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Fire Emblem: Brewing Conflicts, Sign-ups and OOC Thread


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IC THREAD

Overview

This is a Stat-based RP. We are primarily going to be using the FEGBA system, though there are some changes. Please read all of the rules before you create a character. There is some world fluff below, as well as a map with nations.

Look at the "Who Are The Players?" section for what restrictions you'll have (there's almost none) on backstory.

Everything else below is stats and how the stat-based part of the RP is going to run.

Remember, tell me if you have any queries.

World Map

ALEI3LH.jpg

Nations

jGz3GOX.jpg

Red: Eslon (the Eslonians)

The Eslonians are the oldest faction in all of Minelis. They were originally located around the Risban region, and their first leader, the charismatic and brave Etil I decided to expand outside of Risban. They colonized new areas, and found that eventually they absorbed many of the outlying factions into the Eslonian empire through diplomatic means. While they did not often openly wage war, on some occasions they were forced to, most notably against the vast amount of bandits around the Gorian mountains area, where the bandits were forced to retreat into the mountains.

Etil I is long dead, and his descendants continue to rule in his place. Every generation expanded the nation, and it now covers the most land out of any nation, especially in mainland Minelis. However, since then, they have expanded a colony north across the sea, and called it New Risban, named after their oldest city.

They keep a good relationship with Relia, and have recently been extremely concerned with Cabaria's expansion, especially since they think of them as brutal expansionists. They have called for help from Renia, Osya and Causil should they be attacked by Cabaria, although it is unknown at present how much those in question will help, if at all.

Green: Relia (the Relians)

Relia was born from the need to transport goods across the icy wastelands which they occupy. As such, the entire Relian territory consists of mostly a line of cities that have a transport road between them. They have multiple leaders, and generally Relia would be considered more a collection of duchies, one for each of their city regions.

Relians are equipped to deal with the harsh conditions, having lived their all their lives. However, they did try to fight a battle against the Shaman's just northeast of Engol, and the barbaric dark magic users completely annihilated the Relian army. Since then, they have rarely gone any further north then they need to, staying the relatively safe confines of their cities. They did also have a town north of Admonitio, but it was destroyed by the same shaman tribes.

They maintain a good relationship with the Eslonians, and have been known to fight alongside them and vice versa. They were slightly concerned when the Eslonians colonized south of their territory, but very few of them want to go north into the harsh weather that the Relians put up with.

Yellow: Cabaria (the Cabarese)

Cabaria was a nation crafted under the spirit of war and order. Before Cabar "the Warmonger" arrived with an army on the east coast near current-day Ostmont, there were no massive congregations of people and certainly no empire of any kind. He easily conquered the barbarians and peasants living there and created a land after his own name. He moved north, smashing any competition that aimed to stop him.

Eventually, Cabar died from sickness and his descendants all aimed to achieve the same thing: bringing all of Minelis under Cabarese control, for they were the only ones worthy of keeping law and order.

The Cabarese tend to think anyone who is not Cabarese themselves is a barbarian, and as such, diplomatic matters with the other nations are hostile. They have let the nomads west of Freyden keep their lands, however, as long as they present tribue and manpower for the Cabarese cause, as they were exceptionally good warriors. In fact, a lot of surrounding areas, even the Osya, pay the Cabarese tribute as protection money.

Recently, the Cabarese have looked towards Eslon for a potential target, as relations between the nations have been especially poor recently, and the Eslonians have had serious concerns with Cabaria's military might encroaching more and more on their lands.

Blue: Causil (the Causilians)

The nation of Causil is mainly known to be a merchant nation. Their location on the Aryae Island was extremely beneficial to them, as they slowly built up power from a rather small beginning of tribes and were able to eventually take the whole island for themselves. They are a republic, and most cities or towns oversee themselves.

The other powers don't try to attack the Causilians for two reasons: first, they are located on an island that makes attacking fairly difficult, since the majority of their inhabited areas are on the coastline. They also have an extreme naval force, as this is their main strength in terms of military. The second reason is that the economic power of Causil in the greatest in all of Minelis. They regularly trade with all the other nations, and seem quite content to stay put of what they currently have. They have a strong control over the island, and any merchant is fairly well defended, though there are still some bandits and pirates that do try to rob their goods. They have a small standing army, and they mostly employ mercenaries if they fight at all.

Purple: Osya (the Osyans)

The Osyans have been desert dwellers for years, and they all know how to navigate its perilous conditions very well. They have occupied the Sarab Desert for centuries, although it is not entirely sure how they gained dominance over the land. They have not set up as many permanent cities or towns as the other nations, but their city of Haven is often stopped for anyone who chooses to cross the desert. They are aware of their immediate threats around them, and so have a large standing army, especially in the north, to protect against Cabaria. They have reached an alliance with Jotan, though they are still skeptical about them keeping their word.

Unfortunately for the current Osyan King, Olor "the Conqueror", and his generals, they have very little control over vast portions of the nations, and thieves and bandits run rife. Recently, there was even an insurrection in the south, which caused Olor to fight a civil war. Although it was defeated, Olor has been trying to regain his lost troops and establish control in the region, as the Osya nation looks ready to fall apart at any moment.

