Tryhard Posted April 20, 2014 Share Posted April 20, 2014 (edited) turtle:Celestia to 1,10, hide in forest and wait for us rejectsWolf to 12,2.Magali to dance Wolf.Wolf to 14,3 , try to kill Fighter C.Declan and Vale can move to 9,1 and 12,1 to get out of range (fighter with forged Hand Axe is in range).Everyone else (Taima, Peter, Diana) can do what they want, but they may want to stay out of range because these enemies are pretty much everywhere.Someone might want to go on the forest at 5,3 but that archer hurts.If people want to go ahead with this, they can. Edited April 21, 2014 by Tryhard Quote Link to comment Share on other sites More sharing options...
Tryhard Posted April 21, 2014 Share Posted April 21, 2014 psshh clipsey you can't go to 13,1, Artemis is there, it would be fine just waiting just where you are unless you have objections. also I said Wolf should go to 15,2 to attack, he also can't, so 14,3 it is. Quote Link to comment Share on other sites More sharing options...
eclipse Posted April 21, 2014 Share Posted April 21, 2014 DETAILS. Lemme iron that out. Quote Link to comment Share on other sites More sharing options...
scorri Posted April 25, 2014 Share Posted April 25, 2014 Wolf to 17-4, attack archer DIf Wolf hitsLugos to 17-5, attack Monk DArtemis to 16-5, attack Monk DMel to 15-5, attack Monk DIf Wolf misses,Mel to 15-4, attack archer DArtemis to 16-5, attack Monk DLugos to 17-5, attack Monk DVale to 11-5, finish Merc BIvan to 12-4, attack Merc CPeter to 9-3, attack Bandit AMag to 10-3, dance PeterPeter attack Bandit A, swap to Iron AxeIf Ivan doesn't killDeclan to 11-3, attack Merc C with Iron SwordIf Ivan does killDeclan to 9-4, attack Bandit A with Iron Sword Quote Link to comment Share on other sites More sharing options...
Bluedoom Posted May 2, 2014 Share Posted May 2, 2014 (edited) 1. Artemis to 15,8 , attack Myrm B with Thunder, canto to 18,8.(can also be 17,8 if you want to counterchip fighter D) 2. Lugos to 13,6 , finish off myrm B with fire/thunder, canto to 11,6.(This will allow lugos to counter chip monk C if that guy moves) 3. Vale moves to 8,4 , chips myrm A. 4. Magali moves to 8,5 , dance for Vale. 5. Vale moves to 6,2 , chips Archer A. 6. Diana moves to 7,3 , finishes off Archer A. 7. Declan moves to 8,4 , chips myrm A with a sword. 8 Ivan moves to 9,3 , finishes off Myrm A. I think I did the math right and we have enough manpower to clear nearby enemies but if the left side has trouble with that you might want Magali to dance for Wolfgang instead of Vale. Edited May 3, 2014 by Bluedoom Quote Link to comment Share on other sites More sharing options...
Tryhard Posted May 5, 2014 Share Posted May 5, 2014 (edited) 1. Artemis to 15,8 , attack Myrm B with Thunder, canto to 18,8.(can also be 17,8 if you want to counterchip fighter D) 2. Lugos to 13,6 , finish off myrm B with fire/thunder, canto to 11,6.(This will allow lugos to counter chip monk C if that guy moves) 3. Vale moves to 8,4 , chips myrm A. 4. Magali moves to 8,5 , dance for Vale. 5. Vale moves to 6,2 , chips Archer A. 6. Diana moves to 7,3 , finishes off Archer A. 7. Declan moves to 8,4 , chips myrm A with a sword. 8 Ivan moves to 9,3 , finishes off Myrm A. 1. 78% 2. 83% (fire) / 73% (thunder) 3. 80% 5. 88% 6. 87% 7. 86% 8. 75% hit rates don't look great ;_; Edited May 5, 2014 by Tryhard Quote Link to comment Share on other sites More sharing options...
Oersted Posted July 1, 2014 Share Posted July 1, 2014 Alright here's the plan 1. Taima stabs the archer 2. Lugos kills the archer and retreats to get danced 3. Artemis flies up and attacks quick axe fighter with thunder 4. Magali dances Lugos 5. Lugos kills the fighter and gtfos 6. Wolf chips merc 7. Ivan kills merc 8. Diana heal Artemis 9. Peter can do what he wants Quote Link to comment Share on other sites More sharing options...
Grace Posted July 2, 2014 Share Posted July 2, 2014 (edited) going to ask a dumb question since i don't have skype rn why was vale doubled by a merc with 10 speed. edit: yeah okay i am dumb. quick sword Edited July 2, 2014 by Curly Brace Quote Link to comment Share on other sites More sharing options...
eclipse Posted July 2, 2014 Share Posted July 2, 2014 I will wait until everyone else does their thing before doing anything. Until then, it'll be flavor posts. This is mostly so I don't disrupt whatever plan there is. Quote Link to comment Share on other sites More sharing options...
