The OP has been both updated and revised. It should now be more concise and easier to understand and nagivate. There are also spoiler tags to help out as well.
Please note that several things have been outright removed that I feel are no longer needful, such as the opening post, some of the old explanations, and most of the FAQ questions.
Table of Contents:
1.0 Overview
1.1 Backstory
1.2 World Canon
1.3 World Map
1.4 The Basics
1.5 Stat Combat
1.6 The Classes
1.7 The Skills
1.8 Supporting
1.9 Notes
2.0 Q&A
2.1 Sign Up
1.0 Overview
Spoiler -
Okay this rp is a stat based rp which means there are more rules and guidelines than usual. I advise taking a look at information that catches your eye first, and then reading necessary bits if interested in joining. LoAF takes place in a 'Fire Emblem' like setting and has many similarities to it as well as elements taken from the series and adapted for the rp.
1.1 Backstory (Pending)
Spoiler -
Note: The basic backstory still exists, but I feel it's in moderate need of rewriting. What I plan to do is let anyone who would bother(and is still participating in the rp) revise some or all of the LoAF backstory's description(not the events therein, only the way it is to be written out). Once I've got a fully written backstory, I'll post it here.
1.2 World Canon (Pending)
Spoiler -
Note: This section is a bit of a 'group project' in which I would like the most important and relevant world facts compiled(I cannot do all of this by myself). Everything else is fine just remaining in the useful notes section, but this should serve as a good starting point for any potential newcomers in the future.
1.3 World Map (Pending)
Spoiler -
Note: "Summon Kiryn". I'll need a new link to the map so I can link the image here(preferably an 'img' tagged version. It can be updated in the future as changes are made.
1.4 The Basics
Spoiler -
RAW STATS AND SIMPLIFIED STATS
LEVELS
There are six levels in total. Each level costs 100 exp and upon leveling up, three stat points are granted for regular levels. These three points may be added to a character's stats following stat caps, or they may be spent to purchase a new skill. During promotion, every stat is increased by one point, but these points may also be spent on skills(three per skill) if desired. The points spent and not added to stats are determined by the Rper.
Each character at level one starts off with 20 stat points that they can spend however they want as long as they don't break the stat caps for their chosen class. Note that these initial points may be spent on skills as well, but it is not a good idea to buy nothing but skills, as a character with minimal stats is helpless in battle. Characters gain one free skill of their choosing whether or not they spend any of the initial 20 points on skills.
Tier One:
Level One(starting level): 20 points max
Level Two(pre-promotion): 23 points max
Tier Two:
Level One: 31 points max
Level Two(pre-promotion): 34 points max
Tier Three:
Level One: 42 points max
Level Two(Max): 45 points max
CHARACTERS
There are three types of characters in LoAF:
PC: Player Character. They're made by the rpers and serve as LoAF's protagonists. PCs are the only type of character that can actively participate in exp yielding stat combat and receive exp for it.
NPC: Non Player Character. Virtually everyone else who is not explicitly trying to kill the protagonists. NPCs are not required to follow normal level up rules. More specifically, they do not have to adhere to exp gaining rules, and may simply be leveled up, and statted as desired.
Enemy: They're like NPCs in almost every way, except they're explicitly aligned against the party.
WEAPONS
The following are the available weapon types in the rp:
Swords
Axes
Lances
Bows
Knives
Light
Anima
Dark
Instead of making an exact list of available weapons per class, it will be determined by the GMs what weapons are 'reasonable' for a character to wield. In other words, if you can sell us on it, you can wield it, otherwise stick to something present in a Fire Emblem game.
The following are special rules for some of them:
Bows: Having a bow equipped lowers simplified defense and resistance by 1 point each. They only receive counters from attacks every other turn.
Knives: Decrease Mt by 1 point and increase evasion by 1 point.
Light: When used for attack by clerics, the damage is halved until after promotion.
WEAPON AND MAGICAL TRIANGLE
There is both a weapon and magic triangle(or square if you want to get technical). The weapon triangle adds bonuses for wielding a given weapon against a specific type. The magic triangle does the same, only with magic.
Swords beat Axes. Axes beat Lances. Lances beat Swords. That is the weapon triangle.
Dark beats Wind. Wind beats Thunder. Thunder beats Fire. Fire beats Dark. This is the magic triangle.
Wielding a weapon or magic against another that it 'beats' is called WTA/MTA, or Weapon triangle advantage/magic triangle advantage. Having the advantage grants the attacker +1 hit and evasion for that round. The opposite is called 'disadvantage', and and the attacker recieves nothing while their target gains +1 hit and evasion.
Spoiler -
HP/Hitpoints
In raw stats, HP is added in single digits, but in simplified stats(those used in battle), the final hp total is three times the raw stat. This is the only stat that follows this rule. When HP is reduced to 0 in battle, the character is no longer able to participate in battle(this does not necessitate a dramatic death or a violent knock out or maiming).
STR/Strength
Strength determines how much minimum attack power a character has. STR based or 'Physical based' attacks will only target defense under normal conditions. On physical characters, STR translates directly to MT.
MAG/Magic
Magic determines how much minimum attack power or healing power a character has. MAG based or 'Magical based' attacks will only target resistance under normal conditions. On magical characters, MAG translates directly to MT.
SKL/Skill
Skill determines how much mimimum accuracy a character has. SKL translates directly to Hit in simplified stats.
SPD/Speed
Speed determines how quick a character is. SPD translates directly to attack speed and accounts partially for evasion in simplified stats. It is added together with luck to determine evasion, with only half of luck being factored into the total amount.
LUK/Luck
Luck affects varies things but primarily increases evasion by 1 point per every 2 luck points. In simplified stats, it only contributes to evasion.
DEF/Defense
Defense determines how strong a character's defensive abilities are. Defense translates directly to simplified defense. Every point of def will subtract a point from the damage an incoming attack would otherwise inflict(physical only).
RES/Resistance
Resistance determines how well a character defends against magic attacks. Resistance translates directly to simplified resistance. Every point of res will subtract a point from the damage an incoming attack would otherwise inflict(magical only).
The raw stat template is as follows:
HP: ? STR: ? MAG: ? SKL: ? SPD: ? LUK: ? DEF: ? RES: ?
The simplified stat template is as follows:
HP: ? MT: ? Hit: ? AS: ? Evd: ? Def: ? Res: ?
Note: This is purely my preferred method of writing them, and variations are fine as long as they're easily understood.
In raw stats, HP is added in single digits, but in simplified stats(those used in battle), the final hp total is three times the raw stat. This is the only stat that follows this rule. When HP is reduced to 0 in battle, the character is no longer able to participate in battle(this does not necessitate a dramatic death or a violent knock out or maiming).