Currently, they pay some tribute to Cabaria to placate their ravenous armies, as they understand the threat looming above them.

Pink: Jotan (Jotanians)

Jotan is the most recently constructed nation. Jotan was forged from the strongest of several plain clans, and from the survival of the fittest emerged a worthy leader: Suyanna. Her horde swept across to the east starting from Edgefield. Unlike the other hordes around the same area, they actually did pause to set up villages and economy instead of just raiding whatever they came across. As such, they eventually grew to be one of the most powerful nations, conquering a huge amount of land in a fairly short amount of time.

The other nations have dismissed this as her horde facing a minimal amount of resistance from the enemies around the area. However, they have established agents that have talked to the Osyans and and Causilians, the former of which has agreed to an alliance. The Causilians have given the Jotanians more powerful weaponry, in exchange from the rare natural resources around the plain areas they inhabit.

Suyanna is still alive and the leader of the Jotanians, yet their motives are also still unknown.

Black/Grey: Qasia

Not really a nation, but more considered the hallowed ground in Minelis. It is said that the Ancient Dragons, who were the creators of Minelis, used to live here. As such, very few people live there, and if they do, they are independent of any nation. Qasia is also fairly far away from the rest of Minelis, and under permafrost, so it's not surprising that no-one has claimed control of it.

All nations are currently neutral to each other, and hold no previous wars against each other.

Who Are The Players?

The campaign will begin in a rather shady town on the border of the Eslon Empire. Thus, your character can have freedom in deciding what exactly their backstory is: they could be a mercenary looking for work, or simply a citizen passing through, or perhaps already affiliated with the army of a particular nation. The town in question is Anchorage, if you can see it on the map.

I would ask that the only nation you don't affiliate with is Cabaria/the Cabarese, unless you are no longer affiliated with their higher-ups or simply a Cabarese citizen. Also I probably won't allow you to be royalty, minor lords are fine, however.

If you are a character joining the group later, I'll try to fit you in in various ways. You may start on the enemies side, in which case, I'll move you.

That's all I would say, you pretty much have freedom with the rest of your bio.

Calculations

The Calculations will mostly be based on the GBA FE system, but there will be some exceptions.

Note that everything will be 1RNG system, so keep this in mind when designing your character. I'm not rolling 2RNs.

Not really a calculation but Canto is active for mounted units. You can only attack and move, rescue and move, or use item then move. Units with Canto are also the only ones that can rescue and drop in the same turn.

Effectiveness damage is 3x base Might of Weapon. And then you add that to your strength.

Staff% is a little different from GBA.

{30 + [(Magic - enemy's Resistance) x 5] + Skill} - (Distance between units x 2)

There is also Dance%.

{30 + [(Skill - enemy's Resistance) x 5] + Strength}

AID is how much you need to rescue, and we're taking GBA FE for the base here, but I'm setting it so every character, male or female, that is mounted or a flier has (25-CON) as their Aid.

Skills

Skills that have "Cost" will reduce your growth rates. Skills like Charisma and Daunt DO NOT STACK.

You can only pick one of these skills!

Adept

Cost

Passive Effect

After you make an attack, there is a Skill% chance you will get an immediate additional attack in. This skill does not activate on an attack activated by this skill.

Awareness

Cost

Passive Effect

Negates enemy's Character and Class Skills.

Cancel

Free

Passive Effect

When you hit an enemy, there is a Speed% chance youll force them to skip their counter attack.

Celerity

Cost

Passive Effect Movement +2

Center

Free

Passive Effect

At the start of your turn, the character recovers HP equal to their Strength stat (Characters who have any Weapon Ranks in a Physical Weapon cannot use this skill. If a character has this skill and promotes to a class that has Weapon Ranks in a Physical

Weapon, this skill is discarded, and they are allowed to select a new Free Skill)

Charisma

Free

Passive Effect

Allied units gain a 10 point bonus to Hit and Evasion if they are within 3 spaces of the character with this skill. The owner of this skill does not gain the bonus.

Daunt

Free

Passive Effect

Enemy units suffer a 5 point penalty to Hit, Evasion and Critical if they are within 3 spaces of the character with this skill.

Discipline

Free

Passive Effect

Every time your Total Level goes up by 10 Levels, you can choose one of the characters chosen weapon subcategory proficiencies and it increases in Proficiency by 1 Grade. This carries over to promotions, though S or A ranks may be limited by the GM.

Fortune

Free

Passive Effect

Enemies cannot roll for Critical Hits on this character.

Gamble

Free

Activated Effect

Declare your intent to use this skill before battle. Your Hit Rate (after factoring in your opponents Evasion) is reduced by 1/2, but your Critical Rate is increased by x2.

Guard

Free

Activated Effect

If you are in Support range with a character you have any Support Level in, and they are targeted by an attack, you can declare yourself the target of all attacks that character would face if the enemy can reach you. You can only do this once per turn, to one character.

