But your lust for battle eventually brought you into the army. Young or old, man or woman, you felt the time had come to feel the taste of blood on your breath. You performed well at training, blended in with your peers and by the end of it felt completely ready for anything the northern Ryslanders could throw at you.
Then the time came for battle.
Armed with whatever the nation could spare with its dwindling supplies of steel, you marched out to war under the azure banner of Castria, commanded by General Daydris. And the moment you saw the enemy horde, everything went to shit.
You still don't know exactly when your morale shattered and you ran for the hills. But you did, and that's all that matters now.
What few survivors of that battle remain in the area have convened in a small, hidden outpost. Each man hangs his head in shame, knowing that no land can call them a friend now. Some will likely leave to take on work as a mercenary. Most of you will die, pulled down by the manhunters roaming the area seeking bounties, and deserters will always have a fair price on their heads.
That may be good enough for the likes of they. But you... no, you're different. A fierce flame beats in your hearts each night, and this miserable, hunted life is intolerable. You mentally prepare yourselves for the task not merely of avoiding attention but of rising to further honour and glory, as well.
Captain Chisford apparently feels the same way. The highest-ranking man left amongst the sixty or so deserters there, he's become the leader by default. A brutally scarred man of forty-five years with one hand, a fierce blade and a foul temper, nobody is like to challenge him. And yet, you have been summoned to convene with him.
You know not why.
You only know that this way lies your destiny.
Spoiler - EXTREMELY CONCISE HISTORY
Humans used to be the slaves of the ogre race. The ogres were proud, arrogant and cruel, but eventually the humans fought back, and won, because they were fucking badass back then. They had four leaders, each bringing together their people, and when they won (because they KICKED FUCKING ASS) they split into nations. Often this resulted in civil wars, but whatever, that's just details. Then there's a bunch of history you were rarely taught apart from the really big interesting battles, then now. Oh, and now everyone is starving because of this fucking Blight that's come around. So as a result Castrian and Ryslander alike grabbed their axes and basically raped the shit out of the Republic until it cried like a little girl (and until Derec Touchwood was ousted and a competent leader emerged).
Then Rysland turned on you, or you on they. Because the Empire kind of has a lot of gold, and they have all that steel. And these are the two biggest nations the continent has, so whoever wins this is gonna be the biggest, baddest motherfucker the world has to deal with.
But hey, none of that matters. It's enough to you to join a place where every night you sleep with a full belly and steel by your side. You've got no time for book-learnin'! There's battle to be had!
Humans used to be the slaves of the ogre race. The ogres were proud, arrogant and cruel, but eventually the humans fought back, and won, because they were fucking badass back then. They had four leaders, each bringing together their people, and when they won (because they KICKED FUCKING ASS) they split into nations. Often this resulted in civil wars, but whatever, that's just details. Then there's a bunch of history you were rarely taught apart from the really big interesting battles, then now. Oh, and now everyone is starving because of this fucking Blight that's come around. So as a result Castrian and Ryslander alike grabbed their axes and basically raped the shit out of the Republic until it cried like a little girl (and until Derec Touchwood was ousted and a competent leader emerged).
Then Rysland turned on you, or you on they. Because the Empire kind of has a lot of gold, and they have all that steel. And these are the two biggest nations the continent has, so whoever wins this is gonna be the biggest, baddest motherfucker the world has to deal with.
But hey, none of that matters. It's enough to you to join a place where every night you sleep with a full belly and steel by your side. You've got no time for book-learnin'! There's battle to be had!
Spoiler - CHARACTER CREATION
You are about to learn how to fill out this template.
No, you won't be given the exact combat mechanics before you get into a fight. This is basic training, not algebra class!
You are about to learn how to fill out this template.
Most of these are pretty obvious. Some of these you'll need to learn things.Name: (not anything overly fancy, assuming a presumably modest origin)
Sex: (yes, you can be a chick in the army. Sue me.)
Nationality: (if Sabrefell, add origin)
RPer: (derp)
Age: (herp)
Appearance: (How you look)
Personality: (How you act)
Backstory: (Who you are)
Class: (Class)
Level: (ATM should be 1)
Attributes: Str/Sta/Dex/Agi
Skills: For level 1, pick between Offensive, Defensive or Support
Equipment: Pick it out if there's anything specific.
No, you won't be given the exact combat mechanics before you get into a fight. This is basic training, not algebra class!
Spoiler - NATIONS
(Note: For characters joining at the very beginning of the game, you have to obey a set of restrictions for classes with nationality. Past that point, anything is fair game if you can justify it.)
THE CASTRIAN EMPIRE
The Empire has stood as long as time itself, it seems. But its gleaming days of glory are gone. With every war its borders seem to shrink just a little more, and its stocks of gold are in real danger of being taken by Ryslander warriors. The Empire has stood largely under female rulers since the decrees of the brilliant if slightly deranged Pavelline the Great, and the current leader is another Empress, Valindra II. Although she has ruled competently, her advisors within the Greater Houses have effectively taken over the army, and despite her efforts she is largely a puppet ruler. More than that, the people are calling for her head as the Blight ravages them day after day. Should the nation stand through these trials, it is uncertain empire itself can.
Castrians as a whole tend to be arrogant, at times bull-headed, and more than a little pompous. However, they are also virtuous and make for doughty fighters, with a tendency to refuse outright to give ground bordering on the sociopathic. Their eyes are brown, their hair blonde or light brown to match their complexion, and often wavy. They tend to be taller than the other races, and often stronger. The founder of Castria was Celest the Azure, a shining knight and wielder of the blade Droghyn. He named the nation after his fallen lover, also one of the Circle. The Castrian coat of arms is a golden eagle holding a sword and a scepter over a blue field.
THE PETRARCHAN REPUBLIC
The southeastern Republic has forever stood as a sign of wealth and opulence. Built on silver, the Republic has traditionally not participated in wars over the years, as it would rather buy out an invader than fight with them. In the years of the Blight, however, their treasury has imploded under the strain of buying grain for the people and swords for an army that was crushed in several battles against Rysland and the Empire. Their current First Man is the recently elected Dreiwyn Storm, and his policy has largely centred around appeasing and frustrating the Empire and Rysland until they fight each other. This has worked.
