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Out-of-Character Out-of-character threads for the games going on above should be located here. OOC threads will expire after one year.

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Old 07-14-2010, 08:22 PM   Top  -  End  -  #1
TheSummoner
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Join Date: Nov 2008
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Default Fire Emblem: Seal of Fate (OOC) II

Fire Emblem: Seal of Fate OOC Thread 2 - Thunder Tome Boogaloo

Things I'd like to add to this in the future if I ever get the time/willpower to do so...

Plot Summary (by chapter)
NPC Summary
More fleshed out character information for all characters (look at Katleia's info for an example of the kind of thing I'd like all characters to have)

Rules
Scroll down a bit or just click for a direct link.

Character Summary. (Information accurate as of the beginning of Chapter 9).

Players
Blue Team
Spoiler

Green Team
Spoiler

Waiting List - Organized by join priority!
Arq Kujos: Kain Mordred (Pirate)
Aje8: Gawain (Wyvern Rider)
Bahumat: Alexander Graham (Priest, right?)
Karsh: Byron (Thief)
Kasanip: Elicia Darthing (Bow Knight)
Jamin: Kyle (Soldier? Bow Knight?)
Fawkes: Bradford (Mercenary)
Penguinator: Hulgarth Vontripp (Pirate)
4is111: Phonus (Thief)
Aurabolt: ??? (???)
Shadow Elf: Corrigan (Archer)
Webox: Faran (Soldier)
Atrec Randier: ??? (Thief)
BlackMageHadoka: Pierce (Mercenary)
Tired N’ Drowsy: ??? (???)
Sinistral: Adrian Lowe (Monk)
Cruentus Deus: Geras Infelices (Shaman)
ZeltArruin: Corvin/Zelt (Thief)
Kuzon: Theodore (Myrmidon)

(Thank you Zelt!)
Quote:
Originally Posted by ZeltArruin View Post
boom...
Spoiler
Old Waiting List - Kept incase some of the information is needed for some reason
Spoiler


Waiting list up to date as of 6/22/10.

Highest Stats:
Level: 14.75 (Roan)
HP: 35 (Gerard)
Strength: 17 (Roan)
Magic: 17 (Rakken)
Skill: 18 (Roan and Katleia)
Speed: 18 (Jalnir)
Luck: 13 (Francis)
Defense: 16 (Greg)
Resistance: 13 (Lillian)

Team Total and Average Levels:
Blue: 69.54 / 6 = 11.59
Green: 68.66 / 6 = 11.44
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Megaman 9: Mr. Perfect Challenge
I DID IT!!! I FINALLY DID IT!!!


Megaman 10: Mr. Perfect Challenge
I DID... Ya know what? It's not nearly as hard as 9 was...

Last edited by TheSummoner : 12-15-2011 at 07:03 PM.
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Old 07-16-2010, 12:29 AM   Top  -  End  -  #2
tgva8889
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Default Re: Fire Emblem: Seal of Fate (OOC) II

By the way, if anyone wants to create Mel Darthing that'd be great. Not necessary, but it'd be cool.
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Old 07-16-2010, 12:58 AM   Top  -  End  -  #3
Xondoure
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Yay! New thread! New chapters! Onwards to the ends of ti- turns!

EDIT: Posting here in order so that they may be safe.
Spoiler
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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."
What's Left of the Flag. Enlist here for dieselpunk fantasy.

No laptop. Posting will be infrequent.

Awesome Garrus Vakarian avatar by Thormag.

Last edited by Xondoure : 07-21-2010 at 01:19 AM.
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Old 07-16-2010, 02:49 AM   Top  -  End  -  #4
Kuzon
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Default Re: Fire Emblem: Seal of Fate (OOC) II

continuing my post here.

Quote:
Originally Posted by TheSummoner View Post
Bah, not ALL guys are jackasses...

And theres a new OOC thread by the way.
no no, i wasn't saying us guys are all jackasses, but a lot of guys i know (myself included) suck at remembering things--especially birthdays and special occasions.
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Old 07-16-2010, 06:56 AM   Top  -  End  -  #5
ZeltArruin
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Virginia
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Default Re: Fire Emblem: Seal of Fate (OOC) II

friendface facebook helps a lot with remembering birthdays

but this has little to do with fire emblem!