STR/Strength
Strength determines how much minimum attack power a character has. STR based or 'Physical based' attacks will only target defense under normal conditions. On physical characters, STR translates directly to MT.
MAG/Magic
Magic determines how much minimum attack power or healing power a character has. MAG based or 'Magical based' attacks will only target resistance under normal conditions. On magical characters, MAG translates directly to MT.
SKL/Skill
Skill determines how much mimimum accuracy a character has. SKL translates directly to Hit in simplified stats.
SPD/Speed
Speed determines how quick a character is. SPD translates directly to attack speed and accounts partially for evasion in simplified stats. It is added together with luck to determine evasion, with only half of luck being factored into the total amount.
LUK/Luck
Luck affects varies things but primarily increases evasion by 1 point per every 2 luck points. In simplified stats, it only contributes to evasion.
DEF/Defense
Defense determines how strong a character's defensive abilities are. Defense translates directly to simplified defense. Every point of def will subtract a point from the damage an incoming attack would otherwise inflict(physical only).
RES/Resistance
Resistance determines how well a character defends against magic attacks. Resistance translates directly to simplified resistance. Every point of res will subtract a point from the damage an incoming attack would otherwise inflict(magical only).
The raw stat template is as follows:
HP: ? STR: ? MAG: ? SKL: ? SPD: ? LUK: ? DEF: ? RES: ?
The simplified stat template is as follows:
HP: ? MT: ? Hit: ? AS: ? Evd: ? Def: ? Res: ?
Note: This is purely my preferred method of writing them, and variations are fine as long as they're easily understood.
LEVELS
There are six levels in total. Each level costs 100 exp and upon leveling up, three stat points are granted for regular levels. These three points may be added to a character's stats following stat caps, or they may be spent to purchase a new skill. During promotion, every stat is increased by one point, but these points may also be spent on skills(three per skill) if desired. The points spent and not added to stats are determined by the Rper.
Each character at level one starts off with 20 stat points that they can spend however they want as long as they don't break the stat caps for their chosen class. Note that these initial points may be spent on skills as well, but it is not a good idea to buy nothing but skills, as a character with minimal stats is helpless in battle. Characters gain one free skill of their choosing whether or not they spend any of the initial 20 points on skills.
Tier One:
Level One(starting level): 20 points max
Level Two(pre-promotion): 23 points max
Tier Two:
Level One: 31 points max
Level Two(pre-promotion): 34 points max
Tier Three:
Level One: 42 points max
Level Two(Max): 45 points max
CHARACTERS
There are three types of characters in LoAF:
PC: Player Character. They're made by the rpers and serve as LoAF's protagonists. PCs are the only type of character that can actively participate in exp yielding stat combat and receive exp for it.
NPC: Non Player Character. Virtually everyone else who is not explicitly trying to kill the protagonists. NPCs are not required to follow normal level up rules. More specifically, they do not have to adhere to exp gaining rules, and may simply be leveled up, and statted as desired.
Enemy: They're like NPCs in almost every way, except they're explicitly aligned against the party.
WEAPONS
The following are the available weapon types in the rp:
Swords
Axes
Lances
Bows
Knives
Light
Anima
Dark
Instead of making an exact list of available weapons per class, it will be determined by the GMs what weapons are 'reasonable' for a character to wield. In other words, if you can sell us on it, you can wield it, otherwise stick to something present in a Fire Emblem game.
The following are special rules for some of them:
Bows: Having a bow equipped lowers simplified defense and resistance by 1 point each. They only receive counters from attacks every other turn.
Knives: Decrease Mt by 1 point and increase evasion by 1 point.
Light: When used for attack by clerics, the damage is halved until after promotion.
WEAPON AND MAGICAL TRIANGLE
There is both a weapon and magic triangle(or square if you want to get technical). The weapon triangle adds bonuses for wielding a given weapon against a specific type. The magic triangle does the same, only with magic.
Swords beat Axes. Axes beat Lances. Lances beat Swords. That is the weapon triangle.
Dark beats Wind. Wind beats Thunder. Thunder beats Fire. Fire beats Dark. This is the magic triangle.
Wielding a weapon or magic against another that it 'beats' is called WTA/MTA, or Weapon triangle advantage/magic triangle advantage. Having the advantage grants the attacker +1 hit and evasion for that round. The opposite is called 'disadvantage', and and the attacker recieves nothing while their target gains +1 hit and evasion.
1.5 Stat Combat
Spoiler -
Stat Combat sees PCs fighting enemies more often than anything else. The battles are broken down into two phases, the 'Player Phase', in which PCs take action, and 'Enemy Phase', in which the enemies do. NPCs act on Player Phase or enemy phase depending on circumstances, which makes these the only two phases of stat combat. Battles will typically have a primary objective, and possibly a bonus objective. These objectives will grant extra exp if their conditions are met, and the exp is granted to all party members(standing or otherwise).
PLAYER PHASE
During the Player Phase or 'PP', PCs may attack, defend, heal, use skills, or withdraw from the battle.
Attacking:
A character attacks by choosing an enemy, and rolling a set of three six sided die. The rolls function from left to right as follows: Hit die, Mt/Damage die, Skill/Crit die. The hit total (maximum of 6, minimum of 1) is added to the attacking character's Hit stat to determine the accuracy of the attack. The Mt die total is added to the attacking character's Mt stat to determine the total damage to be dealt. The Skill die determines whether or not a critical hits or autohits are activated. If the Skill die number matches the damage die, a critical hit activates. If it matches the Hit die number, an autohit activates.
Critcal hits deal double damage after enemy defenses apply, while autohits, when activated, will completely ignore the target's evasion and land the attack automatically.
When an attack is applied physically, the target's defense will subtract Mt from the incoming attack on a point for point basis. When it's applied magically, the target's resistances will subtract Mt instead.
If an autohit is not rolled (84% of the time), the only way to land a hit is for the sum of the attacker's Hit and skill die roll to exceed the target's evasion stat. If the numbers match, the attack misses.
The Mt from the attack is subtracted from the target's remaining Hp. If the target's hp is reduced to 0 by an attack, exp is awarded. If not, they will launch a counterattack(when able).
After the PC's attack, the enemy may launch a counterattack assuming they aren't KO'd. The enemy rolls and launches an attack of their own in much the same way a PC does. PCs can be KO'd on counterattacks, so be careful. Defeating a generic enemy is worth 10 points. Defeating a mini-boss is worth 15 points. Defeating a boss is worth 20 points. An enemy's counterattack roll should be made by the rper who engaged them.
For LoAF we use a roll tracker site called Invisible Castle (.com).
Account name: LordOfAzureFlame
Account password: LoAF
(This is a public account and making/using your own account is also an option, but rolls must be searchable.)
