Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
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 New:
Unlimited B and C Supports (pending)
Templar and MagiCavalier classes
Sairyu's Influence System
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 40 support points to go from No Support to Rank C. (Total of 40)
Rank B is the middle level of support. It takes 50 support points to go from Rank C to Rank B. (Total of 90)
Rank A is the highest level of support. It takes 60 support points to go from Rank B to Rank A. (Total of 150)
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 10 support points with each person per battle.
Only one A support, unlimited B and C supports. Let's see some character development.
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.
But note that I am a fairly kind and loving DM, and this is nowhere close to Sairyu hard.
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.
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Here's your handy, dandy items list.
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.
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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.
Prince Egon of Bress, having been captured by demons, was released by an enigmatic man, who goes by the name "Ledge." His "knight," Joran Halbrook, the healer Chet Stamsou and the enigmatic Shien-thietal joined him in the escape. Whilst in the prison, the thief Gerald Henderson was convinced to join them. They worked with a "Bounty Hunter" who called himself "Diggs" on their way out. They defeated the Archdemon known as Burning Fury, Linus Farcite, to escape the prison.
The group was then besieged by the Archdemon known as Crimson Vengeance, Lady Sarath, recruiting shaman Noel Firpine during their escape.
As they made their way to the docks, they discovered wyvern knight Karl Darnor. The third Archdemon, known only as Boraz, gave chase, and Gerald was sacrificed to save the rest.
After the escape, the Archdemons met to discuss the humans who had passed their test.
After docking in Jawisk, Prince Egon's men came upon a group of cultists attacking civilians, and Prince Egon insisted that they help...
Heaven Team:
Spoiler
The Divine King Malon, along with his brother Albert, sent his nice, Chelsea, with a group consisting of former Hellrider Buran, the knight-in-training Alexandria, and the spellsword Jennifer to look into recent cultist activity in the north, enlisting the help of the Archangel Zaras.
During their travels, they discovered civilians under attack by cultists and stopped to help them. The civilians were saved, and the cultist leader, Brandis, was killed when he refused to stand down. In fact, he seemed relieved to be dying. The man's brother, Juno, swore vengeance, and the blind "oracle," Mike, joined the party's travels.
Coming across the cultists again, a young girl named Maria had been mixed up in the group. She was won over to their side, and Hellriders joined the fray, attacking the cultists. Juno eventually surrendered, having seen what the group was capable of. A cultist man gave Mike a Lightning tome, having been saving it for his daughter.
The Hellriders, led by their King, Garth, attacked the group after learning that they were working with the Archangel Zaras. During the fight, Lauren, a healer, joined the group, with her companion, Ethan, who would later pull the group's convoy. The group allied with Juno and his last remaining men to fend off the Hellriders, including Garth's men Blaiz, Sturm, and Aer. Garth left before his men charged into battle. A strange man gave Jennifer a Talisman. The cultist with a daughter was killed in the assault, and Juno led the group to collect the daughter.
Before the Divine King, Juno was given a room, and Malon took the girl as his own. Mike relinquised the tome he had been given, so that the King might honor her father's wishes. Malon agreed, giving Buran another assignment and sending Chelsea to Bress as a diplomat.
On the way to Bress, Chelsea's party was besieged by bandits.
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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. Uncounterable.
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.
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Albero Rios, Cavalier - Lance
Fire Affinity
stat
value
growth
HP
20
55
Str
4
50
Skl
4
40
Spd
6
45
Luck
4
35
Def
7
40
Res
2
35
CON: 11 = 9 [base] + 2 [1 stat point]
Move: 6
Background
Spoiler
Born in Laos, Albero was raised in an orphanage, taking his last name from the institution’s caretaker. As he grew, he was continuously passed up for adoption and, as he had developed a positive relationship with the orphanage staff, expecting that he would one day ‘graduate’ to either train for a state-held position in a church, or as a future caretaker for the orphanage. It was, thus, somewhat of a surprise when an army recruiter entered one day and notified the caretakers that they would be conscripting those in the proper age bracket in order to replace losses from a recent Purge.
