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...]
Raised in a remote mountain town in Narf, Maria's early life was somewhat sheltered. Her father left on a journey when she was very young, and never returned. Maria has few memories of him and was cared for exclusively by her mother Ania until she was seven. Her mother has never told her why her father left.
A few months after her seventh birthday, Maria and her mother were visited by the local witch, Cadenza Stavaas, who served as a herbalist for the nearby towns. Ms Stavaas offered to train Maria in her art, and Ania agreed, knowing that Maria would be better provided for by her.
Witch training was very practical business, closer to an apprenticeship to any scholastic training. Maria would follow Ms Stavaas on all her business, travelling around the area in doing so. Though her training was hard, Maria grew used to it. Despite living in Ms Stavaas's cottage she was able to visit her mother often. Her training did prevent her from forming close friendships with any of the other children her age. Providing companionship is a small black cat she named Baron. She raised Baron from a kitten, and now he rarely strays from her side for long.
Personality:
Spoiler
Maria is naturally very bright and friendly. She is an energetic person and tries to find the best in everyone. However, her years of training have left her very reserved and practical, and a somewhat formal when dealing with others. Though she understands people and psychology rather well, she has little experience with relationships, and has trouble relating her knowledge to personal situations. Though not particularly courageous or driven, Maria has a strong sense of duty, and always does her best for what she believes is right. She is occasionally taken to deep thought and sometimes spaces out, a trait that she feels is unbefitting her role as witch.
Are we updating our characters when we repost them here, or just reposting?
Are we updating our characters when we repost them here, or just reposting?
Usually it's just a repost. I did find links for anybody that had one in the first OOC and stick them into the first page, so it's not completely necessary, but meh.
As for that, there is one question I have. Somebody had a backstory with a mentor of ambiguous gender. I think it was silphael, but I honestly don't remember. I might have it in my notes somewhere at home, but I'm not home until tomorrow. There were a few character posts that never made it to the OOC, which is why I ask. (I do have their stats in my notes, so that's not a problem)
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Brave Axe
Durability: 30
Rank: B
Range: 1
Weight: 17
Might: 11
Hit: 65
Crit: 0
Worth: 5250
Special Notes: Attack twice for every attack you would get with a different weapon.
Why are these axes so heavy? IE, different from 7/8? 15, 15, 10, 11, 15, 12, 14 respectively.
Edit: I ask because I am an axe-man, of course, and I believe I brought it up before, but it got lost or whatever. Also, would it be easier to work Tanat into the the game if he was a pirate? Obviously it would change his story a bit.
I almost want to make Ronnie a Templar, but I'm not sure how to change her/his backstory to fit that.
However, there is a problem: the growths. The Templar only has 4 Stat and +5% Growth more than the Monk and 3 Stat/10% more than the Soldier, and has a whole stat more to use it on. That's ignoring the fact that you only get 30% more growth than the absolute minimum growth total for the class, when you have 50% more for both Monk and Soldier. It's versatile in theory, but in practice, the class is more or less forced to have one good attacking stat and one sucky one, barring RNG favor.
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I keep quoting your posts. But they might not mean what I think they do...
I almost want to make Ronnie a Templar, but I'm not sure how to change her/his backstory to fit that.
However, there is a problem: the growths. The Templar only has 4 Stat and +5% Growth more than the Monk and 3 Stat/10% more than the Soldier, and has a whole stat more to use it on. That's ignoring the fact that you only get 30% more growth than the absolute minimum growth total for the class, when you have 50% more for both Monk and Soldier. It's versatile in theory, but in practice, the class is more or less forced to have one good attacking stat and one sucky one, barring RNG favor.
Templers have different base stats and growths now. (Can't remember them off the top of my head though.
Also: 3 Move. So not only are you a poor-to-decent Knight who casts Dancing Lights at people your spear can't damage (IE, Probably still won't do too much), you're lagging behind the rest of the group.
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I keep quoting your posts. But they might not mean what I think they do...
Why are these axes so heavy? IE, different from 7/8? 15, 15, 10, 11, 15, 12, 14 respectively.
I don't know, they're the same as TheSummoner's game. I'll change them, since this is Con based, not Str based.
Quote:
Originally Posted by ZeltArruin
Edit: I ask because I am an axe-man, of course, and I believe I brought it up before, but it got lost or whatever. Also, would it be easier to work Tanat into the the game if he was a pirate? Obviously it would change his story a bit.
Mm... I'm not sure. Maybe? Honestly, the fact that he's from Bress and he's likely to show up on the opposite side of the continent is what makes it difficult.
Quote:
Originally Posted by Herpestidae
I almost want to make Ronnie a Templar, but I'm not sure how to change her/his backstory to fit that.