When using the site, to further prevent roll picking, you must fill in the extra fields(such as the name of the attacking character, and just as important, their target). Some examples would be the comments field. This is useful for noting who your character is attacking. These must be filled out before the roll is made. To be 100% clear, using the dice roller site is mandatory, not an option.
After launching an attack and receiving a counter from the target, if your AS(attack speed) is 4 points higher(and beyond) than the target's AS, you can launch one additional attack. If your AS is 4 points below(or lower) than the target's AS, they can and will launch one additional attack, so always mind your AS.
Defending:
A character may defend their support partner instead of attacking. Initiating a defend prevents that character from being targeted by enemy attacks for until the beginning of the defender's next turn, or until the defender is KO'd. While defending, any attacks that would have previously been directed at the support partner, are instead launched on the defender. While defending, a defender will also attack the same target that their support partner does, though doing so will end the defend and its effects at the end of that combat round. Being attacked at all while defending an ally will also end the defend at the end of that combat round.
Example of a Player Phase Defended Attack(note that when a unit defends and attack, only their AS is factored in)
A defends B.
B attacks C.
C counters B.
A defends B from C's attack(taking the attack directly).
A counters C.
If the original attacker can double, they do so after the enemy's counters(all of them). If the defender can double, they do so immediately(two in attacks in a row). If the enemy can double, they do so immediately(two attacks in a row.)
Healing:
Characters with staves or a 'healing' skill may heal during the Player phase. The effectiveness of a healing is determined by the healer's mag stat and 2 points are added for the total amount. Eg; A character with 7 mag will restore 9 points to their target during a healing.
Only those with healing skills may heal themselves, however. Healing a character(other than yourself) is worth 5 exp.
Using Skills:
Skills all have their own activation methods. Skills may be activated in conjunction, but skills that increase base stats will not have an augmented effect when combined with other skills. Ask GMs for examples. For more in depth explanations, see individual skills.
Withdrawal:
Merely an 'option', withdrawal removes a character from the battle(most often permanently). Any character including enemies may do this, but not following an attack, defend, heal, or skill activation.
The PP ends after five battleposts. Battleposts are rper posts that contain actions taken during stat combat, and all available PCs may act within a single battlepost. Battlepost limits are at a default of five, but may vary during certain battles. For those with Weapon Mastery; possessing more than one weapon type allows you to switch weapons on your turn before initiating an attack. The weapon you choose is equipped until the following turn.
ENEMY PHASE
During the Enemy Phase or 'EP', enemies may attack, defend, heal, use skills, or withdraw from the battle(though in rare cases, withdrawal will be automatic for some enemies and may occur during PP). During the EP, enemies attack a similar way to PCs, but unlike PCs they do not receive counterattacks. Once the enemies have acted(all or all desired), the Player Phase begins. Unless otherwise noted, EPs are run by the GMs.
PLAYER PHASE
During the Player Phase or 'PP', PCs may attack, defend, heal, use skills, or withdraw from the battle.
Attacking:
A character attacks by choosing an enemy, and rolling a set of three six sided die. The rolls function from left to right as follows: Hit die, Mt/Damage die, Skill/Crit die. The hit total (maximum of 6, minimum of 1) is added to the attacking character's Hit stat to determine the accuracy of the attack. The Mt die total is added to the attacking character's Mt stat to determine the total damage to be dealt. The Skill die determines whether or not a critical hits or autohits are activated. If the Skill die number matches the damage die, a critical hit activates. If it matches the Hit die number, an autohit activates.
Critcal hits deal double damage after enemy defenses apply, while autohits, when activated, will completely ignore the target's evasion and land the attack automatically.
When an attack is applied physically, the target's defense will subtract Mt from the incoming attack on a point for point basis. When it's applied magically, the target's resistances will subtract Mt instead.
If an autohit is not rolled (84% of the time), the only way to land a hit is for the sum of the attacker's Hit and skill die roll to exceed the target's evasion stat. If the numbers match, the attack misses.
The Mt from the attack is subtracted from the target's remaining Hp. If the target's hp is reduced to 0 by an attack, exp is awarded. If not, they will launch a counterattack(when able).
After the PC's attack, the enemy may launch a counterattack assuming they aren't KO'd. The enemy rolls and launches an attack of their own in much the same way a PC does. PCs can be KO'd on counterattacks, so be careful. Defeating a generic enemy is worth 10 points. Defeating a mini-boss is worth 15 points. Defeating a boss is worth 20 points. An enemy's counterattack roll should be made by the rper who engaged them.
For LoAF we use a roll tracker site called Invisible Castle (.com).
Account name: LordOfAzureFlame
Account password: LoAF
(This is a public account and making/using your own account is also an option, but rolls must be searchable.)
When using the site, to further prevent roll picking, you must fill in the extra fields(such as the name of the attacking character, and just as important, their target). Some examples would be the comments field. This is useful for noting who your character is attacking. These must be filled out before the roll is made. To be 100% clear, using the dice roller site is mandatory, not an option.
After launching an attack and receiving a counter from the target, if your AS(attack speed) is 4 points higher(and beyond) than the target's AS, you can launch one additional attack. If your AS is 4 points below(or lower) than the target's AS, they can and will launch one additional attack, so always mind your AS.
Defending:
A character may defend their support partner instead of attacking. Initiating a defend prevents that character from being targeted by enemy attacks for until the beginning of the defender's next turn, or until the defender is KO'd. While defending, any attacks that would have previously been directed at the support partner, are instead launched on the defender. While defending, a defender will also attack the same target that their support partner does, though doing so will end the defend and its effects at the end of that combat round. Being attacked at all while defending an ally will also end the defend at the end of that combat round.
Example of a Player Phase Defended Attack(note that when a unit defends and attack, only their AS is factored in)
A defends B.
B attacks C.
C counters B.
A defends B from C's attack(taking the attack directly).
A counters C.
If the original attacker can double, they do so after the enemy's counters(all of them). If the defender can double, they do so immediately(two in attacks in a row). If the enemy can double, they do so immediately(two attacks in a row.)
Healing:
Characters with staves or a 'healing' skill may heal during the Player phase. The effectiveness of a healing is determined by the healer's mag stat and 2 points are added for the total amount. Eg; A character with 7 mag will restore 9 points to their target during a healing.
Only those with healing skills may heal themselves, however. Healing a character(other than yourself) is worth 5 exp.
Using Skills:
Skills all have their own activation methods. Skills may be activated in conjunction, but skills that increase base stats will not have an augmented effect when combined with other skills. Ask GMs for examples. For more in depth explanations, see individual skills.
Withdrawal:
Merely an 'option', withdrawal removes a character from the battle(most often permanently). Any character including enemies may do this, but not following an attack, defend, heal, or skill activation.
The PP ends after five battleposts. Battleposts are rper posts that contain actions taken during stat combat, and all available PCs may act within a single battlepost. Battlepost limits are at a default of five, but may vary during certain battles. For those with Weapon Mastery; possessing more than one weapon type allows you to switch weapons on your turn before initiating an attack. The weapon you choose is equipped until the following turn.
ENEMY PHASE
During the Enemy Phase or 'EP', enemies may attack, defend, heal, use skills, or withdraw from the battle(though in rare cases, withdrawal will be automatic for some enemies and may occur during PP). During the EP, enemies attack a similar way to PCs, but unlike PCs they do not receive counterattacks. Once the enemies have acted(all or all desired), the Player Phase begins. Unless otherwise noted, EPs are run by the GMs.
1.6 The Classes
Spoiler -
Each class has its own 'class skill' and 'stat cap' associated with it. The class skill listed is obtained automatically at the first promotion. All stat caps increase by 2 points upon promotion as well.
Cleric-Bishop-->Saint
Caps: HP: 5 STR: 4 MAG: 6 SKL: 8 SPD: 6 LUK: 6 DEF: 4 RES: 8
Skill: Healing Aura
Extra: Staff healing
Monk-->Templar-->Justicar
Caps: HP: 5 STR: 4 MAG: 6 SKL: 8 SPD: 6 LUK: 6 DEF: 4 RES: 8
Skill: Demon Slayer
Mage-->Sage-->Archsage: Fire/Thunder/Wind
Fire Caps: HP: 5 STR: 4 MAG: 6 SKL: 7 SPD: 6 LUK: 6 DEF: 4 RES: 8
Thunder Caps: HP: 5 STR: 4 MAG: 7 SKL: 6 SPD: 6 LUK: 6 DEF: 4 RES: 8
Wind Caps: HP: 5 STR: 4 MAG: 5 SKL: 8 SPD: 6 LUK: 6 DEF: 4 RES: 8
Skill: Arcane Power
Shaman-->Druid-->Dark Druid
Caps: HP: 5 STR: 4 MAG: 8 SKL: 5 SPD: 6 LUK: 6 DEF: 4 RES: 8
Skill: Luna
Archer-->Sniper-->Marksman
Caps: HP: 6 STR: 6 MAG: 4 SKL: 8 SPD: 6 LUK: 6 DEF: 6 RES: 6
Skill: Deadeye
Soldier-->Halberdier-->Sentinel
Caps: HP: 6 STR: 6 MAG: 4 SKL: 6 SPD: 6 LUK: 6 DEF: 7 RES: 7
Skill: Pierce
Armor Knight-->General-->Marshall
Caps: HP: 7 STR: 7 MAG: 4 SKL: 6 SPD: 5 LUK: 6 DEF: 8 RES: 4
Skill: Bastion
Fighter-->Warrior-->Reaver
Caps: HP: 8 STR: 8 MAG: 4 SKL: 5 SPD: 6 LUK: 6 DEF: 6 RES: 6
Skill: Rage
Mercenary-->Hero-->Vanguard
Caps: HP: 6 STR: 6 MAG: 4 SKL: 7 SPD: 7 LUK: 6 DEF: 6 RES: 5
Skill: Heroic Stand
Myrmidon-->Sword Master-->True Blade
Caps: HP: 6 STR: 5 MAG: 4 SKL: 8 SPD: 8 LUK: 6 DEF: 5 RES: 5
Skill: Keen Edge
Thief-->Rogue-->Assassin
Caps: HP: 5 STR: 6 MAG: 4 SKL: 7 SPD: 8 LUK: 6 DEF: 4 RES: 5
Skill: Lethality
Troubadour-->Valkyrie-->Mage Knight
Caps: HP: 5 STR: 4 MAG: 5 SKL: 8 SPD: 7 LUK: 6 DEF: 4 RES: 8
Skill: Sol
Extra: Staff healing
Cavalier-->Paladin-->Great Knight
Caps: HP: 7 STR: 6 MAG: 4 SKL: 6 SPD: 6 LUK: 6 DEF: 7 RES: 6
Skill: Stat Shift
Nomad-->Ranger-->Trooper
Caps: HP: 6 STR: 5 MAG: 4 SKL: 7 SPD: 8 LUK: 6 DEF: 5 RES: 5
Skill: Weapon Mastery or Stat Shift
Pegasus Knight-->Falcon Knight-->Seraph Knight
Caps: HP: 6 STR: 5 MAG: 4 SKL: 8 SPD: 7 LUK: 6 DEF: 6 RES: 7
Skill: Momentum
Wyvern Rider-->Wyvern Knight-->Wyvern Lord
Caps: HP: 7 STR: 7 MAG: 4 SKL: 5 SPD: 6 LUK: 6 DEF: 7 RES: 4
Skill: Thick Hide, Wind Catcher, or Dampening Field
Cleric-Bishop-->Saint
Caps: HP: 5 STR: 4 MAG: 6 SKL: 8 SPD: 6 LUK: 6 DEF: 4 RES: 8
Skill: Healing Aura
Extra: Staff healing
Monk-->Templar-->Justicar
Caps: HP: 5 STR: 4 MAG: 6 SKL: 8 SPD: 6 LUK: 6 DEF: 4 RES: 8
Skill: Demon Slayer
Mage-->Sage-->Archsage: Fire/Thunder/Wind
Fire Caps: HP: 5 STR: 4 MAG: 6 SKL: 7 SPD: 6 LUK: 6 DEF: 4 RES: 8
Thunder Caps: HP: 5 STR: 4 MAG: 7 SKL: 6 SPD: 6 LUK: 6 DEF: 4 RES: 8
Wind Caps: HP: 5 STR: 4 MAG: 5 SKL: 8 SPD: 6 LUK: 6 DEF: 4 RES: 8
Skill: Arcane Power
Shaman-->Druid-->Dark Druid
Caps: HP: 5 STR: 4 MAG: 8 SKL: 5 SPD: 6 LUK: 6 DEF: 4 RES: 8
Skill: Luna
Archer-->Sniper-->Marksman
Caps: HP: 6 STR: 6 MAG: 4 SKL: 8 SPD: 6 LUK: 6 DEF: 6 RES: 6
Skill: Deadeye
Soldier-->Halberdier-->Sentinel
Caps: HP: 6 STR: 6 MAG: 4 SKL: 6 SPD: 6 LUK: 6 DEF: 7 RES: 7
Skill: Pierce
Armor Knight-->General-->Marshall
Caps: HP: 7 STR: 7 MAG: 4 SKL: 6 SPD: 5 LUK: 6 DEF: 8 RES: 4
Skill: Bastion
Fighter-->Warrior-->Reaver
Caps: HP: 8 STR: 8 MAG: 4 SKL: 5 SPD: 6 LUK: 6 DEF: 6 RES: 6
Skill: Rage
Mercenary-->Hero-->Vanguard
Caps: HP: 6 STR: 6 MAG: 4 SKL: 7 SPD: 7 LUK: 6 DEF: 6 RES: 5
Skill: Heroic Stand
Myrmidon-->Sword Master-->True Blade
Caps: HP: 6 STR: 5 MAG: 4 SKL: 8 SPD: 8 LUK: 6 DEF: 5 RES: 5
Skill: Keen Edge
Thief-->Rogue-->Assassin
Caps: HP: 5 STR: 6 MAG: 4 SKL: 7 SPD: 8 LUK: 6 DEF: 4 RES: 5
Skill: Lethality
Troubadour-->Valkyrie-->Mage Knight
Caps: HP: 5 STR: 4 MAG: 5 SKL: 8 SPD: 7 LUK: 6 DEF: 4 RES: 8
Skill: Sol
Extra: Staff healing
Cavalier-->Paladin-->Great Knight
Caps: HP: 7 STR: 6 MAG: 4 SKL: 6 SPD: 6 LUK: 6 DEF: 7 RES: 6
Skill: Stat Shift
Nomad-->Ranger-->Trooper
Caps: HP: 6 STR: 5 MAG: 4 SKL: 7 SPD: 8 LUK: 6 DEF: 5 RES: 5
Skill: Weapon Mastery or Stat Shift
Pegasus Knight-->Falcon Knight-->Seraph Knight
Caps: HP: 6 STR: 5 MAG: 4 SKL: 8 SPD: 7 LUK: 6 DEF: 6 RES: 7
Skill: Momentum
Wyvern Rider-->Wyvern Knight-->Wyvern Lord
Caps: HP: 7 STR: 7 MAG: 4 SKL: 5 SPD: 6 LUK: 6 DEF: 7 RES: 4
Skill: Thick Hide, Wind Catcher, or Dampening Field