Bluedoom Posted July 2, 2014 Share Posted July 2, 2014 (edited) I suggest Peter move close to where Wolfgang is moving so that both of them get support bonuses. Yeah one of 13,4 / 13,3. You can chip either the merc or the monk, but that's up to you. Edited July 2, 2014 by Bluedoom Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted July 24, 2014 Share Posted July 24, 2014 If signing up is still an option, I would be interesting in joining this, if I may. But I also need to ask two questions: are knives available? It's not specified that they aren't, but as no one has chosen knives for a weapon I was curious. Also, will anything in the order or recruitable enemies be done? Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted July 24, 2014 Share Posted July 24, 2014 We full. Also no knives. Quote Link to comment Share on other sites More sharing options...
charlie_ Posted July 24, 2014 Author Share Posted July 24, 2014 We full. Also no knives. Yeah, this. Sorry bud. Quote Link to comment Share on other sites More sharing options...
Snowy_One Posted August 1, 2014 Share Posted August 1, 2014 (edited) Nevermind Edited August 1, 2014 by Snowy_One Quote Link to comment Share on other sites More sharing options...
Thany Posted August 10, 2014 Share Posted August 10, 2014 darn.... to bad its full.... it would of been nice to use thany in a roleplay... but nothing can be done... besides.... i dont think she would of been added anyway being only 16... Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted August 10, 2014 Share Posted August 10, 2014 Also because this RP is for original characters, not existing ones. Quote Link to comment Share on other sites More sharing options...
Thany Posted August 10, 2014 Share Posted August 10, 2014 well i have her based from the avitar of awakening, but i guess that still counts as a game character, so i understand... Quote Link to comment Share on other sites More sharing options...
Haspen Posted August 18, 2014 Share Posted August 18, 2014 Oi Esbee there's superupdated tileset going about you interested? v: Quote Link to comment Share on other sites More sharing options...
charlie_ Posted September 8, 2014 Author Share Posted September 8, 2014 So I only just saw this. :VYeah, the tileset would be good to have thanks. Quote Link to comment Share on other sites More sharing options...
riariadne Posted September 8, 2014 Share Posted September 8, 2014 (edited) So at level 10 we decided units can get special bonuses, like a mini-promotion! At level 10 can: +4 points distributed to any stat, no more than 2 in a given stat, no Constitution. +Adjust every growth by 10% while maintaining the same growth total and also not dropping below the minimum (10% for strength or magic, 15% for every other stat). Constitution cannot be edited directly but other growths can affect it. You may revert this on promotion to what you had before, but otherwise this is the only normal opportunity change growths. +1 skill point that can be invested as seen on page 1, but cannot be placed in a Weaponfaire skill or weapon rank up. If a unit already has 2 weapon types a third cannot be taken either. Also fliers can't take Armor. Also you can't take staves. When a unit gets to level 10 these choices should be posted here. For example, Sheikah is taking 2 points in HP, 1 in defense, 1 in resistance, and an E-rank in Lances. She is also going +10 HP growth, +5 strength growth, and -5 to speed, skill, and luck growths. That's all! EDIT: Also, there will be skills for attaining S-rank in any given weapon type. For staves, this is Staff Mastery, which gives +5 magic when using a staff. Others will be revealed later. EDIT2: added more limitations. EDIT3: added more stuff Edited October 5, 2014 by Reinfleche Quote Link to comment Share on other sites More sharing options...
Bluedoom Posted September 9, 2014 Share Posted September 9, 2014 So current move for Peter is (7,12) so Wolfgang will be in range of his support and can try to ORKO the archer from the hill. You can attack the archer if you want, eclipse(with any of your weapons really) Quote Link to comment Share on other sites More sharing options...
eclipse Posted September 10, 2014 Share Posted September 10, 2014 Check and check! I'll need to calculate whether or not I trust Peter to get his butt kicked. Quote Link to comment Share on other sites More sharing options...
Bluedoom Posted September 11, 2014 Share Posted September 11, 2014 [10:18:50 PM] Manix: we have enough people west already. we don't need more [10:18:57 PM] Bluedoom: ok [10:19:08 PM] Manix: there's what, 6 of us there? [10:19:10 PM] Polydooces: so Declan goes... east? [10:19:11 PM] Manix: think about it. [10:19:17 PM] Bluedoom: no no [10:19:21 PM] Bluedoom: he's going south [10:19:27 PM] Bluedoom: but like a couple of squares [10:19:31 PM] Bluedoom: that should do [10:19:32 PM] Manix: but not too far south, etc [10:19:51 PM] Bluedoom: if you go east you'll be fish to the peggies [10:20:57 PM] Bluedoom: Declan 12,6 [10:21:00 PM] Bluedoom: Magali 11, 7 [10:21:03 PM] Bluedoom: that should work [10:21:20 PM] Bluedoom: Vale to 9,8 Yes this Quote Link to comment Share on other sites More sharing options...
Grace Posted September 14, 2014 Share Posted September 14, 2014 attn scorri: taima should probably move to (10,9), unless you feel like there's a better idea Quote Link to comment Share on other sites More sharing options...
scorri Posted September 14, 2014 Share Posted September 14, 2014 Trent has full control of Taima at this point in time. Quote Link to comment Share on other sites More sharing options...
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