The continent of Aldarrennar - peaceful through the ages, it praises the Fire Emblem created by the dragons. It is said that settlers came to the island continent because they were enticed by the light and hope the Fire Emblem brought with it. Through the ages, Aldarrennars countries have lived together in harmony.
In the northwest laid the rocky and cold Republic of Glaziro. The highest mountain of Aldarrennar, Ninvul, lays in Glaziro, said to have been climbed by many though most have failed. It is the least inhabited country on the continent aside from the Middle Islands, but most travelers like to visit it because of its breathtaking landscapes.
The Middle Islands are located in the sea in the middle of the continent. Various colonies inhabit them and they are mostly used for their plentiful resources and close location to the trade port Classe. Classe is part of Nemus, a country split apart by hills and mountains. Aside from Classe and the fields on the side, there is the tribesfolk of the Drupada on the highest hills and located at the foot of the mountain range, which pray to the Earth Dragon.
In the northeast lies Ataxia, ruled by King Kaos. The people absolutely adore him and he's a kind and benevolent ruler. His people have enjoyed a good economy and peaceful political affairs for the last few years. In the southeast is Silvius, home to lush lands and plenty of agriculture. From it hails Princess Cyrena, who was headed to their neighbouring country Menelaos, where this story begins. Menelaos, known for its plenty of rivers and being the biggest country in Aldarrennar scale-wise, was about to experience a happy day - Prince Damocle of Menelaos and Princesss Cyrena of Silvius were going to be married quite soon. Yet the situation in Ataxia has changed over the years, and it appears they actually may have been plotting something before that...
Now, which ruler will you follow? Will you aid or reobtain what's lost to you?
Welcome to the FE RP reboot³ This RP is based off the Strategy RPG Game Series Fire Emblem. If you have never played Fire Emblem or play it casually - no worries! The players will, of course, help each other out and stuff.
... Though I'm assuming most people here have touched an FE game considering pretty much everyone in the past FERPs has.
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 aware: Each turn will have a time limit of max. one or two days (depends) so we don't have to wait on posts forever. 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.
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! You can calculate the odds of the battle with the FERPulator at the bottom.
(Healer characters also get an additional Staff menu, where they can choose from a staff to use)
- Item - You may equip 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!
How to post in battle:
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 an enemy unit reaches zero HP, they'll be defeated - if the HP of your allied unit reaches zero, they will be injured and unable to participate in the next 2-3 chapters, but can still interact with the other characters outside of battle. 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.
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:
- Melee weapons:
- Swords - The most balanced of the three melee weapons.
- Lances - More powerful than a sword, but miss 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; Javelin, Hand)
- Ranged weapons:
- Slingshots (new) - 1-2 range weapons that forgo the dagger's debuffs for more power and accuracy.
- Daggers (new) - 1-2 range weapons that have relatively low might but can debuff enemies.
- Bows - High might but somewhat shaky hit rate. They have 2 attack range, so they cannot respond to counterattacks from the front.
Then there's magic, which uses the unit's MAG and hits RES:
- Magic types:
- Anima - Only usable by Mages. Fire, Thunder and Wind tomes. The middle ground.
- Light (new) - Only usable by Monks. Have a small, innate critical chance, but less might than other tomes. Relatively accurate.
- Dark - Only usable by Dark Mages. Powerful, but much more inaccurate.
These three weapon types all engage in a weapon triangle:
The Red weapons beat the Green weapons while the Green weapons beat the Blue weapons, and the Blue weapons beat the Red weapons.
- Staves - Used by healer units. As you can guess, they are there for healing, but some are... special. Cannot be used in combat as weaponry. Have 1 range, but there are exceptions!
One thing to note is that when your character reaches Level 21 (Dancers, 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!
(Gender Restrictions are still gone. You can 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):
- Cavaliers - A rider on a horse. Usually fairly balanced units, but mostly lean a little to defense or strength. They decide at the start of the chapter whether to bring a Sword, Lance or Axe. Can move 7 squares at a time, but cannot pass hills. Promote to either Paladins (8 Move, choose from two out of Swords/Lances/Axes), stronger versions of Cavaliers, or Great Knights (7 Move, can wield Swords, Lances and Axes), which are more defense-oriented.