The Petrarchans are known as being shrewd fast-talkers, fine archers, and intelligent orators. However, they are not known for being trustworthy, courageous or honourable. They tend to be short of stature and slender of build, yet there are many reputed beauties within the Petrarchan ranks. Petrarchans tend to have black or near-black hair, smooth and straight, contrasting with pale complexions and eyes that are strong hues, green or blue, and more often than others tending to heterochromacy. They tend towards pronounced cheekbones and light features. The founder of the Republic was Petrarch Ogrebane himself, but an ambiguous choice of heir lead to a bloody civil war, and at the end of it the armies decided to kill both squabbling sons, pronounce their leading generals into a council and be done with the whole affair. The Republican coat of arms is a black falcon's head on a green background.
THE RYSLAND
Rysland is the most powerful nation left standing by the beginning of this story, and has been so for many a year. Its king, Maxilian IV, took over from his father in a bloody coup, and has proved equally opportunistic elsewhere, first allying with the Empire in order to seize land from the Republic, and now levelling the powerful Ryslander army against his former allies. Rysland has always been in a position of power due to its unmatched stocks of steel, and its metalwork is the finest of any nation. It is largely considered by its king to be unconquerable.
Ryslanders are known for their courage, sturdiness and remarkable alcohol tolerance, but are considered to be stubborn and slow to forgive slights. They are a sturdily-built, well-tanned people, with ash-coloured hair and dark eyes. Their founder was Mathien Maxim, and he set down a series of exacting decrees. Amongst them was a guarantee that only those of his blood would stand as king. The Ryslander coat of arms is a white field under a rampant black bear.
THE ROSARY STATES
The Rosary States are a bickering union of various factions, most of which are lead by thieves and pirates. They control a modest slice of land in the southwest, as well as the many nearby islands. Each area is controlled by a lord, and each lord pays lip service and occasionally part of their taxes to a King of Blades. The current King of Blades is Brist, a powerful mercenary warlord, but surprisingly he has opted out of conflict and instead reinforced his borders to prevent his ample and seemingly endless supply of fish to be taken from him by opportunistic imperials. In this, he has avoided the fate of the Republic.
Let it never be said that Rosites ever were ones to shirk from a fight. They are known for their strength of character, persistance and unflaggable spirits. They are also known for being impulsive, overly sanguine and sometimes forceful. They tend to be tall, yet not to Castrian extents, and virile. Their women tend to be strong and voluptuous. Eye colour tends to be blue or brown, hair is grey, auburn, red or brown. Many Rosites tend to keep luck charms on them, or any form of trinket. Their founder was Asger, Knight of the Rose, a defender of the peace who fought with the winged spear Gwyndri. His remarkable fertility lead to a multitude of heirs, leading to the foundation of the States to prevent bloodshed between them. Since then, only one of the current lords can claim heritage from Asger. The Rosary coat of arms is a red rose on a black and white quartered shield.
SABREFELL
Sabrefell is a city in the western Isle of Ciris, and the spearhead of attempts to colonise the land there. Though smaller settlements are forming, the nigh-impregnable fortress of Sabrefell stands as the landmark for the entire nation, and it's doubtful this will change anytime soon. The land is fertile, valuable in the times of the Blight, but also dangerous and largely unexplored. For many people, this is a superb opportunity, and they flock to the ships to sail here and back. Sabrefell's leader is also its general, the Petrarchan Galrick. A shrewd man, he has intentionally kept the reports of a fertile soil quiet, so as not to arouse attention from the mainland. Still, this hasn't turned some eyes away from it...
Sabrefell's citizens, known as Cirisites, are a ragged bunch of people of all manner of stocks. The only thing that unites them is a yearning for a better life on the frontier. Sabrefell's colours are black and gold, and its arms are a yellow ship on a black field.
(Note: For characters joining at the very beginning of the game, you have to obey a set of restrictions for classes with nationality. Past that point, anything is fair game if you can justify it.)
THE CASTRIAN EMPIRE
The Empire has stood as long as time itself, it seems. But its gleaming days of glory are gone. With every war its borders seem to shrink just a little more, and its stocks of gold are in real danger of being taken by Ryslander warriors. The Empire has stood largely under female rulers since the decrees of the brilliant if slightly deranged Pavelline the Great, and the current leader is another Empress, Valindra II. Although she has ruled competently, her advisors within the Greater Houses have effectively taken over the army, and despite her efforts she is largely a puppet ruler. More than that, the people are calling for her head as the Blight ravages them day after day. Should the nation stand through these trials, it is uncertain empire itself can.
Castrians as a whole tend to be arrogant, at times bull-headed, and more than a little pompous. However, they are also virtuous and make for doughty fighters, with a tendency to refuse outright to give ground bordering on the sociopathic. Their eyes are brown, their hair blonde or light brown to match their complexion, and often wavy. They tend to be taller than the other races, and often stronger. The founder of Castria was Celest the Azure, a shining knight and wielder of the blade Droghyn. He named the nation after his fallen lover, also one of the Circle. The Castrian coat of arms is a golden eagle holding a sword and a scepter over a blue field.
THE PETRARCHAN REPUBLIC
The southeastern Republic has forever stood as a sign of wealth and opulence. Built on silver, the Republic has traditionally not participated in wars over the years, as it would rather buy out an invader than fight with them. In the years of the Blight, however, their treasury has imploded under the strain of buying grain for the people and swords for an army that was crushed in several battles against Rysland and the Empire. Their current First Man is the recently elected Dreiwyn Storm, and his policy has largely centred around appeasing and frustrating the Empire and Rysland until they fight each other. This has worked.
The Petrarchans are known as being shrewd fast-talkers, fine archers, and intelligent orators. However, they are not known for being trustworthy, courageous or honourable. They tend to be short of stature and slender of build, yet there are many reputed beauties within the Petrarchan ranks. Petrarchans tend to have black or near-black hair, smooth and straight, contrasting with pale complexions and eyes that are strong hues, green or blue, and more often than others tending to heterochromacy. They tend towards pronounced cheekbones and light features. The founder of the Republic was Petrarch Ogrebane himself, but an ambiguous choice of heir lead to a bloody civil war, and at the end of it the armies decided to kill both squabbling sons, pronounce their leading generals into a council and be done with the whole affair. The Republican coat of arms is a black falcon's head on a green background.