Miracle

Free

Passive Effect

If an attack against you would reduce you to 0 HP, there is a Luck% chance that it will only take away half your current health (rounded down, making 0 damage possible)

Nullify

Free

Passive Effect

Negates the enemy weapon's effective bonus (ie: Bows won't deal more damage to you as a Flying Unit, Hammer won't deal more damage to you with Armoured, etc)

Parity

Free

Activated Effect

Declare your intent to use this skill before battle. You and your opponent gain no bonuses from Terrain or Supports, and Class, Personal, and Character skills are negated, excluding Parity, making you and your opponent fight this battle on Stats alone.

Pass

Free

Passive Effect

You can move through enemy units during your turn. You cannot end your turn on an enemy unit.

Provoke

Free

Activated Effect

You are more likely to be targeted by the enemy, possibly protecting fragile allies. This will add to the EXP Pool, providing you post saying that you want to provoke certain enemies.

Renewal

Free

Passive Effect

At the start of each Player turn, you regain HP equal to 1/7 of your Maximum HP, rounded down.

Resolve

Cost

Passive Effect

While your HP is at 30% Maximum or Less, your Skill and Speed stats receive a 50% bonus.

Savior

Free

Passive Effect

When rescuing and carrying another unit, your Skill and Speed stats aren't reduced.

Stillness

Free

Passive Effect

Unless you are the only target in range or are blocking a strategic point, you are much less likely to be attacked by the enemy.

Vantage

Cost

Passive Effect

When an enemy attacks you on their turn, if you have a higher Speed, you get to attack first.

Wrath

Free

Passive Effect

While your HP is at 30% Maximum or Less, your Critical Rate gains a +40% bonus.

Weapon Ranks

This is a measure of how proficient your character is in the use of a particular style of weapon. There are 9 core weapon styles, 4 physical, 4 magical, and 1 special. They are:

Sword, Lance, Axe, Bow, Anima, Light, Dark, Staff, and Performance.

In addition to that, each of the 9 core weapon styles have 3 subcategories (except swords, which has 4) that are given special notice. Weapon Levels are graded in E, D, C, B, A, and finally S Ranks. Weapon Ranks cannot progress without the use of special items, but upon promotion, Weapon Ranks automatically level up to a much higher level.

Swords:

Thrusting

Slashing

Crushing

Sidearms

Lances:

Piercing

Spear

Polearm

Axes:

Hacking

Bludgeon

Throwing Axe

Bow:

Recurve Bow

Longbow

Crossbow

Anima:

Fire

Wind

Thunder

Light:

Holy

Judgement

Warding

Dark:

Dread

Druidic

Ancient

Staff:

Healing

Buffing

Ailments

Performance:

Dance

Instruments

Lyrics

You will typically receive a specific rank like Swords (D) meaning you can use all swords up to D rank, but you can also choose a weapon subcategory like Slashing which would be at C level, allowing you to use Slashing swords up to C rank. These subcategories are what your character specializes weaponry-wise. A list of all the weapons and items will be below, under Item Lists.

Item Lists

Promotions

Archer -> Nomadic Trooper/Sniper

Bandit -> Berserker/Mountain Warrior

Bard -> Enchanter/Lore Master

Cavalier -> Duke Knight/Paladin

Dancer -> Dancing Blade/Lore Master

Fighter -> Hero/Warrior

Knight -> General/Great Knight

Mage -> Mage Knight/Sage

Mercenary -> Commander/Hero

Monk -> Bishop/Justicar

Myrmidon -> Blade Lord/Swordmaster

Nomad -> Nomadic Healer/Nomadic Trooper

Pegasus Knight -> Falco Knight/Wyvern Knight

Pirate -> Berserker/Swashbuckler

Priest/Cleric -> Bishop/Saint

Shaman -> Druid/Summoner

Soldier -> General/Sentinel

Thief -> Assassin/Rogue

Troubadour -> Mage Knight/Valkyrie

Wyvern Rider -> Wyvern Knight/Wyvern Lord

Character First Classes

Character Promoted Classes

Death

A character or NPC will go into a "downed" state if they lose all their HP. you then have three turns to pick them up by healing, or they will die permanently.

Healing in this state will be half as effective. If you use a Heal staff, and you would normally heal for 17, that is divided in two and rounded down, becoming 8. They will be revived and will restore 8HP, but they cannot take an action this turn unless a Dancer or Bard performs for them.

You can also use vulneraries (or any other healing item) to revive dead teammates, though they will also be half as effective. (as would be any healing item)

Gold

Gold will be given to each character, in separate quantities. You can freely give gold and weapons/items between characters, however you will need to be adjacent to do so.

Personal Skills/Faults

Your character will choose two personal skills and a personal fault when they are created. An additional personal skill will be granted upon promotion.

The player decides what skills to give, so you can either make up your own or use some defaults below. I might say that your skill is too powerful, however. Also, I would suggest giving them a name.

Conditions:

If the character is on/in [Terrain Type]...

If the weather is [Weather Condition]...

If the character is wielding [Anima Subcategory]...

If the character is fighting [First Class] or their Promotions...

If the character is within 3 Spaces of [First Class] or their Promotions...

If the character is within 3 spaces of Male/Female units...

If the character is/isn't within 3 spaces of Allied Units...