- Sky Knights - A rider on a pegasus. They're fast and have higher resistance than most units, but keep them away from bows and the Aircalibur tome - they're awfully weak to those. Wield Lances. Can move 7 squares at a time and ignore terrain (thus, they can fly over every square, even water and mountains). Promote to either Falcon Knights (8 Move, can wield Lances and Staves), even faster Pegasus Knights that are able to heal, or Sky Sharpshooters (8 Move, can wield Lances and Bows), which can also use bows to attack and have an edge over rivaling fliers.
- Wyvern Riders - A rider on a wyvern. They sacrifice speed and resistance (what Pegasus Knights are known for) for sheer defense (includes HP) and raw attacking power. Wield Axes. Can move 7 squares at a time and ignore terrain (thus, they can fly over every square, even water and mountains). Promote to either Wyvern Lords (8 move, can wield Axes and Lances), even stronger Wyvern Riders, or Malig Knights (8 move, can wield Axes and either Dark or Anima magic (choose one from the two)), gaining an undead mount and the ability to use magic.
Ground units that use STR:
- Knights - Heavily armored units that have godlike Defense, but trashy Speed and Resistance. Same Sword/Lance/Axe split as cavaliers. Can move 5 squares at a time. Promote to either Generals (5 move, choose two from Sword/Lance/Axe), an even stronger Knight, or Great Knights (see above).
- Myrmidons - Masters of the blade with insane speed and skill. However, their strength actually ends up mediocre and their defenses aren't the best considering they rely on avoiding hits to not take damage. Wield Swords. Can move 5 squares at a time. Promote to either Swordmasters (6 Move, can wield Swords and get a critical hit bonus), even more skilled Myrmidons, or Master of Arms (6 move, can wield Swords, Lances and Axes), skilled weaponmasters that can use three different weapons.
- Outlaws - Professional Pickpocketers that can open doors, chests, and even steal items from the enemies! Fast, but sort of fragile. Wield Bows. Can move 6 squares at a time.
Promote to either Bow Knights (8 move, mounted, can use Bows and Swords), mounted bow users, or Adventurers (7 move, can wield Bows and Staves), thieves that have perfected their technique and even give a helping hand with staff skills.
- Fighters - Fighters with lots of STR and quite a bit of HP, but not too great defenses. Wield axes. Can move 5 squares at a time. Promote to either Berserkers (6 move, can wield Axes and gain a crit bonus), or Heroes (6 move, can wield Axes and Swords), durable all-arounders that pack a punch.
- Mercenaries - Well-rounded combat units. You can't go wrong with these - they're average to good in all stats. Wield swords. Can move 5 squares at a time. Promote to either Heroes (see above) or Bow Knights (8 move, can wield Swords and Bows), mounted riders of the lands that can shoot arrows at their enemies and have a close-range option.
- Archers - Refined bow users that rarely miss because of their high skill. However, they need some time to really ramp up, and they also cannot counterattack from short range. Wield Bows. Can move 5 squares at a time. Promote to either Snipers (6 move, can wield Bows, Slingshots and gain a slight crit bonus), even stronger Archers, or Sky Sharpshooters (see above).
- Apothecary - More defensive bow users that value bulk over accuracy. Wield Bows and Slingshots. Can move 5 squares at a time. Promote to either Merchants (6 move, can wield Bows, Slingshots and Lances), stronger Apothecaries, or Mechanists (7 move, can wield Bows, Slingshots and Daggers), mobile and versatile puppetmasters.
- Ninja - Hidden fighters with well-rounded stats. Wield Daggers. Can move 5 squares at a time. Promote to either Master Ninjas (6 move, can wield Shuriken and get a very slight crit bonus), even more skilled Ninjas, or Mechanists (see above).
- Tribes(wo)man - People of the Drupada Tribe that bow to the Earth Dragon. More defensive Fighters. Wield Axes. Can move 5 squares at a time. Promote to either Tribe Chief (6 move, can wield Axes and Tomes), even stronger Tribespeople, or Blacksmiths (6 move, can wield Axes and Lances), more defensive weaponmasters.