1.7 The Skills
Spoiler -
Every available skill in LoAF is listed here for reference. Each character save for Crimson Weapon wielders start off with one free skill. They gain their designated class skill upon promotion, also free. All extra skills must be purchased forgoing three stats during a level up. This may also be done during promotion. Class skills may not be purchased and are only obtained by their listed class upon promotion. The Crimson skill is automatic and inherent in all crimson weapon wielders.
UNIVERSAL SKILLS:
Name: Adept
Activation: Once per battle.
Effect: Make one additional attack. The attack does not precede enemy counters.
Name: Arcanium
Activation: At the start of your round.
Effect: Half or your MAG stat, or half of your STR may be added to the other(can go over caps). When you attack, you can choose to deal damage to either your enemies DEF or RES, regardless of your normal method of attack.
Name: Defense Shift
Activation: At the start of your round.
Effect: Halve either your DEF or RES, and add those points onto the other defensive stat for one turn.
Name: Charge
Activation: Defeat an enemy.
Effect: Initiate another round of combat with a different enemy. May only activate once per turn.
Name: Full Tilt
Activation: Twice per battle, before your turn ends.
Effect: For that turn, speed gives 1.5X evasion, but DEF and RES are halved (rounded down).
Name: Iron Defense
activation: Twice per battle, before your turn ends.
Effect: For that turn, AS is halved and speed gives 0.5X evasion, but DEF and RES are multiplied by 1.5.
Name: Daunt
Activation: Passive
Effect: Immune to critical hits.
Name: Resolve
Activation: Passive.
Effect: Multiplies unit's primary offensive stat, speed, and skill, by 1.5 (rounded down), when unit is 33% health or lower. This speed does not increase evasion.
Name: Prayer
Activation: Passive
Effect: Multiplies unit's evasion, defense, and resistance by 1.5 (rounded down), when unit is 33% health or lower.
Name: Cancel
Activation: Twice per battle, before attacking.
Effect: Prevents a counter attack for that round.
Name: Parry
Activation: Twice per battle.
Effect: Reduce the damage taken on your opponents counterattack by 50% after defenses are applied. Can be activated during EP.
Name: Gamble.
Activation: Activate at the start of your round. Declare Positive or Negative before rolling for an attack.
Effect: Reduce your SKL by 2. If you picked positive, you may add 1 or 2 to your skill roll. If you picked negative, you may subtract 1 or 2 point from your skill roll.
Name: Speedy Strike
Activation: At the start of your round.
Effect: Reduce your STR/Mag by 1 or 2. In return, you may boost your SPD by a similar amount until the start of your next turn. This SPD gives only .5 evade. May break caps.
Name: Slayer (weapon and tome)
Activation: Passive
Effect: Reverses the effect of the Weapon Triangle. Triples the effects of having WTA advantage, granting +3 Hit and +3 evasion. Does not work with Weapon Triangle Neutral weapons.
Name: Augment (weapon and tome)
Activation: Passive
Effect: Enhances the effect of the Weapon Triangle. Triples the effects of having WTA advantage, granting +3 Hit and +3 evasion. Does not work with Weapon Triangle Neutral weapons.
Name: Hawkeye
Activation: Twice per battle.
Effect: Select any number of LUK you want and increase your Hit Die roll for each point. Every point you use this way may not effect your Evasion for that turn.
Name: Vantage
Activation: Passive.
Effect: If you can double your opponent, you can do so before their counter.
Name: Miracle
Activation: Passive.
Effect: Once per battle, the character may retain one hp when an attack would otherwise KO them. The character remains stunned and unable to act for a turn.
Name: Wrath
Activation: Have your HP down to 1/2 your total(rounded down).
Effect: You may add either 1 or 2 to your skill roll.
Name: Charisma
Activation: Twice per battle, at the start of your turn
Effect: Choose 2 allies. These allies gain +1 Hit and +1 Evasion. Effect does not wear off at the start of a new player phase. May target an additional 2 allies, for a total of 4 per battle, with this effect. Only one Charisma boost may be carried at a time. Charisma targets must be declared in the post to be counted.
Name: Heavy Strike
Activation: Before you attack.
Effect: Before rolling your attack, you may choose to lower your Skl by X amount, and for that attack, you will gain X STR. Increase may not exceed 4 points.
Name: Overcast
Activation: At the start of your turn
Effect: Before rolling your attack, you may choose to lower your Skl by X amount, and for that attack, you will gain X Mag. Increase may not exceed 4 points. Only attacks are boosted by this skill.
Name: Stealth
Activation: Twice per battle, before EP begins.
Effect: The user may not be targeted during EP.
Name: Critical
Activation: Passive.
Effect: Provides a +1 or -1 skill die modifier for the duration of the battle. Only one of them may be used per battle.
Name: Poison
Activation: Passive.