So is Roan pronouned Ro-wan or just Roan (1 syllable)?
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Old 07-16-2010, 07:37 AM   Top  -  End  -  #6
Penguinator
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Quote:
Originally Posted by Kuzon View Post
Especially birthdays and special occasions.
It helps when you have friends with birthdays on 1) the same day as somebody else 2) the Fourth of July 3) Christmas.
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Old 07-16-2010, 07:51 AM   Top  -  End  -  #7
tgva8889
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Default Re: Fire Emblem: Seal of Fate (OOC) II

I have a reminder thing that tells me when all my friends have birthdays. All those other random people get a nice facebook message.
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Old 07-16-2010, 03:36 PM   Top  -  End  -  #8
Penguinator
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Quote:
Originally Posted by Mando Knight View Post
Then he walks over and puts a reassuring hand on Katleia's shoulder, his voice much softer. "Is something wrong, Kat?"
Hey, now! That's Gerard's job!

Okay, within this spoiler is Hulgarth's Katleia-formatted bio. I changed/added things.
Spoiler
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Last edited by Penguinator : 07-16-2010 at 04:18 PM.
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Old 07-16-2010, 07:36 PM   Top  -  End  -  #9
Mando Knight
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Quote:
Originally Posted by Penguinator View Post
Hey, now! That's Gerard's job!
See Nakama.
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Old 07-16-2010, 07:53 PM   Top  -  End  -  #10
Penguinator
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Default Re: Fire Emblem: Seal of Fate (OOC) II

I have. Several times.
(You do have C Support with her, don't you? How do we know what your intentions are?)
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Old 07-16-2010, 08:14 PM   Top  -  End  -  #11
TheSummoner
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Default Re: Fire Emblem: Seal of Fate (OOC) II

The original post with the rules in the recruitment thread got deleted, so heres the new rules post.

Forum Emblem Rules

Starting out

There will be two teams of players, a blue team and a green team. Players will pick a character class and gain control of their own Fire Emblem character! Once each team has 3 or 4 players, the game will start.

Enemies to both teams are shown in red. Completely neutral NPCs will be orange. Units who are friendly to blue but hostile to green will be purple, and units who are hostile to blue but friendly to green will be yellow.

Character Classes
Spoiler
Promoted Character Classes
Spoiler
Lords

Each team is led by a special unit called a Lord. An unpromoted Lord is based on a normal character class, but is subject to special benefits. A Lord may not be based on a mounted class, but may gain a non-flying mount upon promotion. The Lord is not required to use the type of weapon the base class uses, and may choose an alternative weapon if the player wishes. Lord growth rates are increased by 10% for each important attribute to that particular lord, and 5% for the less important attributes (Just choose the normal growth rates and I will add the extra growth myself). Under normal circumstances, a Lord will not die like a regular unit, but if a Lord is defeated, his/her team will lose the current map. A Lord's skill capacity is 5 higher than that of the non-Lord equivalent class. Lords also have access to Lord-only mastery skills, though they may choose the mastery skill of his or her base class instead. The two lords are not permitted to share a Lord-only mastery skill, but if both lords are based off the same class, they may both take that class's mastery skill. The two Lords are chosen by seniority - The first two players to register can be Lords if they choose, if one prefers not to, the third player gets the right to choose to be a Lord.

A Lord also can set restrictions on team funds and items. For example, a Lord can choose to forbid characters from using team money unless he/she gives permission first. A Lord may choose to not allow characters to use Master Seals unless they are level 20. A Lord might forbid the use of stat increasing items unless permission is given, etc.

If for any reason a Lord needs to be replaced (for example, the player who controls the Lord no longer wishes to play), the player on that Lord's team who has been there longest will choose to either kill off their current character and take control of the Lord, promote their current character to Lord status, or pass the decision onto the next person in line. Characters promoted from base classes to Lords will gain skill bonuses to reflect their increased status and place them on par with the opposing Lord.

Because of the high importance of Lord characters, I recommend you only become a Lord if you have a good understanding of the Fire Emblem games.

Attributes

HP - Hit Points, your character's health. If this reaches 0, your character dies.

Str - Strength. Used to determine the damage dealt by physical attacks. This also affects a character's ability to use heavier weapons without penalty.

Mag - Magic. Used to determine the damage dealt by magical attacks.

Skl - Skill. Affects a character's hit rate and critical hit rate.

Spd - Speed. Affects a character's ability to dodge attacks, double attack, and a Thief or Assassin's ability to steal.

Luck - Luck. Affects hit rate and dodge rate. Lowers an enemy's critical hit rate as well.

Def - Defense. Used to reduce the damage received by physical attacks.

Res - Resistance. Used to reduce the damage received by magical attacks.

Gameplay

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

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

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

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

Commands

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

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

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

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

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

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

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

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

Item - You may choose to use, equip, or drop your carried items on your turn. A character is limited to carrying a maximum of 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.

Pick Up - One of my personal additions that doesn't exist in the actual games. As said before, players can pick up items dropped by other players so long as they have the inventory space to do so.

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

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

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

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

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

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

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

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

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

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

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

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

Combat Formulas and Calculations

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

Swords > Axes
Axes > Lances
Lances > Swords

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

Wind > Thunder
Thunder > Fire
Fire > Wind

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

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



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

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

Attack Speed
Speed - (Weapon Weight - Strength)* = Attack Speed.

*If negative, use 0.

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

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



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

Avoid
(Attack speed x2) + Luck = Avoid

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



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

Critical hits deal triple damage.



Experience Gains
Level + Promotion Bonus* = Power

{[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

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

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

Rank E (0/20)

Rank D (0/30)

Rank C (0/40)

Rank B (0/50)

Rank A (0/60)

Rank S (0/70)

Supports

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

Characters defeated by NPC enemies are dead. Permanently. You can start a new character, but you aren't getting your old one back. Depending on my mood, I may or may not let you make a character of the same class as your original character.

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

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

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

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

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

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

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

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

Reinforcements

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

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

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

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

Wall - Cannot be crossed.

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

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

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

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

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

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

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

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

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

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

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

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

Enemies

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

Victory

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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Old 07-16-2010, 09:33 PM   Top  -  End  -  #12
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Items
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Accessories
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Weapons

Each weapon has various attributes that determine how effective it is in combat. Like normal items, weapons may only be used a limited number of times before they break. Each successful attack reduces 1 point from a weapon's durability. Missed attacks do not reduce durability, but attacks that hit but deal no damage do. All weapons also have a value that uses the same rules as items to determine the buying and selling prices. A weapon's range is how close or far from an opponent you must be to attack with that weapon. A range of 1 requires you to be right next to your opponent to attack, a range of 2 means there must be one space between you and your opponent to attack, a range of 1-2 means you can be either next to or up to one space away to attack. The range also applies to counterattacks. The rank of a weapon determines the minimum rank the user must have to use the weapon. All other stats are used in combat formulas to determine chance to hit, damage dealt, double attacks, and chance to critically strike. Some weapons are particularly effective against certain types of opponents. If you use a weapon to attack an opponent that the weapon is effective against, the weapon's might will be doubled against that opponent.

Swords
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Axes
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Lances
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Daggers
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Bows
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Ballistae
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Wind Magic
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Thunder Magic
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Fire Magic
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Light Magic
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Dark Magic
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Staves
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Skills
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Mastery Skills
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Role-Playing Aspects
How much of this we actually use is entirely determined by how much the players WANT to do this. At the bare minimum, I want characters to be given an appropriate name, by which I mean a name that someone could reasonably have in a fantasy based world. If your forum username fits, you can give the character the same name you use on the forums, if not, you have to come up with a different one.

I would also like players to give some details about their character's personality. Please give details without being too specific. I would like to give each character a simple backstory, and at the very end of the game, give details about what happens to the character. Avoid details that are too limiting, I need to be able to adapt you character to the plot and world the game is set in. "X is 23 years old" or "X has a strong sense of justice" or "X tries to avoid killing unless necessary" is fine. If you want to mention a character has siblings, thats fine, but don't give any names. Of course, the final say is yours, but I prefer not to reveal too much of the plot at once so I need to be able to craft some of the specifics myself. If you don't want to give any details, I'll just make them up myself.

Also, as is a tradition in Fire Emblem games, all bosses, and some other important characters have a conversation before beginning combat. If you're willing, we can take turns with me as the boss saying a line and then you saying a line until we're ready to begin the actual combat, otherwise I'll just come up with the entire banter by myself based on the personality of the character.

So pretty much, this game can either be played like a board game or a full roleplaying game depending on what the players want it to be.

Everything Else
Most of the information comes directly from Fire Emblem games. The combat formulas and weapon stats are almost all directly taken from one game or another. Some were decided by averaging stats from various games. Very few were made up. Character starting stats and growth rates were also taken from a sampling of characters of the given class.

Items are not limited to the ones listed in the sections above. Special items were intentionally left off the list. S rank weapons, for example won't be listed until the item becomes available. Enemies, bosses in particular, may be given special weapons or skills which I may or may not directly give information about.

If you have any questions or suggestions, feel free to let me know. I'd be glad to answer questions, and I'm perfectly willing to make changes if a good number of people think its a good idea.
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Megaman 10: Mr. Perfect Challenge
I DID... Ya know what? It's not nearly as hard as 9 was...

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Old 07-16-2010, 10:11 PM   Top  -  End  -  #13
Atrec Randier
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Yeah, I was more simply wondering about whether we'd have to find a replacement for that support.
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Old 07-16-2010, 11:36 PM   Top  -  End  -  #14
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Katleia's not attracted to either of them yet. Attraction only occurs at B support or higher.
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Old 07-17-2010, 12:56 AM   Top  -  End  -  #15
Atrec Randier
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Hrm, maybe we should stop reducing romance to a dull ranking scheme befoer we all become thoroughly depressed...
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Old 07-17-2010, 01:08 AM   Top  -  End  -  #16
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I dunno... things would be a helluvalot simpler.
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Megaman 10: Mr. Perfect Challenge
I DID... Ya know what? It's not nearly as hard as 9 was...
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Old 07-17-2010, 01:10 AM   Top  -  End  -  #17
Atrec Randier
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Default Re: Fire Emblem: Seal of Fate (OOC) II

If only, if only...
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Old 07-17-2010, 08:26 AM   Top  -  End  -  #18
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Quote:
Originally Posted by tgva8889 View Post
Katleia's not attracted to either of them yet. Attraction only occurs at B support or higher.
Unless of course, it doesn't happen at all. (Yeah, poor Rennac...)

Quote:
Originally Posted by Atrec Randier View Post
Hrm, maybe we should stop reducing romance to a dull ranking scheme before we all become thoroughly depressed...
Actually, I'm writing a song called "Maybe It'd Be Better If We All Had Statsheets." This was a part I was thinking of adding.
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Old 07-17-2010, 08:29 AM   Top  -  End  -  #19
Atrec Randier
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I could imagine that to the tune of "wouldn't it be nice if the world was cadbury". Or whatever the original song was called.
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Old 07-17-2010, 10:12 AM   Top  -  End  -  #20
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Actually, it's one of the few songs I've written that isn't a parody.
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Old 07-17-2010, 10:39 AM   Top  -  End  -  #21
Atrec Randier
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This, sir, is something I would dearly love to see.

Back on topic, I may in fact at some stage (maybe tonight/tomorrow) ngage in writing up a plot summary. Don't go expecting a fancy eloquent work of literature, probably just "A kills B, C kills A, D kisses E, C swears blood oath against D" and so forth. If I actually do it :/.

EDIT: WhatI got so far, for purposes of computer switching:
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Old 07-18-2010, 03:19 AM   Top  -  End  -  #22
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Quote:
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"Why on earth are you, the heir to the throne, in the middle of Baethos hunting down a group of deadly assasins?"
You'd be surprised how often this sort of thing tends to happen. It's actually quite common.
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Old 07-18-2010, 03:33 AM   Top  -  End  -  #23
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Hrm, maybe we should stop reducing romance to a dull ranking scheme befoer we all become thoroughly depressed...
Let's put it this way: Neither of them have done anything to make Katleia attracted to them yet. Gerard hasn't done...much of anything besides talk with her randomly, and Roan hasn't done anything with her besides...talk with her randomly.
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Old 07-18-2010, 05:17 AM   Top  -  End  -  #24
ottack
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Quote:
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You'd be surprised how often this sort of thing tends to happen. It's actually quite common.
I find myself strugling to think of a fire emblem game where it didn't happen. Just felt like pointing it out.
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Old 07-18-2010, 05:20 AM   Top  -  End  -  #25
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Default Re: Fire Emblem: Seal of Fate (OOC) II

I will be away for 3 weeks starting today. Katleia follows the generally decided upon plan so long as that plan doesn't involve her doing anything that would result in ensured character death.
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Old 07-18-2010, 05:24 AM   Top  -  End  -  #26
Atrec Randier
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Quote:
Originally Posted by ottack View Post
I find myself strugling to think of a fire emblem game where it didn't happen. Just felt like pointing it out.
Yeah, the only exception I can think of would be PoR, simply because Elincia wasn't leading the party (or even fighting for the most part).
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Old 07-18-2010, 08:48 AM   Top  -  End  -  #27
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Quote:
Originally Posted by tgva8889 View Post
Let's put it this way: Neither of them have done anything to make Katleia attracted to them yet. Gerard hasn't done...much of anything besides talk with her randomly, and Roan hasn't done anything with her besides...talk with her randomly.
It sounds so boring when you put it that way... (and then, there isn't much either one can do before reaching the next support capability.)
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Old 07-18-2010, 09:34 AM   Top  -  End  -  #28
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Nonsence! Lack of support never stopped Sain from flirting like crazy... it just stopped it from having any use.
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Old 07-18-2010, 09:39 AM   Top  -  End  -  #29
Atrec Randier
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What, just like Sain in combat? XD
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Old 07-18-2010, 09:49 AM   Top  -  End  -  #30
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Could be worse... Could be Lowen.
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