THE RYSLAND
Rysland is the most powerful nation left standing by the beginning of this story, and has been so for many a year. Its king, Maxilian IV, took over from his father in a bloody coup, and has proved equally opportunistic elsewhere, first allying with the Empire in order to seize land from the Republic, and now levelling the powerful Ryslander army against his former allies. Rysland has always been in a position of power due to its unmatched stocks of steel, and its metalwork is the finest of any nation. It is largely considered by its king to be unconquerable.
Ryslanders are known for their courage, sturdiness and remarkable alcohol tolerance, but are considered to be stubborn and slow to forgive slights. They are a sturdily-built, well-tanned people, with ash-coloured hair and dark eyes. Their founder was Mathien Maxim, and he set down a series of exacting decrees. Amongst them was a guarantee that only those of his blood would stand as king. The Ryslander coat of arms is a white field under a rampant black bear.
THE ROSARY STATES
The Rosary States are a bickering union of various factions, most of which are lead by thieves and pirates. They control a modest slice of land in the southwest, as well as the many nearby islands. Each area is controlled by a lord, and each lord pays lip service and occasionally part of their taxes to a King of Blades. The current King of Blades is Brist, a powerful mercenary warlord, but surprisingly he has opted out of conflict and instead reinforced his borders to prevent his ample and seemingly endless supply of fish to be taken from him by opportunistic imperials. In this, he has avoided the fate of the Republic.
Let it never be said that Rosites ever were ones to shirk from a fight. They are known for their strength of character, persistance and unflaggable spirits. They are also known for being impulsive, overly sanguine and sometimes forceful. They tend to be tall, yet not to Castrian extents, and virile. Their women tend to be strong and voluptuous. Eye colour tends to be blue or brown, hair is grey, auburn, red or brown. Many Rosites tend to keep luck charms on them, or any form of trinket. Their founder was Asger, Knight of the Rose, a defender of the peace who fought with the winged spear Gwyndri. His remarkable fertility lead to a multitude of heirs, leading to the foundation of the States to prevent bloodshed between them. Since then, only one of the current lords can claim heritage from Asger. The Rosary coat of arms is a red rose on a black and white quartered shield.
SABREFELL
Sabrefell is a city in the western Isle of Ciris, and the spearhead of attempts to colonise the land there. Though smaller settlements are forming, the nigh-impregnable fortress of Sabrefell stands as the landmark for the entire nation, and it's doubtful this will change anytime soon. The land is fertile, valuable in the times of the Blight, but also dangerous and largely unexplored. For many people, this is a superb opportunity, and they flock to the ships to sail here and back. Sabrefell's leader is also its general, the Petrarchan Galrick. A shrewd man, he has intentionally kept the reports of a fertile soil quiet, so as not to arouse attention from the mainland. Still, this hasn't turned some eyes away from it...
Sabrefell's citizens, known as Cirisites, are a ragged bunch of people of all manner of stocks. The only thing that unites them is a yearning for a better life on the frontier. Sabrefell's colours are black and gold, and its arms are a yellow ship on a black field.
Spoiler - CLASSES
To start, you pick one of these.
WARRIOR -- Tank
Primary Stat Sta
Secondary Stat Str
Weapons 1H Melee, Throwing
Armour All armour, shields
Basic Skill Taunt
"The bulk of the army. From the day you first saw the serried ranks of marching axemen, you knew one day you would become one yourself. As one of the highly-drilled yet extremely competitive warriors in the army, prone to individual acts of heroism, you are a master of defensive fighting, blocking people with a heavy shield and shrugging off whatever blow manages to pass your guard. You aren't bad at dealing it out either, by any means. While you aren't the most subtle man out there, if there's anyone good enough to take the beating life just gave you, damn RIGHT it's gonna be you."
MERCENARY -- Melee Damage
Primary Stat Str
Secondary Stat Agi
Weapons All melee, Throwing
Armour All armour, bucklers
Basic Skill Slam
"From an early age you trained to be a fighter who could take on the best the world could throw at you. You wanted to be a mercenary... not just any mercenary, but the biggest, hardest motherfucker on the continent. As a heavy infantry fighter, you have a passing knowledge of how to hurt someone with basically any melee weapon, and can wear heavy armour where others cannot. Who needs subtlety when you can just keep hitting the other guy until they cry like a little girl?"
ARCHER -- Ranged Damage
Primary Stat Str
Secondary Stat Dex
Weapons 1H Hacking, 1H Slashing, Bows, Crossbows
Armour Light and Medium
Basic Skill Power Shot
"The strongest men of the army, you decided from an early age you were most useful in the position on the field that required you to be in the least personal harm. From a young age you spent your nights and days in the shooting yard. Muskets didn't interest you, of course; they tended to blow up in your face, like as not, and while you have a passing familiarity with swords and axes you don't like to display this on your opponents. Still, if needs be you can fight at any range, well enough to do some damage."
SCOUT -- Skirmisher
Primary Stat Agi
Secondary Stat Sta
Weapons 1H Slashing, 1H Hacking, Throwing, Crossbows
Armour Light and Medium, bucklers
Basic Skill Skirmish
"The romanticism of the swift-running light infantry captured you, or maybe it was just their propensity for not getting caught in enemy fire. Whatever your reason, you were a natural recruit to the light infantry, and as such your ability to skirmish is unchallenged. While you cannot access heavy armour or kite shields, you can act as both an evasive, unpredictable fighter and as a sniper when needed. A jack of all trades seemed just the card for you; a master of just one is just a target waiting to be shanked."
ROGUE -- Subversive
Primary Stat Agi
Secondary Stat Dex
Weapons 1H Slashing, Throwing
Armour Light
Basic Skill Backstab
"The army? Hah! That held no real value for you. No, for you, the real glory came AFTER the fight, when the gold was being counted out. Everything before that was just claiming you'd contributed in some significant way, likely near the back where you weren't likely to be hurt. Still, now this has all gone to shit, your real skills as a thief, trickster and possibly pirate have come to the fore. While you aren't great in a fight, you're good with your hands, and finding out what people don't want you to know. The soldiers can keep their clunky shields and clumsy axes. All you need is your cloak and your dagger."
