Jump to content

Fire Emblem - the Pen-and-Paper Role-Playing Game


Gone2Ground
 Share

Recommended Posts

The poll seems to be acting a little oddly, being told to answer more than one question but see one. Voting; Thief, Pegasus Knight, Cleric/Priest and Pirate, to highlight their uniqueness/see how it would work.

Huh, that is weird. I'll check it out tomorrow.

Thanks for voting! Nice choices, too. I needed a Mounted unit and a Healer to help with certain mechanics.

Link to comment
Share on other sites

  • Replies 95
  • Created
  • Last Reply

Top Posters In This Topic

The following is the Beta version of a semi-complete Character Creation chapter. Please tell me if you can follow the steps required so far, or if I need to either explain them better or simplify the system.

Features that need to be included as of April 20th:

- Define the individual classes DELEGATED TO THEIR OWN CHAPTER

- Further explanation of Skills SKILLS DELEGATED TO THEIR OWN CHAPTER

A noted problem: If you don't zoom out a little, the tables get confused. So yeah, you might want to do that if your screen isn't big enough.

Player's Section

CH1 – CHARACTER CREATION

Characteristics

Each player creates (Or 'Generates) his or her own Character. The players have a degree of choice over some aspects of their character, but basic details are determined by rolling dice. These details make the characters different from each other, so that some are faster, others stronger, tougher, and more charismatic and so on. Before creating your character, read through the descriptions of the different 'Characteristics' given below. All people are described with the same characteristics, which will allow comparisons to be made later on. Each characteristic defines some aspect of the creature or character – and, taken together, what they are good at…and not so good at.

MOVEMENT – M. This is a number used to determine a creatures' speed in any given situation. The average M for a unit on foot is six squares, which is roughly twelve meters.

STRENGTH – STR. This is an indication of how powerful a character is physically – not just in combat, but also in regards to how much he can lift, shove, and so on. Characters with a high STR cause considerable damage in a single hit, characters with a low STR relatively little. BARTRE is a good example of a character with high STR, shoving trees over and smashing people to pieces with no problem at all.

MAGIC – MAG. This is an indication of how much magical power flows through the veins of the character, and relates to how powerful their magical attacks are. It is also linked with considerable knowledge of the arcane things, and so can be used outside of combat to perform rituals or solve puzzles. NINO is an example of a character with a high MAG stat in the video games – she's smart, and has a great deal of power behind her. With time, she could probably perform complex rituals such as teleportation, like Athos.

SKILL – SKL. This determines a character's ability to fight, reflecting natural aggression, disposition and training. A character with a high Skill is more likely to hit their opponent, or dodge an incoming attack. Skill is also used outside of combat for dexterity-based challenges, such as climbing or picking a lock. NEPHENEE is an example of a character with a high SKL in the video games. She hits more often than not, and frequently gets critical hits.

SPEED – SPD. This determines both a character's physical speed, and their speed of thought. Speed helps determine the order of combat, and how many times you can hit your opponent in a single round. Outside of combat, your Speed helps you react to situations and perform certain actions, such as jumping onto a racing cart. RUTGER is an example of a character with a high SPD in the video games – he's able to hit fast, and dodge lots of things.

LUCK – LCK. Luck affects many small things. It is normally added to any skill check, increasing the chances of it succeeding. Knoll is an example of a character with a low LCK score in the video games, and the consequences that come with having a low LCK.

DEFENSE – DEF. A character's DEF is an indication of its ability to resist damage. It is very hard to damage a creature with a high DEF. However, having a high DEF also means that you are weighed down by your armor, making some actions harder – such as swimming. GATRIE is a perfect example of a character relying on DEF – doesn't take much damage, but moves slowly and probably can't swim very well.

RESISTANCE – RES. Resistance is a character's ability to resist magical attacks, replacing DEF in defending from attacks from a magical source. Outside of combat, a high Resistance also makes it easier to resist the mind-fuddling effects of alcohol or certain poisons. MICAIAH is an example of a good character from the games with a high RES score, as she is merely mildly irritated by most magical attacks.

FELLOWSHIP – FEL. This reflects a character's social skills, appearance, and ability to empathize, sympathize and generally 'get on with people'. A character with a high FEL will find it easy to make new friends, and will be able to obtain information from others by carefully steering a conversation. Characters with a low FEL, however, have an amazing talent for saying just the wrong thing, and are always putting their foot in it. They are impervious to hints, unreceptive to atmosphere and completely without tact. ELIWOOD is a good example of a character with a high FEL, as he is not only good-looking (very much so), but also relatable and easy to make friends with.

LEADERSHIP – LD. This characteristic indicates a character's ability to lead others. A character with a high LD is naturally charismatic, inspiring confidence and loyalty, while a character with a low LD may be relatively indecisive. IKE is a good example of someone with a high LD, but a low FEL, as he may be blunt and not exactly talkative, but he can persuade people to follow him to hell and back.