If the character is/isn't within 3 spaces of Enemy Units...

If the character is over/under half HP...

If the character is suffering [Condition]...

If the character is using a healing item...

If the character's equipped weapon goes to 0 Uses...

If Allied Unit is reduced to 0 HP...

If the character uses all MOV in the round...

If the character doesn't move this round...

When facing an enemy with [skill]...

Effects:

...+15 Evasion

...+15 Hit

...+10 to Hit and Evasion

...+2 Defence / Resistance

...+2 Base Damage

...+10 Critical

...+1 MOV

...+5 HP Recovered

...-2 Damage per Round

...-2 to Ailment duration

...-10 Enemy Critical

...+2 Attack Speed

...20% chance of +1 item Uses before use

...+2 EXP added to the pool

...20% chance of +1 to all stats for the round

...+50% increase to Support bonuses.

These are just some of the possible ideas for skills. You can try to make your own, but make sure that they are in the same sort of vein as these.

For the Personal Fault, it is similar, except instead of it being a positive effect, make it a negative one (e.g If the character isn't within 3 space of Allied Units, -2 Defense).

Affinities & Supports

I will roll three times for different elements, and you will be able to choose one of these three.

Supports will be gained through roleplaying and have to be mutual between players. I will only let you have certain ranks at certain points in the RP.

The bonuses for supports are as follows:

Element DMG DEF Hit Eva Crt Dge

Fire +0.5 0.0 +2.5 0.0 +5.0 0.0

Wind 0.0 0.0 +2.5 +2.5 +5.0 0.0

Anima +1.0 0.0 0.0 0.0 +5.0 0.0

Light 0.0 +0.5 +2.5 0.0 +5.0 0.0

Dark +0.5 0.0 0.0 +2.5 +5.0 0.0

Thunder 0.0 +0.5 0.0 +2.5 0.0 +5.0

Ice 0.0 +1.0 0.0 0.0 0.0 +5.0

Water +0.5 +0.5 0.0 0.0 0.0 +5.0

Heaven 0.0 0.0 +5.0 0.0 0.0 +5.0

Earth 0.0 0.0 0.0 +5.0 0.0 +5.0

As per FE standards the bonus from your supports is based on the combined values of the bonuses you give, rounded down. For instance, if a character with a Thunder affinity and a Fire affinity supported each other...

Damage Defence Hit Evasion Critical Dodge

(0.5+0)=.5 (0+0.5)=.5 (2.5+0)=2.5 (0+2.5)=2.5 (5+0)=5 (0+5)=5

In this case, both characters would receive: +0 Damage, +0 Defence, +2 Hit, +2 Evasion, +5 Critical, and +5 Dodge (used to reduce opposing Critical Hits)

This would be for C Rank Support, so this would be double for B Rank and triple for A Rank. If the RP goes on long enough, I may introduce S Ranks.

Instead of a limit to supports, if in range of multiple people you have supported with, you will only gain bonuses for the highest rank one, or if all are the same rank, the support that you initiated first.

Terrain

Terrain data can be viewed here. It may be subject to change.

The map tilesets are created by Haspen, who used them in his RP here. Thanks to him.

Experience & Level-ups.

Experience will be shared for all members of the party. When the exp pool hits 100, every player will receive a level at the end of that turn. The ways you can get experience:

Being in combat where the player or allied character can't fight back: 1 EXP

Being in combat where the player or allied character is 10+ Levels higher: 1 EXP

Being in combat where the player or allied character is 4-9 Levels higher: 2 EXP

Being in combat where the above conditions don't apply: 3 EXP

Defeating an enemy clearly weaker than you: 3 EXP

Defeating an enemy roughly equal to your level: 5 EXP

Defeating an enemy clearly stronger than you: 10 EXP

Defeating an enemy boss: 30 EXP

Using a healing or buffing staff on an ally: 3 EXP

Getting an ally back on their feet: 1 EXP

Using a healing/buffing item on a PC other than yourself: 2 EXP

Using the Perform skill: 5 EXP

Hitting with a staff that afflicts status ailments: 10 EXP

Missing with a staff that afflicts status ailments: 5 EXP

Using Provoke and entering combat with the affected enemy on the same turn: 3 EXP

Using Provoke and counter-killing the affected enemy on the same turn: 3 EXP

Other skills may say "adds to the exp pool" and the amount will be decided when used.

When you level up, I roll between 1 and 100 for each of your growths and if the roll is below or equal to your growth, you get a +1 in that stat. That is standard FE.

Character Creation

After all this information, you may be wondering, what are the rules for character creation. Here's the things you need:

Your chosen first class bases. You can add 4 to any stats apart from Movement (including Con, which will affect weight as well), but only to a maximum of 2 in a specific stat.

If you put 2 points into HP, Luck or Skill, however, they will give you +3 instead of +2. These are the only stats which do as such, and only on character creation. If you put one point in them, they will still only give +1.

Your chosen skill. There is a list of these above. Some of these are listed as "cost", which lets you spend 30% less on growths.

After that, you have your growths. You have 330% to use. If you have a cost skill, you will only have 300%.

You must put at least 40% in HP growth.

You can put 0% in Magic/Strength if this is not what your character uses (i.e Bandit and Magic)

For the rest of your stats, you will need to put at least 10% into them.

Personal Skills/Faults. You should already know what to do with these from the Personal Skills/Faults section above.

Your weapon subcategory choice: there was more information about this above.

Starting equipment, you can pick one of these that is available to your class:

Name Type ( ) Rng Wt Mt Hit CR Uses

Iron Sword Slsh E 1 5 5 90 0 45

Iron Lance Pier E 1 8 7 80 0 45

Iron Axe Hack E 1 10 8 75 0 45

Iron Bow Recu E 2 5 6 85 0 45

Fire Fire E 1-2 4 5 90 0 40

Lightning Holy E 1-2 6 4 95 5 40

Flux Dred E 1-2 8 7 80 0 45

Heal Heal E 1 10 4 -- -- 30

Your inventory will just have your starting weapon to begin with. I will give you an extra vulnerary when I take a copy of the character sheet. (and possibly a free lockpick for thieves). Mages can also pick Thunder or Wind instead of Fire.

Check the Character Sheet Example below for an example on how to format your sheet. If you want to, you can also create a portrait for your character, though it is not necessary.

Remember affinities will be rolled by me and you will get a choice of three.

Character Sheet Example

Name: Samson Greaves

Age: 19

Appearance: Rather tall at around 6'1, wavy brown hair, red headband, fairly built, suit of red armour (courtesy of Eslon army).

Class: Soldier

Character Specific Skill: Charisma

Affinity: (GM will roll choices)

Personal Fault: Vulnerable: If the character isn't within 3 space of Allied Units, -2 Defense

Personal Skill: Bandit Hunter: If the character is fighting Bandit or their Promotions, +2 Base Attack.

Personal Skill: Resting: If the character doesn't move this round, +5 HP Recovered.

Weapon profs: Spear (C), Lances (D)

Level: 1 (0/100)

Total Level: 1

Progression spent: 330%

HP: 25 (70%) (+2 Stat, gives +3)

STR: 7 (45%) (+2 Stat)

MAG: 0 (0%)

SKL: 5 (55%)

SPD: 5 (55%)

LCK: 1 (35%)

DEF: 5 (55%)

RES: 0 (15%)

CON: 8

AID: 7

MOV: 5

Inventory:

Name Type () RNG MT WT Hit CR Uses

Iron Lance Pier (E) 1 7 8 80 0 45/45

Battle stats (Iron Lance):

AT: 14

Hit: 90

AS: 5 (8 - 8 = 0!) = 5

Eva: 11

Crt: 2

DG: 1

Bio: Samson is a soldier in the Eslon army, though only a foot soldier. He was originally from the town of Nilt, but left after he turned 17 to try and live a more comfortable life as a soldier by signing up for recruitment. So far, he hasn't got it, and he has been prone to complain whenever he is sent out on yet another meaningless task.

Samson is not particularly patriotic and sees his role in the army only as a means to survive. Regardless, he is deadly with a spear in his hands and has been trained well by his superiors. However, he is not ignorant, and knows of the recent escalations with Cabaria. He doesn't feel like he would be ready to fight an all-out war, as all he has been a part of so far were minor skirmishes, mostly against bandits.

He's known for being fairly charismatic, though when he is not surrounded with his new army friends, he has been known to fight decisively poorer.

The map tilesets are created by Haspen, who used them in his RP here. Thanks to him.

The game is also based off a handbook that Haspen also used in his RP, though he didn't make it himself. While I did base things off it, I did change quite a bit, so I'm not going to give out a link to it.

I'm looking for around 6 people to begin.

I would highly suggest having Skype in order to plan your moves with the group (plus to randomly talk about stuff that doesn't matter). I can set up a chat myself, if you want.

If you have to take leave for a while, please tell us beforehand (if possible). If you are away for a length of time (I'm hoping this will be fairly active), I might (and will) give temporary control of your character to your teammates.

I hope this can be generally successful, though I haven't given much mind to length yet.

Tell me if you have any queries.

*This is my first time GMing. If this bothers you, please don't sign up.*

NPC List

---------------------------------------------------------

--Accepted Character Sheets--

1. Ashok Leser, Soldier (I have opinions) (100 Gold)

2. Lenora Herman, Thief (Ether) (550 Gold)

3. Aiolos, Pirate (Shin) (900 Gold)

4. Calden, Mage (Essbee) (500 Gold)

5. Helen Vatter, Pegasus Knight (Xin'dy) (500 Gold)

6. Sophia Hall, Troubadour (Alg) (500 Gold)

7. Kristoph Jaeger, Mercenary (Eail) (900 Gold)

8. Hans Chrosh, Shaman (Felover3) (500 Gold)

9. Sturgulewski, Priest (Herr Wozzeck 2.0) (150 Gold)

10. Xavier Talen, Wyvern Rider (Oersted) (100 Gold)

11. Fia Achser, Archer (scorri)

CONVEY HERE!

Signups are closed, at least for now.

Edited by Kelsper
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A'IGHT LET'S GO.

