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Found 2 results

  1. Any tips? I cannot get past this chapter at all because of stupid Treck dying and BS wyvern riders.
  2. As some of you may know from my speaking in the Skype chat well, I say "the" when I mean "a", but you get the point, I've got an idea for a Fire Emblem stat-based RP. This game is for six players, and is set in central Magvel, at the tail end of the Grado invasion of Renais. You and your five comrades must survive, but you won't just survive... you may help dictate the fate of the continent. You will meet allies, you will meet many, many enemies, but this much is certain: your names will be remembered for many generations to come. Mechanically: this game is extraordinarily similar to Fire Emblem: Sacred Stones. Unless stated otherwise, please assume that the game operates as Sacred Stones, because it does! I've made an effort to rebalance a few things for the purpose of this RP; furthermore, I've built character generation from the ground up, and it's more closely related to Dungeons and Dragons than Fire Emblem, so far as the methods of character creation go. What's Happened So Far? New and Revised Mechanics -Character generation is fundamentally different; this has its own section committed to it. You should read it. -Horses and wyverns now have 20 AID; pegasi, 15. Furthermore, mounted units can no longer be Rescued. -Unmounted units can Shove other unmounted units who have less than 2 more Con than them. Myrrh, should she make an appearance, can shove anyone she wants, because she is Myrrh, and she can turn into a tremendous dragon. -Many weapons are modified; check the pertinent section for details. In addition, I have taken the liberty of adding several weapons, the specific stats of which I'll keep mum on for now. Namely because I'd like the flexibility to change them when I implement them -Supports aren't turn-by-turn, but by my discretion. You'll get a base as I deem appropriate, and somewhere between 0 and 20 support points per chapter depending on time spend together in combat and general amounts/quality of RP interaction. -Out-of-combat activity is, in fact, a thing! Magic-users will have access to utility magic (prestidigitation and such; I'll spot-rule on various uses), people with thief abilities will have all sorts of tricks up their sleeves, all sorts of characters will be privvy to information based on their backgrounds... you get the idea. -Death may not be permanent. It is, however, a tremendous pain in the ass, at the very least, so do everything you can to avoid it. -Luck isn't just Luck anymore; it's also luck. The more Luck you have, the luckier you are--woe be to those who try to dump this stat! -There is no longer any limit on how many weapons can be S-ranked. -You may now refrain from counterattacking on the Enemy Phase against any given unit. Now you -don't- have to pull your hair out if you want to spare a unit. -Magic is now its own stat, separate from Strength. -You may voluntarily dismount (or re-mount) at the beginning of the map, provided you have the requisite ability; this does not change your main statistics, but it does change your movement type, Mov, Aid, and vulnerabilities. -Everyone has a personal purse and inventory; you may freely give items and/or money to fellow party members, NPCs, and even some enemies, but that doesn't mean that they will return the favor. Furthermore, you may put money and/or items into a communal pot, freely accessible by all PCs. -Individual purses are capped at 20,000G. -Individual inventories are capped at five items, with another twenty being stored in a pack of some sort (which acts like a one-man Convoy, accessible only by the owner). -Staff EXP is scaled downwards, as in Shadow Dragon, then doubled. Weapons -Slim weapons are now armorslaying, and their value has been increased to that of the corresponding Steel. -Poison weapons are now D-rank across the board, and they have been assigned values of the corresponding Steels. -Short Bow is now Armorslaying. -Lances have their Wt reduced by one across the board. -Axes have their Wt reduced by two across the board. -Tomes have their Wt reduced by two across the board. -Light Brand now has 2500 Worth -Wind Sword now has 6000 Worth -Devil Sword will be making