APOTHECARY -- Support
Primary Stat Dex
Secondary Stat Sta
Weapons 1H Crushing, Crossbows
Armour Light
Basic Skill Poultice
"It wasn't the joys of marching that appealed to you when you decided to join the army. It wasn't the appeal of single combat, either, nor of the smell of blood. And if it was the smell of blood, usually it involved you trying to stop it pouring out of people you knew. That's right, you joined the army in order to save lives, and as a result you aren't exactly a normal person. It wasn't merely saving lives that necessarily caused you to join, of course. Your mind was occasionally distracted by other thoughts, most of which involved fire or explosions. Suffice to say, healing herbs aren't the ONLY thing you know your way around..."
To start, you pick one of these.
WARRIOR -- Tank
Primary Stat Sta
Secondary Stat Str
Weapons 1H Melee, Throwing
Armour All armour, shields
Basic Skill Taunt
"The bulk of the army. From the day you first saw the serried ranks of marching axemen, you knew one day you would become one yourself. As one of the highly-drilled yet extremely competitive warriors in the army, prone to individual acts of heroism, you are a master of defensive fighting, blocking people with a heavy shield and shrugging off whatever blow manages to pass your guard. You aren't bad at dealing it out either, by any means. While you aren't the most subtle man out there, if there's anyone good enough to take the beating life just gave you, damn RIGHT it's gonna be you."
MERCENARY -- Melee Damage
Primary Stat Str
Secondary Stat Agi
Weapons All melee, Throwing
Armour All armour, bucklers
Basic Skill Slam
"From an early age you trained to be a fighter who could take on the best the world could throw at you. You wanted to be a mercenary... not just any mercenary, but the biggest, hardest motherfucker on the continent. As a heavy infantry fighter, you have a passing knowledge of how to hurt someone with basically any melee weapon, and can wear heavy armour where others cannot. Who needs subtlety when you can just keep hitting the other guy until they cry like a little girl?"
ARCHER -- Ranged Damage
Primary Stat Str
Secondary Stat Dex
Weapons 1H Hacking, 1H Slashing, Bows, Crossbows
Armour Light and Medium
Basic Skill Power Shot
"The strongest men of the army, you decided from an early age you were most useful in the position on the field that required you to be in the least personal harm. From a young age you spent your nights and days in the shooting yard. Muskets didn't interest you, of course; they tended to blow up in your face, like as not, and while you have a passing familiarity with swords and axes you don't like to display this on your opponents. Still, if needs be you can fight at any range, well enough to do some damage."
SCOUT -- Skirmisher
Primary Stat Agi
Secondary Stat Sta
Weapons 1H Slashing, 1H Hacking, Throwing, Crossbows
Armour Light and Medium, bucklers
Basic Skill Skirmish
"The romanticism of the swift-running light infantry captured you, or maybe it was just their propensity for not getting caught in enemy fire. Whatever your reason, you were a natural recruit to the light infantry, and as such your ability to skirmish is unchallenged. While you cannot access heavy armour or kite shields, you can act as both an evasive, unpredictable fighter and as a sniper when needed. A jack of all trades seemed just the card for you; a master of just one is just a target waiting to be shanked."
ROGUE -- Subversive
Primary Stat Agi
Secondary Stat Dex
Weapons 1H Slashing, Throwing
Armour Light
Basic Skill Backstab
"The army? Hah! That held no real value for you. No, for you, the real glory came AFTER the fight, when the gold was being counted out. Everything before that was just claiming you'd contributed in some significant way, likely near the back where you weren't likely to be hurt. Still, now this has all gone to shit, your real skills as a thief, trickster and possibly pirate have come to the fore. While you aren't great in a fight, you're good with your hands, and finding out what people don't want you to know. The soldiers can keep their clunky shields and clumsy axes. All you need is your cloak and your dagger."
APOTHECARY -- Support
Primary Stat Dex
Secondary Stat Sta
Weapons 1H Crushing, Crossbows
Armour Light
Basic Skill Poultice
"It wasn't the joys of marching that appealed to you when you decided to join the army. It wasn't the appeal of single combat, either, nor of the smell of blood. And if it was the smell of blood, usually it involved you trying to stop it pouring out of people you knew. That's right, you joined the army in order to save lives, and as a result you aren't exactly a normal person. It wasn't merely saving lives that necessarily caused you to join, of course. Your mind was occasionally distracted by other thoughts, most of which involved fire or explosions. Suffice to say, healing herbs aren't the ONLY thing you know your way around..."
Spoiler - WEAPONS and ARMOUR
You'll notice there that there isn't really a traditional, shall we say, weaponsphere here as there is in FE. So I'mma explain shit to you so you get the basic deal.
MELEE WEAPONS
Each comes in 1H and 2H varieties. 2H is usually better, but more exclusive, and comes at the cost of a shield.
SLASHING
These are your swords. They're superb at cutting down soft targets, and the fastest-striking. However, you will fail forever against anything in heavy armour like platemail. Most useful for tanks, as it has a slight chance to parry a blow.
HACKING
These are your axes and cleavers. They're good all-rounders, somewhat slow but possible to strike swiftly with. Unlike slashing weapons, they aren't sandbagged by armour.
CRUSHING
These are your maces, mauls, clubs and hammers. They are best at crushing things. Like armour. They're REALLY fucking good against armour. Unfortunately, they're slow as shit, and kind of wasted against things that aren't in armour.
RANGED WEAPONS
Unlike the melee weapons, there's a pretty clear hierarchy here.
THROWING
And throwing weapons kind of blow. They're only useful for adding versatility to otherwise melee-locked fighters.
CROSSBOWS
Crossbows are decent, but to a well-trained bowman not nearly as effective as a longbow. They are dependent on dexterity for damage rather than strength. They're deadly accurate and can in the hands of a very skilled user even fire twice in succession. They can fire longer range than a throwing weapon, but not as far as a bow.
LONGBOWS
Longbows are limited to an exclusive club. The signature weapons of archers, they use strength to deal damage, fire longer range than any other (and are thus uncounterable) and deal very high damage to single targets. They are, however, pretty inaccurate at the best of times, and cannot double.
ARMOUR
Armour acts as your effective defence score. Basically it does your work for you if you get hit by something. LIGHT armour is the worst, HEAVY the best, MEDIUM somewhere in between. But the lighter the armour, the easier it is to repair and replace, and the easier to sneak around.
SHIELDS
Shields add to your evasion, and naturally cannot be combined with a two-handed weapon. Very useful for a true tank. Some warrior skills revolve around wearing a shield.
Bucklers exist, and are basically the retarded in-laws of shields wielded exclusively by feckless nancyboys. Bucklers disgust me.
You'll notice there that there isn't really a traditional, shall we say, weaponsphere here as there is in FE. So I'mma explain shit to you so you get the basic deal.
MELEE WEAPONS
Each comes in 1H and 2H varieties. 2H is usually better, but more exclusive, and comes at the cost of a shield.
SLASHING
These are your swords. They're superb at cutting down soft targets, and the fastest-striking. However, you will fail forever against anything in heavy armour like platemail. Most useful for tanks, as it has a slight chance to parry a blow.
HACKING
These are your axes and cleavers. They're good all-rounders, somewhat slow but possible to strike swiftly with. Unlike slashing weapons, they aren't sandbagged by armour.
CRUSHING
These are your maces, mauls, clubs and hammers. They are best at crushing things. Like armour. They're REALLY fucking good against armour. Unfortunately, they're slow as shit, and kind of wasted against things that aren't in armour.
RANGED WEAPONS
Unlike the melee weapons, there's a pretty clear hierarchy here.
THROWING
And throwing weapons kind of blow. They're only useful for adding versatility to otherwise melee-locked fighters.
CROSSBOWS
Crossbows are decent, but to a well-trained bowman not nearly as effective as a longbow. They are dependent on dexterity for damage rather than strength. They're deadly accurate and can in the hands of a very skilled user even fire twice in succession. They can fire longer range than a throwing weapon, but not as far as a bow.
LONGBOWS
Longbows are limited to an exclusive club. The signature weapons of archers, they use strength to deal damage, fire longer range than any other (and are thus uncounterable) and deal very high damage to single targets. They are, however, pretty inaccurate at the best of times, and cannot double.
ARMOUR
Armour acts as your effective defence score. Basically it does your work for you if you get hit by something. LIGHT armour is the worst, HEAVY the best, MEDIUM somewhere in between. But the lighter the armour, the easier it is to repair and replace, and the easier to sneak around.
SHIELDS
Shields add to your evasion, and naturally cannot be combined with a two-handed weapon. Very useful for a true tank. Some warrior skills revolve around wearing a shield.
Bucklers exist, and are basically the retarded in-laws of shields wielded exclusively by feckless nancyboys. Bucklers disgust me.
Spoiler - SKILLS
You'll get to know them as you unlock them. For now, select one of these specialisations.
OFFENSIVE Causes damage.
DEFENSIVE Helps prevent damage from happening.
SUPPORT Is more complicated.
You will also get your Basic Skill, which is upgraded in a way of your choosing at levels 4, 7 and 10. But don't worry about that now. Skills will be catalogued as you unlock them.
You'll get to know them as you unlock them. For now, select one of these specialisations.
OFFENSIVE Causes damage.
DEFENSIVE Helps prevent damage from happening.
SUPPORT Is more complicated.
You will also get your Basic Skill, which is upgraded in a way of your choosing at levels 4, 7 and 10. But don't worry about that now. Skills will be catalogued as you unlock them.
Spoiler - ATTRIBUTES
At the start of character creation, you'll get 25 points to spend, and unlock another every second level. Unfortunately there are stat-caps to prevent Archers with 20 strength and 5 dexterity from running around trolling everyone. Albeit very slowly, and probably catching multiple diseases. These caps are, for a primary stat, 10, for a secondary 9 and for any of the other two 8. Now, as to what these stats do...
STRENGTH is used for beating the living shit out of people. It influences damage for most weapons.
STAMINA is used to not cry like a baby when having the living shit beaten out of you. It influences HP values.
DEXTERITY is to beat the living shit out of people so as they don't dodge. It influences hit, as well as crossbow damage and reloading speed.
AGILITY is to not have the living shit beaten out of you as much. It influences evasion, as well as swiftness of reflexes in general.
So that's the ropes. Now get ready to move out in an hour!At the start of character creation, you'll get 25 points to spend, and unlock another every second level. Unfortunately there are stat-caps to prevent Archers with 20 strength and 5 dexterity from running around trolling everyone. Albeit very slowly, and probably catching multiple diseases. These caps are, for a primary stat, 10, for a secondary 9 and for any of the other two 8. Now, as to what these stats do...
STRENGTH is used for beating the living shit out of people. It influences damage for most weapons.
STAMINA is used to not cry like a baby when having the living shit beaten out of you. It influences HP values.
DEXTERITY is to beat the living shit out of people so as they don't dodge. It influences hit, as well as crossbow damage and reloading speed.
AGILITY is to not have the living shit beaten out of you as much. It influences evasion, as well as swiftness of reflexes in general.
Spoiler - OTHER INFORMATION
IRC channel is #ShatteredHonor on DarkMyst, spelt the American way for you bastards. It isn't set up yet because IRC is giving me a headache but it should be up soon.
And Eclipse is my darling co-mod who made all the numbery shit and stops me from fucking up. So yeah, obey her. She is unto a goddess to you.
IRC channel is #ShatteredHonor on DarkMyst, spelt the American way for you bastards. It isn't set up yet because IRC is giving me a headache but it should be up soon.
And Eclipse is my darling co-mod who made all the numbery shit and stops me from fucking up. So yeah, obey her. She is unto a goddess to you.
Spoiler - OBITUARY
Delves of Rythanh, level 1 Rogue. Killed fleeing from underwhelming odds.
Shayna of Ashe, level 1 Warrior. Slain for overlooking basic OH&S.
Shayna of Ashe, level 1 Warrior. Slain for overlooking basic OH&S.
Spoiler - COMBAT MECHANICS
Spoiler - Weapons
Weapons
Swords - Not particularly good against things coated in heavy metal, but they have the best chance of sneaking in extra attacks. Use these wisely!
Axes - They have the best base weapon might, and if you're something exceptional, you may get the jump on your opponent!
Maces - You're only hitting once with this, but the thicker the opponent's armor, the harder they'll cry when you connect!
Bows - You get to reach out and touch your opponent, and they can't do a thing about it! Of course, you have to land your shot first! We assume your brain works, so you will automatically switch to a more appropriate weapon when an enemy gets close. . .if you have one! If you are in the middle of a multi-turn ability, you will not switch weapons until it goes off, so plan accordingly!
Crossbows - Your might is determined by your nimble fingers, not your arm muscles. Since you have better things to do with your hands, you don't get a shield, even if your class would allow for one.