- Spear Fighter - Combatants that specialize in using a lance. Well-rounded stats. Wield Lances. Can move 5 squares at a time. Promote to either Spear Masters (6 move, can wield Lances and gain a crit bonus), polearm masters, or Blacksmiths (see above).
Units that use MAG:
- Mages - Smart bookworms that have studied Anima magic. Magical prowess, and thus a high MAG stat (and a lesser STR stat), and accurate and somewhat speedy as well, but they are very frail. Wield Anima tomes. Can move 5 squares at a time. Promote to either Sages (6 move, can wield Anima tomes and Staves), even wiser Mages that have a healing touch, or Runic Knights (8 move, can wield Anima tomes, Dark Magic tomes and Lances), mounted magicians with control over more magic and lances.
- Shamans - The knights to the Mages - very good defenses and HP, and also strong magic (though Mages have a higher one). However, their awful speed and accuracy set their destruction back somewhat. Wield Anima tomes and Dark Magic tomes. Can move 5 squares at a time. Can promote to either Druids (can wield Dark magic tomes and staves), even more destructive and durable Dark Mages, or Runic Knights (see above).
- Clerics/Priests - Devoted healers. With staves in their hands, they can cure even the most severe wounds and provide tactical assistance with special staves. Frail, but decent to good MAG stat and RES. Wield Staves. Can move 5 squares at a time. Promote to either Sages (see above), or War Clerics/Priests (6 move, can wield Staves and Axes), extremely badass units, I love them even more devoted healers that can also pack a small punch with those powerful axes.
- Troubadours - MOUNTED healers. Because they have more movement than the normal Cleric or Priest, they could possibly be utilized better, but they have a tad bit better MAG than Clerics/Priests but a tad bit worse DEF (RES is equally good). Wield Staves. Can move 7 squares at a time. Promote to either Maids (6 move, can wield Daggers, Slingshots and Staves,devoted healers with ranged combat, or Valkyries (8 move, Can wield Staves and Light tomes), more efficient and wisdomful Troubadours.
- Monks - People devoted to Light Magic. They have more skill, luck and resistance than the average mage, but are just as frail in the defensive part and not quite as power in their magical growth. Wield Light tomes. Can move 5 squares at a time. Can promote to either Sages (see above) or Valkyries (see above).
- Dancer - (Apps for Dancer are not yet allowed) A dancer that uses their dancing to motivate their allies (an ally that has ended their turn can move again). Fragile, but fast. However, this dancer has magical power flowing in their blood, and thus can call upon magical dances as well... (aka decent MAG stat/growth) Are able to dance. Wield Anima tomes. Can move 5 squares. Promotes to Coryphee (6 move, are able to dance, can wield Anima tomes and staves), an even more useful asset to the team than she was before.
- Witch - Highly capable magicians, especially in the dark arts. Incredibly high power, but frail. Can move 6 squares at a time. They wield Anima and Dark magic.
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 far later.
Now that that's done, get to apping:
- Code : Tout sélectionner
[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.)
(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: Fates (http://serenesforest.net/fire-emblem-fates/hoshidan-classes/growth-rates/). However, your growths should definitely not be that low, instead you should be adding these to personal character growth rates. (http://serenesforest.net/fire-emblem-fates/hoshidan-characters/growth-rates/) Take growths similar to the character ones/modify/etc., then add their class growths to their character growths. (Warning: Potential Fates spoilers) 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...).)
- Ashley (Mage), played by Blackrune (Primary) pg 1
- Heac (Valkyrie), played by Blackrune (Secondary) pg 1
- Errol (Sky Knight), played by Gav (Primary) pg 1
- Romi (Apothecary), played by GD (Primary) pg 1
- Mikael (Wyvern Rider), played by Enthalpy (Primary) pg 1
I could not thank Kwando more for these. 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 something else which'll come later.
The Statsheets show Stats of Allies/Enemies, Inventories, all that. (These still link to the old ones until there's new ones)
Statsheet - Ally
Statsheet - Enemy (just click the chapter at the bottom of the site)