they ask something she's not comfortable with.
Danielle is extremely violent and loves to be in the thick of things swinging her sword around, although she will use magic if she has to. Danielle is not truly uncaring but does tend to underestimate how much her allies are hurt when considering them. Danielle takes control when Jeniffer is equal to or less than 50% hp and is removed from control when Jeniffer is healed to full.
Egon of Bress, loved by the people, and looked down upon politically for his unorthodox ideals. He has made many enemies in the court who feel that he is too willing to sacrifice the power of the upper crust in order to provide welfare for the people and fear for their way of life were he to take the throne. To make this more difficult his mother was of questionable birth and some whisper that better a new dynasty take the throne than let the mongrel rule.
Personality
Spoiler
Egon is good natured, brave, and occasionally reckless, and has a natural skill with the blade unseen since his great grandfather. He is often called the prince of summer for his lighthearted attitude and proud display of the bress yellow and green. Due to his position his friends have been few in number, but those he makes are strong and dependable. Or at least they seem that way, it remains to be seen whether he is too trusting for his own good.
Credit goes to Penguinator for the sprites.
__________________
Quote:
Originally Posted by Sir Professor Terry Pratchett
"It is said that your life flashes before your eyes just before you die. That is true, it's called Life."
Chelsea was born to the Divine King Malon's younger sister and one of Laos' top generals. As a child, she was raised on tales of her father's heroics and commanding ability, rather then tales of her royal lineage. She was drawn into these stories, desiring to be a skilled leader like her father.
While her interest in these goals disappeared shortly afterward, it left her with a greater appreciation of her country's soldiers, and by association, of the peasants they protected. To that extent, she began working peasant jobs to help around towns and pass the time. As a member of the royal family, she didn't really need to do any of it, but there was little else to pass the time doing.
One job she excelled at was hunting. She became an expert with the bow and arrow, as well as teaching people how to hunt and coordinating group hunting trips. As she often taught poor people to forage, she received more gifts then actual payment. One of these gifts was a pup, named Siegfried.
By adulthood, she had become a small celebraty in the villages as a hunter. She occasionally drew the ire of the courts for her association with the lower classes, but the fact she was rarely around and never associated with them left her more ignored then despised.
Personality:
Spoiler
Chelsea is Responsible, Calm, Empathic, and holds Duty above all else. She's somewhat distant to start, preferring to ignore a first impression and waiting to get more information on a person before passing judgement; something years of stuffy nobles looking down their nose at her behind smiles and polite small talk taught.
Despite her lack of military experience, Chelsea has a strong sense of leadership. Her main desire in life is to impart her small pool of abilities to others. She feels somewhat useless if she can't pass on something or get her two cents in on something, believing a person should contribute to everything they can.
Appearance:
Spoiler
Chelsea's face remains relatively unmarred by the years, but shows in no uncertain terms that she has matured into a woman. Her straight, short blue hair is styled forward, short bangs stopping at her eyebrows and a stray curl hanging down either side of her head tucked behind her ears. Chelsea's blue eyes match her hair perfectly, and she is often smiling.
Her clothing shows her pride in her country, a blue cloak covering her blue armor and leggings and her white shirt and tan shorts. White boots, shined to a polish that never seems to fade despite her dirty work and constant travel. A blue bandanna holds her short hair in place, the cloth being something she considers her 'trademark'.
Shien-thietal
Spellsword lvl.1
"Those who have captured me and abused me, they will feel my wrath. For it is only to those who have rescued me that my loyalty will ever go. All else will be blown away by chaos."
Main Stats:
Spoiler
Wind, Swords, 4 Move, 6 Con
Affinity:Wind
Starting Stats:
Vulnerary - Restores 10 HP per use.
Uses: 3
Worth: 300
History:
Spoiler
He does not know the origin of his life, or his family, and so none of the countries around mean home to him. When he was very young, before his memory stretches, his home town was raided by raiders, ruthless and bloodthirst mercenaries who were looking for any bonuses they could get, looting and pillaging as they liked. His family was slaughtered when they tried to resist, and his house burnt down. How he survived, you ask? On of the raiders, a little more compassionate than the rest, took him in. No one knows why to this day, and he was constantly poked at for his softness on that day, the one day when he felt compassion for another.