Other weapons - As you advance, you might discover that there's more to the world than the basics!
Swords - Not particularly good against things coated in heavy metal, but they have the best chance of sneaking in extra attacks. Use these wisely!
Axes - They have the best base weapon might, and if you're something exceptional, you may get the jump on your opponent!
Maces - You're only hitting once with this, but the thicker the opponent's armor, the harder they'll cry when you connect!
Bows - You get to reach out and touch your opponent, and they can't do a thing about it! Of course, you have to land your shot first! We assume your brain works, so you will automatically switch to a more appropriate weapon when an enemy gets close. . .if you have one! If you are in the middle of a multi-turn ability, you will not switch weapons until it goes off, so plan accordingly!
Crossbows - Your might is determined by your nimble fingers, not your arm muscles. Since you have better things to do with your hands, you don't get a shield, even if your class would allow for one.
Other weapons - As you advance, you might discover that there's more to the world than the basics!
Spoiler - Calculations and boring stuff
Armor
Light (AC 1-3) - some damage reduction
Medium (AC 4-6) - more damage reduction
Heavy (AC 7-10)- best vs. slashing, weaker vs. crushing
Damage Calculations (woo)
Attack - Weapon might + Strength/Dexterity (crossbows only)
Evade - Agility + shield bonus - armor penalty - opponent's Hit
Hit - Weapon hit + Dexterity/3 (rounded down)
Doubling - Weapon coefficient * Agility/6 * Dexterity/8 (crossbows only) * Strength/6 (axes only)
Damage - (Attack * coefficient) (rounded down) - armor
Armor penalty
Light armor - 0
Medium armor - 1
Heavy armor - 2
Weapon coefficients for doubling
Sword - 1.5
Crossbow - 1.25
Axes - 1
Maces and bows - 0
Damage coefficients
Swords - .75 vs. heavy armor
Maces - 1.25 vs. medium armor, 1.5 vs. heavy armor
Parry modifier
Innate weapon parry * (DEX/3) (round down after multiplication)
Swords have a 0.5 innate modifier; every other weapon has a modifier of 0
Evasion notes:
- You will do a d20 roll for evade
- Calculate your evade
- If your evade is greater than or equal to the roll mentioned above, you dodge, and take no damage. Otherwise, commence damage calculation
- Yes, enemies can dodge your attacks
- Invisible Castle is down ATM. We hope this is rectified soon.
Light (AC 1-3) - some damage reduction
Medium (AC 4-6) - more damage reduction
Heavy (AC 7-10)- best vs. slashing, weaker vs. crushing
Damage Calculations (woo)
Attack - Weapon might + Strength/Dexterity (crossbows only)
Evade - Agility + shield bonus - armor penalty - opponent's Hit
Hit - Weapon hit + Dexterity/3 (rounded down)
Doubling - Weapon coefficient * Agility/6 * Dexterity/8 (crossbows only) * Strength/6 (axes only)
Damage - (Attack * coefficient) (rounded down) - armor
Armor penalty
Light armor - 0
Medium armor - 1
Heavy armor - 2
Weapon coefficients for doubling
Sword - 1.5
Crossbow - 1.25
Axes - 1
Maces and bows - 0
Damage coefficients
Swords - .75 vs. heavy armor
Maces - 1.25 vs. medium armor, 1.5 vs. heavy armor
Parry modifier
Innate weapon parry * (DEX/3) (round down after multiplication)
Swords have a 0.5 innate modifier; every other weapon has a modifier of 0
Evasion notes:
- You will do a d20 roll for evade
- Calculate your evade
- If your evade is greater than or equal to the roll mentioned above, you dodge, and take no damage. Otherwise, commence damage calculation
- Yes, enemies can dodge your attacks
- Invisible Castle is down ATM. We hope this is rectified soon.
Spoiler - Turns and whatnot
Each round of combat is a mixture of player, enemy, and NPC phases. Turn order is determined by Agility - Armor penalty (0 for light, 1 for medium, 2 for heavy). If a bunch of people would go at the same time, a RNG will determine who goes when for that portion of the turn order only.
If any character is attacking with a longbow, the target opponent's phase is automatically skipped, because this is not Fire Emblem. If you wish to deal holy justice to the moron with the bow, you will need to sacrifice your next turn (if you have a ranged weapon handy) or two (if all you have are melee weapons). During this time, you may not use active skills, except for the Rogue's Beneath Notice (since that's kind of a Rogue's job).
If anyone dies, their phase is skipped, obviously. ;/
There'll be the usual roll for evade, and if it hits, damage calculations. For now, there are no critical hits. If you die, it's because you were an idiot, not because the RNG dictated it.
You may choose to flee combat, if the story allows it. If so, you skip all calculations regarding the damage you deal to your opponent (you're hightailing it out of there!), and the evade formula changes to the following:
(Agility * 1.5) + shield bonus - opponent's Hit
If your opponent hits, you'll still take damage.
If your character is currently engaged with someone else, and they want to do something about the jackass who's spraying arrows everywhere, they must flee their current battle first, then take the turn penalties to get to the archer. It's not like the enemy's gonna let you walk right past them to get to units they're trying to protect!
Ahem. . .
If you wish to switch weapons, you will sacrifice your attack for the round. The only exception to this rule is if you switch from a Longbow to something better suited for rearranging faces up close and personal.
Each player will have 24 hours from the last action to respond to their turn, or they will automatically do nothing. Then we repeat until someone's lying in a pool of their own entrails. Hopefully, it's not the player character.
If any character is attacking with a longbow, the target opponent's phase is automatically skipped, because this is not Fire Emblem. If you wish to deal holy justice to the moron with the bow, you will need to sacrifice your next turn (if you have a ranged weapon handy) or two (if all you have are melee weapons). During this time, you may not use active skills, except for the Rogue's Beneath Notice (since that's kind of a Rogue's job).
If anyone dies, their phase is skipped, obviously. ;/
There'll be the usual roll for evade, and if it hits, damage calculations. For now, there are no critical hits. If you die, it's because you were an idiot, not because the RNG dictated it.
You may choose to flee combat, if the story allows it. If so, you skip all calculations regarding the damage you deal to your opponent (you're hightailing it out of there!), and the evade formula changes to the following:
(Agility * 1.5) + shield bonus - opponent's Hit
If your opponent hits, you'll still take damage.
If your character is currently engaged with someone else, and they want to do something about the jackass who's spraying arrows everywhere, they must flee their current battle first, then take the turn penalties to get to the archer. It's not like the enemy's gonna let you walk right past them to get to units they're trying to protect!
Ahem. . .
If you wish to switch weapons, you will sacrifice your attack for the round. The only exception to this rule is if you switch from a Longbow to something better suited for rearranging faces up close and personal.
Each player will have 24 hours from the last action to respond to their turn, or they will automatically do nothing. Then we repeat until someone's lying in a pool of their own entrails. Hopefully, it's not the player character.
Spoiler - Skills
NOTE: If a skill says "use only once per enemy", and you miss (like an archer's Headshot), you cannot target that enemy with that skill for the rest of the battle.
Warrior
Taunt (Basic) - If the taunted doesn't immediately target the taunter, HIT is reduced by 2. If it's a cool taunt, total damage dealt next round is decreased by 1. Taunter must write their own taunt. May be used once every three rounds, because it's easy to ignore a loudmouthed asshole.
Shield Bash (Offensive) - If you have a shield (not those stupid buckler things), you can choose to do this in addition to your regular attack. Deal an additional 1 damage. May not be used consecutively.
Brace (Defensive) - Halve your Agility and Dexterity, and decrease damage dealt to you by 3 for the current round. And pray. Even if you aren't religious.
True Grit (Support) - Recover 5 HP. If you use this, you do not attack. Deal with it.
Mercenary
Slam (Basic) - Increase damage by 2, and enemy must make a second evasion roll (agility and shield bonus only), or cannot attack the next round (stunned). You may attempt this once every three rounds, because.
Shieldbreaker (Offensive) - If you use this, you will not do your regular attack. Instead, you will roll for an attack, with your opponent's evasion being (dexterity + agility)/2 (rounded down) + shield bonus, and if it hits, your opponent's shield is broken, and they lose whatever bonuses their shield gave them. You may attempt this once every three rounds.
Bull-Headed (Defensive) - If any effect would cause you to be stunned, add 3 to your evasion check for the stun part only.
Headbutt (Support) - If you use this, you will not do your regular attack. Instead, add your Strength and Dexterity, and subtract your opponent's Agility and half their Stamina, then roll against this result. If your roll is lower than what you just calculated, your opponent takes 2 damage, and has their hit halved for the next two rounds. You may do this once every four rounds, because your skull ain't thick enough to do it more often.
Archer
Power Shot (Basic) - You do not attack this round, but your next attack will go first, and it will be modified with +2 damage and +4 hit.
Headshot (Offensive) - If you use this, you will not do your regular attack. Instead, your HIT is your weapon hit only, and your opponent's evasion is calculated as Agility + Dexterity + shield bonus - armour penalty, with bucklers counting FOR THE PURPOSES OF THIS ARCHER CALCULATION ONLY. If this somehow hits, you will automatically kill the opponent, if they are not wearing a helmet. If they are wearing a helmet, you will halve their current HP. You may only do this once per enemy - after that, they'll be on the lookout for you, and it won't work.
Arrow Guard (Defensive) - If some moron decides to chuck a projectile your way (whether it be a throwing weapon, an arrow, a crossbow bolt, or any other ranged attack), you add 3 to your evasion check.
Blindshot (Support) - If you use this, you will not do your regular attack. Instead, you will roll for attack, with your opponent's evasion being boosted by half their Dexterity. If this hits, their HIT is based solely on their weapon's hit for the duration of the battle (because arrows to the eyes do that). You may only do this once per enemy - just like headshots, the enemy will notice you, and they won't let you get away with it again.
Scout
Skirmisher (Basic) - If the ground would screw you over, you tell it to bug off. You never suffer terrain penalties. EVER.
Shank (Offensive) - You go first, but you will do 2 less damage with your attack.
Hit and Run (Defensive) - Your attack will do 3 less damage, but your opponent can't counter you unless they have an appropriate weapon equipped (i.e. ranged).
Distract (Support) - If you use this, you will not do your regular attack. Instead, you will roll as if you would attack normally, and if your attack would hit, you will cause the opponent to look your way, and do nothing during the current turn. You may only use this on an enemy that hasn't moved, and may only do this once per enemy - after that, they'll be on to your shenanigans!
Rogue
Backstab (Basic) - You wait until another ally hits your target, then you spring out and attack. For the purposes of hitting with this attack only, your opponent's evade will be halved, and if it hits, it deals an additional 2 damage. If no one else targets your victim, sucks to be you. You may do this once every three turns.
Ambush (Offensive) - If the enemy hasn't targeted you yet, and you target him with a normal attack, you deal an additional 3 damage if it hits. If an enemy has targeted you, ever, this won't work. You may only do this once per enemy - after that, they'll know that you exist!
Beneath Notice (Defensive) - The enemy will not target you this round unless you are the last person standing. You may do this once every four rounds.
Iocane Immunity (Support) - You can't be poisoned. Don't question it. Be thankful. Sheesh.
Apothecary
Poultice (Basic) - If you use this ability, you cannot attack this round. Your target will recover 8 HP. Make sure you tell your enemies and allies apart, 'k?
Weak Firebomb (Offensive) - If you use this ability, you will not do your regular attack. You will make a ranged attack (with a weapon modifier of 3 HIT), and if it lands, your opponent takes 2 damage. You may not use this ability twice in a row.
Antidote (Defensive) - You will purge most poisons and diseases from your target. This will take up your turn. No attack for you.
Sand in the Eyes (Support) - If you use this ability, you will not do your regular attack. Instead, you will make a ranged attack (with a weapon modifier of 2 HIT). If this lands, your opponent's HIT will be halved for the next two rounds. You may use this ability once every three rounds.
Warrior
Taunt (Basic) - If the taunted doesn't immediately target the taunter, HIT is reduced by 2. If it's a cool taunt, total damage dealt next round is decreased by 1. Taunter must write their own taunt. May be used once every three rounds, because it's easy to ignore a loudmouthed asshole.
Shield Bash (Offensive) - If you have a shield (not those stupid buckler things), you can choose to do this in addition to your regular attack. Deal an additional 1 damage. May not be used consecutively.
Brace (Defensive) - Halve your Agility and Dexterity, and decrease damage dealt to you by 3 for the current round. And pray. Even if you aren't religious.