Though the goodbyes from the institution were somewhat tearful, Albero was excited to be recruited into the state’s employ and worked diligently to meet the somewhat unrealistic expectations of the drill sergeant assigned to the new recruits. After a few months in basic training, he was graduated to rank-and-file and severed for four years in various locations in mostly peacekeeping and guard positions. It was likely that he would have served his entire career in this fashion, eventually finding a wife and settling down on retirement, had he not had the misfortune to encounter a demon one night while on patrol.
His partner died in the creature’s initial attack, dragged kicking and screaming into the shadows before emerging moments later with hellfire burning where his eyes had once been. Seeing no other recourse and unwilling to chance turning his back to flee, Albero fought and killed his former partner, emerging victorious only to be immediately picked up another patrol that had been attracted by the noise and had arrived just in time to see the conclusion of the fight. In shock from his first kill, he was carted off to prison and slated for trial.
When it came time for the trial, his guilt and eventual incarceration and execution seemed certain. However, the magistrate in charge of the case did not fully believe that he had suddenly snapped and murdered his partner and put the sentence on hold until further investigations had taken place. A specialist that was called in verified a demon’s activity in the area and Albero was cleared of all charges.
Deeply grateful to the magistrate, Albero vowed to vindicate the man’s trust in him by hunting down and killing the responsible demon. After negotiation with his superiors, he agreed to be transferred into a unit that would conduct Purges, an unpopular post, for three years before being granted temporary leave to hunt down the demon.
Personality
Spoiler
Albero is proud to be a citizen and soldier of Laos, to be part of a righteous and judicious kingdom endorsed by the heavens themselves. He places great trust in the figures of authority and law-keepers of Laos. In his eyes, a lawbreaker can be forgiven and seek redemption once they are made to realize their error and become repentant. He has little patience for the unrepentant and believes that those staunch in their opposition to the kingdom of Laos are little more than beasts deserving of death. He absolutely despises demons.
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Quote:
Originally Posted by Ascaloth
We can make custom classes in this game?
What are the religions in this particular continent? I have a character concept in mind revolving around a particular zealous practitioner...
They're *kind of* custom. I'm not totally against, say, a Mercenary with axes, but you'll need a darn good reason why.
Shoot me a PM, we'll see what comes up.
Religions in short:
The Chosen of Laos:
Spoiler
"We were chosen by the angels to spread their message of peace. The angels walk among us to ensure that we are not tempted by the evils around us. The Divine King Malon has taught us that the angels are our friends, and that we should obey them unquestioningly. At least, the Archangel Zaras tells us that those are his teachings."
~Recording scribe Huan of Laos
The Cultists of Jawisk:
Spoiler
"Not altogether human, the cultists are murdering madmen. They come into our villages, they kill our civilians for their bizarre rituals, and they summon demons, thinking that there can be no consequences to themselves. DarkMaster Saul is an insane, bloodthirsty man. ...Or so I've heard."
~Recording scribe Huan of Laos
Keep in mind, these particular readings show a lot of bias.
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Illven sent me here to apply as an apology (game looks good so far, still reading all of it to catch up) and so i will answer your call for a second thief.
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Quote:
Originally Posted by Alfredo094
Posting for interest, but I'll put my character later.
Where can I get my sprite?
There are several people who make sprites. I make sprites, Illven makes sprites, as well as a few others. Illven and I are most likely to take requests, but there have been more people willing to take on requests as of late.
Quote:
Originally Posted by Scholar23
Illven sent me here to apply as an apology (game looks good so far, still reading all of it to catch up) and so i will answer your call for a second thief.
Actually, I have a second thief. Probably should have said something here. >_<
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Player Name: Scholar23 Character Name: Rodric fawel
Class: Fallen Knight
Affinity: Light
Equipment: Axe, Dark
Move/Con: 3/12
stat
value
growth
HP
23
70
Str
8
55
Skl
6
40
Spd
4
25
Luck
1
20
Def
6
60
Res
3
30
"May your Gods watch over you and pray that I can find a shovel when this is over."
History:
Spoiler
Born in the country of kelig his home was attacked by deamons when his was but a young lad. Of the lot that survieded it was on he who had fought back the hoards, for the breath of flames nor poisioned fangs could touched him. Hearing this a Templar offered him a poistion as a squire to him and a postion in his order. He accepted without a thught for his family and friends had all died in the choas. So he began his training.
He quickly developed a strong talent in light magic, surrpassing many much older in him in power alone. They saw this as a sign, a sign that his powers must be needed since he was gifted so strongly. So he was watched, tested, and prayed for by the small inner circle of thier order. As this was happening he grew into a strong young man of twenty, traveling through the lands to study in the monestarys in both magic and history.
It was during one of these travels he might his future wife. A very bright women who had been acting as caravan master and trader for her family. That was until Rodric stumbled apon her caravan being robbed. Chrging forward he roared out as he thrusted out his spear. Needless to say he deafted the brigards and helped Lilana as he would later learn home. Among one of the thieves he found a oddly crafted axe that had engraved apon it a fearsome dragon and kept it, even though the mear touch caused his hand to slowly grow numb. Thinking nothing of it, he assumed it was due to the fatigue of battle.
As the traveled they talked, and as the talked they fell in love. Both had suffered greatly during the years of war and finally had someone who was willing to share thier pain with. And on the day they arrived he asked her father for her hand. He agreed seeing both the happness the knight brought his daughter and the advantege of have a templar as a in-law, landless or not.
So they married and lived happily for years, each spending most of thier time together. So that the only thing that would cause them to part was either a order from the temple or the season of trade each year. Yet when new set of wars started his wife grew sick, as did main others for it was a plauge created by magic. Yet as it grew worse the axe he hadkept grew more and more beutiful, ever once in a while it would seem to blink when in the light of a fire. All signs of its rust and damge seemed to slowly dissapear, but he thought nothing of it and only of his wife.
He tried to heal her but his magic failed, he had the local priest try and he to failed. Fainally he called apon his order and begged for add. And was told they had nothing that could cure her. Enraged he took her and his few loyal vassels and retreated into the moutains, determined to find a cure and end this curse.
Any remedy he tried failed him until he heard a whisphering "It is dark magic that is killing this poor lady, and only mgic of the same kind will be able to remove this infernal curse" He looked around and saw the axe, it looked alive and as he stared it continued on " I will help you save your wife, since it was only because she contracted this magic that I've awakened. Be warned though what I shall teach you is forrbidden by your kind for only due to thier fear if it was ever unleashed apon this land. You though are ture and many times better than the shamens that bound me to this blasted blade, in hunger for my knowledge." So the night drew on and they talked of matters t of life and death and the ways such boundries may be crossed till they came to the point of how they would cure her. "As to that" the axe said "we will call apon the same magic that created this sickness and rederict it for thier is no ture cure. As to who we should send it to is up to you."
We will place it apon myself, no other should have to bear this till I find the one who created it. He said and the nexted night the ritual began. They had the circle set and his wife tucked into a small bed centered apon the circle. Bearing the Axe in hand he bgan the incantation, whispher the words that are only supposed to be spoken by the dead, and as the power gathered the door to the chamber brusted open....
Personality:
Spoiler
A very pious man who will often spout a helpful word, but as a battle progresses he seems to grow "darker", his once helpful advice turns to marcabe jokes as he kills more of his foes. Woe to any though that threaten a women or child for even if they are a god he will smite them. Day to day he can seem to be a cheerful person, but there is always a slight meloncoly that surronds him. He never speaks of the templar's symbol he still wears around his neck nore as to why one who supposedly fallows the light resorts to a bandits axe or a necromancers fell magic.