Name: Ashok Leser

Class: Soldier

Age: 20

Skill: Guard

Affinity: Earth

Apperance: epg3k2.gif
(The armor is makeshift, a set that the local blacksmith helped him assemble.)

Weapon Skill: Piercing ( C ), Lances ( D )
Starting Weapon: Iron Lance

Base stats:

HP : 25
STR: 5
MAG: 0
SKI: 5
SPD: 5
LUCK: 1
DEF: 7
RES: 0
CON: 8
AID: 7
MOV: 5

Growths:
HP: 90
Str: 45
Mag: 0
Skl: 40
Spd: 45
Lck: 25
Def: 60
Res: 25

Inventory:
Name Type () RNG MT WT CR Hit QL
Iron Lance Pier ( E ) 1 7 8 0 80 45/45
Vulnerary (3/3)

Battle stats (Iron Lance):

AT: 12
Hit: 90
As: 5
Eva: 11
Crt: 2
DG: 1

Personal Skills/Faults:

Ice man: Snow, rain and cold don't bother this soldier! No movement penalties in bad weather.

Charismatic: As friendly as they come. Allies gain +1 to their primary attacking stat (str/mag) when in 3 spaces of the unit.

Gentle Soul: Born to work, not to fight. -10 hit when fighting.

Special: Anti-Cavalry
Passive Effective
The character with this skill gains a +5 Total Damage and +1 Defence bonus while entering combat with any enemy with the Horseback, Pegasus, or Wyvern Skill.

Bio:
Ashok is part of a ferrying crew between Relia and Eslon. The group he's a part of delivers as far as Richwood, into the Eslonian continent. It's a hard job (as hard as carrying boxes and walking/riding in carts is), but it pays well, and it helps him support himself back home in Engol.

He's lived in the town his entire life, from birth until now, doing what he could for practically everyone. He helped the baker, the blacksmith, the farmers, and the townsfolk as well as he could. Most everyone there loved him, and still do, despite his not being there as often. He took the ferrying job in some part because of the pay, but mostly because it would be an adventure for him to experience places other than the constant winters of where he lived (Not that they were bad, his body had some considerably good thermoregulation, so they didn't bother him terribly). And so this is what he's done for a few months now, helping with crates and goods, while getting to know the rest of the crew.

He's a generally friendly person, who's all for experiencing new things and people. Not necessarily a burning passion, exploration is one of the few things he enjoys above most (He ventured through the forests near his town as a child). He's quick to joke, tries to make people feel comfortable, and likes conversation, as well as doing his best to be polite.

Edited by I have opinions
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Name: Lenora Herman
Class: Thief
Age: 21
Skill: Pass
Affinity: Dark
Appearance:

0dfe1ffed55d2bf624373666665df5212f5ffbb7

Weapon Skill: Thrusting© Swords(D)
Starting Weapon: Iron Sword
Base Stats:
Hp:18 Str:6 Mag:0 Skl:6 Spd:11 Lck:5 Def:2 Res:1 Con:7 Aid:6 Mov:5
Growths: Hp:60 Str:60 Mag:0 Skl:40 Spd:70 Lck:60 Def:30 Res:10
Inventory:
Iron Sword: 5 Mt, 90 Hit, 5 Wt, 0 Crit, 1 Range, 45/45
Vulnerary 3/3
Battle Stats:
Mt:11 Hit:104 AS:11 Evd:27 Crt:3 Ddg:5
Personal Skills:
Flash Step: Move in with blinding speed! +15 Evasion if full Mov is used before attacking.
Full Sprint: Feeling healthy? Run like the wind! +1 Mov above 50% HP.
Daunted Guard: Did he just... oh God, what am I doing...? -2 Def when an ally falls.
Special:
Steal
Activated Effect
If the character with this skill has a higher Speed or Luck compared to their opponent, they can attempt to steal any unequipped item, from weapons to items. The character with this skill must have an open inventory, or else the steal won’t work. If all conditions are met, that item is instantly added to the stealing character's inventory, and they contribute to the EXP Pool. Some items can be locked to inventory, preventing stealing.
Bio: Born in the Southern plains, Lenora found herself swept into times of war as the Jotanians began their takeover of the area. Former way of life destroyed, Lenora began living as a freedom fighter of sorts, her agility allowing her to evade capture and continue raiding the storehouses of the advancing Jotan horde. Eventually gaining a small amount of infamy among the Jotan horde, Lenora fled to the North, making a living through sleight of hand and sticky fingers, taking refuge with families that accepted her company in return for a cut of her spoils. Over time, she felt the need to attempt to make a living via actual work, instead of thievery, and travelled to the town of Anchorage in Eslon through her jobs. She still retains skill in the ways of thievery, but it is no longer her predominant way of life.
Lenora dislikes the Jotanians, for obvious reasons, though she tries not to show it whenever possible. As she has lived on the road, she understands the plight of the poor, and tends to hold a slight disdain for those who she deems hold undeserved wealth. Scars of her youth still grip her, and when someone she considers an ally or friend falls, she tends to tense up momentarily.
Edited by Ether
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Everything looks fine from your end... but I noticed I had messed up the thief con, it should be 7 with 6 aid. Shouldn't effect you too much, but I've corrected that.

And your three affinities:

  1. Ice
  2. Dark
  3. Water
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It's no fun without SHIN.

Name: Aiolos
Age: 24
Appearance: fd758ec0d50d08efa6fa19146486dcdb.png
Class: Pirate
Character Specific Skill: Saviour
Affinity: Sumpthink
Personal Fault: Thick Skinned: Healing items restore half the HP they usually do when used on Aiolos
Personal Skill: Anticipation: When fighting with WTD, +2 defense
Personal Skill: Second Wind: When Aiolos kills an enemy, +5 HP restored
Weapon profs: Hacking (C), Axes (D)
Level: 1 (0/100)
Total Level: 1
Progression spent: 330%
HP: 22 (70%)
STR: 7 (60%)
MAG: 0 (0%)
SKI: 4 (40%)
SPD: 6+2 (50%)
LUCK: 1 (40%)
DEF: 3 (40%)
RES: 0 (30%)
CON: 9+2
AID: 8+2
MOVE: 5
Inventory:
Name Type ( ) Rng Wt Mt Hit CR Uses
Iron Axe Hack (E) 1 10 8 75 0 45
Battle stats (Iron Axe):
AT: 15
Hit: 83
AS: 8
Eva: 17
Crt: 2
DG: 1
Bio: Plain and simple, Aiolos is a pirate, doing most of his stealing around New Risban, taking what he could with the crew he was part of. A couple of years ago, his captain had been caught and executed, leaving the rest of them to go live their own lives. With the recent troubles between nations, Aiolos saw there was work available as a mercenary... perhaps something a little less criminal would make a nice change?
Whilst fairly rough and ready, Aiolos isn't entirely horrible. He makes the odd joke and is generally fairly agreeable. However, his ethos when it comes to stealing is a little suspect. "If they got more of it, it's fine for the taking!"

Edited by Shin
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hi guys i remade leo



Name: Calden

Class: Mage

Appearance:

BStKVSJ.png

(generic recolour would look worse without trent's help so props to him)

Age: 18

Affinity: dunno for now

Skill: Center


Personal Fault: Uncomfortably Close: If an enemy attacks while Calden is equiped with magic, Calden suffers a -10 hit and -5 crit penalty.

Personal Skill: Great Force: If the enemy survives a wind magic critical, they are pushed two tiles backwards.

Personal Skill: Inititive: If player attacks enemy while Calden is using magic, Calden recieves a +10 hit and +5 crit bonus.


Weapon profs: Wind ©, Anima (D)

Starting Weapon: Wind


Level 1 (0/100)

Total Level: 1


Base Stats

HP: 21

STR: 3 (+1)

MAG: 6

SKI: 5

SPD: 5 (+1)

LUCK: 2

DEF: 2 (+2)

RES: 5

CON: 5

AID: 4

MOV: 5


Growths:

HP: 65%

STR: 35%

MAG: 45%

SKI: 40%

SPD: 50%

LUCK: 20%

DEF: 40%

RES: 35%


Inventory:

Name Type ( ) Rng Wt Mt Hit CR Uses

Wind Wind E 1-2 5 2 100 0 40

Vulnerary (3/3)


Battle Stats (Wind):


AT: 8

Hit: 111

As: 5 (5-8=0!) = 5

Eva: 12

Crt: 2

Dg: 2


Special: Levitation

Passive Effect

Characters with this skill can move unhindered across muddy terrain in rain, snowy terrain, and sand. However, Forests and Mountains still pose a problem, and characters with this skill can't end their turn on any terrain with Water (although that they can traverse without penalty until ending)


Nature Spirits

Passive Effect

Add your Strength stat to your Constitution, when determining if you lose speed from weapon weight.


Bio:

Calden was born Nilt, and always had a knack for trouble. He never really understood the idea of "don't touch what isn't yours". Either that, or he didn't seem to care. Since common robbery seemed to attract too much... unwanted attention, he turned to conning people. Or at least, he tried to. He wasn't particularly persuasive and was constantly chased out of village after village. Determined not to work an honest day in his life, Calden continues travelling to sell his assorted "trinkets" and "artifacts" to anyone who's dense enough to fall for his lies.


Edited by Essbee
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Bruh Why do I keep joining this stuff

Terrible the character do not replicate

One day I'll get back on the final touches. >_>

EDIT: I guess I did and lazied out simultaneously:

Name: Helen Vatter

Class: Pegasus Knight

Age: 19

Affinity: Light

Appearance: Helen-lazy1_zps72490f8c.png

Character Skill: Gamble

Personal fault 1: Unhappy weakness: Aware of the weak points of a flier during airborne combat and paranoid about it. (- 2 damage if an Archer or one of its promotions are within 3 spaces.)

Personal skill 1: Momentum swings: A weapon's weight can be used to its advantage. For those stubborn enough to use weapons not fit for their build, it eventually becomes second nature. (When using a lance of the Pole-arm sub-type, Attack speed + 2 and damage + 1, but Hit and Evasion - 5.)