an appearance: D rank, 15 Mt, 65 Hit, 0 Crt, 13 Wt, 30 DUR -Spear now has 2400 Worth -Flame Lance will be making an appearance -Devil Lance will be making an appearance: D rank, 17 Mt, 60 Hit, 0 Crt, 15 Wt, 30 DUR -Hatchet now has 20 uses and 400 Worth -Tomahawk now has 2000 Worth -Bolt Axe will be making an appearance -Devil Bow will be making an appearance -Aircalibur now has 4 Wt and 1650 Worth -Fimbulvetr now has 4000 Worth -Aura now has 5000 Worth -Flux is now E rank -Luna now has 65 Hit -Fenrir now has 6000 Worth -Rescue now has 3600 Worth -Eclipse now reduces enemy HP to 1 -Any Prfs purchased by players will make an appearance, obviously -Shops will have much better variety for purchasable weapons; almost every shop after the beginning of the game will feature something fun! -Longbow is now C rank -Greatbow (a higher-powered Longbow) will be making an appearance Character Generation: Welcome to Special Snowflakes Incorporated! -You have 35 POINTS; these points can be spent on weapons and abilities, or on bases and growths. For bases, you have (35 - POINTS spent on specials + 5) points to spend; for growths, (35 - POINTS spent on specials) x 10% growths to distribute. More on each of these later. -You start out with as a 5-Move foot unit, with movement costs akin to Fighter movement type (except across Desert and Mountain; 2 and 4*, respectively) and no weapons to speak of. HP caps at 60; Str, Mag, Skl, Spe, Def, Res, and Con cap at 20; Lck caps at 30. Abilities Seven POINTS -Wyvern use: gives you a Wyvern, which has 20 AID, gives you the "Flier" movement type, increases your Move by two, and bestows vulnerability to arrows. Six POINTS -Pegasus use: gives you a Pegasus, which has 15 AID, gives you the "Flier" movement type, increases your Move by two, and bestows vulnerability to arrows. Five POINTS -Horse use: gives you a Horse, which has 20 AID, gives you the "Knights A" movement type, increases your Move by two, and bestows vulnerability to horseslaying weapons. Four POINTS -Staff use: grants you Staff E, and a few other ambiguous benefits. -Thievery: gives you Steal as Thief, perfect hidden-item find rate, and the ability to use Lockpicks. Lockpicks are not required for promoted units with this ability. Three POINTS -Personal Weapon: gives you a personal weapon, either at the beginning of the game, or a far more powerful one near the game's end. You and I will negotiate the details if you're considering this purchase; in other words, you will have a sizable bounty of information on this weapon, should you purchase it. This may be bought as many times as you desire, for different personal weapons. Two POINTS -Sword use: grants you Sword E, and a few other ambiguous benefits. -Lance use: grants you Lance E, and a few other ambiguous benefits. -Axe use: grants you Axe E, and a few other ambiguous benefits. -Anima use: grants you Anima E, and a few other ambiguous benefits. -Light use: grants you Light E, and a few other ambiguous benefits. -Dark use: grants you Dark E, and a few other ambiguous benefits. -Farsight: grants you +5 vision squares in darkness or fog. -Desertwalk: reduces the terrain cost of Desert to 1 (applicable on foot only) -Waterwalk: reduces the terrain cost of Rivers to 2, and Lakes/Seas to 3 (applicable on foot only) -Easywalk: if your movement type is Armor, change it back to base type; if your movement type is base, change it to Lord; if your movement type is Knight (A/B), change it to Horse (A/B). One POINT -Bow use: grants you Bow E, and a few other ambiguous benefits. -Mountainwalk: reduces the terrain cost of Mountains to 3, and Peaks to 4 (applicable on foot only) -Adept: Add one rank to a weapon proficiency; can only be bought twice for any given weapon. Zero POINTS -Armor: You wear heavy armor! Thanks to your elite training, consider that 35 to be 40. However, you can't take the armor off. Why? Because I said so. The armor inflicts a -1 penalty to Move, and changes your movement type to Armor if you're on foot. Your Con counts as 3 higher when you are being Shoved, Rescued, or carried by a mount. Base Assignment -As denoted by the previous formula (35 - POINTS spent on abilities + 5), you have a certain amount of POINTS to spend on bases (remember the Armor bonus, if applicable!). They start as zero, unless previously