Quote:
Originally Posted by Herpestidae
Also: 3 Move. So not only are you a poor-to-decent Knight who casts Dancing Lights at people your spear can't damage (IE, Probably still won't do too much), you're lagging behind the rest of the group.
Yeah, that was the wrong draft. I put up the new one.
In this game, every class has one less move than they would in an actual game. (Something else that carries over from TheSummoner's game) While I'm not against giving the Templar class 4 mov, it's not as bad as you're making it seem.
That, and it would be a lot harder for me to fit Ronnie in as a Templar.
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Also: 3 Move. So not only are you a poor-to-decent Knight who casts Dancing Lights at people your spear can't damage (IE, Probably still won't do too much), you're lagging behind the rest of the group.
Yes, but I'm telling you that he changed it, for instance the Spellsword class in this thread uses Str and Mag. On Jennifer's stat sheet instead of both of them she has Myst.
He just forgot to change it in this thread
@Penguinator Do swords, Lances, and Bows get lighter?
In a comparison with Sacred Stones, the only weapons which differ a lot are the Tomahawk, Spear, and effective weaponry, like Armorslayers and Heavy Spears. I'll change those to make them lighter, but for the most part, everything else is either the same as or within one point (higher or lower) of the Sacred Stones weight.
Also, I'll keep the support points as they were (25/35/45) for now, but I'll hold back on the unlimited supports until I can figure out a better way to do supports without penalizing "opposing affinities."
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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.
Well, I might try my hand at this then.
Chelsea to K14 and attack, gets +1 support with everyone
Mike to H14 and wait
Maria to J13 and attack, gets +1 support with everyone else
If the bandit is still alive, Jennifer moves to H13 and attacks with fire for a 100% chance to kill (+ 1 support point with Mike, meaning everyone in our little group gets +1 support with each other )
Otherwise, she can move to G13
Alex can javelin the archer for a chance to kill
Lauren repeats her last move, D6, heal Alex, canto to D5
How's that sound to everyone? And if someone could double check my calculations that'd be great, I'm assuming Bandit 6 is on 14 HP, since he took 12 damage from Jennifer.
Now guys, I can update pretty freely until Monday rolls around, so if you get more support behind your plans, I can start going.
Also, I've decided to start using Sairyu's influence system. For those of you who haven't seen it before, this means that things like
"But surely you see we've killed all the other cultists"
(Attempt: Influence cultist leader to surrender)
or
"Come this way, there are cultists over there"
(Attempt: Influence NPCs to move towards me)
will have actual mechanical value, rather than depending on how I'm feeling at the time.
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Chelsea to K14 and attack, gets +1 support with everyone
Mike to H14 and wait
Maria to J13 and attack, gets +1 support with everyone else
If the bandit is still alive, Jennifer moves to H13 and attacks with fire for a 100% chance to kill (+ 1 support point with Mike, meaning everyone in our little group gets +1 support with each other )
Otherwise, she can move to G13
Alex can javelin the archer for a chance to kill
Lauren repeats her last move, D6, heal Alex, canto to D5
How's that sound to everyone? And if someone could double check my calculations that'd be great, I'm assuming Bandit 6 is on 14 HP, since he took 12 damage from Jennifer.
Jennifer won't have a 100% chance to kill, she only has that hit chance with a sword.
Quote:
Originally Posted by Penguinator
Now guys, I can update pretty freely until Monday rolls around, so if you get more support behind your plans, I can start going.
Also, I've decided to start using Sairyu's influence system. For those of you who haven't seen it before, this means that things like
"But surely you see we've killed all the other cultists"
(Attempt: Influence cultist leader to surrender)
or
"Come this way, there are cultists over there"
(Attempt: Influence NPCs to move towards me)
will have actual mechanical value, rather than depending on how I'm feeling at the time.
Will characters get a bonus to certain influence checks. Like Alexandria gets a bonus to tactical checks, with a penalty to getting people to act nice to us. While Jennifer has the opposite?
Will characters get a bonus to certain influence checks. Like Alexandria gets a bonus to tactical checks, with a penalty to getting people to act nice to us. While Jennifer has the opposite?
It's built into the system, yes. And the roleplaying gives additional advantages/disadvantages. As for charismatic bonuses, that's less on the characters themselves and more on the roleplaying. (I mean, it seems kind of unfair to say "this character always has a -5 penalty to influence checks because they're a jerk" when not every person in existence knows they're a jerk)
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Whoops, thanks for catching that. Regardless, even if he survives he can't kill any of us, so I think the plan is still fine.
I prefer my plan, it gives Chelsea the kill exp if Maria misses, who needs it more then Jennifer.