Effect: When an attack hits, the target will lose 10%(rounded up) of their maximum hp every turn for three turns. Subsequent poison strikes only reset the turn count; poison percentages do not stack.
Name: Impact
Actviation: Activated before your attack, twice per battle.
Effect: Landing an attack that causes at least 25% total damage to the target inflicts a stun, preventing them from acting for a turn. Impacts do not stack with each other and only one may activate on a given target at a time. Has no effect on bosses.
Name: Nihil
Activation: Passive.
Effect: Cancels enemy skills. Does not work on bosses.
Name: Imbue
Activation: Passive.
Effect: For characters that attack using str, their hp is healed for 2/3 of their mag stat at the beginning of each turn. For characters that attack using mag, 2/3 of their strength stat is used.
Name: Vulnerary
Activation: Can be done once on your turn. May only be activated three times per battle.
Effect: Takes a healing salve that grants 5 hp. This must be done in place of an attack or defensive move(such as Guardian).
Name: Panacea
Activation: Can be done once on your turn. May only be activated three times per battle.
Effect: Removes a status ailment from the target, either the user themself, or an ally. This must be done in place of an attack or defensive move(such as Guardian).
Name: Combat Medic
Requirement: Vulnerary skill or a Staff.
Activation: May be activated along with Vulnerary, or a regular staff healing. May only be activated twice per battle.
Effect: Any amount of luck can be sacrificed to heal the same amount of hp on an ally along with the regular healing. Sacrificed luck does not aid evasion until the following turn. It may only be used to self heal if the Vulnerary skill is being used.
Name: Guardian
Activation: During your turn, when a defend is about to be used.
Effect: Allows the user to defend any allied unit, even if they are not a support partner.
Name: Weapon Mastery.
Activation: Passive.
Effect: The user may choose a second physical weapon of any type.
CLASS SKILLS:
Class: Rogue
Name: Lethality
Activation: Passive
Effect: Critical attacks deal X3 damage instead of X2
Class: General
Name: Bastion
Activation: At the start of your turn.
Effect: You may transfer as many points from DEF or RES or from RES to DEF as you desire until the start of your next turn.
Class: Swordmaster
Name: Keen edge
Activation: Passive.
Effect: You receive a passive +/-1 crit modifier.
Class: Halberdier
Name: Pierce
Activation: Passive.
Effect: MT from critical hits is multiplied before defenses are applied.
Class: Sniper
Name: Deadeye
Activation: Twice per battle, before making an attack.
Effect: Choose a stat; any stat but hp, and if the attack hits, that stat is reduced by 2 points for the duration of the battle. When used twice on the same opponent, the same stat may not be targeted twice.
Class: Paladin/Nomadic Trooper
Name: Stat shift
Activation: At the start of the turn.
Effect: The user may shift up to two stats from any non-HP category into any other non-HP category until the start of his next turn.
Class: Falco Knight
Skill: Momentum
Effect: Passive.
Description: Applies extra damage for speed differences between your unit and the opponent. +1 for one speed, +2 for two, and +3 for 3 Speed gaps in your favor. This effect is capped at +3. Opponents out speeding you is neutral strength.
Class: Wyvern Lord (wyvern lords have one of three class skills depending on their chosen wyvern type)
Name: Thick hide (Plain Dweller Types)
Activation: Any time twice per battle
Effect: You may increase your defense by +3 for one round.
Name: Wind Catcher (Mountain Types)
Activation: Any time twice per battle
Effect: You may increase your evasion by +3 for one round.
Name: Dampening Field (Sea Types)
Activation: Any time twice per battle
Effect: You may increase your resistance by +3 for one round.
Class: Sage
Name: Arcane power
Activation: At the start of your turn
Effect: Reduce X amount from MAG and add it to any other stat except hp until the start of your next turn.
Class: Druid
Name: Luna
Activation: Twice per battle, before attacking.
Effect: The user may ignore opponents RES for one attack.
Class: Bishop
Name: Healing Aura
Activation: Twice per battle.
Effect: May heal two allies in one turn.
Class: Templar
Name: Demon Slayer
Activation: Passive.
Effect: Halves the RES of a demonic target during attacks.
Class: Valkyrie
Name: Sol
Activation: Twice per battle, before your attack.
Effect: The user may gain HP equal to 1/2 of the damage inflicted on the target.
Class: Berserker
Name: Rage
Activation: At the start of your round.
Effect: Boosts a berserker's STR by 4, but reduces SKL, DEF, and RES by 1 until the start of your next turn.
Class: Hero
Name: Heroic stand
Activation: At the start of your round.
Effect: Increases STR, SKL, and DEF by 2 until the start of your next round, but costs you 2 HP every round this is active.
CRIMSON SKILL:
Crimson Weapon
Activation: Before launching your attack.
Effect: Sacrifice x amount of hp. You may increase Mt or Hit by 1 point for every 2 points of hp used. The effect lasts for one round and hp sacrifice may not exceed 8 points(meaning conversion may not exceed 4 points).
UNIVERSAL SKILLS:
Name: Adept
Activation: Once per battle.
Effect: Make one additional attack. The attack does not precede enemy counters.
Name: Arcanium
Activation: At the start of your round.
Effect: Half or your MAG stat, or half of your STR may be added to the other(can go over caps). When you attack, you can choose to deal damage to either your enemies DEF or RES, regardless of your normal method of attack.
Name: Defense Shift
Activation: At the start of your round.
Effect: Halve either your DEF or RES, and add those points onto the other defensive stat for one turn.
Name: Charge
Activation: Defeat an enemy.
Effect: Initiate another round of combat with a different enemy. May only activate once per turn.
Name: Full Tilt
Activation: Twice per battle, before your turn ends.
Effect: For that turn, speed gives 1.5X evasion, but DEF and RES are halved (rounded down).
Name: Iron Defense
activation: Twice per battle, before your turn ends.
Effect: For that turn, AS is halved and speed gives 0.5X evasion, but DEF and RES are multiplied by 1.5.
Name: Daunt
Activation: Passive
Effect: Immune to critical hits.
Name: Resolve
Activation: Passive.
Effect: Multiplies unit's primary offensive stat, speed, and skill, by 1.5 (rounded down), when unit is 33% health or lower. This speed does not increase evasion.
Name: Prayer
Activation: Passive
Effect: Multiplies unit's evasion, defense, and resistance by 1.5 (rounded down), when unit is 33% health or lower.
Name: Cancel
Activation: Twice per battle, before attacking.
Effect: Prevents a counter attack for that round.
Name: Parry
Activation: Twice per battle.
Effect: Reduce the damage taken on your opponents counterattack by 50% after defenses are applied. Can be activated during EP.
Name: Gamble.
Activation: Activate at the start of your round. Declare Positive or Negative before rolling for an attack.
