To the south lies the desert kingdom of Senisse, its wisdom bestowed upon by it's ever so knowledgable and elegant ruler Queen Eliza. The magical hot dunes of Senisse make it an attractive point for any kinds of mages and adventurers to take a stop by. Even treasure hunters try their luck to see if something lies beneath the sands...
Northwest of Senisse is Trop, well-known for its location at the ocean and it's many, many ports. You can see hundreds of ships coming and going day in, day out. It's also a popular location for merchants.
East of Trop and in the center of Virrius lies the large nation, well known for it's stable democracy and army, Cellean. Protected by walls and a mountainside, and stocked with some of the best soldiers of the lands, Cellean is a country that simply displays all good in Virrius. The ruler of it is Lord Sigmund, who posesses countless years of noble blood. His royal bloodline had participated in the War of the Goddess every sixty years as a mediator, to stop all the wrong ideals that the other nations may have.
Next to Cellean lies the more shady nation Ruth - it is known for it's mounted and flying warriors, and its said below its foundation lies an unlimited supply of the darkest magic imaginable... Ruth has been known to be one of the most driving force in past Wars because of the Emperor, who rules by an iron fist, named Rienth.
But our story begins in the cold nation Eissere, where snow and ice cover the lands every time of the year. It is also said that under all the white snow, countless ruins and old temples would be found... It's a more calm nation but it's army is something respect, with it's fliers and sword users.
Here, we have a group of adventurers setting out to find out more about the mythical temples and any other holy treasures...
With a rundown of the story gone and an introduction as to how this is taking place, let's get started by explaining what is probably the biggest thing that needs it:
Gameplay
Premise:
Just like regular Fire Emblem, allied units are moved on a map (gridded to make moving in posts possible) with several actions to take.
Take this example:
The blue units are allied units. Every player character will be controlling one unit (and later possibly two).
The red units are enemies. These work against you, obviously enough.
The green units are NPCs. I will be controlling these. NPCs serve various purposes, like being characters you can recruit or soldiers that are helping you out, etc.
The battle part of a chapter is divided into three phases for each turn: The Player Phase, which is where everyone moves their units, the Enemy Phase, where enemies will move and attack, and the Other Phase, where the NPCs move.
BE WARY: Each turn will have a time limit of max. 12-18 hours (still need to decide) so we don't have to wait on posts for days. If your character is not moved by then, they either will sit still or be moved by me. If you don't want this, be sure to make an action in that time! A turn ends when every character has moved or the time limit has ran out.
Each chapter (aka map) has a different goal to finish the chapter successfully - most of these are, however, "Rout all enemies," "Kill the boss" or "Seize the throne". Yet some maps will have different goals - but we'll be getting to those when the time calls for it.
Map actions:
There are several actions to take when controlling your character unit in the player phase, namely:
- Attack - if you are next to an enemy, or an obstacle, you may attack it and engage in battle! If requested, I will show you the odds of how the battle will turn out, but more of this later. (Healer characters also get an additional Staff menu, where they can choose from a staff to use)
- Item - You may re-equip yourself to choose a different weapon, or use a consumable item etc. However, if you consume/use an item, your turn is over.
- Wait - End your turn. You cannot do anything after ending your turn for the remaining duration of the player phase.
However, there are also several other actions that can be performed when standing next to units (regardless of alignment) or on buildings. - Talk - If your character can talk to an enemy, ally or NPC, use this action! You will, of course, engage in dialogue. This can end up as recruiting a unit to our army, or just simple character interaction/development.
- Trade - You can trade items with any other ally unit. However, this will need consent from both players as looting stuff from others just like that isn't very nice you jerk.
- Visit/Shop - If you stand on a tile with a village or house, you can visit it! This will often result in getting new items or even new allies!
Bear with me here - this might be a mouthful.
Let's take that map from earlier again:
We shall be assuming we're controlling the mage (ty NN), the dude with the cape and hat. Let's say our aim is to attack that bandit left to the other one. Our action could look like this:
"Mage moves 1S, 2E (or down then right, whatever) and attacks the bottom Brigand with his Fire."
What you can see from this is the basic post formula when traversing on the map: Movement -> Action. If your action is attack, then: Movement -> Attack, name Target -> Name Weapon you will attack with
More on weapons and battle just a little later. Let's list other possible posts:
"Mage moves 2E and talks to the NPC."
"Mage moves 1S, equips his Thunder instead of Fire, and uses a vulnerary."
"Mage moves 1W and trades his Vulnerary for an Elixir."
And it goes on and on... as long as your action is possible, anything goes. Keep in mind that you obviously want to make the best possible choice if you do not want to endanger yourself.
Next up - Battle:
Here's a picture of FE7 - the unit Lowen wants to attack an enemy. Here's his odds of how battle will turn out. Odds are not necessary to post, but if asked for, they will be posted. Let's take this slowly:
HP - obviously enough, both sides' current HP. If either of them reaches 0, they will die, permanently. Yes, this also applies to allied units. Welcome to Fire Emblem - if the HP of your unit reaches zero, they will permanently die. So proceed with utmost caution.
Mt - stands for might. This is the attack power each unit will be attacking with. Cut off: x2. If your speed stat is 5 above that of the enemy, you will attack a second time after their counterattack! On the topic of counter attacks, here's the flow of battle itself: If you engage in a fight, it will be: Your attack, enemy attack, (your attack) but if the enemy starts the fight, it will be: Enemy attack, your attack, (your attack).