Class 'Careers'

For character generation purposes, before you roll up your character, you choose a 'Career' that will best suit you playstyle. Each career has their own subset of classes that best suit their ideology. There are six kinds of careers:

Warriors: Come from a fighting background. This is not necessarily the military, but will always have involved hand-to-hand combat skills of some kind. For example, Warrior characters are normally Mercenaries, Archers, Fighters and Soldiers.

Raiders: Are independent rural characters. Their lives are spent either guarding small settlements on the frontiers of the nations, or raiding said settlements. Raiders are normally Brigands, Pirates and Hunters.

Mages: Mages are characters who feel the flow of magic within them. Their lives are spent either as healers within the temples, or in the service of the military as Combat Magi. They are typically Priests, Anima Mages or Troubadors.

Rogues: Rogues are wandering souls who live freely and do what they want. Their lives are spent moving from one city to the next, getting richer and richer only to spend it on drink and pleasures. They are typically Thieves, Dancers and Myrmidons.

Knights: Knights are the nobles and higher-up military troops. They live lives based on honor, discipline and combat. They are typically Cavaliers, Wyvern Knights and Pegasus Knights, although some have been Armor Knights and Nomads as well.

The Profile

When taken together, the characteristics are referred to as a 'profile'. Each career has a typical profile, which reflects the average values for a member of that career. Of course, different individuals may have characteristics above or below these outside the standard values, but it is still useful to know the profile for an 'average' person of each career. A profile is written in three horizontal lines like this:

............HP......STR......MAG.....SKL......SPD.......LCK......DEF.......RES........FEL...... LD.......M

Bases.....x/x.....x............x..............x...........x.............x..............x..............x.............x .............x.........x

Grow......x%......x%.............x%.......x%......x%..........x%..........x%..........x%........x%......x%........NA

New .......x/x......x...............x ...........x ........x............ x ..............x............x................x............x........x

The player's bases are based on their Career averages, but their Growths are determined by their chosen class' average. Their New scores are their Bases, but upgraded each time they level up – mark these in pencil!

Creating the Character Profile

To create their characters, each player will need a record sheet, some scrap paper and a pencil. A blank record sheet is given at the end of this section, which you can print out beforehand to make sure you have enough record sheets for all players – or you can just make your own on scrap paper.

For each character, you must first decide their Career – Warrior, Raider, Mage, Rogue, or Knight. Read through their descriptions now. You also pick a gender, name and age for your character now – this can be done at any time during the process.

Once you have decided upon your career, you will be ready to generate his or her characteristics. For each of the characteristics, roll the dice indicated on the following table and note down the result on a piece of scrap paper. It may prove necessary to further modify the various characteristics during the character creation process, so it is not recommended to write the scores straight onto the record sheet. If a modifier would make a result zero or less, it counts as a score of 1.

CAREER................WARRIOR............RAIDER..................ROGUE......................MAGE.................KNIGHT

HP...........................2d10 +20...............2d10 +20..............2d10+15.................d10 + 10...................2d10 + 25

STR............................d10 + 3...................d10 + 1....................d10.......................d10 – 1................d10 + 2

MAG...........................d10 – 5....................d10 – 5..................d10 - 2...................d10 + 3..................d10 – 4

SKL............................d10 +2......................d10 + 1................d10 + 3...................d10 +1....................d10 + 2

SPD..............................d10 + 1......................d10........................d10 + 3................d10 + 1.................d10 – 1

LCK..............................d10.............................d10........................d10 + 1................d10 .......................d10

DEF...............................d10 + 1.....................d10 – 1...................d10 – 1................d10 – 2..................d10 + 3

RES................................d10 – 2.....................d10 – 5..................d10 – 1.................d10 + 5.................d10 – 5

FEL...................................d10 + 1......................d10 – 2...................d10 + 5.................d10 – 2.................d10 + 1

LD......................................d10 + 1.......................d10........................d10...................... d10 – 1.................d10 + 5

M..........................................6............................. 6................................6.......................... 5.........................5

Example: I am going to create a 19-year-old Female Knight named Alyssa Moonsilver. Next, I roll to generate each of her statistics, using the Knight column. At the end of it, Alyssa's base stats look like this:

...................HP....STR...........MAG.........SKL........SPD........ LCK.........DEF.........RES..........FEL...........LD..........M

Bases 34/34........ 6...........1............8................5...............1.............9..............2...............9..............8.............5

Alyssa is a fairly average character. She's skilled, pretty strong, and has a lot of DEF to stave off enemy attacks. Her RES is lacking, but that's her only problem.

Choosing Class

Within each career, there are a number of Classes available. These classes will then change your character's base stats, and give them their growth rates as well as their Weapon Levels. The classes will be listed in detail at the end of this chapter.

Warrior: Mercenary, Soldier, Fighter, Archer

Raider: Pirate, Brigand, Hunter, Nomad

Rogue: Myrmidon, Thief, Dancer

Mage: Anima Mage, Shaman, Monk, Cleric/Priest, Troubador

Knight: Pegasus Knight, Wyvern Knight, Armor Knight, Cavalier

Example: Alyssa, as a Knight, can choose from Pegasus, Wyvern, Armor or Cavalier. I decide to make her a Pegasus Knight, as it'll show off the base-stat-changes the most. The Pegasus-Knight Base Modifier profile looks like this:

...................HP....STR...........MAG.........SKL........SPD........ LCK.........DEF.........RES..........FEL...........LD..........M

Bases..........0........ -2...........+1............+1.............+2...............1...........-3.............+3..............9..............8............+1

This leaves Alyssa with the new Base profile, as follows:

...................HP....STR...........MAG.........SKL........SPD........ LCK.........DEF.........RES..........FEL...........LD..........M

Bases 34/34........4...........2............9................7...............1.............6..............5...............9..............8.............6

She's sacrificed a little DEF in return for some RES, and her SPD has increased at the cost of her STR. The extra M reflects her not wearing as much armor as other characters in the Knight career. She also obtains the Lance D weapon level, so she can use most of the weaker lances to start with.

Growth Rates

Classes also have their Growth Rate Plan, which fills in the second row of the Character Profile. There is still some chance for change here, depending on class, but for the most part they'll be the same.

Whenever a character levels up, they roll a percentage chance for each of their stats. If they get under their growth rates, that stat goes up one point (Two for HP). If, by some freak chance, a character either got only HP or nothing at all, the player gets to choose one of their stats to boost up a point. This is called the Help Level system, and is a completely optional rule that is there just to prevent some characters becoming obsolete, or help out a stat they are struggling with otherwise.

Example: The Pegasus Knight Growth Rate Plan looks like this:

HP.......STR.......MAG.......SKL.......SPD.......LCK .......DEF.......RES.......FEL.......LD

70+2d....20+2d.....10+2d...30+2d...35+2....35+2d....20+2d.........20+2d......20+2d......20+2d

After some quick dice-rolling, Alyssa's Growth Rates look like this:

HP.......STR.......MAG.......SKL.......SPD.......LCK .......DEF.......RES.......FEL.......LD

84%......27%........27%.......40%.......54%.......43%........22%........29%.....36%.......31%

Good GOD, that's a high SPD growth, amiright? I was a bit luck here and there, but for the most part this turned out pretty balanced. A few problems with STR might crop up here and there, but that can be sorted out by simply throwing a few Help Levels at it if my dicerolling sucks too hard at one point.

Choosing a Skill

Each class has a list of skills that you can choose from, and innate skills that all members of that class have, such as Ride: Horse for Cavaliers. You can select one of these skills for your character to have, as well as any innate skills the class provides.

Example: The Pegasus Knight skills that we can choose from include Vantage, Adept, Savior and Imbue. Because she's got a fairly high Skill score, Adept should activate quite often, but only at later levels. Vantage is useful in a pinch, as does Imbue, but she's got a fairly low Magic so it won't be affecting her as much in the earlier levels. Savior, however, will let her take advantage of her Pegasus and help out the party in the early levels by pulling the mage or healer out of the fight if it gets a bit dodgy, so we're going with that. The Innate Pegasus Knight skills are, of course, Ride: Pegasus and Canto.

Trappings

Trappings is the fancy word for what's in a characters backpack. Similar to the Tellius games in the franchise, characters can have four Weapons in their inventory, and four other items on their person. Additional items can be stored in saddlebags or carts, which will be explained more in the Items section. Each class has their own list of trappings that all characters of that class start with.

Example: Alyssa Moonsilver, as a Pegasus Knight, has access to the following trappings: A Slim Lance as her first weapon, an Herb, and a Young Pegasus, which you need to check the Mounts chapter for further information. You get to name your mounts, so I shall be calling this Young Pegasus Aeronautica Imperialis.

What? Okay, so I'm a Warhammer 40,000 geek, don't judge me.

Edited by Gone2Ground
Link to comment
Share on other sites

Daily update April 20th:

- Beta charts made to look nicer

- Ranger career removed, classes moved around a bit. Archer to Warrior, Nomad to Raiders.

- Skill section started

- Beta Character Sheet Design completed and attached.

- Allysa Moonsilver's character sheet completed, and attached. FEAR MY HORRIBLE USENTI-RECOLORING SKILLS!

All features seen on the character sheet shall be explained in more detail in their individual chapters.

CHARACTER SHEET.pdf

Alyssa Moonsilver character sheet.pdf

Edited by Gone2Ground
Link to comment
Share on other sites

My myrm has 8 RES and 0 DEF for his bases gee_wiz_emoticon.gif

That is hilarious.

You've not given the Myrm bonuses yet though, and I'm working on making sure stuff like that doesn't happen. Current Beta will have him end up with 6 RES and 2 DEF, but +2 seems a bit extreme when your chances of getting a 0 or 1 is...well, 2/10. Getting a 5 or higher with what amounts to a +1 bonus is 5/10, and Myrms with high base DEF are stupid.

This is why I need playtesters! Thanks for the curiousity!

Link to comment
Share on other sites

CH2 – Classes

WARRIOR CLASSES

ARCHER

Archers are people who have used bows all their lives, hunting to supply their villages as a youth before being recruited by local guards for the obligatory two-year militia service. Some stay for longer, glad for the attention, but most leave afterwards and either return home or set out to make a name for themselves. They are normally easygoing and good to get along with.

**

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD......M

Bases......0............0.........0............+1........+1............0....... -2........ -1.......... +1...... 0........ 0

Growth.. 60+2d...25+2d..10+2d..35+2d...30+2d...20+2d....25+2d..15+2d..30+2d...20+2d

**

Weapon Level: Bow D

Trappings:

Iron Bow

Herb

INNATE SKILLS: Track Animal

SKILL CHOICES: Cancel, Shade, Gamble

SOLDIER

Soldiers are troopers who have spent some time as conscripts in militia or the army, and have been taught how to use a lance. Most Soldiers begin really pathetically, but a small number have true talent – and these often become amongst the world's greatest mercenaries and adventurers.

**

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD......M

Bases......+5.......+1.........-1............0........0............0............+1........ -1.......... 0...... 0........ 0

Growth.. 50+2d...35+2d..15+2d..50+2d...45+2d...20+2d...30+2d..10+2d....25+2d...25+2d

Weapon Level: Lance D

Trappings: Iron Lance, Herb

INNATE SKILLS: Discipline

SKILL CHOICES: Vantage, Wrath, Cancel

MERCENARY

Mercenaries are common sellswords, out to fight for the highest bidder. Occasionally they may be found as a member of a local military force, where their skills with a blade are instrumental in driving off bandit raids, as does their knowledge of logistics.

**

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD......M

Bases......+5.......+1.........-1............+1........+1............0.........0........ -1.......... 0...... 0........ 0

Growth.. 60+2d...40+2d..10+2d....40+2d...45+2d...20+2d...25+2d..10+2d....30+2d...30+2d

Weapon Level: Sword D

Trappings: Iron Sword, Herb

INNATE SKILLS: Planning

SKILL CHOICES: Discipline, Elite, Adept

FIGHTER

Fighters are men who have picked up an axe and used it to defend themselves and their friends, whether in the military or by themselves. They are also recognized for their utility outside of combat – they were often lumberjacks before becoming fighters, so their knowledge of the forest and fires has helped many an adventuring group through a hard winter.

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD......M

Bases......+10.......+2.........-1............0........0............0..........-2........ -3.......... 0...... 0........ 0

Growth.. 75+2d...55+2d....5+2d....35+2d....35+2d...40+2d...20+2d.....5+2d....20+2d...10+2d

Weapon Level: Axe D

Trappings: Iron Axe, Herb

INNATE SKILLS: Forestry

SKILL CHOICES: Tempest, Wrath, Provoke

ROGUE CLASSES

THIEF

Thieves are, well, thieves. They sneak into places, steal something, and then waltz back out. If they're good, they get rich, if they're not, they get press-ganged into military service as spies. Most actually prefer this life, and once they leave it decide to become adventurers to use their new skills to push the frontier of life…officially, that is. Most just want to get out of town before the mayor wonders where that new pocket watch is.

..................HP......STR......MAG......SKL......SPD......LCK......DEF.........RES...........FEL............LD......M

Bases......0.......-1.........-1............+1........+2............0..........-2............. -3...............+3............ -2........ 0

Growth.. 45+2d...25+2d....5+2d....40+2d....55+2d...40+2d..15+2d.....5+2d....20+2d.........10+2d

Weapon Level: N/A

Trappings: Knife, Herb, 10d10 Gold Pieces in stolen goods

INNATE SKILLS: Knife, Sneak, Locksmith

SKILL CHOICES: Shade, Vigilant, Celerity

MYRMIDON

Myrmidons are wandering swordmasters, honing their blades in combat and yearning to become heroes of the songs, and earn a title to themselves. Often, they become involved in adventuring groups in the hopes that they will perform some mighty deed and their blade will be remembered for years to come.

..................HP......STR......MAG......SKL......SPD......LCK..........DEF..........RES............FEL.......LD..........M

Bases......0..........0.........-1............+2..........+1............0..........-2........ -3................ +1.............. -1............ 0

Growth.. 55+2d...30+2d....5+2d....50+2d....50+2d...25+2d...20+2d.....15+2d.........20+2d...10+2d

Weapon Level: Sword D

Trappings: Iron Sword, Herb

INNATE SKILLS: Critical +5

SKILL CHOICES: Vantage, Adept, Counter

DANCER

Dancers wander from town to town, performing to please locals and leaving once the money stops flowing in. Trained in the simplest art of the blade in order to defend themselves, they rely on their special dances in order to inspire their allies in battle.

..................HP......STR......MAG......SKL......SPD......LCK......DEF.........RES...........FEL............LD......M

Bases......0............0........-1............+2........+1............0..........-2............. -3..........+4............ -2........ 0

Growth.. 45+2d...10+2d....30+2d...10+2d...10+2d...40+2d...10+2d.....35+2d......55+2d.........10+2d

Weapon Levels: Sword E

Trappings: Slim Sword, Herb

INNATE SKILLS: Dance of Energy, Dance of Inspiration

SKILL CHOICES: Prayer, Blessing, Dance of Might

RAIDER CLASSES

PIRATE

Pirates are raiders of the sea, preferring the freedom the ocean offers to the confined spaces of the land. They are strong swimmers, and are also among the best sailors the world has to offer. In combat, they come in fast, and they come in hard – if they can hit their opponents.

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD..........M

Bases......0............+2.........-1...........0........+1............0....... -2........ -1.........-1...... -1............ 0

Growth.. 65+2d...60+2d..10+2d…15+2d...40+2d...20+2d...15+2d..10+2d..20+2d...20+2d

Weapon Level: Axe D

Trappings: Hand Axe, Herb

INNATE SKILLS: Swim, Drive: Boat, Pillage

SKILL CHOICES: Tempest, Gamble, Provoke

BRIGAND

Brigands are bandits who live in the mountains, descending to raid villages for the resources needed to survive. They are tough, hardy people, striking hard when they do hit, and often taking many themselves before finally submitting.

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD..........M

Bases......+10.........+2.........-1...........-1........+1............0....... -2........ -1.........-1...... -1............ 0

Growth.. 85+2d...60+2d..10+2d…15+2d…..25+2d...20+2d...15+2d...0+2d…15+2d...15+2d

Weapon Level: Axe D

Trappings: Vulnerary, Iron Axe

INNATE SKILLS: Climb, Pillage

SKILL CHOICES: Provoke, Tempest, Smite

NOMAD

Nomads are the horsemen and women of the plains, striking at those who dare try to befoul their purity with cities and stone buildings. They focus on riding swiftly, many arrows raining on their foes, before retreating out of the line of fire once again. Outside of combat, they are capable hunters and trackers.

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD..........M

Bases......0.........+1.........-1...........+1........+1............0....... -2........ -1.........0...... 0........... 0

Growth.. 50+2d...25+2d…5+2d…50+2d…..60+2d...30+2d...10+2d...5+2d…20+2d...25+2d

Weapon Levels: Bow D

Trappings: Herb, Short Bow, Horse

INNATE SKILLS: Track Animal, Ride: Horse, Canto

SKILL CHOICES: Serenity, Savior, Adept

KNIGHT CLASSES

PEGASUS KNIGHT

Pegasus Knights are a graceful order of knights, compromised solely of women. They hail from the large city-state of Silverfall, where they are the main enforcers of law and order. In order to be inducted, a young girl must form a bond with a young Pegasus at birth. Then, when it reaches riding age, they have to set out and hunt down a wild Wyvern, killing it. They are expected to gain much experience while out in the world, and often join adventuring groups with this in mind. Occasionally, they do not return to Silverfall, preferring this new life of freedom and danger.

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD..........M

Bases......0...........-2.........+1...........+1........+2............0....... -3........ +3.........+1...... 0........... +1

Growth.. 70+2d…20+2d...10+2d...30+2d….35+2….35+2d…20+2d…20+2d...20+2d..20+2d

Weapon Levels: Lance D

Trappings: Slim Lance, Herb, Young Pegasus

INNATE SKILLS: Canto, Ride:Pegasus

SKILL CHOICES: Adept, Vantage, Savior

CAVALIER

Cavaliers are the world’s most common form of knight, and make up the mainstay of many a nobleman’s guard. They are dutiful to the end, and skilled riders, who can use both sword and lance. Often, they

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES.........FEL.......LD..........M

Bases......0...........-2.........+1...........+1........+2............0....... -3........ +3.........+1...... 0........... 0

Growth.. 75+2d…40+2d...10+2d...40+2d….35+2….15+2d…20+2d…20+2d...15+2d..35+2d

Weapon Levels: Lance D, Sword D

Trappings: Iron Lance, Iron Sword, Herb, Trained Horse

INNATE SKILLS: Joust, Canto, Ride:Horse

SKILL CHOICES: Tempest, Gamble, Wrath

WYVERN KNIGHT

Wyvern Knights belong to the Order of the Red Sky, an organization of knights-for-hire who live in the mountains, training the Wyverns at great risk to their own lives. They often come into clash with the more peaceful Pegasus Knights, resulting in a high level of tension between the city of Silverfall and the Order. Some Wyvern Knights join bands of adventurers to hone their skills, but they always return to the Order eventually, using their newfound reputation to drive costs of hiring members of the Order up even higher.

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD..........M

Bases......0...........+1.........-1...........+1........+2............0.......+2........-1.........+1...... 0........... 0

Growth.. 70+2d…30+2d...10+2d...25+2d….30+2….35+2d…35+2d…15+2d...30+2d..15+2d

Weapon Levels: Axe D

Trappings: Iron Axe, Herb, Tamed Wyvern

INNATE SKILLS: Canto, Ride:Wyvern

SKILL CHOICES: Tempest, Wrath, Savior

ARMOR KNIGHT

Armor Knights are rare on Candrum – the dangers of the world is normally enough to drive away those who would wear armor that is constraining enough. When encountered, though, they are foes to be reckoned with, forming almost invincible bulwarks unless Magic is brought to bear. They are respected leaders, and are often placed in command.

..................HP......STR......MAG......SKL......SPD......LCK......DEF......RES......FEL.......LD..........M

Bases......+5...........+2.........+1...........-1........-1............0....... +3........-3.......-1...... +3...........-2

Growth.. 60+2d…20+2d...0+2d...20+2d….20+2….25+2d…30+2d…0+2d...25+2d..40+2d

Weapon Levels: Lance D

Trappings: Iron Lance, Herb

INNATE SKILLS: Command, Planning

SKILL CHOICES: Guard, Smite, Provoke

Edited by Gone2Ground
Link to comment
Share on other sites

I kind of skimmed the really big post, though I'll go and take another look in a bit. Look forward to seeing what you do with this. Hope to see a magic user or two soon enough, since I do like those classes. And seeing how you do mounted stuff will be interesting.

My vote was Shaman (though Anima Mage works since I'm just curious how they work), Cleric (or Priest, wonder if they'll be different), Pegasus Knight (mostly due to being the traditional flying unit), and Knight (curious how they'll translate).

Link to comment
Share on other sites

Daily Update April 22nd:

- Minor class balancing issues

- Raider classes added

ToDo Week 2:

- Remaining Character classes

- Skill chapter

- 'Mounts' chapter and PDF stat sheets

- PDF-ify Character Creation+Class List+Skills

- Make cover page/signature banner

**

So far:

2 Peg Votes (Alyssa's staying, then)

2 Thief vote

1 Shaman/Anima Mage vote

2 Priest/Cleric votes

1 Pirate vote

Edited by Gone2Ground
Link to comment
Share on other sites

Oh, you can toss out Knight, I forgot about Thief. I was wanting to hit as many of the odd classes as I could, and I imagine Thief will have a lot more unique things to do compared to a Knight.

Link to comment
Share on other sites

It depends if you want more Maueverability (Raiders have the Nomads, Pirates and Brigands, so they go places) or the slightly higher chance to hit something. I'm trying to make all of the careers and the classes within as balanced as possible.

Link to comment
Share on other sites

Looks like you got your five classes? Seems like a pretty diverse bunch of classes, should cover things well. Am curious how you'll make the classes different. Is it just the Skills they have access too? And from what I gathered, Skills are things like Vantage and stuff? But I remember a mention of something like Lockpicking being a skill. Are there out of combat skills as well?

Second question. Are Mages based on the element they wield (Fire, Thunder, Wind), or is it just Anima Mage? The which class do you want to see poll at the top lists a Thunder Mage, just curious.

Edited by Mirron
Link to comment
Share on other sites

Sorry, have all the skills been posted yet? I'd like to make a character now, but I'm not sure if I'd be getting ahead of where you are in making it.

Link to comment
Share on other sites

Looks like you got your five classes? Seems like a pretty diverse bunch of classes, should cover things well. Am curious how you'll make the classes different. Is it just the Skills they have access too? And from what I gathered, Skills are things like Vantage and stuff? But I remember a mention of something like Lockpicking being a skill. Are there out of combat skills as well?

Second question. Are Mages based on the element they wield (Fire, Thunder, Wind), or is it just Anima Mage? The which class do you want to see poll at the top lists a Thunder Mage, just curious.

1. Five 'Careers' divided into Classes. All the Careers do is generate your bases, and tell you which classes you can be.

2. There are indeed out-of-combat skills! Most of these are 'innate', and come with the classes. The in-combat skills are selected during character creation, and you can get more by finding Scrolls.

3. When you create an Anima Mage, they have Fire: E, Thunder: E and Wind: E. The player chooses which of the weapons to Level Up every 5 EXP levels, which shall be covered in more-depth in the Leveling Up chapter.

Sorry, have all the skills been posted yet? I'd like to make a character now, but I'm not sure if I'd be getting ahead of where you are in making it.

The skills have not been posted yet, but I'm going to put up an incomplete 'list' right now, which I will replace with the actual chapter when I finish it.

Link to comment
Share on other sites

(Please note that, because this is not an actual chapter, some of the entries may not make sense. This is just so people can create their Beta characters properly.)

SKILLS

Ride – Any of the Ride skills allow you to ride the specified animal without penalties. They are:

· Ride: Horse (Ride any kind of Horse)

· Ride: Pegasus (Any kind of Pegasus)

· Ride: Wyvern (Any kind of Wyvern)

Drive – Any of the Drive skills allow you to pilot or drive the specified vehicle. They are:

· Drive: Boat (You can sail a ship of any kind)

· Drive: Cart (You can drive a cart, drawn by horses)

Track Animal – By rolling a D%, you can track any animal to its burrow/nest and current location if you find their first tracks. The difficulties to roll under are, at the GM's discretion, as follows:

· Easy: 75% or lower

· Routine: 65% or lower

· Hard: 50% or lower

· Difficult: 25% or lower

Planning – A character with Planning can organize large activities, not necessarily of the building kind. This provides a bonus of +10 to any skill check's difficulty level that involves planning something ahead of time.

Forestry – A character with the Forestry skill knows how to survive in the forest, and which plants are edible and which are poisonous. They also know the proper techniques to cut down trees and how to spot which ones will take less time.

Swim – A character with the Swim skill does not have to make a Difficult Terrain check to swim through a body of water, unless they wish to move at full speed.

Climb – A character with the Climb skill reduces the difficulty of any action involving climbing by 1. Example: A 'Hard' (Roll under 50) climb check to reach a Wyvern cave is instead made Routine (65%) by a character with the Climb skill.

Pillage – A character with the Pillage skill gains bonuses to setting buildings on fire or smashing down doors. The bonuses should be applied at the GM's discretion.

Discipline – A character with the Discipline skill increases one of their weapon levels every 5 experience levels instead of 10.

Cancel – A character with the Cancel skill has a chance to stop an enemy making a counterattack. The chance of it activating is equal to their Skill and Luck combined.

Shade – A character with the Shade skill has a chance equal to their Luck x2 of not being attacked until their next turn. It is always activated, and they should make the check at the end of their turns.

Gamble – A character with the Gamble skill can reduce their chance of hitting by any % to increase their critical chance by ½ that number, rounding up. Example: A Myrmidon uses Gamble to reduce his chance of hitting from 90% to 80%, boosting his Critical chance by 5%.

Vantage – A character with the Vantage skill will always attack first, even on the opponent's turn.

Wrath – A character with the Wrath skill gains a +25% chance to have a critical hit when below half their health.

Elite – A character with the Elite skill gains a permanent bonus of +2 to one characteristic of the player's choice (+8 if HP is selected).

Adept – A character with the Adept skill has a chance to attack once again in a row with every attack they make. The activation chance is equal to ½ their combined Skill, Speed and Luck.

Tempest – A character with the Tempest skill can skip their next turn to double their Damage output until the end of this turn.

Knife – A character with the Knife skill can use Knife weapons.

Sneak – A character with the Sneak skill can make a Sneak check to become invisible for either 10 minutes (Outside of combat) or until the start of their next turn (Combat). To pass a Sneak check, make a roll underneath their combined Skill and Luck x 5. The GM can increase or decrease this number through his discretion.

Locksmith – A character with the Locksmith skill can both make their own locks, improve existing locks, and make a Pick Lock check with a +20% bonus to the difficulty level.

Vigilant – A character with the Vigilant skill gains a permanent +10% bonus to their Dodge.

Celerity – A character with the Celerity skill increases their M value by 2.

Critical +X – A character with any form of Critical +X skill gains a bonus to their Critical value equal to X.

Prayer – A character with 10 or less hit points gains +20% to dodge with this skill.

Blessing – At the beginning of the character with this skill's turn, all adjacent characters may gain HP equal to this character's MAG stat.

Dance of Energy – A character with this skill may perform this Dance instead of their usual turn. All allied units may immediately make another move, another attack OR use another item.

Dance of Inspiration – A character with this skill may perform this Dance instead of their usual turn. All allied units become Inspired if they can see this character.

Dance of Might – A character with this skill may perform this dance instead of their usual turn. All allied units gain +1 STR and +1 MAG until the start of this character's next turn.

Serenity - A character with this skill gains a +10% to accuracy if they did not make an attack last turn. This bonus is not cumulative.

Edited by Gone2Ground
Link to comment
Share on other sites

Nah, I meant the five classes we were voting for with examples. I'd say three of them are pretty clear cut (Pegasus Knight, Priest/Cleric, and Thief). Are Priests different from Clerics, or is it just a name change (hopefully they're effectively the same, given how similar they are in the FE series). And not a lot of out of combat skills currently. Are there any in-combat skills that are class or career specific?

Link to comment
Share on other sites

Nah, I meant the five classes we were voting for with examples. I'd say three of them are pretty clear cut (Pegasus Knight, Priest/Cleric, and Thief). Are Priests different from Clerics, or is it just a name change (hopefully they're effectively the same, given how similar they are in the FE series). And not a lot of out of combat skills currently. Are there any in-combat skills that are class or career specific?

Ah, that makes more sense.

Priests have slightly more STR than Clerics, so they can use heavier Light tomes after promotion (And have a chance of doing damage with their staffs), while Clerics have slightly more LCK than Priests, so they're more likely to dodge/hit/etc.

There's no in-combat skills that are Class specific, or at least there aren't in the Beta (Unless you count the Dances!)

Link to comment
Share on other sites

Hmm, I see. Mostly was curious if Mastery skills or their ilk existed. How about reclassing, or something similar? And do any other classes have the Anima Mage deal (as in three separate ranks that early on)? How about promotion? Mostly just random thoughts, no need to worry too much about these if they aren't done yet.

Link to comment
Share on other sites

Hmm, I see. Mostly was curious if Mastery skills or their ilk existed. How about reclassing, or something similar? And do any other classes have the Anima Mage deal (as in three separate ranks that early on)? How about promotion? Mostly just random thoughts, no need to worry too much about these if they aren't done yet.

Mastery Skills are planned to be part of the Third-Tier promotion, as each promotion will provide a few new Innate skills (Masteries will be one of them)

There isn't going to be any reclassing, but the promotions will be branched.

No other classes have the Anima Mage deal, it's just them.

Link to comment
Share on other sites

Hmm. Any particular reason you split Anima? Just curious, helps me get a better feel for things. Do Dancers (and Bards if they exist) use any weapons? Perhaps unique equipment like Rings or some such. And is it double branched? Like, say hypothetical Mage can upgrade to hypothetical Sage or Mage Knight, and Sage can promote to Archsage or... Archsage 2, and Mage Knight can promote to Mage Paladin or Mage Great Knight? Something like that. If it is double branched, that'd be pretty neat, means I may have a shot at a class which uses Light, Dark, and Staves.

Link to comment
Share on other sites

Hmm. Any particular reason you split Anima? Just curious, helps me get a better feel for things. Do Dancers (and Bards if they exist) use any weapons? Perhaps unique equipment like Rings or some such. And is it double branched? Like, say hypothetical Mage can upgrade to hypothetical Sage or Mage Knight, and Sage can promote to Archsage or... Archsage 2, and Mage Knight can promote to Mage Paladin or Mage Great Knight? Something like that. If it is double branched, that'd be pretty neat, means I may have a shot at a class which uses Light, Dark, and Staves.

I split Anima as I wanted an element from FE10 in the game, and the double-layered Magic system is the most obvious to pick.

Dancers use Swords as their only weapons, and Bard is actually a promotion choice for the Dancers.

The promotions are indeed double branched. So, you could have a class that uses Light, Dark and Staves, as all characters keep their previous skills and weapon levels after promotion. I'm probably going to need some help making some of the third-teir classes, as we only have FE10 for that and only so many of them...but Third-Tier is going to take a while to do anyway, so no need to worry.

(Sage into Archsage or Saint, BTW)

(Mage Knight into basically Sage on a horse or Mage Knight on a Pegasus)

Link to comment
Share on other sites

Hmm, I see. May want to include elements from another FE. Maybe include Knives or Rings or something. *shrugs* Though, I do admit it's just my OCD bugging me that magic has six weapon types while physical stuff only has the four. :P So feel free to take it with a grain of salt.

I'll be happy to help with the double branched promotions, and that makes me pretty happy. Would like to even help with making a full on tree of things if I can, sounds like a neat idea.

If you're doing double branched promotions, maybe include something similar to FE13's Skill system. Not sure if you know how it works or not, but it has an interesting element.

Edited by Mirron
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...