denoted otherwise, and are awarded as follows: +4 HP are awarded per POINT spent; HP base has a random variation up to +/-2. +1 Str is awarded per POINT spent. +1 Mag is awarded per POINT spent. +1 Skl is awarded per POINT spent. +1 Spe is awarded per POINT spent. +2 Lck are awarded per POINT spent; Lck base has a random variation up to +/-1. +1 Def is awarded per POINT spent. +1 Res is awarded per POINT spent. +1 Con is awarded per POINT spent. (Remember, Con base is 6!) +1/3 Move is awarded per POINT spent. You may only purchase +1 Move. (If you purchase Move here, you cannot do so upon promotion!) Growth Assignment -As denoted by the previous formula ((35 - POINTS spent on abilities) x 10), you have a certain amount of POINTS to spent on growths (remember the Armor bonus, if applicable!). They start as zero, and are awarded as follows: +1.333...% HP growth is awarded per POINT spent. +1% Str growth is awarded per POINT spent. +1% Mag growth is awarded per POINT spent. +1% Skl growth is awarded per POINT spent. +1% Spe growth is awarded per POINT spent. +2% Lck growth is awarded per POINT spent. +1% Def growth is awarded per POINT spent. +1% Res growth is awarded per POINT spent. Promotion -All player characters promote with a Master Seal; other promotion items may appear, but player characters cannot use them. -I would advise you to hold off on promoting until it's absolutely necessary (read: level twenty). Just trust me on this one. Stats -Your Con cap increases to 25. -If your movement type is (Horse/Knight) A, it changes to (Horse/Knight) B. -Your caps are increased to promoted values as is appropriate to your strengths. -You are given 12 POINTS to distribute among your non-Lck stats; all are bought on a one-for-one basis, with +1 HP given for free. Mov purchase is capped at 1 (0 if purchased at initial character generation); the rest of the purchases are capped at 3 (note that this means HP caps at +4, not +3). Weapons -You may choose from one of the following options: -+40 WEXP, and a special bonus depending on the weapon, detailed below. -Another weapon, at D rank. If you select Staff, you must already have a rank in Anima and/or Light and/or Dark, and the base is E. -Two more weapons, at E rank. Staff may not be selected. Weapon Specials -Sword: Vantage (Always initiate combat when wielding a Sword) -Lance: Expert Spacing (+10 Avo when fighting at one-range with a Lance) -Axe: Clearcutter (+15 Hit for Axes) -Bow: Deadeye (+15 Crt for Bows) -Anima: Nature Surge (+3 Mt for Anima magic) -Light: Divinity (Immune to Poison, Sleep, Stone, and Berserk when wielding Light magic) -Dark: Daunt (-10 Hit to one designated enemy within 3 squares when wielding Dark magic) -Staff: Expert Healer (+6 effective Magic for the purposes of healing staff use) Specials -You may choose one of the specials below. -Armor: Gives you heavy armor, complete with -1 Mov, change in movement type, and armor vulnerability. You also receive six additional points to spend on promotion gains, an additional rank on any weapons received at promotion, and an additional special. Your Con counts as 3 higher when being Shoved, Rescued, or carried by a mount. -Great Shield: (applicable defense)% chance of negating any attack. Requires heavy armor. -Pierce: Skl% chance of negating up to 20 points of enemy Def. -Rewarp: Allows the player to Warp [Mag/4 rounded down] spaces in lieu of their ordinary Move. For magic and staff users only. Usable on foot only. -Sure Strike: +20 to physical weapon Hit. Does not apply to magic weapons' magic attacks, but does apply to their physical attacks. -Summon: Summon Phantoms with one weapon type, chosen at promotion. For magic and staff users only. -Slayer: All weapons have x2 effective bonus against monsters. -Warmonger: +15% crit, plus a free "walk" skill. For non-mounted units only. -Silencer: All critical hits with physical weapons are instant OHKOs. -Nihil: Negate all effective bonuses against you. -???: Each player will have one additional option, tailored to their character's personality and abilities. Who knows what it would be...? Registration -Even with the loss of Esme, I am not seeking another player. Six was a tad too large. -- Jedi* -- Serious Bananas* -- SHIN* -- Xinnidy* -- Refa*
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