True Grit (Support) - Recover 5 HP. If you use this, you do not attack. Deal with it.
Mercenary
Slam (Basic) - Increase damage by 2, and enemy must make a second evasion roll (agility and shield bonus only), or cannot attack the next round (stunned). You may attempt this once every three rounds, because.
Shieldbreaker (Offensive) - If you use this, you will not do your regular attack. Instead, you will roll for an attack, with your opponent's evasion being (dexterity + agility)/2 (rounded down) + shield bonus, and if it hits, your opponent's shield is broken, and they lose whatever bonuses their shield gave them. You may attempt this once every three rounds.
Bull-Headed (Defensive) - If any effect would cause you to be stunned, add 3 to your evasion check for the stun part only.
Headbutt (Support) - If you use this, you will not do your regular attack. Instead, add your Strength and Dexterity, and subtract your opponent's Agility and half their Stamina, then roll against this result. If your roll is lower than what you just calculated, your opponent takes 2 damage, and has their hit halved for the next two rounds. You may do this once every four rounds, because your skull ain't thick enough to do it more often.
Archer
Power Shot (Basic) - You do not attack this round, but your next attack will go first, and it will be modified with +2 damage and +4 hit.
Headshot (Offensive) - If you use this, you will not do your regular attack. Instead, your HIT is your weapon hit only, and your opponent's evasion is calculated as Agility + Dexterity + shield bonus - armour penalty, with bucklers counting FOR THE PURPOSES OF THIS ARCHER CALCULATION ONLY. If this somehow hits, you will automatically kill the opponent, if they are not wearing a helmet. If they are wearing a helmet, you will halve their current HP. You may only do this once per enemy - after that, they'll be on the lookout for you, and it won't work.
Arrow Guard (Defensive) - If some moron decides to chuck a projectile your way (whether it be a throwing weapon, an arrow, a crossbow bolt, or any other ranged attack), you add 3 to your evasion check.
Blindshot (Support) - If you use this, you will not do your regular attack. Instead, you will roll for attack, with your opponent's evasion being boosted by half their Dexterity. If this hits, their HIT is based solely on their weapon's hit for the duration of the battle (because arrows to the eyes do that). You may only do this once per enemy - just like headshots, the enemy will notice you, and they won't let you get away with it again.
Scout
Skirmisher (Basic) - If the ground would screw you over, you tell it to bug off. You never suffer terrain penalties. EVER.
Shank (Offensive) - You go first, but you will do 2 less damage with your attack.
Hit and Run (Defensive) - Your attack will do 3 less damage, but your opponent can't counter you unless they have an appropriate weapon equipped (i.e. ranged).
Distract (Support) - If you use this, you will not do your regular attack. Instead, you will roll as if you would attack normally, and if your attack would hit, you will cause the opponent to look your way, and do nothing during the current turn. You may only use this on an enemy that hasn't moved, and may only do this once per enemy - after that, they'll be on to your shenanigans!
Rogue
Backstab (Basic) - You wait until another ally hits your target, then you spring out and attack. For the purposes of hitting with this attack only, your opponent's evade will be halved, and if it hits, it deals an additional 2 damage. If no one else targets your victim, sucks to be you. You may do this once every three turns.
Ambush (Offensive) - If the enemy hasn't targeted you yet, and you target him with a normal attack, you deal an additional 3 damage if it hits. If an enemy has targeted you, ever, this won't work. You may only do this once per enemy - after that, they'll know that you exist!
Beneath Notice (Defensive) - The enemy will not target you this round unless you are the last person standing. You may do this once every four rounds.
Iocane Immunity (Support) - You can't be poisoned. Don't question it. Be thankful. Sheesh.
Apothecary
Poultice (Basic) - If you use this ability, you cannot attack this round. Your target will recover 8 HP. Make sure you tell your enemies and allies apart, 'k?
Weak Firebomb (Offensive) - If you use this ability, you will not do your regular attack. You will make a ranged attack (with a weapon modifier of 3 HIT), and if it lands, your opponent takes 2 damage. You may not use this ability twice in a row.
Antidote (Defensive) - You will purge most poisons and diseases from your target. This will take up your turn. No attack for you.
Sand in the Eyes (Support) - If you use this ability, you will not do your regular attack. Instead, you will make a ranged attack (with a weapon modifier of 2 HIT). If this lands, your opponent's HIT will be halved for the next two rounds. You may use this ability once every three rounds.
So... interested?
Spoiler - Roster
Spoiler - Diplomats
SIR ALFRED OLDENFELD, Castrian Warrior, played by Revan
SIR CHRYSANTHUM BLUMENTHAL, Castrian Mercenary, played by Nightmare
VALENCIA, Rosary Mercenary, played by Hikarusa
LEONHARD, Castrian Mercenary, played by Ether
KERRARD of ANKHAR, Petrarchan Archer, played by Furetchen
REBEKKA RAVENSDALE, Castrian Rogue, played by Cynthia
SIR CHRYSANTHUM BLUMENTHAL, Castrian Mercenary, played by Nightmare
VALENCIA, Rosary Mercenary, played by Hikarusa
LEONHARD, Castrian Mercenary, played by Ether
KERRARD of ANKHAR, Petrarchan Archer, played by Furetchen
REBEKKA RAVENSDALE, Castrian Rogue, played by Cynthia
Spoiler - Supply Runners
EDGAR, Castrian Scout, played by Brothene
MARSALI the SINISTROUS, Castrian Warrior, played by Kay
RINE, Castrian Archer, played by Rapier
HAZEL, Petrarchan Rogue, played by JB
VARON, Castrian Apothecary, played by Varon
SELINA, Castrian Apothecary, played by Eclipse
ANGELINE of ATROS, Rosary Warrior, currently without a home :<
MARSALI the SINISTROUS, Castrian Warrior, played by Kay
RINE, Castrian Archer, played by Rapier
HAZEL, Petrarchan Rogue, played by JB
VARON, Castrian Apothecary, played by Varon
SELINA, Castrian Apothecary, played by Eclipse
ANGELINE of ATROS, Rosary Warrior, currently without a home :<
Spoiler - Who Even Knows
Spoiler - To Be Introduced
Edited by Furetchen, 01 February 2012 - 09:33 PM.










