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Fire Emblem: Magvel 803 - "Not the game" thread


Shin
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Yo! Those who missed Terrador's RP now have one of their own! Following the adventures of a mercenary group under the command of Grado, can our intrepid adventurers figure out the mess that is Magvel?

Currently the game is underway and is not actively looking for new members. With seven current players and two more joining, I am not looking to acquire any more.

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.
-Many weapons are modified; check the pertinent section for details. More have appeared!
-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. However, it's not all that good!
-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.

- Crit has been changed to %Skill... beware of the crit!
-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.
-Staves now yield double the EXP that they would in Sacred Stones.

[spoiler=Character Creation]

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 an E rank in any weapon you choose (although choosing staves will cost you an additional 2 points and you will get one in return for choosing bows). HP caps at 60; Str, Mag, Skl, Spe, Def, Res, and Con cap at 20; Lck caps at 30.

Abilities

Eight POINTS

-Dance: What it says on the can! You can spend your action to refresh another unit. Only allowed for one member of the party... and no mounts for you!
Six 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. You regain 4 points to use on growths.

-Elite: You gain 1.25x XP for any combat/staff XP you gain! Let's hope it's worth it!
Five 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. You regain 3 points to use on growths.

- Luna: Skill% chance that you will negate enemy defence on a given attack.

Four 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. You regain two points to use on growths.
-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

-Ambush: When below 50% HP, you will always attack first, unless your enemy also has Ambush.
Two POINTS
-Mule: Grants you one of those cute ponies! It has 15 AID and is afraid of horseslaying things, also KnightA movement... but the extra move is worth it! You regain 1 point to use on growths.
-Farsight: grants you +5 vision squares in darkness or fog.

-Additional Weapon: Lets you use another weapon, excluding Bows or Staves.

-Adept: You have an AS% chance of getting an extra attack in when you do attack.

-Discipline: You gain weapon XP at 1.5x the rate (decimals are kept in cases of odd numbers)

- Charge: If your AS and HP are higher than your opponent's, there is an AS+HP% chance a second round will trigger. Warning, this also activates even if you are unable to counter.
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)
-Weapon rank: Add one rank to a weapon proficiency; can only be bought twice for any given weapon.

-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).
Zero POINTS
-Armour: Change movement to knight on foot and reduce move by 1. Change movement type to Armour. You get an extra 5 points to spend on bases/growths/abilities! You get a de facto 2 points in defense. Also, weight increases by 2 when it comes to shoving, being rescued or riding a mount. To be eligible, you must invest 5+ points in defense.

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!). HP starts at 10 and has a cap of 30! The rest start at zero! Except for move and con of course!
+2 HP are awarded per POINT spent
+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.
+1.5 Lck are awarded per POINT spent
+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!)
+1/5 Move is awarded per POINT spent. You may only purchase +1 Move. But you can do it again at 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:
+1.25% 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.
+1.5% Lck growth is awarded per POINT spent.
+1% Def growth is awarded per POINT spent.
+1% Res growth is awarded per POINT spent.

[spoiler=Promotion]-All player characters promote with either a Master Seal or a promotion item decided with the GM. Note, if it can be justified, it's a viable choice.

Stats
-Your Con cap increases to 25.

- Mounted AID goes up by 5.
-If your movement type is (Horse/Knight) A, it changes to (Horse/Knight) B.
-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 (Costs 8 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 or two at E rank. If Staff rank is chosen and the user has a rank in magic, it will start at E+20.

- Armoured units are able to assign 3 weapon ranks to new weapons (eg. E+E+E, D+E etc).
Weapon Specials
-Sword: One-Man Army (During Enemy Phase, +3 Mt, +15 Hit, +10 Crt when no allied units are within a 3-tile radius and you are wielding a sword) OR Parry (skill/2% chance of blocking physical attacks at one-range)
-Lance: Expert Spacing (+15 Avo when fighting at one-range with a Lance)
-Axe: Clearcutter (+15 Hit for Axes) OR Macho (Axes count as 2 weight lighter)
-Bow: Deadeye (+15 Crt for Bows) or Reflex shot (may attack at 1 range with bows on EP with -15 hit, cannot double)
-Anima: Elemental Surge (+3 Mt for Anima magic of chosen element) OR Natural Spirit (+15 hit/avoid with AoE Anima)
-Light: Divinity (Immune to Poison, Sleep, Stone, and Berserk when wielding Light magic) OR Slayer (x2 effectiveness against monsters)
-Dark: Daunt (-10 Hit to all enemies within three squares when wielding Dark magic) OR Deal with the Devil (+20 crit if a critical attack would result in a kill)
-Staff: Expert Healer (+10 effective Magic for the purposes of staff use, but not for range) or Distant Faith (+5 Range on long distance staves)

Specials
-You may choose one of the specials below.

[spoiler=Armour Related]-Armour: -1 move, +2 weight, armour slaying vulnerability. Gain an addition 3 HP, 2 Str and 3 def upon promotion and changes weapon rank promotion bonuses to that of armoured units.

-Great Shield: (Applicable Defense)% chance of negating any attack. Requires armor.

[spoiler=Combat skills]-Pierce: Skl% chance of negating enemy Def.

-Sure Strike: +15 to attack accuracy. Does not apply to status staves

-Warmonger: +10% crit, limited to physical attacks from foot units.

-Astra: Skl% chance to attack 5 times at half damage.

-Bandito Buster: x3 effectiveness on all enemies deemed "Bandits".

-Demicrit: Halve all critical rates faced by the player.

-Slayer: All weapons have x2 effective bonus against monsters.

-Point Choker: +2 def/res and +20 avoid in situations where the GM agrees a point is being choked.

-Prayer: 3xLuck% chance of evading a fatal blow.

-Silencer: 50% chance that critical hits with physical weapons are instant OHKOs. 25% on bosses.

-Nihil: Effective bonuses are halved (1.5x instead of 3x)

-Proficient: Skills have a 15% higher activation rate.

[spoiler=Magical skills]
-Rewarp: Allows the player to Warp [Mag/2] spaces as their action. Requires a staff rank to use..
-Summon: Summon Phantoms with 180% growth total and one weapon type, both chosen at promotion. For magic and staff users only.

-Divination: Once per map, the user can ask the GM about the general movement of enemies.

-Gravity: Increase move cost of all enemies by 1 within 2 spaces.

-Tome lugger: Decrease AS loss from tomes by Strength/2.

-Levitate: Unit may move over peaks/water at 2 move cost.

-Reflect: Res% chance to reflect enemy status effects.

[spoiler=Movement skills]

-Mule: +1 move and horseslaying vulnerability, and promoted mounted move.

-Warhorse: +2 move and horseslaying vulnerability, 30AID. Only purchasable with armour and cannot be taken with Nihil

-Horse steroids: Upgrade a mule to a horse

-Plains Horse: +1 move and 25 AID. Treat as a mounted unit. +1 speed in addition to promotion. Requires a bow rank either before or at promotion.

-Acrobatics: Reduce terrain cost by 1 (to a minimum of 1)

-Charge: +2 move when using all move to travel in a straight line

[spoiler=Miscellaneous skills]

-'Roids: +2 free con on promotion -1 speed, does not count towards +3 cap for promo gains. Cannot exceed mount AID.

-Saviour: Rescue does not halve skill and speed.

-Renewal: Regain 20% total HP if no allies within 3 spaces.

-Adaptable: Unit may use weapons two ranks above their rank in exchange for 20 hit.

-Others may appear!

Edited by Shin
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Also posting to say I am one of the interested party(ies).

Will edit this post as soon as I get my d00d set up

Okay, here goes...

[spoiler=growths,bases, and skillz]

Skills: Ambush,Adept

Bases:

HP: 4 points=+8 base

Str: 5 points=+5 base

Mag: 0 points=+0 base

Skl: 6 points=+6 base

Spd: 8 points=+8 base

Lck: 4 points=+6 base

Def: 5 points=+5 base

RES: 2 points=+2 base

Con: 1 point=+1 base

Growths:

HP: 45 points=56.25%(don't know if round up or down)

Str: 50 points=50%

Mag: 5 points=5%

Skl: 45 points=45%

Spd: 65 points=65%

Lck: 40 points=60%

Def: 30 points=30%

RES: 20 points=20%

[spoiler=Character]

Name: Clyde

Class: Myrmidon

Age: 19

Appearance: Black hair, brown eyes, kinda like Rutger but with dark green apposed to red

Affinity: wind

Story:

Clyde was raised in a little town near the edge of Grado. He was raised by his 2 parents and his little sister, Isabel. His dad taught him how to fight with a sword, and his mother taught Isabel how to fight using light magic. When Clyde was 7, bandits attacked his town and killed his parents, leaving him and Isabel to run away to find shelter.

While they were traveling from town to town, Isabel became fascinated with the Sacred Stones, and began to read and learn all about them. When they finally came to a town near the capital when Clyde was 13, they joined a group which gave them shelter,food, and friends. This group was made just prior to the Grado invasion to Renais, and they give sermons about how the Sacred Stones can change a man. So naturally, with all her knowledge, Isabel simply has to join this group. Clyde said nothing against it, as he just cares about keeping her safe. One day when the group was giving a lecture, Grado troops came to arrest the group for speaking badly against the government, which happened few and far between each lecture. Clyde had heard nothing up to one thing, Isabel screaming. He grabbed his sword and ran straight to where he heard her voice. When he got there, she was already gone.

He has then joined the Grado army to hopefully find his sister and bring her back. But he doesn't know if she's alive, dead, or worse in captivity. He carries 2 books around with him though, one with a bright cover, and one with a gray binding....

Edited by Doctor Who
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Wait, so is this like following it's own continuity or something...? Hmm, perhaps I could try again with this...

I'm fairly certain that we're not doing one continuity; that said, if Shin insists, we'll work something out. Shin just likes the idea and the setting.

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Alt Magvel 803 Char

Name: Jason

Age: 34

Affinity: Fire

Post: Scholar, "vigilante"

Appearance: http://static.comicvine.com/uploads/original/10/104846/1951543-the_terminator_1984__03_630_75.jpg

Bio: Jason was born in a village not far from Grado's capital, where he studied from a young age. Though not particularly skilled at the practical application of magic, he was at least capable of it and enjoyed discussing magical theory with his peers. As he grew older, however, it became apparent that he was rather unskilled at casting, and feel behind others in this regard. He became rather bitter of this, especially when mocked by foreign mages. However, he simply shifted his focus to studying magical lore.

He continued to live as he had for years, but at twenty-seven he had an argument with a particularly savage mage from Renais who claimed that he would have no difficulty with imposing his way on Jason's village, and soon moved to live there. Though Jason was aware that the village's proximity was close enough to the capital that if he was truly a threat he would be captured soon, he feared the immediate safety of his family and neighbors. Aware that he would be unable to effectively fight with magic, he took up an axe and struck preemptively. However, his lower-face was severely burned during the following scuffle, and he wore a mask for several years to hide it.

When Grado began its invasion of Renais, he was eager to join due to his few encounters with their citizens being unpleasant. Axe and tome in hand, he joined the army in its conquest.

STATS

E Tomes, E Axes. Discipline

36 base total (310 growth total)

HP 18 (50)

Str 5 (45)

Mag 4 (40)

Skl 4 (45)

Spd 8 (40)

Lck 5 (30)

Def 4 (35)

Res 3 (40)

Con 7

Move 5

Edited by Reinfleche
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Alright, take two...

Name: Ezekiel

Age: 19
Affinity: Dark
Appearance: Tall with a slim build. Short dirty blond hair and blue eyes. Wears a brown tunic, white pants, shoes, and a hooded cloak.
Personality: Tends to be composed and relaxed, though can occasionally loosen up. Usually keeps to himself.
Backstory: His origins lie on a village from northenwestern Grado, near the Frelia border. His father used to serve the army, but has now since retired. He grew up training in the use of the bow, taught by his father. Once he had come of age, he too would join the army. However, it may prove to be not what he expected...
Abilities:
Thievery (4 points, 4 total)
Farsight (2 points, 6 total)
Desertwalk (1 point, 7 total)
Waterwalk (1 point, 8 total)
Adept (2 points, 10 total)
(30 left for bases, 25 left for growths)
Stats:
HP: 16 (50%) (3 points for base, 27 left)(4 points for growths, 21 left)
Str: 5 (45%) (5 points for base, 22 left)(4.5 points for growths, 16.5 left)
Mag: 0 (0%)
Skl: 6 (50%) (6 points for base, 16 left)(5 points for growths, 11.5 left)

Spd: 7 (60%) (7 points for base, 9 left)(6 points for growths, 5.5 left)

Lck: 6 (60%) (4 points for base, 5 left)(4 points for growths, 1.5 left)

Def: 2 (10%) (2 points for base, 3 left)(1 point for growths, 0.5 left)

Res: 1 (5%) (1 points for base, 2 left)(0.5 points for growths, 0 left)

Con: 8 (2 points for base, 0 left)

Mov: 5

Bow Rank: E
Edited by Acacia Sgt
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Coolios! We're getting close to starting! So far the following have shown interest;

- Jedi

- Terrador

- Breezy

- Rein

- Baldrick

- Acacia

- Lupus^

- Loocina*

- BBM*

^ - needs to correct character's stats

* - showed interest but has not submitted a character

Jedi will be acting as a guardian NPC and helping me with general GMing when he returns. Character submissions are now closed, the game will start when Lucina gets back to me and Lupus/Acacia makes the changes. Acacia, you're also 2 points over. Can I also request that all bios are posted here.

Edited by Shin
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Hmm... is it really 2 points? Or am I interpreting wrong this:

(although choosing staves will cost you an additional 2 points and you will get one in return for choosing bows)

... in regards of the starting weapon type?

Well anyway, it's amended now.

Edited by Acacia Sgt
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Bio... Knew I was forgetting something.

Name: Cedric

Age: 25

Affinity: Lightning

Appearance: Average height, well-rounded around the middle. Shoulder-length dark brown hair, green eyes. Wears a fine coat, dark pants, strong hiking boots and a perpetual scowl.

Personality: Smug, methodical, dismissive of others' talents, a good sense of etiquette. No-one is faster than him at shifting from withering contempt to oily obsequience in the presence of a superior.

Backstory: The oldest son of a noble family, he had a comfortable childhood. Watching the occasional fight in the schoolyard, and the interactions of the adults around him, he gained a healthy respect for power. When he came of age, all he wanted to do was build his reputation and political clout, and spend his spare time in his study, unravelling the mysteries of the world.

However, war broke out, and due to his skill in wielding dark magic, he was conscripted to become an officer in the Grado Army. The boot camp was not a pleasant experience for him, but to him, it is nothing compared to the horrors of going out into an actual battlefield...

Edited by Baldrick
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Rightyo! I've had no word from Loocina, so we're going to start this thing! Could all members please PM with their skype address? It's a convenient way to communicate as a group.

The actual RP will occur in a separate thread, happy hunting!

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Ooh, we need Skype for this? Hmm.... oh boy, it's gonna be the previous version all over again...

Edited by Acacia Sgt
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  • 2 weeks later...

When you say "Character submissions are now closed, sorry! Feel free to start your own campaigns, I'll be happy to lend a hand!", what exactly do you mean by this? Am I still allowed to join? If so, is the limitation that I'm not included in the original story perse, and have to "weasel" my way inside or am I not understanding the meaning correctly?

Thanks!

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I'm afraid it means that there are no spaces in the game run by me. However, if you want to create your own campaign, with your own GM and set of characters, I'll be around if you want to ask about anything.

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Yeah, Mienshao told me a little bit earlier. Quite the bummer, but I guess I'll survive. Haha.

Not really too keen on moderating a game myself as I've hardly had practice RPing. But thanks for the option, I'll be sure to shoot you any questions if I have em'.

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  • 4 weeks later...

Due to inactivity reasons, Lupus will be taking a break from the RP. This means that there's a slot open for all those interested, do mind that there is a certain level of commitment to this. Being around once every one or two days would be nice, it'd be a shame for it to stagnate for the other players.

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Any chance I'm in?

This sounds interesting and I'm totally into interesting stuff. I can manage a character in a short while.

That wasn't so good. Take Two

Name: Hendrick

Age: 22

Weapon: E Rank Anima

Abilities: Desertwalk, Thievery (5 Points)

Stats

HP: 20 (5 Points)

Str: 0 (0 point)

Mag: 7 (7 points)

Skill: 4 (4 points)

Speed: 6 (6 points)

Luck: 6 (4 points)

Def: 3 (3 points)

Res: 6 (6 points)

Con: 6 (0 point)

Growths

HP: 50% (40 points)

Str: 5% (5 points)

Mag: 60% (60 points)

Skill: 25% (25 points)

Speed: 50% (50 points)

Luck: 60% (40 points)

Def: 30% (30 points)

Res: 50% (50 points)

Bio

Having studied abroad, Hendrick returned to find his village in Renais burned down by bandits. After learning of Grado's invasion, Hendrick decided to join one of Grado's mercenary troupe to travel around Magvel and protect villages from meeting the same fate by using his newly learned magic powers. He's also looking for ha certain somebody that he always refers to as his 'last family'

He likes to flirt with women although his attempts are usually met with poor results. Besides flirting, Hendrick mostly speaks about being famous and becoming the world's hero. Objects tend to disappear while he's around, while he has been suspected a few times, attempts to search him have been fruitless.

He wears a medallion where ever he goes, which he claims is a memento from his family.

Done.

Edited by Objection!!
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