Effect: Reduce your SKL by 2. If you picked positive, you may add 1 or 2 to your skill roll. If you picked negative, you may subtract 1 or 2 point from your skill roll.
Name: Speedy Strike
Activation: At the start of your round.
Effect: Reduce your STR/Mag by 1 or 2. In return, you may boost your SPD by a similar amount until the start of your next turn. This SPD gives only .5 evade. May break caps.
Name: Slayer (weapon and tome)
Activation: Passive
Effect: Reverses the effect of the Weapon Triangle. Triples the effects of having WTA advantage, granting +3 Hit and +3 evasion. Does not work with Weapon Triangle Neutral weapons.
Name: Augment (weapon and tome)
Activation: Passive
Effect: Enhances the effect of the Weapon Triangle. Triples the effects of having WTA advantage, granting +3 Hit and +3 evasion. Does not work with Weapon Triangle Neutral weapons.
Name: Hawkeye
Activation: Twice per battle.
Effect: Select any number of LUK you want and increase your Hit Die roll for each point. Every point you use this way may not effect your Evasion for that turn.
Name: Vantage
Activation: Passive.
Effect: If you can double your opponent, you can do so before their counter.
Name: Miracle
Activation: Passive.
Effect: Once per battle, the character may retain one hp when an attack would otherwise KO them. The character remains stunned and unable to act for a turn.
Name: Wrath
Activation: Have your HP down to 1/2 your total(rounded down).
Effect: You may add either 1 or 2 to your skill roll.
Name: Charisma
Activation: Twice per battle, at the start of your turn
Effect: Choose 2 allies. These allies gain +1 Hit and +1 Evasion. Effect does not wear off at the start of a new player phase. May target an additional 2 allies, for a total of 4 per battle, with this effect. Only one Charisma boost may be carried at a time. Charisma targets must be declared in the post to be counted.
Name: Heavy Strike
Activation: Before you attack.
Effect: Before rolling your attack, you may choose to lower your Skl by X amount, and for that attack, you will gain X STR. Increase may not exceed 4 points.
Name: Overcast
Activation: At the start of your turn
Effect: Before rolling your attack, you may choose to lower your Skl by X amount, and for that attack, you will gain X Mag. Increase may not exceed 4 points. Only attacks are boosted by this skill.
Name: Stealth
Activation: Twice per battle, before EP begins.
Effect: The user may not be targeted during EP.
Name: Critical
Activation: Passive.
Effect: Provides a +1 or -1 skill die modifier for the duration of the battle. Only one of them may be used per battle.
Name: Poison
Activation: Passive.
Effect: When an attack hits, the target will lose 10%(rounded up) of their maximum hp every turn for three turns. Subsequent poison strikes only reset the turn count; poison percentages do not stack.
Name: Impact
Actviation: Activated before your attack, twice per battle.
Effect: Landing an attack that causes at least 25% total damage to the target inflicts a stun, preventing them from acting for a turn. Impacts do not stack with each other and only one may activate on a given target at a time. Has no effect on bosses.
Name: Nihil
Activation: Passive.
Effect: Cancels enemy skills. Does not work on bosses.
Name: Imbue
Activation: Passive.
Effect: For characters that attack using str, their hp is healed for 2/3 of their mag stat at the beginning of each turn. For characters that attack using mag, 2/3 of their strength stat is used.
Name: Vulnerary
Activation: Can be done once on your turn. May only be activated three times per battle.
Effect: Takes a healing salve that grants 5 hp. This must be done in place of an attack or defensive move(such as Guardian).
Name: Panacea
Activation: Can be done once on your turn. May only be activated three times per battle.
Effect: Removes a status ailment from the target, either the user themself, or an ally. This must be done in place of an attack or defensive move(such as Guardian).
Name: Combat Medic
Requirement: Vulnerary skill or a Staff.
Activation: May be activated along with Vulnerary, or a regular staff healing. May only be activated twice per battle.
Effect: Any amount of luck can be sacrificed to heal the same amount of hp on an ally along with the regular healing. Sacrificed luck does not aid evasion until the following turn. It may only be used to self heal if the Vulnerary skill is being used.
Name: Guardian
Activation: During your turn, when a defend is about to be used.
Effect: Allows the user to defend any allied unit, even if they are not a support partner.
Name: Weapon Mastery.
Activation: Passive.
Effect: The user may choose a second physical weapon of any type.
CLASS SKILLS:
Class: Rogue
Name: Lethality
Activation: Passive
Effect: Critical attacks deal X3 damage instead of X2
Class: General
Name: Bastion
Activation: At the start of your turn.
Effect: You may transfer as many points from DEF or RES or from RES to DEF as you desire until the start of your next turn.
Class: Swordmaster
Name: Keen edge
Activation: Passive.
Effect: You receive a passive +/-1 crit modifier.
Class: Halberdier
Name: Pierce
Activation: Passive.
Effect: MT from critical hits is multiplied before defenses are applied.
Class: Sniper
Name: Deadeye
Activation: Twice per battle, before making an attack.
Effect: Choose a stat; any stat but hp, and if the attack hits, that stat is reduced by 2 points for the duration of the battle. When used twice on the same opponent, the same stat may not be targeted twice.
Class: Paladin/Nomadic Trooper
Name: Stat shift
Activation: At the start of the turn.
Effect: The user may shift up to two stats from any non-HP category into any other non-HP category until the start of his next turn.
Class: Falco Knight
Skill: Momentum
Effect: Passive.
Description: Applies extra damage for speed differences between your unit and the opponent. +1 for one speed, +2 for two, and +3 for 3 Speed gaps in your favor. This effect is capped at +3. Opponents out speeding you is neutral strength.
Class: Wyvern Lord (wyvern lords have one of three class skills depending on their chosen wyvern type)
Name: Thick hide (Plain Dweller Types)
Activation: Any time twice per battle
Effect: You may increase your defense by +3 for one round.
Name: Wind Catcher (Mountain Types)
Activation: Any time twice per battle
Effect: You may increase your evasion by +3 for one round.
Name: Dampening Field (Sea Types)
Activation: Any time twice per battle
Effect: You may increase your resistance by +3 for one round.
Class: Sage
Name: Arcane power
Activation: At the start of your turn
Effect: Reduce X amount from MAG and add it to any other stat except hp until the start of your next turn.
Class: Druid
Name: Luna
Activation: Twice per battle, before attacking.
Effect: The user may ignore opponents RES for one attack.
Class: Bishop
Name: Healing Aura
Activation: Twice per battle.
Effect: May heal two allies in one turn.
Class: Templar
Name: Demon Slayer
Activation: Passive.
Effect: Halves the RES of a demonic target during attacks.
Class: Valkyrie
Name: Sol
Activation: Twice per battle, before your attack.
Effect: The user may gain HP equal to 1/2 of the damage inflicted on the target.
Class: Berserker
Name: Rage
Activation: At the start of your round.
Effect: Boosts a berserker's STR by 4, but reduces SKL, DEF, and RES by 1 until the start of your next turn.
Class: Hero
Name: Heroic stand
Activation: At the start of your round.
Effect: Increases STR, SKL, and DEF by 2 until the start of your next round, but costs you 2 HP every round this is active.
CRIMSON SKILL:
Crimson Weapon
Activation: Before launching your attack.
Effect: Sacrifice x amount of hp. You may increase Mt or Hit by 1 point for every 2 points of hp used. The effect lasts for one round and hp sacrifice may not exceed 8 points(meaning conversion may not exceed 4 points).
1.8 Supporting
Spoiler -
The new support system is not based on plot interactions, though those can still be used for flavor if desired. At this point all characters have at least one other party member they are on friendly enough terms with to use as a support partner during battle. The system works in pairings now. A character may support with, and receive bonuses from one other character at a time during battle. The bonuses are stat based and vary by affinity. Each affinity has a 'pair' of statistical boosts associated with it, and a supporting pair will receive bonuses from both affinities.
Here is the affinity list:
Fire: Mt, Hit
Ice: AS, Def/Res
Wind: Hit, Evd
Thunder: AS, Evd
Anima: Mt, AS
Earth: Evd, Def/Res
Water: Mt, Def/Res
Dark: Mt, Evd
Light: Hit, Def/Res
Heaven: Hit, AS
So two examples I'll provide are same affinity and differing affinity supports:
FirexFire
This support will grant +2 Mt and +2 Hit to both partners.
FirexIce
This support will grant +1 Mt, +1 Hit, +1 AS, and +1 Def/Res to both partners.
Support pairings also share exp gains in battle, eg: kill exp for either partner is kill exp for both, and the same applies to healing exp. Support partners are chosen before battle and bonuses immediately apply. Anyone(PC) can support with anyone (PC) else. Support bonuses will immediately wear off if the support partner is KO'd or 'exits' the battle.
Here is the affinity list:
Fire: Mt, Hit
Ice: AS, Def/Res
Wind: Hit, Evd
Thunder: AS, Evd
Anima: Mt, AS
Earth: Evd, Def/Res
Water: Mt, Def/Res
Dark: Mt, Evd
Light: Hit, Def/Res
Heaven: Hit, AS
So two examples I'll provide are same affinity and differing affinity supports:
FirexFire
This support will grant +2 Mt and +2 Hit to both partners.
FirexIce
This support will grant +1 Mt, +1 Hit, +1 AS, and +1 Def/Res to both partners.
Support pairings also share exp gains in battle, eg: kill exp for either partner is kill exp for both, and the same applies to healing exp. Support partners are chosen before battle and bonuses immediately apply. Anyone(PC) can support with anyone (PC) else. Support bonuses will immediately wear off if the support partner is KO'd or 'exits' the battle.
1.9 Notes
Spoiler -
Useful Notes Section: Here
LoAF Character Thread: Here
LoAF Spreadsheet: Here
Crimson Weapon Wielders:
Sword: Esphyr
Lance: Damian
Axe: Conrad
Wind: Helios
Fire: Isotov
Thunder: Arrin
Dark: Morgan
Bow: Chase
Knife: Reika
Exp Gains List(For reference)
Kill: 5
Mini-Boss Kill: 10
Boss Kill: 15
Heal: 3
Vulnerary: 3 (other target)
Panacea: 3 (other target)
Defend: 3 (must draw and survive attack)
Useful terms(will be updated at random):
LoAF Character Thread: Here
LoAF Spreadsheet: Here
Crimson Weapon Wielders:
Sword: Esphyr
Lance: Damian
Axe: Conrad
Wind: Helios
Fire: Isotov
Thunder: Arrin
Dark: Morgan
Bow: Chase
Knife: Reika
Exp Gains List(For reference)
Kill: 5
Mini-Boss Kill: 10
Boss Kill: 15
Heal: 3
Vulnerary: 3 (other target)
Panacea: 3 (other target)
Defend: 3 (must draw and survive attack)
Useful terms(will be updated at random):
Spoiler -
MT=Might
This is basically how much damage a character can deal, but is used pretty liberally, as post-roll attack power totals are also called 'MT' too.
AS=Attack speed
Attack speed determines who you can and can't double, as well as who can and can't double you.
This is basically how much damage a character can deal, but is used pretty liberally, as post-roll attack power totals are also called 'MT' too.
AS=Attack speed
Attack speed determines who you can and can't double, as well as who can and can't double you.
2.0 Q&A
Spoiler -
Q: Is all combat stat combat?
A: No, only the battles that yield experience points. All others can be stat or plot and are usually optional.
Q: Can I make a custom class?
A: It would require GM review, but PCs cannot be a custom class. That's a general rule.
Q: Can I make an instant badass?
A: Only as an npc character, and if they start doing 'universally' unacceptable things, and this continues without end, the GMs will kill them.
Q: Can my badass npc travel with the party?
A: Not without a good reason(or several), though this will be handled on a case by case basis.
Q: Why can't my badass npc use the support system?
A: Technically they can, but they can't support with a PC during an exp yielding battle at this time.
A: No, only the battles that yield experience points. All others can be stat or plot and are usually optional.
Q: Can I make a custom class?
A: It would require GM review, but PCs cannot be a custom class. That's a general rule.
Q: Can I make an instant badass?
A: Only as an npc character, and if they start doing 'universally' unacceptable things, and this continues without end, the GMs will kill them.
Q: Can my badass npc travel with the party?
A: Not without a good reason(or several), though this will be handled on a case by case basis.
Q: Why can't my badass npc use the support system?
A: Technically they can, but they can't support with a PC during an exp yielding battle at this time.
2.1 Sign Up
Spoiler -
Sign-up sheet: The following is the sign up template. If something in the sign up is off or implausible given the setting or canon, it will be rejected and reasons why will be clearly defined to help with quick and easy revision. Otherwise we assume you know how to use this:
Name:
Age:
Gender:
Appearance:
Personality:
Affinity:
Class:
Crimson weapon:
Raw Stats: HP: 0 STR: 0 MAG: 0 SKL: 0 SPD: 0 LUK: 0 DEF: 0 RES: 0
Simplified stats: HP: 0 MT: 0 HIT: 0 EVADE: 0 AS: 0 DEF: 0 RES: 0
Weapons:
Skills:
Backstory:
Acting GMs:
Phoenix
-Cynthia-
Edited by Phoenix, 11 November 2012 - 03:54 AM.