Shien was raised amongst the Bloody Crow, a band of mercenaries whose morals were less than ambiguous, they were virtually non-existant. In this climate, Shien learned quickly the art of the blade, small scars proving testemant to the many times he failed against his comrades. He grew up to wander, his reserved calmness hiding a ruthless killer, how could he be otherwise with such as his surrogate parents?
It was a little after he matured as a warrior and was finally accepted as a full member of the band that his 'father' died, killed from an unknown source. Scared by this, the group began to flee the area, but found they could not escape, they were in a trap set by demons. Many died that day, the few that survived were dragged off in chains, Shien among them. They would forever remember as the evil demon-allies overran the defenses and slew their comrades as they could do nothing, the enemies had outclassed the mercenaries.
Trapped, without hope, the warrior was tortured and damaged as the evil monstrosities liked, he gave no scream for all the pain, but had become like a shell. His eyes forever burning with shame and defeat. And no hope remained. He had consigned himself to an eternity of torture. Eventually, pain making it hard to figure how long, he was selected for a special experiment. This was not freedom, but rather an exquisite form of torture. They appeared to be fooling with him in ways which were no longer physical. He found that this allowed him to tap into magic to a limited extent, but even this newfound power that they insisted upon refining to torture him further gave him no hope, his carefree wandering spirit was tied to a cage, like a bird no longer able to fly.
He lost count of exactly how many times they tortured him, everything of that time eventually blurring into one coallescing feeling of pain and despair, by that time all of his former comrades having died from their own tortures. He only found hope again when, one day, someone set him free......
__________________
"Trust bladescape, Shadow of Doubt,"
My almighty and all knowing extended Signature lies HERE! Now includes awesome quotes!
If I'm needed in a FFRP scene, or someone has an idea for one of my characters, PM me. It's more likely to be received than anything else.
Last edited by bladescape : 06-21-2011 at 12:44 AM.
Map sprite by Penguinator.
The key to eternal youth? never grow up. Now git off mah lawn you ya indignant rapscallions!
Hellbeast Cavalier
Stat
Base
Growths
HP
20
60%
Str
5
55%
Skl
4
40%
Spd
7
50%
Lck
3
20%
Def
6
35%
Res
2
30%
Con
11
Affinity: Flame
Starting: Iron Lance, Vulnerary
Move: 6
Backstory:
Spoiler
Little is known about Estelle's early life. Hell, she's forgotten most of it herself. She figures she's somewhere around a 175 years old, given what the history books are saying. She was a soldier for as long as she could remember. About five months ago, she glared a Hellbeast into submission because it was bugging her. The damned thing wouldn't leave her alone after that, so she said "why the hell not, I'mma ride this thing!" And thus began a friendhip to mark the ages.
Personality:
Spoiler
Swings between cantankerous and crotchety and the life of the party.
__________________
I keep quoting your posts. But they might not mean what I think they do...
Personality: A very firm believer in the 'might makes right' and 'survival of the fittest' mentalities. He follows the orders of the strongest person he can find, referring to them as 'boss'. He can be rather capricious as well, his loyalty seeming to veer sharply at times, sometimes between people within the same group. Takes orders very literally when agitated.
Bio: Gerald remembers almost nothing about his past, or how he got to hell in the first place. He was able to escape his initial imprisonment and find refuge with another escapee who taught him how to survive in hell, of all places. His mentor was killed a few months later, but Gerald is continuing to use the skills he learned for his continued existence.
Background
Chet is a young travelling priest who's dedicated to to smaller villages that may find being too small and lacking skilled healers, in his quest to make as many as possible not to feel abandoned by the gods and help as many as he can to have as many days possible to live the best they may.
Personality
Chet is a man of great faith in his gods, though not one to consider an strict man. Apparently somewhat of a lightead who avoids troubles and lover of most kinds of fun, as long it doesn't get beyond what his duties allow him to.
Penguinator feel free to suggest alterations. Even write a prophesy or two... Entirely up to you if Mike is going crazy or if they are true.
Spoiler
The son of an upcoming merchant family, Mike was going to be their ticket to the noble ranks as he was promised to be a squire to a distant relation of the ruler’s. However, at the age of five whilst playing in the local temple he tripped and fell into the sacred brazier.
He screamed in pain as they fished him out. Miraculously the pure white flames hadn’t hurt an inch of his body, however, his eyes had been replaced with two black as void ovals. For days his family prayed and the healers tended his eyes, but it was destined that he would never see the world again. With his eyesight lost, his prospects to be a squire vanished and suddenly he became more of a burden to his family... Considering that he had survived the flames relatively unscathed they managed to convince the temple that he was a ‘miracle’ of sorts. The priests took him in partly because of this argument and partly out of pity.
Even they, however, didn’t have much use for someone who couldn’t see, but Mike still had his voice and could be trained to sing. Thus he was forced to join the quire. Since he couldn’t read he had to learn everything by ear. Not only has he memorised the most of the holy texts, he has also become a listener in the truest sense of the word and is now able to understand a great deal about others just by how they speak.
There were many voices in the temple and near all of them lied... everyone lied... even the high priest... But it wasn’t those that attracted his attention, it was the small ones, that like nesting sparrows in the roof, fluttered at the back of all of them. They said many things, both bad and good and many times they were right... When he confessed this to the high priest, he told him to shut them up and to never speak of this again.
He never spoke of them again but tried as he did, he couldn’t whisk them away. They grew in strength and as they did talked about bigger things, especially when he dreamed:
“The village to the east will burn
Through will of man
And hatred of heart”
They said
“Only a child and his dog,
Blessed by crafty, loving parents,
Shall walk away from nothingness”
And so it did happen and when the child, smelling of ash and burnt flesh, was brought into the temple an orphan... Mike cried for days blaming himself for not saying anything. When asked why, he wouldn’t say, he had promised after all to speak of the voices to no one.
The years passed, the visions got more frequent as did the calamities. . Mike has learned to hide his sorrow, but he has lost much of his joy for all he hears, and now sees are flames, scorched earth and graves. But the white void that was his sight has been filled once more. A female visage of great beauty now accompanies him at every turn of his head. With wings of brilliant flame and a voice that could sunder the earth she speaks this over and over:
“What is good
And what’s to be evil
Shall mingle
And all will die
It must be purged
For the orders to be writ anew
This isn’t the will of the land
It is that of those who dwell
Above
And below
((There’s more. Perhaps more pc directed. Will let Penguinator decide))
The visions have become so intense that Mike can rarely sleep soundly, he has to do something, or try to find someone that can. That is why a few weeks ago he grabbed a Light tome from the library and fled into the wilderness and heading in the ‘right’ direction.
Personality
Spoiler
Mike is kind and genuinely caring towards strangers. After all he was raised with religious virtues. However, he knows that deep down inside everyone’s a liar and thus cannot be trusted. This coupled with his family experiences means that he’s not close to anyone and also indicates that he will have trouble growing true affections towards others. And of course there are the visions and constant murmurs... seeing everyone’s death a few minutes after you meet them isn’t exactly good ground for friendships to grow and also saps him of happiness.
Appearance:
Spoiler
Though he didn’t physically know it at 1,82 meters, Mike was taller than almost everyone else in his church. His also quite lean and soft as time spent singing and practising magic doesn’t translate well to physical stature.
Since he cannot see, Mike has no need for fashion and neat appearances. Unless someone bothers to tidy him up, his moderately long straight orange hair falls freely down his forehead and across his eyes. This unkemptness is even more pronounced now that he has been running through the wilderness for a few days with his white robes soiled and torn and his fair skin bearing several shallow cuts.
His most distinguishing feature is of course that his blindfolded. He always has a fresh supply of bandages and is very insecure when it comes to the daily ritual of changing them. No one must see those black pits and every time he does, he places his hand in front of them hoping that it will come into view.
__________________
Awesome FE sprites done by Penguinator
Raised in a remote mountain town in Narf, Maria's early life was somewhat sheltered. Her father left on a journey when she was very young, and never returned. Maria has few memories of him and was cared for exclusively by her mother Ania until she was seven. Her mother has never told her why her father left.
A few months after her seventh birthday, Maria and her mother were visited by the local witch, Cadenza Stavaas, who served as a herbalist for the nearby towns. Ms Stavaas offered to train Maria in her art, and Ania agreed, knowing that Maria would be better provided for by her.
Witch training was very practical business, closer to an apprenticeship to any scholastic training. Maria would follow Ms Stavaas on all her business, travelling around the area in doing so. Though her training was hard, Maria grew used to it. Despite living in Ms Stavaas's cottage she was able to visit her mother often. Her training did prevent her from forming close friendships with any of the other children her age. Providing companionship is a small black cat she named Baron. She raised Baron from a kitten, and now he rarely strays from her side for long.
Personality:
Spoiler
Maria is naturally very bright and friendly. She is an energetic person and tries to find the best in everyone. However, her years of training have left her very reserved and practical, and a somewhat formal when dealing with others. Though she understands people and psychology rather well, she has little experience with relationships, and has trouble relating her knowledge to personal situations. Though not particularly courageous or driven, Maria has a strong sense of duty, and always does her best for what she believes is right. She is occasionally taken to deep thought and sometimes spaces out, a trait that she feels is unbefitting her role as witch.
Penguinator, may I suggest putting these all in one of the first posts, organized into groups based on teams and who hasn't joined yet? If you choose to, you can look at my game's OOC thread for an example (though... I really doubt you'll even need one)
Joran Halbrook
"I see no reason to risk our hides over this ilk. Why not just set fire to the place and be done with it?" Age: Mid-20's
Stat
Base
Growth
HP:
20
55%
Str:
6
45%
Skl:
5
55%
Spd:
6
55%
Luck:
3
35%
Def:
5
30%
Res:
2
25%
Weapons: Bows Affinity: Dark Movement: 6 Con: 11* Special: Horseback
*Traded 1 point of base stat for 2 con.
Backstory
Spoiler
Joran is the bastard son of a nobleman on the western border of Kleig. Due to the cicrumstances of his birth, his family had planned to give him some basic training in arms and be done with him. Joran's family had little love for him and he had just as little for them. Starting at a young age, he began to develop his skill in archery and riding.
During one of the early attacks on Kleig by the hellriders, Joran's father was killed along with most of his half-siblings. With no reason left for staying, Joran stole a horse, a few bows, and as many arrows as he could carry and fled.
For the next few years, Joran traveled throughout Laos, Narf, and Bress, working as a mercenary and occasional assassin. He fought for noblemen and warlords alike so long as the pay was right and the level of risk involved was acceptable.
On one such job, Joran was hired by Count Tolas of Bress to both fight in a small campaign against Narf and to kill Prince Egon, who was also fighting for Bress, making it look like an accident. Weeks passed without an opportunity presenting itself, so Joran abandoned the job, deciding it wasn't worth the meager pay Count Tolas had promised.
Shortly after Joran had abandoned the conflict, Prince Egon went missing and was assumed dead. Seeing a chance to both eliminate the one man who knew of his trechery and make himself appear a hero by avenging the supposed death of the prince, Count Tolas betrayed Joran and had him imprisoned as a spy and assassin sent by Laos. Shortly afterward, Prince Egon reappeared and Count Tolas's trechery was uncovered. As Joran awaited execution in Tolas's dunegon, not knowing what was happening in the outside world, a battle broke out between Tolas's soldiers and men loyal to Prince Egon. During the battle, the prince's soldiers slew the dungeon guards before moving on. One of the guard's bodies fell close enough to Joran's cell for him to grab the man's keys. Joran freed himself and made his way to Tolas's armory (which had luckily already been cleared out by the prince's soldiers) and stole new weapons. As Joran attempted to find his way out of the fortress, he discovered Count Tolas and Prince Egon locked in battle. Unable to resist the chance, Joran fired an arrow through Tolas's throat.
Personality
Spoiler
Joran considers himself a pragmatist. He will not hesitate to shoot down a percieved threat, nor does he have any reservations about retreating when it is called for. He is very direct, sometimes to the point of rudeness. He is not above using underhanded tactics to win, whether it is his life on the line or merely his money.
Karl Darnor
"Upon my wyvern no one can escape my wrath."