Quote:
Originally Posted by Penguinator
It's built into the system, yes. And the roleplaying gives additional advantages/disadvantages. As for charismatic bonuses, that's less on the characters themselves and more on the roleplaying. (I mean, it seems kind of unfair to say "this character always has a -5 penalty to influence checks because they're a jerk" when not every person in existence knows they're a jerk)
Well I figure it'd be more characters having a bonus or penalty on certain checks.
Well I figure it'd be more characters having a bonus or penalty on certain checks.
Yes, it's like Nina and haggling. I understand.
But the examples you gave included checks based on charisma ("people being nice to us"). Where tactical knowledge would be a specific field, charisma based approaches are something entirely different.
It may be best to give an example, based on how I perceive that particular example.
Spoiler
Tactical information:
Alexandria attempts to perform some maneuver that a soldier of Laos would know: This grants a competency bonus.
Jennifer does the same: No competency bonus; she's not a "trained" soldier. (May incur a penalty depending on how difficult said maneuver is)
"People being nice to us"
Alexandria goes up to a merchant and says, "Hi, I'm from Laos. Can I buy a vulnerary?" The merchant says: "What a jerk. 500 gold."
Jennifer goes up to a merchant and says, "Hi, I'm from Laos. Can I buy a vulnerary?" The merchant says: "How kind. 100 gold."
In actuality, the first example is what would happen. The second example, not so much. In character, is Jennifer more likeable than Alexandria? Usually. If, however, they approach a merchant/NPC/whomever who has no idea who they are, and said the same exact thing, there would be no difference in the response. (Aside from non-verbal cues. If Alexandria says the same thing as Jennifer while swinging her lance angrily, there would be a different response)
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Yes, it's like Nina and haggling. I understand.
But the examples you gave included checks based on charisma ("people being nice to us"). Where tactical knowledge would be a specific field, charisma based approaches are something entirely different.
It may be best to give an example, based on how I perceive that particular example.
Spoiler
Tactical information:
Alexandria attempts to perform some maneuver that a soldier of Laos would know: This grants a competency bonus.
Jennifer does the same: No competency bonus; she's not a "trained" soldier. (May incur a penalty depending on how difficult said maneuver is)
"People being nice to us"
Alexandria goes up to a merchant and says, "Hi, I'm from Laos. Can I buy a vulnerary?" The merchant says: "What a jerk. 500 gold."
Jennifer goes up to a merchant and says, "Hi, I'm from Laos. Can I buy a vulnerary?" The merchant says: "How kind. 100 gold."
In actuality, the first example is what would happen. The second example, not so much. In character, is Jennifer more likeable than Alexandria? Usually. If, however, they approach a merchant/NPC/whomever who has no idea who they are, and said the same exact thing, there would be no difference in the response. (Aside from non-verbal cues. If Alexandria says the same thing as Jennifer while swinging her lance angrily, there would be a different response)
So Jennifer would get bonuses for maneuvers typical of sword-fighters, and mages?
So Jennifer would get bonuses for maneuvers typical of sword-fighters, and mages?
Yes, and she's got "knowledge: arcana" as a class skill (having been trained at a university). But it's not limited to just those things, mind you, that's just an example.
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Yes, and she's got "knowledge: arcana" as a class skill (having been trained at a university). But it's not limited to just those things, mind you, that's just an example.
Huh, Jennifer as a D&D character.
Probably a Gish of some kind, With above average Intelligence (12-13) Terrible Wisdom (3-5) And good Charisma (14-15)
It may be best to give an example, based on how I perceive that particular example.
Spoiler
Tactical information:
Alexandria attempts to perform some maneuver that a soldier of Laos would know: This grants a competency bonus.
Jennifer does the same: No competency bonus; she's not a "trained" soldier. (May incur a penalty depending on how difficult said maneuver is)
"People being nice to us"
Alexandria goes up to a merchant and says, "Hi, I'm from Laos. Can I buy a vulnerary?" The merchant says: "What a jerk. 500 gold."
Jennifer goes up to a merchant and says, "Hi, I'm from Laos. Can I buy a vulnerary?" The merchant says: "How kind. 100 gold."
In actuality, the first example is what would happen. The second example, not so much. In character, is Jennifer more likeable than Alexandria? Usually. If, however, they approach a merchant/NPC/whomever who has no idea who they are, and said the same exact thing, there would be no difference in the response. (Aside from non-verbal cues. If Alexandria says the same thing as Jennifer while swinging her lance angrily, there would be a different response)
This made me smirk.
The thought of Alex doing that to a merchant is kinda funny.
Oh to the people here who celebrate it: HAPPY THANKSGIVING~
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I'm back. And slowly getting back into the fire emblem fandom again. Glad to see all my friends here again c: