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)
Influence - It is possible to influence NPCs or enemies (to surrender information, lower prices, run to the forest, drop their guard, lower their morale/raise their morale, etc.). This works somewhat like talking, only that you don't necessarily have to be next to the character to influence them. But being closer may or may not help in the influence. (Free action, once per turn)
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}= 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 80 support points to go from No Support to Rank C. (Total of 80)
Rank B is the middle level of support. It takes 160 support points to go from Rank C to Rank B. (Total of 160)
Rank A is the highest level of support. It takes 240 support points to go from Rank B to Rank A. (Total of 240)
You gain support points by standing next to allies at the end of turns. 3 points go to each pair.
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.
Perma-death is not a threat. You've spent long enough coming up with a character, you shouldn't have to come up with something new on a bad roll. That, and I work a lot of them into the plot somehow, and their deaths would give some of the things later in the game much less meaning.
Characters who are defeated in battle are not killed, 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.
It will be decided when the issue comes up whether the character has some sort of "fatigued" status upon entering the next map as a slap on the wrist. Note that if you are defeated by an opposing player character (or even a berserked ally) there will not be a penalty for the next map.
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.
__________________
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: 12
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: 16
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.
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.
The party recruited Proud Mary, an elderly Fire Mage, in the fight against the evil cultist Darius, the middle son of Darkmaster Saul. The party eventually defeated him, saving the civilians in the process.
During the battle, a squad of Hellriders intervened, led by Fang, Garth's right hand man.
After the battle, Karl Darnor and Shyam "Cutler" left the party, taking their weapons with them.
The party enjoyed a home-cooked meal at Mary's hut, likely the first and last they would have in a long time. In the morning, Fang woke them before leaving to report to Hellrider King Garth, pointing them in the direction of what appears to be the Cultist headquarters, covered in magical fog...
Heaven Team:
Spoiler
The Divine King Malon, along with his brother-in-law Albert, sent his niece, 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. The leader was Chris, notorious around the area... as a big softie. After a refreshing defeat, he invited the party to be guests of honor for dinner.
Leaving Chris, the party arrived at the castle to parley with King Jorrel III. After an interjection by Lauren and some words from Chelsea, the King eventually asked the team to stay overnight. In the night, they heard a shrill cry, and wake to face Bressian soldiers on either side...
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Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
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)
*Anima MagiCavaliers get two of Wind/Fire/Thunder.
Abilities
Spoiler
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.
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Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
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
Jennifer studied basic Anima theory in the country of Kleig. 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 Jennifer 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 Jennifer she seemed much more violent than usual. So Brittany pretended to go back to sleep, but when Jennifer 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, but very ditsy, however she does try to help others as best she can, her mental 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.
Penguinator, Jennifer's starting stats are no longer accurate, do you have the correct ones?
Also I see unlimited B and C supports are now a thing.
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. He 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.
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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."
Hp 70%
Str 55%
Skl 45%
Spd 50%
Luck 20%
Def 40%
Res 20%
Backstory
Spoiler
Alexandria comes from a small town in Laos and is the youngest out of five children and the only girl from a military style family. From an early age Alexandria was more fond of the heroic knights and they're stories of adventure than the princess stories the other girls read. Her life was ruled by strict rules and was disciplined heavily if she wandered away from them. She did not mind this however, she found great comfort in the way she lived her life. She soon picked up a lance, sat ontop her horses back and has never looked back since. Training was difficult at first under her mother and elder brothers instruction but eventally she found her footing and became a top solider, sometimes even able to best her eldest brother in fights.
As soon as she could she signed up for true military training and became a knight of Laos, like all her family before her.
Engel Calanine: Brother.
Age: 22. Red hair, Green eyes. (Mountain Knight Laces)
Personality
Spoiler
Alexandria is a very proud of her family and very strict when it comes to rules. Intensely so on the battlefield. Being brought up with rules a crucial part to her life she finds it hard to loosen up even around close friends or her brothers. She is soft and open in the spare moments where she can take care of her horse, Hannibal, and has a love of small children.
She's close to her brother Engel being the closest to her age and the fact they took up the same weapon. She enjoys his quietness and respects his personal spaces. She looks up to her brother Blair as a role-model and wishes for his approval which she so rarely got. She enjoys her brother Aeolos' way of life and his carefree attitude and admires his skill with a bow on the battle field. Lupus is the brother she can't stand. Similar in personalities and would often but heads with each other growing up. Trying to find any excuse to fight with him. Any chance for a friendly sibling relationship now gone. She respects her parents and thanks them for the way they raised her.
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"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:
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.
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Awesome FE sprites done by Penguinator
Apologies for the double post but rather than cluttering this with the above I'll post it here.
Agree with Illven's plan, but Mike moves twice in it. I would suggest he moves after everyone else in case the RNG decides to be horrible and everyone else misses he can than mop up the enemy keeping the party safe.
Also those are some great level ups!
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Awesome FE sprites done by Penguinator
Apologies for the double post but rather than cluttering this with the above I'll post it here.
Agree with Illven's plan, but Mike moves twice in it. I would suggest he moves after everyone else in case the RNG decides to be horrible and everyone else misses he can than mop up the enemy keeping the party safe.
Also those are some great level ups!
One of them is if Maria misses, the other if she hits.
And we'd have to miss twice with a double 80 chance to miss, for it to matter. Jennifer auto-hits.
And the bandit only has 13 power and no crit chance, even if the RNG gods hate us we'll be fine.
Map sprite by Penguinator.
The key to eternal youth? never grow up. Now git off mah lawn you ya troublesome 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. Her career as a soldier started about five months ago, when 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.
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I keep quoting your posts. But they might not mean what I think they do...
Reposting since everyone else is and the peer pressure is overwhelming.
Quote:
Originally Posted by TheSummoner
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.
Penguinator took the work to link our character posts, so I don't understand why are you all posting them again. But since you've doing, it may make sense to do it as well so they're all in the same places.
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.
Might I ask what's keeping hell team's update? *chomps at bit.*
Unfortunately, the Hell update could be as late as Tuesday. I hope to have it done tonight, but my Pep Band has two basketball games to play for tonight, and I don't know when they'll end, etc. etc.
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Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
Hey Penguniator can I request a shortening of the support time needed. The slowest Sairyu support takes less time then this.
If not, I understand I just figured it was worth a shot.
The difference between this system and Sairyu's is that Sairyu's system gives a set value of points per turn. In this one, if you play your cards right, you can get quite a lot of points in one fell swoop.
I can take another look at it, but Chet's gotten a hell of a lot more points than I anticipated.
Quote:
Originally Posted by Xondoure
Karl could attempt to kill the fighter, but the cookbook question need be answered.
It's a droppable item? What's the question? Did I forget to put it in green?
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Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
The difference between this system and Sairyu's is that Sairyu's system gives a set value of points per turn. In this one, if you play your cards right, you can get quite a lot of points in one fell swoop.
I can take another look at it, but Chet's gotten a hell of a lot more points than I anticipated.
Yes, but I have difficulties planning around getting supports this way because I can't think of a fire emblem game that does it this way (6, 7, and 8 are turn based, and aren't 9 and 10 map based) (Plus I don't see the point of a map limit, we can only grind on the enemies you give us)
And considering the past has proved that me and Rising Phoenix are the only people on heaven team willing to plan... I really hope Rising Phoenix has a better head for this sort of thing.
Yes, but I have difficulties planning around getting supports this way because I can't think of a fire emblem game that does it this way (6, 7, and 8 are turn based, and aren't 9 and 10 map based) (Plus I don't see the point of a map limit, we can only grind on the enemies you give us)
And considering the past has proved that me and Rising Phoenix are the only people on heaven team willing to plan... I really hope Rising Phoenix has a better head for this sort of thing.
hahaha, thanks for the vote of confidence.
For the time being I think things are simple. We should try to join Alex asap. Also if everyone else has left the game than we should try to give as much exp as possible to Alex, Jennifer and Mike. No point in giving exp to characters that have left the game.
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Awesome FE sprites done by Penguinator
For the time being I think things are simple. We should try to join Alex asap. Also if everyone else has left the game than we should try to give as much exp as possible to Alex, Jennifer and Mike. No point in giving exp to characters that have left the game.
Usershadow and Steilos are still in. banthesun hasn't answered.
The only one who is currently on a team that has officially gone is Karl Darnor. Anyone else is either here or hasn't answered my PM. More news as it comes.
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Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
For the time being I think things are simple. We should try to join Alex asap. Also if everyone else has left the game than we should try to give as much exp as possible to Alex, Jennifer and Mike. No point in giving exp to characters that have left the game.
Oh, I didn't say it was good planning (I kid, I kid)
Does that mean we shouldn't give xp to Maria? Just Chelsea then?
banthesun's last activity was the 15th (Just checked) when did you send the pm's
I don't remember Maria's player, but if any of the characters has left than no they should get as little exp as possible. [Plus I want Mike to hit level 7...]
Good to hear that only a few people have left.
Edit: So since level 1 Mike has gained 4 HP, 4 MAG, 4 SKL, 2 SPD, 2 LCK, 2 DEF, 2 (+2 Talisman) RES.
I kinda wish he had gianed 4 in SPD and 2 in SKL so he could double stuff and start punching wholes into things. Oh well such is the whims of the RNG. Also some more luck would be nice though at 40% it ain't that high.
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Awesome FE sprites done by Penguinator