Personal skill 2: Expert spacing: The mobility and flight of a pegasus combined with the range of lance give a definite lead in close combat, which she's not shy to abuse. (If entering combat at 1-range, +10 to Hit, +10 to Evasion.)

Weapon Proficiency: Pole-arms ©, Lances (D).

Level: 01

HP: 18

STR: 5 (+1)

MAG: 0

SKI: 6

SPD: 7

LUCK: 3

DEF: 4 (+1)

RES: 4

CON: 8 (+2)

AID: 7 (25-8 = 17 Aid)

MOV: 7

Growths:

HP: 70%

STR: 45%

MAG: 20%

SKI: 55%

SPD: 40%

LUCK: 30%

DEF: 35%

RES: 35%

330/330

Inventory:

Name Type ( ) Rng Wt Mt Hit CR Uses

Iron Lance Pier (E) 1 8 7 80 0 45

Battle stats (Iron Lance):

Atk: 12

Hit: 93

AtS: 7

Eva: 17

Crt: 3

Ddg: 3

Bio:

Helen lives of mercenary work in Causil, taking on her mother's footsteps, as well as skill riding horses and pegasi, and a competent lance arm. Helen's family is very small, with no brothers and only a grandfather and uncle alive aside from her parents. Though it hasn't been very long since she left her parent's care to attempt an autonomous life of her own, she attempts to take every job very serious, and tries to fake the air of a professional with... questionable success.

She doesn't mind the company of others, but she tends to ignore peers of the trade heavily unless addressed herself, which may make her harder to approach than she realizes. The apathy contrasted with the effort put in skirmishes and combats can allow her to be painted in a scarier light by some, being interpreted as someone that cares only for battle. While that isn't all much true, her hobbies outside of battle aren't the healthiest either. With a pinch for gambling, ale, and buying extra clothing in the lucky occasion she still has money saved, some wonder if she'll ever get a grasp on moderation when it comes to her personal life.

In fact, her own work has been recently harmed by her hobbies. After escorting a merchant to the mainland, she let a gamble scam fly off with more money than she could afford, and now has to search for work in a land she has no real reputation. She cursed her addiction and wandered in search of an opportunity...

Edited by Xin'dy
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Entry for the "shortest backstory" competition

Name: Sophia Hall
Age: 19
Appearance: Pending
Class: Troubador
Character Specific Skill: Renewal
Affinity: Pending
Personal Fault: Weak Constitution: If character is poisoned, -2 defense
Personal Skill: Quick Response: +1 MOV while an ally is at 0 health (2 turns)
Personal Skill: Patience: +15 evasion when character is unable to counterattack

Weapon profs: Healing ©, Staffs (D), Slashing ©, Swords (D)

Level: 1 (0/100)
Total Level: 1

HP: 18
STR: 4
MAG: 5 (+2)
SKI: 3
SPD: 6 (+1)
LUCK: 5
DEF: 2
RES: 5
CON: 6 (+1)
AID: 4 (20 with Horseback)
MOV: 7

Growths:

HP: 50
STR: 30
MAG: 55
SKI: 30
SPD: 55
LUCK: 20
DEF: 40
RES: 50

Physical Training
Passive Effect
The player can choose 1 subcategory of Swords, Lances, Axes or Bows. The character gains an automatic C Rank in this subcategory, and a D rank in the weapon.

Inventory:
Name Type () RNG MT WT Hit CR Uses
Heal Heal (E) 30 1 Recovers 10+MAG HP
Vulnerary (3/3)


Battle stats (Weapon):
AT: n/a
Hit: n/a
AS: 6
Eva: 17
Crt: n/a
DG: 5

Bio
The second child of a declining merchant family in Causill, Sophia left home to see the world, partly on family business and partly out of wanderlust, and found that the life of a traveling healer was more satisfying.

Edited by Alg
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Bruh Why do I keep joining this stuff

It's your own damn fault. NO SYMPATHY.

Entry for the "shortest backstory" competition

You win!

Both are accepted and affinities were chosen on Skype.

I'm taking one more before Chapter 1 (actually the prologue but whatever).

Edited by Kelsper
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Sign-ups are closed, at least for the first chapter. If you would like to join later, you can still submit, but you'll be put on a waitlist until you can appear.

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Ashok's Level

25 50 14 9 82 84 57 50

+HP, +SKL, +DEF

Lenora's Level

32 28 31 48 100 63 89 4

+HP, +STR, +RES

Aiolos' Level

6 67 17 15 90 31 79 24

+HP, +SKL, +LCK, +RES

Calden's Level

31 41 4 22 15 52 64 31

+HP, +MAG, +SKL, +SPD

Helen's Level

70 1 59 65 77 87 64 48

+HP, +STR

Sophia's Level

19 73 53 3 83 68 7 24

+HP, +MAG, +SKL, +DEF, +RES

Kristoph's Level

1 89 55 26 47 12 10 60

+HP, SKL, SPD, +LCK, DEF

Updated Character sheets. Levels are immediately in effect, and I will usually roll levels at the nearest possible player phase. Edited by Kelsper
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