HP 22 65%
Str 6 50%
Skl 6 45%
Spd 6 45%
Luck 2 20%
Def 6 50%
Res 1 25%
Affinity: Fire
Background
Spoiler
Karl was born to a family that lived in the eastern mountains of Narf. Karl never knew his father Durnock well because he was always out on some military campaign or another and with his mother being busy with the rest of the family Karl would often find himself with nobody to watch over him. Taking advantage of this freedom Karl would often hunt down animals in order to keep himself busy, but eventually Karl did it for the thrill of the hunt only. After a long hunting trip Karl aged sixteen returned home to find it had been sacked by a small group of bandits, and in his anger he blamed his father and his homeland for not being able to protect his family.
Having heard rumors of a group of wyvern riders who opposed Narf after locating a small group of them he managed to convince them to let him join. Karl quickly proved himself a natural when it came to fighting with a wyvern when it came to border skirmishes, but it all changed when demons attacked as the demons were to strong leading to the rest of his unit either died or were driven from the field, leading to him being captured.
Karl was imprisoned by the demons for about a month before he escaped and now he is stranded in Hell, attempting to find a way to escape the cursed land.
Personality
Spoiler
Karl is generally kind to those who earn his trust, but due to his background he can be a little cold to those who he doesn’t know. For the most part he has emerged emotionally unscathed from his time being stranded in Hell, but it has made him a very ruthless fighter who struggles with the concept of mercy in the heat of combat.
Description
Spoiler
Has short black hair with dark brown eyes. Wears black armor with grey highlights. His wyvern is red with a dark white underbelly
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Herpestidae made my Naktem avatar.
Chelsea spawns at I2 and moves to K2 and attacks Myrmidon with Iron bow
She has a 81 chance of hitting and deals 12 points of damage
Alexandria spawns on J1 and attacks the Myrmidon on K4
She has a 95 chance of hitting and dealing 12 points of damage, and even if the Myrmidon dodges Chelsea bow, It only has a 76 chance of hitting for only three damage.
Jeniffer spawns at H1 and moves to I3 equips sword and rescues the civilian.
Buran spawns at G2 and moves to I1, grabs the civilian from Jeniffer and then canto's to I1
The enemies turn
If the myrmidon is alive he can attacks Alexandria with a 76 chance of hitting and 3 damage, The shaman can attack her for 77 chance of hitting and 12 points of damage, and cannot be countered, but the fighter cannot reach.
For Jeniffer the shaman can attack with a 60 chance of dealing 10 points of damage, the fighter attacks with a 25 chance of hitting for 9 points of damage.
It is Necessary that Chelsea and Alexandria both hit, or one of them crit, as Jeniffer will not have the hp to survive the myrmidon's 74 accuracy attack. If the shaman and fighter both hit. If we use this plan and one of you misses we need to hope the myrmidon or the shaman goes after Chelsea
Chelsea can get attacked by the myrmidon taking a 92 accuracy attack with 7 damage, then the shaman can attack with a 78 accuracy attack, and deals 11 points of damage. She counter-attacks (because the shaman can't reach 1 square in front) for 85 accuracy, for 12 points of damage
Everyone on heaven team agree to this plan? Or notice any flaws in it?
I think the plan works fine so long as we don't get swarmed in a couple turns and the other civilian doesn't get killed.
Also, how come the boss has a green palette?
The why I figure if Penguinator wants the other civilian is screwed no matter what we do. It'd take Alexandria/You at least three turns to get there. The enemies could butcher the civilian before we get there. Also if we get swarmed there is also nothing we can do.
Right, I'm just wondering why the boss shares the same color as the civilians; makes it look like it's an ally instead
Because those are the colors Penguinator thought looked good I guess... Just look at the red glow around him. Telltale sign that... Good people and innocent civilians do not radiate evil red auras.
Man I love this game (all FE that is, I mean this one just as much as the others, but you get the idea.) The strategy is simple enough to go through but still engaging and all the characters always end up having their moments to shine rp and combat wise. Plus nostalgia, as FE7 is the first GBA game I ever played. It just feels like old friends but without all the awkwardness.
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Quote:
Originally Posted by Sir Professor Terry Pratchett
"It is said that your life flashes before your eyes just before you die. That is true, it's called Life."