Hit - your Hit%. If you're unlucky, you'll whiff a vital attack, but that's part of the spirit of Fire Emblem! Again, proceed with utmost caution.
Crit - your chance on a critical hit. If you manage to critically hit, your damage is tripled!
After the battle ends, your turn is over and you will gain experience points. If you gain 100, you will level up and get to roll for stat increases!
One more thing to handle are weapons and items. We're not done yet:
Before battle starts, you will choose a weapon. In the example earlier, our mage posessed a Fire tome and chose that to attack with. There's various weapon types to choose from, such as:
- Swords - The most balanced of the three main weapons.
- Lances - More powerful than a sword, but misses more often.
- Axes - The most powerful, but miss the most.
These three use your STR stat and target the enemy DEF and have 1 attack range (however, there are exceptions that have 1-2 attack range)
These three weapons also engage in a "weapon triangle": Swords beat Axes beat Lances beat Swords. If you have Weapon Triangle Advantage, you'll be guaranteed to hit better than your opponent, and vice versa if you have Weapon Triangle Disadvantage. There's also: - Bows - Fairly accurate and strong, but not too many classes can use them. Have 2 attack range, so they cannot respond to counterattacks from the front.
Bows are not affected by the weapon triangle.
Then there's magic: - Anima - Fire, Thunder and Wind tomes. Target RES instead of DEF and use MAG instead of STR. Have 1-2 attack range.
- Dark - Only usable by Dark Mages. Powerful, but much more inaccurate.
- Staves - Used by healer units. As you can guess, they are there for healing, but some are... special. Cannot be used in combat. Have 1 range, but there are exceptions!
Exhausted yet? Relax a little, you may now commence creating your character!
Welcome to the Adventurer's Guild!
One thing to note is that when your character reaches Level 21 (Dancer Gal, Priests/Clerics and Troubadours at Level 11), they will get the choice to pick a class to promote to, and you'll be even more stronger and badass than before!
(And one more thing: Gender Restrictions are gone. You can now have Male Pegasus Knights, Female Fighters etc.)
Here's a list of classes you can choose from (spoilered because this is a lot of stuff):
Every player gets a primary and secondary character. The primary character will join in the room of the Prologue-Chapter 2, and if I have to, Chapter 3. This is so every player gets a chance to play. The secondary character appears at an appropriate time in the story/location. If both characters die, I might allow a tertiary character just so you can keep playing and we don't lose too many army members.
Now that that's done, get to apping:
Code: Select all
[b]Username:[/b] (obligatory)
[b]Name:[/b] (Of course, we want to know who we're traveling with!)
[b]Age:[/b] (How old are you?)
[b]Gender/Sex:[/b] (You should probably know this one.)
[b]Class:[/b] (There should be enough variety to pick from...)
[b]Appearance:[/b] (Of course I'd rather not walk around with some black silhouette in the team...)
[b]Personality:[/b] (How do you behave? Any traits that stick out, or habits?)
[b]Backstory:[/b] (Let's hear of your tragic family story or how you fought yourself up the ranks to be the mightiest warrior of the lands!)
[b]Recruitment Method:[/b] (Do you join at the start of a chapter? Do you need someone to talk to you? Are you an NPC or an enemy? Basically, how are you gonna join the guild? Put "join at the start" if you plan on being dispatched at the start of the prologue.)
[b]Growth rates:[/b]
(This one's important. When you level up, you get a chance to get a +1 boost in one of your stats equal to your growth rate for that stat. Of course, growth rates themselves should respond to the assets and flaws your class brings (so a Knight wouldnt have a good speed growth at all, but rather a great defense growth.) These are the base class growths in Fire Emblem: Awakening (http://old.serenesforest.net/fe13/class_growth.html). However, your growths should definitely not be that low, I linked these to underline what class has which assets and flaws. To see what your growths should realistically look like, check (http://fireemblem.wikia.com/wiki/List_of_characters_in_Fire_Emblem:_Awakening) and look at a character's growths for the class you want to pick. (Warning: Potential Awakening spoilers because of the Spotpass characters which are below the children) If you need help with Growth rates, feel free to either ask or leave them empty but say what you want them to be like (if you wanna lean more towards strength or skill or whatever...).)
[b]HP:[/b]
[b]Strength:[/b]
[b]Magic:[/b]
[b]Skill:[/b]
[b]Speed:[/b]
[b]Luck:[/b]
[b]Defense:[/b]
[b]Resistance:[/b]
Go on, I'm sure you want to go on an adventure too! Let's travel the continent together!
Important Links
I could not thank Kwando more for these. <3 These are the FERP Calculators, however, you're only interested in one of them: The Previewer. The Previewer shows you the battle odds (I've talked about this above) of any battle that you can engage. Just put in those stats (I post these in the Status Check and Remaining Enemies at the start of every Player Phase) and you can see how your battle could come out.
I'll be using the Calculator to calculate the actual battle outcome. Status is for... well, we aren't that far yet! (But you can probably guess.)
Also, the Statsheets show Stats of Allies/Enemies, Inventories, all that. Just something practical.
Previewer
Calculator
Status
Statsheet - Ally
Statsheet - Enemy (just click the chapter at the bottom of the site)
Current Chapter: