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OoC thread, I guess. Also Sign-up. (http://www.bay12forums.com/smf/index.php?topic=171211.msg7796489#msg7796489)
Well, I'm going to try and host this. We'll see how it goes.Also, let's play a game of spot the reference!
Fire Emblem
Ruins of Fracturia
Many ages ago, 4 Great Generals fought over the All-Heart.
A Warrior as Bright as the Sun. A Mage as Blinding as Snow. A Thief whose Network spanned the Kingdoms.
And in the center of this, a Girl, older than them all.
The 4 were not always as history knows them now, what was left in ruin before their war.
Once, they walked together.
Greed. Guilt. Hubris.
Love. Bonds. Friendship.
As time passed, Grudges gave way to Hate. Selfishness. Anger.
Those who knew of the Prophecy, The World's End.
Time and time again chose to spite each other.
Until, they brought about the End itself.
As for How I know this. Well..
Why don't you find out yourself~
======================================================================================================================
[The Rules]
- Character Name: Pick the name you will be known by(or just receive a simplified version of your own to fit)
- Starting Class: Pick a playable class from amongst Fire Emblem History; Be sure to pick which game it comes from.
http://www.bay12forums.com/smf/index.php?topic=137453.0
This is a good guide on classes, should help me build them evenly. All Trainee classes are options, but first battle will likely be a while.
- Kingdom: Pick a Kingdom to start in. (Affects who you're paired with){Notice, certain classes are locked to certain kingdoms}
- Buy your Items: Since I'm so kind, I shall grant you the ability to buy Items to start with. How Nice..
- Receive Your Character Chart: This shows your progression as a character. It's also required to start the game, so take care of it.
[Kingdoms]
Al-Mast
A seafaring kingdom bordering the Northern Line. It encompasses a chain of Islands.
Al-Mast primarily exports Fish and Crystal . It usually imports Steel and Flora.
Al-Mast's capital is based in Star Harbor.
Ignis
A kingdom most foreigners deem to be this side of Hel, it has the largest continent, and is located near the Southeastern Line.
Ignis primarily exports Steel, Iron and Stone. It mostly imports Vegetables and Paper.
Ignis's Capital is Daemongulf.
Windrest
A land of plenty, it was not always like this. A mountainous region with constant snowfall. The Locals have learned how to harness steam vents scattered around to turn snow into a great agricultural system.
Windrest primarily exports Vegetables and Meats. It usually imports Crystals.
It also boasts the claim of being the natural home of Pegassi.
Windrest does not have a central capital, and is located along the North-Eastern Line.
Oceania
A collection of Merchant Ship-States, they make their home along the South-Western Line. While not having a standing military, their tech is top notch thanks to salvaging and trade.
The Darklands
A land of Exile to many unmentionables. They live a hard life near the Western Line. Despite this, they live somewhat well among each other. Why, their last civil war was 30 years ago!
Letherian
A Land located near diagonal across the Center SW, their exports are the ever mystic Fruits. Making good business picking these precious luxuries, they are rather peaceful. No one really invades since it would spark a war against everyone else.
It's capital is Alexandria.
[Shopping Time]
What are you in the mood for? Is it powerful Spells? Or maybe a Heavy Lance?
Well, it's not like you have the gold for it, but I'll oblige you with a special one-time deal.
You aren't likely to find such a wide selection anywhere else, I'll assure you.
Current GP: 10
1G apiece
Iron Sword/Lance/Axe: Your basic weapons choices. They'll last awhile, but be wary of the W-Triangle.
[spoiler=Oh, interested in arms are you? Well, I have these wonderful modifications for you to browse. No breaking them please.]
2G apeice
Slim Sword/Slim Lance: +1 to dodge rolls(Disclaimer: does not effect natural 1s)
Light Axe: +1 to dodge rolls, -1 to attack rolls above 3(Disclamer: Does not affect 6s)
2G apiece
Steel Sword/Steel Lance: +1 to Attack rolls, - 1 to dodge rolls
Steel Axe: + 1 to attack rolls above 3, -1 to dodge rolls above 4
5G apiece
Silver Sword: +2 damage against Undead, +2 to dodge rolls against Anima/Dark(Disclaimer- Minor Effects on Natural 1s)
Silver Lance: +1 damage against Undead, +1 to dodge rolls against Holy/Dark(Disclaimer- Minor Effects on Natural 1s)
Silver Axe: +1 damage on attack, +1 to dodge rolls against Archers(Disclaimer- Minor Effects on Natural 1s)
1G Wood Bow: Very Basic, it's treated so it won't catch fire, but make sure to check the string in the rain, or it might fail you.
2G Iron Bow: Much better than Wood, if for a little bit extra.(Can elect to add +1 to an Attack roll)
2G Slim Bow: Don't know why you would want this, but it's here nonetheless.
(Can elect to take a -1 to an attack roll that round to add +1 to your next dodge roll that battle{Does not Stack})
3G Steel Bow: Very good for it's price. You're be piercing your foes in no time. At least if you can draw it..
(+1 to Attack Rolls, -1 to Dodge Rolls. Can elect to add +1 to your Attack Roll in exchange for a -1 to this rounds Dodge Roll)
4G Silver Bow: The best for killing Undead dead again.(+1 to Attack rolls above 2, +1 Damage against Undead)
5G Longbow: When you need to kill a Mage, there's this.(+1 Damage against Mages outside their range)
5G Shortbow: Great for close range combat. Not like you should be there, but it's handy to have.
(+1 to Attack Rolls above 1; when not attacking that round, +1 to dodge rolls)
[spoiler=2G Tomes]
Fire Tome: Creates Fire, this one comes in three forms, all for the Price of 1G.
Fireball Above: Creates a ball of fire above your head and shoots it towards your foe.
Fireball Straight: Creates a magic diagram around you before rocketing a ball of fire toward your target.
Fire Burst: creates a Sigil that spawn a bright flame at a distant location.
Water Tome: Creates Water, this one comes in many forms. I am afraid I only have 1 type in stock, though it's a good one.
Water Slicer: Creates a magical saber of water to spin towards the target.
Thunder Tome: I'm afraid this is the highest rank tome I can sell you with this deal. Business, you understand.
I do have a few forms though.(+1 to Attack Rolls{Disclaimer: Does not affect rolls below 3})
Thunder Above: Strike your foes with a bolt from above.
Thunder Ball: Creates a magic diagram around you before rocketing a ball of magnetic force toward your target.
Thunder Grand: Creates a Sigil below you , then generate a fierce electric force to unseat your foes.
(+2 Damage against Fliers{Less Durable than other tomes of it's class)
Wind Tome: I am afraid I can only sell you one type. They are known for amazing accuracy, and have even been said to track their targets down. I hold no belief there, but the are good, I assure you.
Wind Blast: Creates a Sigil below you, then fire a fierce ball of swirling winds.
(+1 to Dodge rolls against Ranged, +3 damage against Fliers, Ground Units take a -1 Penalty to dodge rolls)
Light Tome: Holy tomes are doubly effective against the Dark. If only I had more to offer..
Piercing Light: Generate shafts of light around your foe, then pierce them.(+2 damage against Dark-Monsters)
Light Shaft: Focus, then smite your foe with Holy energy.(can elect to add +1 to an attack roll, +1 damage against Dark-Monsters)
El-Light: A powerful spell which can destroy darkness. Certainly powerful in righteous hands.
Focus though Prayer, and generate a Large Sigil around you. Then unleash Shafts of Holy energy on your foes.
(+1 to Attack Rolls, +1 Damage to foes, +1 against Dark-Monsters, when focused on a single target; strike thrice{or until you miss})
3G Flux: Darkness is a dangerous thing to natural order. But I have plenty in stock.
Damage the natural pathways with an orb of Darkness.(Those hit receive -1 to their rolls until healed with a staff)
4G Nosferatu: Vampire-like it may be, it's always useful.
Connect your pathways to another with a veil of shadows, and drain their Life away.
(Can elect to deal twice damage at a -2 roll{if at -1 it becomes -2 for the same effect}; heals you for half damage.)
6G Dark Luna: Luna synthesized into a tome of night. Use it well, if you can...
(Deals twice the usual damage on hit, +1 damage against Anima users)
7G False Luna: A failure to recreate Luna it may be, its effects can still be useful, if you ht.
(-1 Attack/Dodge rolls, Halves enemy health on hit)
These will likely save your life. Don't be stingy now.
Vulnerary : A special deal for 3 at the Price of 1G. (heals up to 10 HP)
Elixir: Pricey at 3G, but I'll give you three this one time. (heals up to 30HP)
Antidote: Just 2G! Made from the finest herbs, this will cure what ails you. Here, take 3! (Heals Poison, Flux, and Decay)
Miracle Ring: My priciest item. I normally wouldn't sell this, but you look like you need all the help you can get. I'll give you a discount at 5G. (Once, when you would die, take no damage that round.{Individual roll for use.})
Here then, take a Heal Staff. (Restore 3HP + your Level +Magic to an adjacent target)
Healers aren't much help if they can't do their job. I do have two staffs that might help you even more though.
4G- Remedi Staff: Very useful, this can heal anyone of any status condition. Besides Death, I mean.
(Removes a Status effect on an adjacent target)
3G- Torch Staff: Healers have been using this for a long time. It grants Sight to your nearby allies.
(Grants allies near you sight as if it were a clear day for [Your Level x 1 Following Round] in following rounds and this round.)
{Disclaimer: Does not work on Obscuring Magic without a Level roll}
Or. perhaps you would like another Heal Staff? 3G apiece, these don't exactly get made for free. Though this is the standard price.
Why did I give you one then? Well, you kinda do need all the help you can get. And Healers are useful economically. Why...
Well, I'm not here to Lecture. Would you like anything else?
Triangle advantage; axes beat lances, and lances beat swords. Put simply, when at an advantage, you deal +1 damage, and take 1 less. Your chances to survive are also higher. Remember this though, in Melee, you can always take at least 1 damage. But that also mean you always have a chance to win, however slim the odds.
Magic is simple, yet complex. Anima has an advantage against everything. This is mostly due to the advent of the Water Tome. Rather than being weak against Dark Magic, it's strongest against it, dealing 2 extra damage instead of 1. It still reduces damage by 1, but it will nearly always win in this match-up. It is the Reaver of Anima Magic, so make sure you remember the Tome that proves the rule, and make sure to stay far away from Light Magic on the round you use it.
Bows and Staffs hold no disadvantages against these two, and neither set is disadvantageous against the other.
Bows and Staffs do hold opposites though; or so legends suggest.
I would be wary, some weapons take a certain amount of W-Exp to wield. and there are some weapons exclusion to certain classes. There may also be the occasional Level Requirements, and Silver weapons are only wielded skillfully by Promoted Units. Don't be a Jagen though, They may be strong, but they're near the end of their Growth.
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Right, down to the rules of this Roll to Dodge. (More anyway)
Your character will start out at Level 1. Kill 4 Level 1 enemies, and you get a Level.
Killing a boss will level you up regardless as long as you are within 4 levels of said boss.
You can also receive Exp from combat. I'll keep track of how much you get.
Now to the Lords of this RtD, if any.
Lords will have to complete a Prologue chapter. If you can't complete it, you die, and will have to re-roll a new character.
You'll only have one shot to become a Lord character, so remember that.
Dragon-stone Units are likely to receive singular chapters to start with.(Which means you won't have many allies, if any.)
Their History, along with a Lord's, may also play a more important role than other characters.
If we don't have any lords however, I'll be rolling some Dice.
Any who receive a 6 will become a Lord; after their promotion. You won't know until you try and use a regular Promotion Item though.
And to mix things up, 3s, 4s,, & 5s will receive prologues. They'll be a lot easier than the Lord prologues from before though. So Exp. 6s may also join in, though I(the Dice Gods) have the right to decide if they do.
How does Leveling work?
Like in regular FE,(other than Heroes) you Level once gaining 100 Exp. This is normally done by fighting and defeating enemies. The level of the enemy, your level, and rarely it's class, determine how much you receive.
Case in point,
Your unit is attacked. you counterattack the attacker. Neither unit dies and both are the same level.(No modifier)
Gain 10-20 exp.
You kill a unit. Gain 30-40 exp.
Simple enough right? Depending on your level, if everything is equal, your level determines just how much is received. There are other factors, like what your foe is using, but these is the basics.
When you level-
Hp
Str
Mag
Skill
Spd
Luck
Def
Res
Say hello to the Random Generator, your growths go here. Get anything at or below that number, and you get a boost to that stat.
Now say good bye to the Random Generator, and hello to the Dice,
I'll roll a Die on each level up. These Dice may be on your side here as the Heroes of this tale.
1- No bonus to your growth rate this level.
2- If missing 2 or more +40% growths, receive +1 to your next Roll~Level-up.
3- +5% to your Lowest stat this Level-up.(Lowest growth if tied)
4- +5% to your Lowest stat & Hp Growth this Level-up.(Lowest Growth if tied)
5- +5% to your 2 Highest stats this Level-up.(Lowest Growth if tied)
6- +1 Stat points to 2 un-grown stats this Level-up.(To be chosen by you next post)
7- Stats have a 50% chance of growing Twice this Level-Up.
Character Growths-
Once more, the Dice Gods descend upon us.
1- Standard, you couldn't get any plainer, so have +20% to distribute.
2- Somewhat better, here's +40% to distribute.
3- Your History, you get growths according to your story if any. Better than 2s at least.
4- You are destined to be a Heroes apprentice. Good Growth rates.
5- You may be destined to become a Hero yet. Pick Power, Skill, or Dexterity as your specialty.
6- Congrats on having a Destiny. Hope you can live up to it. Your potential is truly impressive.
There may come a time where you can boost your Growth rates. So do not despair quite yet. Upon promotion, your growths will improve.
(Starting Promoted Characters do not receive these bonuses)
Starting Stats. More Dice.
3 rolls here. The total is your distribution. 1s and 2s count as 3 though.
Add these points to your starting character sheet's stats. Those who received a 1 or 2 on their growth cannot receive less than 10.
You cannot change your Hp or Luck.
Combat
When a turn begins, you roll a Die.
1- This turn: No Weapon Triangle Advantages. Take double penalties from Weapon Triangle-Disadvantages.
2- This turn: No Weapon Triangle Advantages.
3- Everything is normal.
4- This turn: Gain double the bonuses from Weapon Triangle Advantages.
5- This Turn: No Weapon Triangle disadvantages. Gain double the bonuses from Weapon Triangle Advantages.
6- This turn: No Weapon Triangle disadvantages. Gain double the bonuses from Type-Advantage.
This will occur each turn in battle.(Post)Struck out by GM
There are unique conditions and skills which may grant a buff to you, though what those are will be explained as they come up.
Weapon effects-
Certain weapons may grant unique buffs to you in and out of combat. Some deal extra damage on top of their might.
Others may allow you to take less, or none at all!
There are also events which may be know as blessings of the Dice Gods. These are know as rolls.
Rolls, and their use in combat, will be explained in the prologues. A hint to magic users though, and Anima in particular. The type of tome you choose may have an effect on these events, or may even cause them regularly.
Out of Combat Events-
There may come downtime. In which case, your rolls are important. What you do during this free time is up to you,
A few examples~
Shopping
Research
Supports
Exploration
What you do is up to you, so long as you can do so.
===============
Characters go here.(When I have some sheets)
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Mmh! You picked my interest! Before creating a sheet, I do have a question though. Could you clarify the impact of our starting class on our character?
For example, will picking a basic starting class turn our character into a standard FE character, while picking a promoted class put us in the shoes of a Jagen?
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Currently typing in the exact rules.(To a degree of flexibility)
As for your question. Yes and no.
Pick a promoted character, and you get a Roll. A 1 is likely to hit you with Jagen's growths.
While a 6 will net you regular growths along with some decent stats.(I.e the stats a level 10/1 character would have)
Anything less though will hurt. and the max level is of course 20. I can be a very regular updater.
Your starting stats and growths are going to be subject to the Dice Gods, which I'll roll after you've submitted everything. Rest assured that even with a 1, you won't be worse than generics.(You may also be able to get growth boosters at some point in your quest)
Also, if you plan to pick a third tier class, don't. You will gain about 1 Exp point for every kill then, and die by midgame.(10/10/1 is the total level for such a character, but your growths will be Jagen-tier then, sparing a 7.)
Also, if you want to write a general history, you can.
Edit: I seem to have completely missed the first question..
Beaststone classes are restricted to the Darklands
Dragonstone classes are restricted to the Darklands and Ignis.
Stone classes start with a Stone for no GP cost.(Be sure to pick which game you're from, since that effects you. However, it must be a playable class)
Cavalier Classes are forbidden from Windrest, Oceania, and the Darklands.
Pegasusi are restricted to Windrest.
Archers are forbidden from Windrest.
I think that's it. Make sure to pick your homeland.
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By the way, I am wondering who can pick out all(or any) the references.
Also, my Intro, what do you think of it.
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Got it! I will wait for the rules to be typed then.
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PTW. I want to play as a Brigand (FE7), maybe even as a Brigand Lord if possible. Which of the kingdoms has the highest amount of criminals and bandits?
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Enemy or Ally? Gonzales is a bandit, and Lord is/can be a separate description.
And that would technically be The Darklands. Though that's more due to it being the Kingdoms' dumping ground for exiles.
Ignis would be next, though with the Darklands, you could certainly keep the Lord class if you can make it through the Prologue.
Care to try?
Also, any brigands in Letherian would quickly be wiped out. And the rest of the Kingdoms would have more pirates, there being oceans between continents. Though it's just as likely they work for hire.
I did do a good job of describing them right? Think of the world as a Square/Circle map and that might help.
If you submit a history(optional, but preferred for this), Character class/Name, and of course your 10GP shopping list, along with your home/starting kingdom, I can get your Character Sheet done and get you started on your Prologue Chapter.
I think that's it. Night and sleep for me now. Goodnight-
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Gonzales is from FE6, but the Brigands from that game and FE7 are exactly the same.
Enemy or Ally? I don't really understand the question, but my character will fight for himself, for power and fame or the highest bidder. Probably Evil, I guess?
Since Lords are actually modified base classes in many of the games, I wanted to play as a Brigand Lord (A Lord using the class Brigand as a base and later is able to promote into a Berserker Lord). But if it's either Brigand OR Lord, then I'll stay with Brigand.
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K I'll get everything setup tomorrow. I'm guessing you want to start in The Darklands?
Also, check the shopping list and pick some stuff from it for your starting inventory. I would suggest an Iron Axe, Light Axe, some elixir, an antidote, and vulrenary.
It's under basic weapons and items. You could also get a Miracle Ring if you want to drop some of it.
Also note that you're allowed five Items, but the ring is an accessory.
Last a name, unless you want me to give you one. You really do need to stock up at the shop before you start. Axes are somewhat rare in the Darklands.
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I would like some name suggestions, as I'm out of ideas right now. Since The Darklands is a kingdom of exiles and the character will be a Brigand (or Brigand Lord, if allowed), we could say he's the bastard son of a member of noblity that was later exiled there for a crime. Maybe a bandit name and a noble surname.
Yes, let's start at The Darklands. That place sounds fitting.
Would it be wise to start with a steel axe as my only weapon? Steel is commonly more durable, but it's also probbly harder to use for a first class. I don't know how much it would affect me, though.
I would like to have my name and maybe even my stats (at least HP) before I start working on a backstory and starting inventory, but if that's not possible then it's fine.
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Interested, making a sheet.
Questions: can we choose to start as a Trainee class? for example Pupil (http://fireemblem.wikia.com/wiki/Pupil)?
can we play as a dancer (http://fireemblem.wikia.com/wiki/Dancer) / bard (http://fireemblem.wikia.com/wiki/Bard) class? what about Herons (http://fireemblem.wikia.com/wiki/Heron)?
Are Third tier classes (http://fireemblem.wikia.com/wiki/Third_Tier) or overclasses (http://fireemblem.wikia.com/wiki/Overclass) potentially going to be a thing if the game runs long enough?
For growth purposes, are Laguz (http://fireemblem.wikia.com/wiki/Laguz) base classes or promoted classes?
Also, would you prefer beast Laguz or beaststone users? would you prefer dragonstone users or dragon laguz?
will dragonstone/beaststone users have to worry about their nearly-irreplaceable stone breaking or will replacements either never be necessary or constantly be available?
Will classes with split promotion paths be able to choose which they follow?
will classes that require very rare/specific promotion items be available?
are pegasus knights gender-locked to females (like older FE games) or are both genders allowed (like newer ones)
are character skills / class skills a thing?
Oh, and are you aware of the Fire Emblem on Forums (http://www.bay12forums.com/smf/index.php?topic=137453.0) games?
Also: are you going to allow the unusually large ranged weapon attack ranges from FE15 (http://fireemblem.wikia.com/wiki/Fire_Emblem_Echoes:_Shadows_of_Valentia)/FE2 (http://fireemblem.wikia.com/wiki/Fire_Emblem_Gaiden) versions of ranged classes?
more useful links to explain the above question: FE2 weapons (http://fireemblem.wikia.com/wiki/List_of_weapons_in_Fire_Emblem_Gaiden) listed here, note the bow ranges.
FE15 weapons (http://fireemblem.wikia.com/wiki/List_of_weapons_in_Fire_Emblem_Echoes:_Shadows_of_Valentia) listed here, again note the bow ranges but also note the magic ranges.
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K, then. RGUN-
Steel is not really the best choice if you want to hit any beasts in the Darklands. Hence the recommendation of the Light and Iron axes.
And yeah, you can do that stuff after your character sheet.
Lenglon-
Trainee classes are allowed as a choice, but they'll likely start a bit later in battles. On the plus side, they'll have free time to boost their W-ranks in the meantime.
Dancers and bards can be played. Though you do have a choice of which one to use. If they have any weapons, they can use them as well. So Olivia or Nils/Ninian as a class. Or Azura for that matter. You can expect a Prologue with them though, for sure.
As for Overclassing, yes, it will be a thing.
This actually ties into your Laguz question. Laguz count as base classes for the purpose of Exp.
However if a unit does not have a third tier class, or in the case of RGUN's Brigand Lord. I will make them accessible through the story.
As for Overclassing, that is likely to require a trial to show you are fit to gain that power.
Also, while Lord classes do get bonuses, the first type of lord to pass their Prologue will be the only one of it's class.
As for Stone vs. Laguz, Stone units receive bonuses but cannot be lords, while there can be a Laguz Lord, but only 1 of it's specific type.
They won't gain the bonuses the Stone units have.
Magic has a hit to range scale. 1-2 or 3 is normal hit, some can hit at 4, and some tomes are capable of 5-6, or more. Depends on the tome.
Fire Burst: creates a Sigil that spawn a bright flame at a distant location.
This type of tome can't hit in the 1-2 range, rather it's range is 3-5.
Fireball Straight: Creates a magic diagram around you before rocketing a ball of fire toward your target.
This can hit at a range of 3, but it takes 20% off it's crit/hit rate at that range. This type can't pass walls though.
Above can, bit it's 1-2.
Bows, They're really dependent on conditions.
1-3 is the normal range for most bows.
Note the Wood Bow and Short Bow is 1-2.
The Longbow meanwhile is 2-5.
This is all a guideline more than an actual set-in-stone look at them.
Real-world tactics may at times play a part more than a simple tile map.
Also, I haven't actually taken a look at that.
I have an overarching story planned, and some players are certain to reach third tier by the time it really picks up.
But on the whole, I'll be making most of it from cloth.
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This is a lot of questions. Thanks-
Also, would you prefer beast Laguz or beaststone users? would you prefer dragonstone users or dragon laguz?
will dragonstone/beaststone users have to worry about their nearly-irreplaceable stone breaking or will replacements either never be necessary or constantly be available?
Either are welcome, though dragons are a much smaller group of Laguz, and Manaketes near non-existent.
As for their stones, the Beast and Dragon Laguz have their way of making new ones.
Beaststones are necessarily far rarer, but the can be replaced when needed.
Dragonstones for Manaketes: A dragonstone is a manifestation of their power locked into the stone so they won't go mad.
As such, Manaketes have a few unique Free Time options.
Renewal- Through Meditation, you refill your Dragonstone's power.
Manaketes also come with the ability to Retreat. Commanders can also use this option, but since Manaketes often have solo Chapters, they can use this, if their Dragonstone is nearly out of Power. Note that creating new Dragonstones is far more difficult than refilling one.
If you choose to play as a Manakete, these options will be introduced as you go along.
Will classes with split promotion paths be able to choose which they follow?
will classes that require very rare/specific promotion items be available?
Yes, characters with split promotions can choose which they follow upon the use of a Master seal.
More Specific Promotion Items also exist. The Earth and Ocean seals for example.
That's not the best example, but Elysium Whips are a thing.
are pegasus knights gender-locked to females (like older FE games) or are both genders allowed (like newer ones)
So long as you are light enough, you can be a Pegasus Knight.
Griffin Knights are locked to a certain strength, but you can promote to that even if you are a girl.
are character skills / class skills a thing?
See Miracle Ring in the Item section of the Shop.
On that note, thief classes gain access to the Lockpick skill at Level 1.
Their are various scrolls which can teach skills throughout the land. But Heroes can learn Sol, and Mercenaries Armsthrift.
It should be noted that these skills are not learned by leveling, but through specific training most of the time.
It is just as well the first Prologue I'm doing doesn't have magic.
Feel free to give some help if you think it's a bit much. This is my first hosting.
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:D Extra note, this file has classes, should be good to start.
Sorry for the double Message RGUN.
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After thinking abour it, I'll take a Light axe, an Elixir set and a Miracle Ring. Don't really want to die in the prologue and I can get Iron stuff later. It will probably last for a reasonable amount of time before breaking.
In short:
Name: (Pending.)
Kingdom: Darklands
Class: Brigand Lord
Items: Miracle Ring, 3 Elixirs, Light Axe
Story: (Will do after I get the name.)
So far, I think you're doing fine for a first time. But try to organize the information from your answers and include them in the first post, so it's easier to look up.
I didn't even notice I was PM'd, do I send the modified sheet back by PM too?
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PTW, will (actually) try to get a sheet in today
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Name: Terissa
Kingdom: Ignis
Class: Manakete
Model after: Myrrh from FE8 (http://fireemblem.wikia.com/wiki/Myrrh)
Items: Dragonstone, Miracle Ring, Elixer (x3), save 2G for basic-going-through-life-expenses.
Story: Born in Ignis, Terissa lived with a number of other manaketes in a backwoods village where they'd be harassed less for being different and able to effectively hide what they were. Growing restless as she grew older, eventually Terissa decided she needed to set out on her own to see if the world really was as hostile as she'd been told. So she took up covering herself in a cloak and started to wander around Ignis, seeing what the world was really like. She... didn't really like what she found. Eventually, out of frustration as she was seeing an innkeeper being abused, she stepped in and revealed herself to try to stop things from escalating. This... didn't go well. The terrified innkeeper turned upon her, and the town as a whole went into an uproar, driving her out and forcing her to flee their pursuit, which was later replaced by a more military one, all the way into the Darklands. Terissa has only recently arrived there, and still doesn't know her way around, is scared, lost, confused, a little homesick, and generally not happy, though she is attempting to pull herself together and make the best of her situation.
Oh, btw, your link to classes in the OP doesn't work.
if people need help looking into characters/classes from FE, I can help find examples of the rarer or more obscure ones that might fit people's desires better. for example the reason I picked myrrh specifically as the manakete model I used is she is the only manakete that flies. feel free to ask for something and I'll see what I can do. ((Thinking on it, I can't double-check some of the older FE games for flier manektes, so although I don't THINK those fly, I can't be sure. and I know myrrh does))
oh, quick question, which dragonstone am I looking at using? Myrrh's dragonstone is stronger than most (actually stronger than an Awakening Dragonstone+), because she's acquired late in FE8 while still at very low level. I think although Terissa is modeled off of Myrrh, she shouldn't get Myrrh's dragonstone, at least not until later in the game.
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Been busy with RGUN's Prologue. And yeah send it back once you've added the points.
Should have something by Sunday.
Will answer your question after I'm done with the last bits of that Prologue.
fIRST pROLOGUE IS READY.
Sorry, caps locked.
Just to let you know Everand, being a Lord is not an easy start. Particularly a Bandit Lord. I wish you luck.
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Good, I hope I don't have to deal with any mages. Also, I just sent my short bio story.
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Calendar year 899: 2nd Month; Ramadan, The Darklands.
A Courtroom, what little light comes into this room from it's wide windows. It's red, Sunset..
Bang, band...
"I believe we have heard enough from the prosecution. Their can be no doubt that Sir Everand did assault his brother outside of Honorable Combat."
"Sir, what would you suggest his punishment, as a member of your House?"
"While, I understand his frustration, I do not believe he will simply stop. There is too much wildness in him."
"Still, I do not wish for the highest punishment for him. He is my brother."
"...Perhaps-"
"Do you have a suggestion. Or should we ask Her Lady."
"No.. I believe he may live best in Exile."
"Surely not!"
"No, I think he will do well there, and it's not as if I'll send him unarmed."
.."Your Honor, If I may suggest, Send him to-"
"The Darklands"
Fire Emblem
Ruins of Fracturia
Everand's Story
Prologue: A New Spring
"Damn dream again", Everand mumbles as he wakes.
Getting out of his makeshift bed, Everand changes into some clean clothes and grabs his axe. Firmly attached to his belt, and shoes on tight he takes his old clothes down to be washed with the rest.
Time for Breakfast.
Welcome to the ever helpful Hint Box.
This Morning, we will be talking about free time.
What is Free Time
Free Time is what it sounds like. Most times, you'll have a bit of free time before a mission.
These are divided into Bars usually. Right now you have 1 FreeTime action before today's Mission.
Everand
You can spend your free time doing a few things. Here is what you can do right now.
Support: You can spend your FreeTime action speaking with a named character in your Group. Right now you can speak with either Mark or Jane.
Speaking with them can have positive effects in your next Mission. In addition, their may be special times where you can gain a Buff to your Bond with them.
Keep an eye on the conditions for this.
Explore: Ramadan is mostly known to you. But you can gain a Buff in your next mission through this option. Later on this can open up new stock in your Village.
Prepare: This option will let you restock from your Village's stores. Exclusively to Town Leaders, you can get an Iron Axe and/or a Vulrenary for your next mission. Normally it can be used to resharpen your Weapons, or get something out of your Merchant's Supply.
All FreeTime actions are rolled for on initiation
Recruitment and it's follow up action Training, are unlocked after the Prologue.
Your Allies may appreciate the boost you can give through Support. For the Prologue, it may be best to use this option.
Recap-
Item Get: Slim Axe(Story upgraded to Noble Axe)
WLv WHp Power Hit Crt Rng Wt Worth
Prs* 40 6 95% 15% 1-2* 6 ----
Equipped Item Miracle Ring: Once, when you would die, take no damage that round.{Individual roll for use.}
3 Doses of Elixir: Heals up to 30 HP
Edited to account for the upgraded game Mechanics.
You've made it though your first winter, but if you are to thrive, you'll need more supplies.
You've learned of a caravan being guarded by 5 Cat Laguz, and they're just out of training. This is too good an opportunity to pass up.
Story Mission: Highway Robbery-
Win Conditions- Survive, Loot the Caravan, Mark and Jane Survive.
Optional- All your units survive, Rout the enemy.
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Support with Jane: Since we're going to fight together in close range, we should discuss combat tactics to prepare for our next raid.
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Support with Jane: Since we're going to fight together in close range, we should discuss combat tactics to prepare for our next raid.
Rolled a 3, then a 73
The Hint Box is back-
How it works,
When you perform a FreeTime action, we roll a die. The number that comes up determines the success of such an action. In the case of this 3, you find her and initiate conversation. Had you rolled a 2, the next roll would determine if you could perform the action. 73 is more than enough in that case. In this case, that 73 tells me to treat this more as if you rolled a 4. Action difficulty, complexity, and Unit abilities can have an effect on how successful you are, and what bonuses you may gain.(If any)
Since you're her leader, and you'll talking about your next mission, this was a rather simple action. And your history means you have some skill with strategy. Therefore, you will receive a Tactic in the next battle.
After a hearty breakfast, you speak with Jane-
Black Hair
Brown eyes
5'8
Typical clothes
Iron Sword
Sorry if this isn't quite descriptive. Too much, and it becomes a bit like molasses.
"Jane."
"Commander.. "
Just like Jane really,(Everand thinks),
"I wanted to speak with you about our plan for the next job. What are your thoughts on it?"
"Well, I suppose it's a good plan.."
"After you draw their attention from the Hills, we're to attack from the forest. "
"Then Mark's forces are to charge across the river, and attack them from behind."
.."We go in, take them out, grab the supplies, and retreat."
...(Not a bad summary of it, still..)
"I asked you what you thought of it, Jane. Not what we are going to do."
No rolls here today.
As the main character, you have a choice. What question do you ask? How do you want the conversation to go?
This is mostly the result of rolling a 3 by the way-
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Continue talking. I don't need someone to tell me that the plan is good, I asked her oppinion because I wanted to know what is wrong with it and what could go wrong.
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Continue talking. I don't need someone to tell me that the plan is good, I asked her oppinion because I wanted to know what is wrong with it and what could go wrong.
Rolled a 4:
..."I don't think that the info we got was correct."
"It's not that I think our scout was wrong. But rather I wonder why this caravan only has 5 Leguz."
"The supply drop was last month, so why is this convoy coming now. Maybe if it was coming in two more months, I could believe it, but.."
"But-"
"Why send it out this way, off the usual path for them. It could be heading for any number of villages, but usually, they come direct from their capital."
She makes a good point..
"You think it might be something more?"
"Yes Sir.. I believe that we should at least be wary of a Tiger-Laguz. I know the rest of our men may think this easy, but.."
.."Jane, should we end up facing such, I'll expect you right up there with me. You've come a long way since we first met."
"Ah, Thank you Commander..."
"No thanks are needed, it's true."
.."Now Let's make sure this job goes without a hitch."
"Right!"
Tactic: Dual Attack GET
S-Exp: 1/5; 3/10
Tactics- these nifty tricks can be the difference from a swift death, to a clean victory.
You just got the Duel Attack Tactic. This skill will allow you to work with a Unit, in this case Jane, to perform a special action.
Dual Attack can be activated when you and the supporting unit attack a single target.
This skill can only be activated when you and the unit are in a L formation around the enemy. That is- diagonally across, and adjacent to your target.
This skill will work differently depending on the Primary attacker, the supporter's AS, and the Primary attacker's AS.
If both units' AS is 5 or more higher than the defender's, you will deal five consecutive attacks, or until you miss, with the final attack being half each units attack, hit rate, and critical, added together.
This is the power of the Dual Attack Skill, when used by Everand & Jane.
In more normal circumstances, you usually won't have this much of an advantage. In this case, the Primary Attacker will strike, then the supporter will strike, and the Primary Attacker will strike once more. Note that if you dodge the defender's counterattack, the supporter will attack, rather than the Primary attacker. This last attack will always hit.
Note that this tactic can currently only be used once per battle. Other Tactics can be unlocked. Mark for example has his own.
Support Experience-
Some actions taken during Support can add to an experience gauge. A die is sometimes rolled to determine how much you get, on top of the regular amount.
You just started to fill two of Jane's, and each one filled will grant something special.
Free Time is Over
Mission Time is On
You Rolled a 1, then a 37.
No Speech was given.
The Warning has been passed along.
5 was Rolled, all units gain +2 move, +20 dodge, and Forest Movement when the boss appears. Archers gain +2 Speed. Buff ends on the next turn.
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Get everyone into position and prepare the ambush. Make sure everyone knows what to do in case the Tiger Laguz shows up.
((Can I get a description or map of the area?))
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Tomorrow my family will be visiting.
And they already do, that's what the 5 was rolled for.
The map will come with everything else. Lenglon's character will be starting their Prologue off with a battle too.
Also, I'm pretty sure run away is what most of your units will have to do, at least if you don't kill the rest in a single turn.
Oh, and one more thing.. Bosses actually can move if they need to.
And since this isn't a siege map.. From their side it's a defense/counter mission.
Of course, I still need to make Lenglon's foes. Their map is done though.
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Oh, alright. I think it would be better to wait and see the map before doing anything then. Would run away count as a failure for the prologue?
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O.o, running two maps at once? You sir are ambitious. I am happy about this so long as we don't risk GM burnout. I want this game to go well and go long if at all possible.
Oh, and you seem to be having trouble deciding on my pronoun? tis she.
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Yes, yes it would. But I meant more as in getting away from the boss, quickly.
If Mark procs a speed growth he'll be fine even without the buff against the boss. Everand and Jane need to proc 1 to stop getting doubled by cats..
Be glad you got that 5. Be sad you got that 1.
===
Once the map is made and the enemies set, 2 isn't 2 difficult. That and my One-Note helps me out.
And I want it to reach the end I have planned.
So keep your party alive, yeah?
I'll probably focus on 1 or two maps if we get more. They're bound to get a bit bigger later on.
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Alright. With my strenght, can I kill the cats before they get the chance to counter? About how much damage should I expect from getting doubled?
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1 word for you, or 3 I guess. Work together, use those poison arrows, and do not just wade into the fray. You're not Hector yet.
These foes are based on their original forms,
The Laguz have a crit of 8%. Mark won't have to deal with that at least. As for damage, they one round you if both attacks hit.
Be very glad you have the hills. And poison will reduce their threat. Just don't try and use it turn 1.
You also have a critical with that axe of 18.5. Doesn't help you have no luck, but it should be doable. Even if bandits are an adventures first snack usually.
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I'm 100% sure crit depends on skil.
They can 2-shot me and also double me every time? Don't you think that might be too much, as I am guaranteed to get counterattacked twice every time I try to attack? Is there any unit in my team they can't double?
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I'm 100% crit depends on skil.
They can 2-shot me and also double me every time? Don't you think that might be too much, as I am guaranteed to get counterattacked twice every time I try to attack? Is there any unit in my team they can't double?
Laguz are all about being unusually strong while in their shifted forms, but helpless while unshifted. If you can catch them in their base forms they wont be able to do much of anything at all.
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Is there a reason for them to get anywhere close to me unshifted? I'm just hoping there are some hills nearby to lure the enemies to if the forest fails me.
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Is there a reason for them to get anywhere close to me unshifted? I'm just hoping there are some hills nearby to lure the enemies to if the forest fails me.
Laguz have a limited uptime on their shifted forms. They will probably start the fight unshifted, will shift once they realize they are in combat, and eventually they will be forced back into their base form after they've been shifted long enough. All you have to do is drag the fight out over time and they will be forced into their nearly-helpless base-form state.
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Jane's mercs aren't doubled. Also, that 2-shot only occurs on the plains. On hills, you get plus 3 defense and +20 evade. that makes their hit 51%, and they'll deal 6 at a time instead. Your unnamed brigand is only a little worse of at 53%. You are also hidden at the start of the battle. So your archers and mercs aren't going to be noticed until 1 in their group attacks. You also have that miracle ring on you, so that will prevent you outright dying.
Fun fact, in FE10, the Cat Laguz males have a AS of 14 at level 1, and 22 for the females.
This is with that game's tendency to double the stats. It just seems big at the start because their stones grant +3 speed. They would have 16 speed if I was using that formula.
Also, the Darklands primary race are the various Laguz. So long as you cheat like hell, you can kill them.(Cheating in this situation meaning to hit them in the hills to start and then finish them)
Also, thank you Lenglon.
Also, !hey Listen!!
"After you draw their attention from the Hills, we're to attack from the forest. "
"Then Mark's forces are to charge across the river, and attack them from behind."
.."We go in, take them out, grab the supplies, and retreat."
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Oh, well if Laguz are the primary forces of the area then a fire-mage would be heavily desired for any raiding party. Does Everand get any?
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Mages require paper and ink for their tomes. No paper/ink, no new mages.
Ignis
A kingdom most foreigners deem to be this side of Hel, it has the largest continent, and is located near the Southeastern Line.
Ignis primarily exports Steel, Iron and Stone. It mostly imports Vegetables and Paper.
This should tell you something about Ignis.
He'll be able to get some eventually, but it will be a while.
And Al-Mast's export is crystal.
Jane also said something about a supply drop remember.
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?
I wasn't tracking Everand having Ignis origins. I mean his visible bio says darklands.
hunuh.
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Dammit, I have 6 speed and those mercs have 7, so that means I just needed to move 1 point from skill/strenght to speed to not get doubled.
I didn't get any magic, just some melee fighters and archers. Also yeah, Everand was exiled from Ignis.
Edit: It was a pick between Ignis and Letherian.
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Not quite that, he's only been in the Darklands under a Year. The fact he's set up a village is impressive enough.
But yeah, he picked that over the other choice. Once he beats this map, I'll put everything into the first page.
History does make everything come together in the Framework of Fracturia. Your own Prologue, well- I want to keep one secret~
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- I want to keep one secret~
That's okay with me. Lenglon likes surprises.
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Update, Good news and so-so news.
Maps for the Prologues-Check.
Enemies-Check
So-so news, I might be able to start tomorrow in 24 hours. Or it could be Wednesday. One or the other.
But everything is done.
Also, does anyone know of a good image creator? Going to have to use pen marks and chess row/columns for enemy placement right now.
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Update, Good news and so-so news.
Maps for the Prologues-Check.
Enemies-Check
So-so news, I might be able to start tomorrow in 24 hours. Or it could be Wednesday. One or the other.
But everything is done.
Also, does anyone know of a good image creator? Going to have to use pen marks and chess row/columns for enemy placement right now.
Those are good news too. I don't know about image creators for maps and the like, but maybe you could check the Fire Emblem on Forums hub on Forum Games and Roleplaying and ask there.
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The Maps have images, its character/class icons I could use. I'll check-
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Scroll down just a little to see the Fire Emblem entries (https://www.spriters-resource.com/search/?q=fire+emblem&c=-1&o%5B%5D=g&o%5B%5D=tg)
This one in particular might help you out for Everand (https://www.spriters-resource.com/game_boy_advance/fireemblemtheblazingblade/sheet/47384/)
And this one for Terissa (https://www.spriters-resource.com/game_boy_advance/fireemblemthesacredstones/sheet/53755/)
not sure what you would use for cat laguz but this page might have some ideas for you? (https://www.spriters-resource.com/3ds/fireemblemfates/)
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Calendar year 898: 12th Month; Elirit Plains, Ignis
The drum-steps of the Ignis Military beat upon the earth. Light fades from the Sky, as darkness descends,
A young girl rides up to a woman atop a horse; decked in white-
"Miss Adria, we have a report on the demon. She appears to be heading toward Mt. Helios."
"Is that so.."
Based on the Landscape there; and the barrier..
"I'll see to the dispatch of the Wyvern Corps. Send them around and through the Magma Fields."
"And good work. You'll make a fine Maiden yet."
"Thank you ma'am."
"Audrey!"
A Pegasus flies down alongside Adria-
"Yes Miss Adria?"
"Head to the Communication Corps. See to it that the Wyvern Corps head toward Mt. Helios from the Magma Fields. We'll cut off Her escape there."
"At once!"
flies away*
We'll end this chase here
Fire Emblem
Ruins of Fracturia
Terissa's Story
Prologue: Darkened Descent
Mt. Helios- Southwestern approach(https://i.imgur.com/HywrNQ7.png)
Enter at O-18 > N-15
"Haa, ha.. They're so persistent.. Why.."
"Why do they call me a demon?"
Enemy enters at D-18>D-17, E-18 G-18, H-18, & I-18.
"There she is Men!"
"Charge!"
"Why-"
Prologue: Battle Start-Battles take place in a single post, with the old Screens being hidden as it goes on in Spoilers. Sadly, this means that I, the Hint Box, will be revealed as well.
A map is divided into Tiles, Grids, and Quadrants. There is only a single Quadrant in this post, and they are made up of no more than 26 letters and a number of numbers.
This info won't be truly necessary for a while, outside of plains.
Movement- Each unit has a number of movement. You move by specifying your current location and then, (L# > M#) using the arrow symbol.
Battles between Units- After you move, you can attack someone within range in the same action. You could also use an Item if needed.
This is done by using this (; Name attacks N# with {Weapon Name}) to determine your target.
There are some cases where this will happen automatically if you pass them, but we'll cover that when it comes up.
Enemy Strategy: If you think the enemy will just charge into you, here's a bit of news.
The behavior of enemy units is determined by their Group, Objective, Morale, Training, Tactics, & Instinct.
Pay attention to what it is, and what it wants, and you can predict their movements.
These enemies are using Charge as their Primary Tactic.
Special Skills/Unique Actions: Being the possessor of the Skill, Magical Being, you have access to two Unique Actions.
Magical Being: Influx: You can activate this skill to add your Magic Stat to your Strength, or vice versa.
This does not preclude attacking, simply declare it before you enter your Attack or Item action. It does prevent you from moving the rest of the turn however.
Magical Being: Sense Mana: This skill can be used both in and out of battle. It does have a cooldown of three turns, but you use it before you move that turn.
There may be some enemies that you can't see the strength of for some reason. Use this to get a gauge of their worth.
Note that this action falls under Rolls. The same rules on difficulty apply here.
Dragonbreath: Dragonstones use your STR or MAG score to help calculate RES damage. What a stone uses, and it's effects, depend on the Dragonstone itself.
Your current Dragonstone will deal 3 more damage when on a Lavastone Tile. It will deal 1 more when next to it.
In addition, being a Fire Dragon means you won't take any damage on a Lavastone, & you'll gain +10 Evade on it.
Levitation Move Type: Levitation is used by those close to the flows of magic, usually. You however, are a Manakete.
While you have not yet come into your wings, you can travel across water, and in this case, Lava.
There are a number of other actions your ability affords you, but these will be brought up as they come along.
This maps tiles of note are the Crevice, the Ascending Cliffs, and a Barrier. You can cross the first, and climb the second for 2 Movement, as well as land on cliff edges.
The Last however is uncross-able, but this means it serves a suitable choke point. The Barrier Square runs from L-7 to P1.
You can enter by crossing from J-2 through K-2, to L-2. you cannot Levitate while within however, and this one grounds Fliers. This knocks your Movement down by 1 within.
It should be noted, the Wall that runs South to North cannot be crossed by you from lower ground. In addition, Reinforcements will enter on this map.
It should also be noted, these units have Canto, which allows them to use their remaining move to retreat after a battle, so long as the have +2 Move left.
These units cannot cross directly backward though.
I believe this is it, be free to ask any questions if you need answers, and I will acquiesce.
Objectives: Survive for 11 turns, Reach the Barrier.
Secondary Objective: Gain 200+Exp, Reach the Center of the Barrier.
Ignis Military Units
Level-1 Paladin/Spear(H-18, I-18)
HP:23
STR: 10
MAG: 1
SKL: 4
SPD: 7
LCK: 0
DEF: 8
RES: 3
MOVE: 8
CON/AID 11/10
Wp.Rank: B{+3% to hit/crit}
HIT-RATE: 81%
EVASION: 12%
CRITICAL: 5%
Total Attack: 22 Atk, 6 AS
Advanced Steel Lance: 12Mt. 70% accuracy 12Wt. Rng.1
"Ignis Military; Advanced Steel Lance: Special Issue"
Level-1 Great Knight/Axe(G-18)
HP:21
STR: 10
MAG: 2
SKL: 4
SPD: 6
LCK: 0
DEF: 11
RES: 3
MOVE:6
CON/AID 13/12
Wp.Rank: B{+3% to hit/crit}
HIT-RATE: 76%
EVASION: 10%
CRITICAL: 5%
Total Attack: 26 Atk, 5 AS
Steel-R Axe: 16Mt 60% Accuracy 14Wt. Rng.1
"Ignis Military; Steel-R Axe: Special Issue"
Level-1 Bow Knight/Bow Res Specialty(D-17)
HP: 24
STR: 10
MAG: 1
SKL: 8
SPD: 10
LCK: 0
DEF: 3
RES: 8
MOVE:7
CON/AID 10/9
Wp.Rank: B{+3% to hit/crit}
HIT-RATE: 89%
EVASION: 20%
CRITICAL: 7%
Total Attack: 24 Atk, 10 AS
Reinforced Steel Bow: 14Mt. 70% 10Wt. Rng.2-3
"Ignis Military; Reinforced Steel Bow: Special Issue"
Level-1 Paladin/Sword(E-18)
HP: 19
STR: 10
MAG: 1
SKL: 4
SPD: 9
LCK: 0
DEF: 7
RES: 3
MOVE:8
CON/AID 11/10
Wp.Rank: B{+3% to hit/crit}
HIT-RATE: 76%
EVASION: 12%
CRITICAL: 5%
Total Attack: 22 Atk, 6 AS
Steel Blade: Mt. 12 65% accuracy 14 Wt. Rng.1
"Ignis Military; Steel Blade: Special Issue"
Battle Posts
Start at N-15, move North to N-9
"huaaah, huaaah, huaah, They can't.... even.... hurt.... me... so... why... do... do... they... keep... chasing... me??... haaaah..."
Group 1
Sword Paladin Moved- (E-18>L-17)
Lance Paladins Moved-(H-18>K-13)(I-18>M-14)
Bow Knight Moved- (D-17>K-16)
Great Knight Axe Moved- (G-18>I-14)
Two Bow Knights Entered at B -18 & C-18
One Sword Paladin Appeared at E-18
One Great Knight Axe Entered at F-18
Designated as Group 2
Turn 2 Start~
Moving this to Page Later- May be this will do.
Welp, Mistyping. Edited 1 space
go to H9
"Okay... I think... this is... the best... spot... I c-... can fi-... f-find... N-now to... to try... to try and... get them... to stop..."
Group 1
Sword Paladin Moved- (L-17>N-11)
Lance Paladins Moved-(K-13>M-9)(M-14>L-9)
Bow Knight !Chance!(K16>)- Bow knight moves to and through I-12 into H-12's Lavastone tile(4 rolled). Bow Knight takes 3 Damage(21/24). Bow Knight Attacks Terissa.
89-13=76 Hit
7-3=4 Crit
Roll!
1d100, 68; crit roll was 68, BK deals 2 damage|13/15
Terissa is out of range to counterattack
1d100, 39; crit roll was 28, BK deals 2 damage|11/15
Terissa gains 21 Exp.
Great Knight Axe Moved- (I-14>G-13) Lavastone Tile prevents additional movement(3 rolled). Great Knight Axe takes 4 Damage(17/21).
Group 2
2 Bow Knights Moved- (B-18>H-16)(C-18>I-16)
Sword Paladin Moved- (E-18>(I-14)
Great Knight Axe Moved- (F-18>H-14)
Two Lance Paladins Entered at F-18 & G-18
Turn 3 Start~
9:32 for me- time for bed. see you in the morning.
"OW! geez. okay, that isn't gonna work. Lets back away from that chasm a bit farther..."
IF H6 is safe to land on, go to it and use a vuln there. if it isn't, then go to G6 to use my vuln.
Terissa moved toward H6, 2 Move was used to climb the cliff for a total of 4 move. Vulrenary used 3-2 is 11/15>15/15Hp. 2 vulrenary left.
The enemies are confused what to do. Roll-5/6 was rolled. The enemies have decided.
Enemy groups have changed.
Great Knight Axe units{Group 1: Secure entry site.)
South Paladins{Group 2: retreat to Door for unlocking when the ?-?-? arrives}
Bow-Knights, North Paladins, {Group 3: Head north to the front line}
Group 1
17/21-HP |Great Knight Axe Moved- (G-13>G-17)
Roll 5: Great Knight Axe Moved to take control of the horses next turn.- (H-14>M-13)
Group 2
Sword Paladin Moved- (I-14>D-16)
2 Lance Paladins Moved- (F-18>B-16)(G-18>C-16)
Group 3
Lance Paladins Moved- (L-9>F-7)(M-9>G-7) Lance Paladins have dismounted and are prepared to climb!(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
LP's horses are unburdened(+2 Move while unburdened) Sent back-
Sword Paladin Moved- (N-11>H-9)
Sword Paladin has taken control of LPs' horses.(Ignis Military Training) They'll be sent along the ridge next turn from his position.
21/24Hp | Bow Knight Moved- (H-12>N-10)
2 Bow Knights Moved- (H-16>M-13)(I-16>M-12)
2 Lance Paladins enter at B-18/C-18, > moved to B-17,C-17
2 Sword Paladins enter at B-18/C-18
1 Great Knight Arrives at C-18, > moved to E-17
From a distance, you can see he appears to be the Commander.
Turn 4 Start~
Enemy Skills- Some enemies have special skills which may not be immediately apparent,
Ignis Military for example, have trained their horses to follow other unit's commands. In addition, the know how to avoid most of the pitfalls of the Lavastone tiles, and can move through them, if slowly.
Their Bow Knights also have an advantage when traveling across Plains and moving across more Mountainous terrain.
An Ignis Horseman Unit can call horses to their side if the horses' turn is ended. This action has a 5x5 tile centered on them. Horses called this way can move together.
They can also Dismount and Remount their old horses, and Ignis Units have the ability to move after Remount at a Move of 6 for that turn, as long as the horse joins on the riders tile.
Attacking a unit in control of the horses usually doesn't hurt them, but you can attack horses when they are on their own.
It should be remembered that Ignis Horsemen are very well trained in movement tactics.
Note, one interruption after another, I'm pretty sure this is individually right, but no time to triple check-
I'll let you make the next move.
"Why won't you leave me alone?!?"
G4, sense magic.
Actually, forget it. Just rest here and sense magic.
"You... You aren't seriously going to fight me on the edge of a cliff right? That... That's crazy! You'll fall! WHY DO YOU WANT TO DIE SO BADLY?"
Sense magic is used before movement, but sure-
Roll- You rolled a 2, then a 91.
Extra roll was a 2- no additional data.
Success~
Level-5 Great Knight/Boss-type
Emear
HP: 33
STR: 15
MAG: 4
SKL: 8
SPD: 10
LCK: 2
DEF: 14
RES: 5
MOVE:6
CON/AID 14/13
Axe Wp.Rank: A{+5% to hit/crit}
Lance Wp.Rank: B{+3 to hit/crit}
Silver Axe: 15Mt 70%Hit 14Wt. Rng.1 WHP.25
"Ignis Military; Silver Axe: Commander Issue"
HIT-RATE: 92%
EVASION: 22%
CRITICAL: 9%
Meteor Iron Spear
Meteor Iron: Lance-type
Crafted with Specially Forged Iron in Ignis, This weapon is proof of High Command's Trust.
16Mt. 80%Hit Crit.10% 20Wt. Rng. 1-2 WHP.20
HIT-RATE: 99%
EVASION: 10%
CRITICAL: 17%
Enemy Turn, Start;
Group 1
Great Knight Axe took control of the horses at O-12. They'll move from (M-13) next turn.
17/21-HP |Great Knight Axe Moved- (G-17>E-16) He'll take control of the 2 horses next turn.
Group 2
Sword Paladin holds its position at- (D-16)
2 Lance Paladins hold their position at- (B-16)(C-16)
Group 2 is rolled into Emear's Group
Group 3
A Lance Paladin Climbed from G-7 to G-6 for three move.
Lance Paladin is in Range of Terissa- Attacks-
Don't think your words can sway me Demon- For the Ignis Knights!!
-10 hit & -20 dodge to LP2
HIT-RATE: 81%-10=71-13=58
EVASION: 12% |6%-20=0
CRITICAL: 5%-3=2
Roll-
3, Hit for... 0 Damage!
Terissa is in range.
Perfect Hit Rate
crit roll was 64.
Dealt 22 damage|1/23
Being next to a Lavastone tile boosts your damage by 1.
Damn you... Demon..
Unique event roll- 3/6 and 49.
LP2 slips down the cliff, falling into the lava.
Exp Gained= 71 Exp.
Total Exp=92/100
Lance Paladin 1 Climbed from F-7 to F-6 for three move. Did not attack after seeing his ally land a hit that did absolutely nothing in his eyes.(Frozen in Fear)
(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
LP's horses travel from H-9 to O-12
Sword Paladin sent the horses along the ridge. He moves from H-9 > to I-9.
Prepared to direct BK's Horse.
21/24Hp | Bow Knight Moved- (N-10>G-9 )
Bow Knight has dismounted and is prepared to climb.
BK's Horse has moved to SP at I-9
2 Bow Knights Moved- (M-12>K-9)(M-13>L-9)
Emear Remains at E-17
2 Lance Paladins hold position at B-17,C-17
2 Sword Paladins hold position at B-18/C-18
Adria and a Troubadour arrives at D18, Adria rides up to speak with Emear-
4 additional units did not enter at B and C.
"Commander Emear, How goes the battle?"
"Ah! Lady Adria, Thank Aine you're here."
We seem to have a problem pinning her down, but do not despair. My Men are working to capture her right this second.
"And I suppose the reason these men are here.."
"You need the door opened."
"Uh, Yes, exactly right you Eminence. Would you-
"You do know what this will do right? What is sealed here.."
gulp*
"Well, I don't know what exactly..."
"Hmm, see that you don't. May I take command here?"
"Um... Yes, Certainly!"
"Men, You ride against the Demon with Her Divine Light, Adria the Revealer!"
"See to it that you make Ignis Proud! "
Huaah!!
Well, they're spirited.
"Commander Emear, you take the rest and secure the south. We and the Wyvern Corps will serve as the Staff."
"Yes Your Eminence!"
Adria rides toward the Troubadour-
Emear thought: Damn that Wyvern corps, this was supposed to be our victory.
"Liselle, Unlock the gates, then see to their health. "
"Yes Ma'am."
Lissele uses Dark Seal: Release!
The Gate opened.
As for my part-
Adria used Angel's Breath!
Target was Bow Knight at G9.
Area: 6 spaces away from center.
Everyone in group 3 was in range, HP has been healed, All affected units gain +2 Move on their next movement.
4/5 uses left.
"Now Charge!"
Do to failing to suffiecently damage the enemy army, Adria is confident enough to Lead from the Front.
First Secondary Objective has been downgraded by 100 Exp. No reward for completing the new target objective.
Second Secondary Objective is still complete-able.
Barrier no longer prevents flight inside it, but you still cannot pass through it outside the stairs.
No reward for guessing what happened here. Adria believes she can accomplish her Optional Objective.
Her Magic was also just enough to hit with her staff. Angel's Breath can only be used on a Damaged unit, but it's effects are unquestioned here.
As a side note, getting close to her when she has that much base magic is a death sentence. Best get moving now.
Turn 5 Start~
"Sir, please. I'm no demon, and I don't want to be your enemy, just let me go. I have no intentions of attacking you if you just leave me be."
was LP1 hit by the splash from my counterattack on LP2? It doesn't change my actions, but I want to know.
go to H4
"Okay, hopefully the height of the cliff will keep the arrows away..."
Sense magic, specifically get some kind of idea what this new caster that showed up whos stats arent displayed can do.
Group 1
Great Knight Axe sent the horses on the horses onward. He remains in his position at M-13.
The horses moved to G-17.
17/21-HP |Great Knight Axe took control of the horses. The'll move from E-16 next turn. GK-Axe remains at E-16.
Adria is at D-17. Main Group Designation Staff-
Adria moves to- (D-17> C-10)
Adria used Angel's Breath on GK at E-16
GK was healed to full.
All units within 6 spaces gain +2 move through their next movement.(Other than user)
3/5 uses left.
2 Lance Paladins Moved to- (B-16>B-6), (C-16>C-6)
Sword Paladin Moved to - (D-16>C-9)
2 Lance Paladins Moved to (B-17>B-7), (C-17>C-7)
2 Sword Paladins Moved to (B-18>B-8), (C-18>C-8)
Group 3
Lance Paladin 1 (Frozen in Fear)-Roll: 6
LP broke out of his fear, but he's still too stunned to move this turn. He also loses his +2 move.
(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
Sword Paladin sent the horse along the ridge. He moves from I-9 to > E-8.
24/24Hp | Bow Knight Climbs- 8Move on horse become 7 Mov-3. +2 from last turn's heal.G-9 to G6. BK barely makes it.
(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
BK's Horse has moved to from I-9 to O-13.
2 Bow Knights Moved-
(L-9>F-7) BK dismounts and prepares to climb!
(K-9>G-7)BK Shoots covering fire at Terissa!
HIT-RATE: 89%-13-10-10=56%
EVASION: 20%
CRITICAL: 7%-3=4%
Total Attack: 24 Atk, 10 AS
Roll-60, miss
Terissa is too far to counterattack
Roll-55,Hit
Crit roll was 78.
Dealt 2 Damage(13/15)
Terissa gains 21 Exp.
Exp=92+21=113/100
Your First Level up. Congrats, and hopes for many more. Let's get started.
Terissa Level 1>2
Level Roll: 4
+5% to your Lowest stat(Luck) & Hp Growth this Level-up.
HP:15>16
Roll:81, missed double growth
STR: 2>3
Roll:26
MAG: 1
Roll:75, miss
SKL: 2
Roll:51, Miss
SPD: 5
Roll:90, miss
LCK: 3
Roll:68, miss
DEF: 2>3
Roll:9
RES: 5>6
Roll:25
HIT-RATE:5.5% +(100+24) from DS=129.5%{No change}
EVASION: 13%{No Change}
CRITICAL: 1%+(6%+15%) from DS=22%{No change}
HP: 13/15> 13/16
DS Def/Res: 23/26
Emear Stayed at E-17. He's directing the Reinforcements.
Lissele Moves to (D-18>-I-18) No one needs healing.
Note, South area has been lost. A steady stream of units will move through the corridor, but I won't bother posting everything else.
2 Bow Knight and 2 Great Knights have appeared at B/C-18-17 Bow knights up front.
Turn 6- Start.
wait, C-10. oh geez, she's taking the path around, no wonder. YAY READING COMPREHENSION!
I believe LP1 already was at F6 before turn began, do you mean he climbed from F-6 to F-5?
w/e
Back up to I-3
"It'd be nice if you people would STOP TRYING TO KILL ME! What did I ever do to deserve this?!?!"
Verifying how my dragonstone's uses are being expended - am I at 47/50 or at 49/50? Is it per combat or per attack?
no longer posting via phone, it's a lot easier to cross-check and refer to (and correct) my notes now.
B-6"s Lance Paladin moved to G-3, C-6's Lance Paladin moved to H-3. LP charges Terissa-
HIT-RATE: 81%-13%=68
EVASION: 12%
CRITICAL: 5%-3=2
Knights of Ignis triggers-Lance2
For each Adjacent Ignis Horseman to mounted unit, +1 Damage.
Roll-
37, hit
Crit roll was 26.
Dealt... 0 Damage!
Terissa Counterattacks.
Perfect Hit
Crit roll was 70
Lavastone Tile boosts Damage by 1
Terissa dealt 13 Damage.
Dragonbreath Triggered: 15 Base |Half is 7.5 rounded down, Dealt 4 Damage to the LP behind.
Gained 41 Exp.
Gained 10 Exp.
64/100
2 Lance Paladins Moved to (B-7> G-4), (C-7>F-2)
2 Sword Paladins Moved to (B-8>E-3), (C-8>F-3)
Sword Paladin Moved to - (C-9>F-4)
Adria moves to D-3,
Adria used Angel's Breath on LP at G-3
LP at G-3, Fully healed.
LP at H-3, Fully healed.
All units within 6 spaces gain +2 move through their next movement.(Other than user)
1 use left.
F-6's Lance Paladin is ready to climb.+2 move this turn.
(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
7-3 to climb up to F-5, He then moves to D-4.
F-7's BK is ready to climb!+2 Move is 6.
BK climbs to F-6, then further to F-5.
G-6's BK is ready to climb.+2 move.
He climbs to F5. for three move, then heads to G-2.
BK is in range of Terissa! BK attacks-
HIT-RATE: 89%-13=76%
EVASION: 20%
CRITICAL: 7%-3=4%
Total Attack: 24 Atk, 10 AS
Roll-
Rolled a 40
Crit roll was 64
Dealt 1 Damage.(12/16)
Terissa is too far to counterattack.
Rolled a 58
Crit roll was 86.
Dealt 1 Damage(11/16)
+21 Exp. =85/100
{Fun Maybe-Meta GM Note- This is the BK that stepped onto a LavaStone tile to get the first hit on you. Funny he caught up~}
Sword Paladin remains at E-8.
G-7's Bow Knight Dismounts and prepares to climb.
2 BK's move down the corridor to B/C -9
2 GK axes move down the corridor to B/C -12.
Emear Stayed at E-17. He's STILL directing the Reinforcements.
Lissele Moves to (I-18>J-13)
M-13's Great Knight Axe takes M-9
E-16's 21/21-HP |Great Knight Axe Sent the Horses onward to C8, then moved to C-13.
A horse moved from O-13>J-16.
4 Paladins Entered at B-18/C-18.
Lances Front at 17, Swords at 18
Turn 7 Begins-
"This is insane! Could we PLEASE stop fighting?!?! WHY ARE YOU TRYING TO MURDER ME?!?!"
Sense Magic, focus on the barrier then on Adria, go to N2 unless I learn something important about the barrier, at which point I'll need to re-evaluate my action.
((Meta-note, Lenglon's goal is to maximize xp and achieve all secondary objectives. Terissa's goal is to minimize combat/casualties. having her targets get healed actually is amusingly effective at accomplishing both of these at the same time.))
If the interior of the barrier is not actually a pathing-blocked spiral, then my action needs to change. also, can arrows be shot over the barrier's interior walls (making the last part of the spiral the most dangerous) or will I be protected to some degree from the archers once I round an interior corner? - answer can wait until next turn if I don't need to change my action.
Magic Sense has cooled down- roll~
Barrier-1. and 60.
Yeah, that is not a good start.
3-and 49.
Last is-6, and 34.
Typing.
You try to use your Mana senses again.
Immediately you are bombarded by a huge amount of Mana. You can feel it coming from every direction, but most keenly, from the Tome the Woman in the back holds.
It feels like, it will swallow you, even from here. That nothing will remain.
Res check.
{Staff Hit + [(Magic - enemy's Resistance) x 5] + Skill} - (Distance between units x 2)
{[(28-25=3)x5=15]}+29=44}-10=34.
Rolled 40.
Terissa avoided Panic/??. Barely, that Dragonstone saved you.
Calculation did not include the tome itself. You got her Magic and Skill numbers now.
"LADY YOUR BOOK IS CREEPY AS HELL!"
NO! STRIKE THAT! DONT REVEAL THE THING THAT SCARES ME, SHE MIGHT USE IT!
"I don't know WHY you people keep calling me a demon but you're VERY wrong! Would you PLEASE just STOP TRYING TO KILL ME and maybe, oh, I don't know, TALK THIS OUT?!?"
FLEE TO N2 RIGHT THE HELL NOW.
Event~ Turn 7 Enemy Phase-Start!
Hmm, She's rather keen, if a bit of an idiot.
Adria used Sense Magic- Rolled a 1, then a 88.
"Figures the fields would be disrupted. No matter."
..
"Holy Maiden, Ma'am."
"Yes, young man. My, you look a bit ruffled."
"Yes, My partner died to her, I barely got out of it alive."
More Importantly, his weapon didn't cause a scratch."
"Is that so.."
Intellect roll- 1, then 65.
That should do nicely. They should be nearly in position by now.
Roll-5
"The All-Heart Shattered as Light faded from the Sky~"
"Darkness shall Descend upon this World.."
"But in the Bleakest night, there shines Hope,"
"In a Simple Soul~"
"Obscura!"
"Turn back the Clock once more!!"
Battle: True Hit-OVERCLOCKED 220%
A shining green light flies high into the Sky-
Lissele has moved to (J-13>N-11)
"Guess it's time.." Liselle muses as she sees Adria's Attack.
Battle: Rolled 6, then 82; OVERFLOW 7!
"Dark Seal!"
Dark lines begin racing up the Barrier.
Meanwhile, to the Northeast~
"That's a bit much... Ah well, Might as well do my part then."
A Pegasus flies higher into the Sky.
Battle: Rolled a 6, then a 55. OVERFLOW 6!
A brilliant field of shooting stars erupt from the Knight, no, Valkyrie..
"Light~Seal!!"
Dodge Roll: Terissa rolled a 4 and a 90.
Since this can count as 5, you have 1 turn remaining before the Prologue Ends.
This is not the End of your Story quite yet though~
GM-Note: This is a ridiculous series of numbers to see in a row.. TRIANGLES for days.
Turn 8 begins and ends with a Light-Show~
Also, you can spend 2 move to climb them at the moment. The door was linked to the anti-flight.
Be glad you actually have enough move. The paths taken, and those paths not chosen.
Had you gotten anything less than 4 on that, it would be over now.
Bedtime now.
-
Those enemies look strong. :o I hope she survives.
Does that means that my prologue combat map is after this one?
-
I'll put it up tomorrow yeah. whether or not this one is finished. And Yeah, she has history with Ignis's Military. Hence the special issue weapons.
Granted, they're Exp Pinatas, other than the Real Threat the Bowmen serve. they'll double her Level 1, and maybe two if speed doesn't proc. And bows usually have up to 3 Range this Game. These Bows are 2-3 range though.
Also, note the Weapon Rank Bonus.
And I wouldn't mind your thoughts on the Introduction either..
-
Am at work, wont be posting actions till at my computer with my graph paper. Which enemies start at which spots? Any terrain features that will slow but not stop them? And are bows super-effective vs me? ×3 mt value for them?
-
Spot location of each enemy is listed in the enemy list. Lavastone tiles stop them from moving any farther that turn, and deals 1 to 5 damage base on a roll.
And if bows were effective, you'd be dead sometime by turn 3. They're not, but you might want to read the Battle spoiler when you have time.
-
Was doing back-of-envelope math, am missing a parameter. What is my dragonstone's mt value? If it's 0 then i am for sure way more scared of the great knight than the bow knight.
-
Great Fire Dragonstone: Allows the user to transform into Great Flame Dragon. 100hit% 15crit%
effective against monsters; grants its user bonuses of +12 Strength, +12 Skill, +20 Defense and +20 Resistance.
You don't have a might value. Your strength vs. their res is your damage. The GK has a res of 3, so it's 11 damage. GK has 21 HP, and deals 4 damage a hit with your defense bonuses.
Bow Knight initially doubles and deals 2 per hit. He can also attack outside your range, and has a Res of 8 and an Hp of 24.
He's the only one out of them with 8 Res though. The rest are at 3, with varying Hp.
You also only have 50 uses of that stone. I would recommend you try not to drop below 30. And get that optional objective done. You count as 1/0/0, and they count as -/1/0, so they do give a good amount of Exp. Maybe kill 4 or 5, and you should have enough if you've battled enough.
and remember this stuff-
Equipped Item- Miracle Ring: Once, when you would die, take no damage that round.{Individual roll for use.}
3 Doses of Elixir: Heals up to 30 HP
3 Doses of Vulrenary-(She didn't get a stat distribution RGUN, her growths are high enough already)
Put simply, it's numbers and getting surrounded that will kill you. Or failing to get to the Barrier, pay attention to how many turns it will take, though you can cross/land on all those Lavestone tiles.
I am extremely interested on how this will turn out for you. And your Story intro shows a few Named characters..
Please pay attention to what Mana Sense tells you.
-
Wait, its my str vs their res, not def? OOOOOOoooohhhhhhhhhhhhhhhh...
Redoing numbers now, ty.
-
Hit: The Weapon's Hit Rate. This is your chance to hit your target, which is reduced by the enemy's
Evasion (so a 100% to hit does not mean that you'll hit your target 100% of the time!). The value is
calculated by the following formula:
(Weapon Hit + [SKL x 2] + [LUK / 2] + Weapon Triangle Bonus)
Eva: Your Evasion Rate. This is your chance to avoid your enemy attacks. This value is calculated by
the following formula:
(AS x 2 + LUK)
Crt: Your Critical Rate. This is your chance to land a critical hit against an enemy with your attack.
This value is calculated by the following formula:
(SKL / 2 + Weapon Critical Rate)
Proficiency Bonus: Already given above, but for B, its +3% hit and crit.(Yours is currently ---)
Dodge Critical = Luck
-
Map-check, row 5, is that a double-row? also, am now back from work and cen get to work making my plans.
edit:
hmm, what I'm looking at seems like the smart tactical decision won't necessarily be the in-character decision. Terissa has no reason to want to engage in extra combat, yet these enemies to a certain extent would be good for her to choose to engage.
oh, and verifying, my dragonstone is outside the weapon triangle, correct? usually they are but there have been a couple cases where dragonstones have a weapon triangle position.
-
---Missed that.. So everything goes 1 more down, making it a total of 18 rows. Editing, please ignore that slip..(And thanks for the notice.)
That Shiny-Pillar kinda looks like its a part of a row, but its in it's own.
Locations have been edited, but it will take a few minutes to replace the image.
Image edited, just needed the extra number.
CD: While it would certainly be good for her, Her main objective is to reach the Barrier. If you look, there are places she can hold them off. Just need to lure them correctly here. Though that won't always work, they're working under Charge at the moment. They won't just sit there, no matter where you are.
Your Dragonstone does have a System, but now of your enemies this chapter have one in it.
Please read the Battle Spoiler if you haven't already. I would like you to win, and it does say that your Dragonstone strikes at Res, not Def.
Those boxes do tend to explain mechanics.
-
I only noticed because I was copying your map on to graph paper and was off by one row. no worries. anyways, I'm inclined to run Terissa in a in-character fashion instead of being tactically efficient, but would like your input on if you'd prefer to to exploit farming opportunities.
-
While in character is perfectly fine, I would like you to get at least 200 for the optional. I put them there for a reason.
RGUN also has something waiting if he completes his optional objectives.
These guys really do give a lot of Exp being promoted units though. And That Great Knight will chase you if necessary.
Though if you get too Exp. greedy, you would end up overwhelmed fairly easily.
Also, keep in mind that Terissa has faced them before, so I would imagine she's a bit tired.
Do as you wish though..
-
Start at N-15, move North to N-9
"huaaah, huaaah, huaah, They can't.... even.... hurt.... me... so... why... do... do... they... keep... chasing... me??... haaaah..."
-
Group 1
Sword Paladin Moved- (E-18>L-17)
Lance Paladins Moved-(H-18>K-13)(I-18>M-14)
Bow Knight Moved- (D-17>K-16)
Great Knight Axe Moved- (G-18>I-14)
Two Bow Knights Entered at B -18 & C-18
One Sword Paladin Appeared at E-18
One Great Knight Axe Entered at F-18
Designated as Group 2
Turn 2 Start~
Moving this to Page Later- May be this will do.
Welp, Mistyping. Edited 1 space
-
Uh... you have two different units on L17 at the same time.
whatever.
-
go to H9
"Okay... I think... this is... the best... spot... I c-... can fi-... f-find... N-now to... to try... to try and... get them... to stop..."
-
Group 1
Sword Paladin Moved- (L-17>N-11)
Lance Paladins Moved-(K-13>M-9)(M-14>L-9)
Bow Knight !Chance!(K16>)- Bow knight moves to and through I-12 into H-12's Lavastone tile(4 rolled). Bow Knight takes 3 Damage(21/24). Bow Knight Attacks Terissa.
89-13=76 Hit
7-3=4 Crit
Roll!
1d100, 68; crit roll was 68, BK deals 2 damage|13/15
Terissa is out of range to counterattack
1d100, 39; crit roll was 28, BK deals 2 damage|11/15
Terissa gains 21 Exp.
Great Knight Axe Moved- (I-14>G-13) Lavastone Tile prevents additional movement(3 rolled). Great Knight Axe takes 4 Damage(17/21).
Group 2
2 Bow Knights Moved- (B-18>H-16)(C-18>I-16)
Sword Paladin Moved- (E-18>(I-14)
Great Knight Axe Moved- (F-18>H-14)
Two Lance Paladins Entered at F-18 & G-18
Turn 3 Start~
9:32 for me- time for bed. see you in the morning.
-
"OW! geez. okay, that isn't gonna work. Lets back away from that chasm a bit farther..."
IF H6 is safe to land on, go to it and use a vuln there. if it isn't, then go to G6 to use my vuln.
-
Terissa moved toward H6, 2 Move was used to climb the cliff for a total of 4 move. Vulrenary used 3-2 is 11/15>15/15Hp. 2 vulrenary left.
The enemies are confused what to do. Roll-5/6 was rolled. The enemies have decided.
Enemy groups have changed.
Great Knight Axe units{Group 1: Secure entry site.)
South Paladins{Group 2: retreat to Door for unlocking when the ?-?-? arrives}
Bow-Knights, North Paladins, {Group 3: Head north to the front line}
Group 1
17/21-HP |Great Knight Axe Moved- (G-13>G-17)
Roll 5: Great Knight Axe Moved to take control of the horses next turn.- (H-14>M-13)
Group 2
Sword Paladin Moved- (I-14>D-16)
2 Lance Paladins Moved- (F-18>B-16)(G-18>C-16)
Group 3
Lance Paladins Moved- (L-9>F-7)(M-9>G-7) Lance Paladins have dismounted and are prepared to climb!(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
LP's horses are unburdened(+2 Move while unburdened) Sent back-
Sword Paladin Moved- (N-11>H-9)
Sword Paladin has taken control of LPs' horses.(Ignis Military Training) They'll be sent along the ridge next turn from his position.
21/24Hp | Bow Knight Moved- (H-12>N-10)
2 Bow Knights Moved- (H-16>M-13)(I-16>M-12)
2 Lance Paladins enter at B-18/C-18, > moved to B-17,C-17
2 Sword Paladins enter at B-18/C-18
1 Great Knight Arrives at C-18, > moved to E-17
From a distance, you can see he appears to be the Commander.
Turn 4 Start~
Enemy Skills- Some enemies have special skills which may not be immediately apparent,
Ignis Military for example, have trained their horses to follow other unit's commands. In addition, the know how to avoid most of the pitfalls of the Lavastone tiles, and can move through them, if slowly.
Their Bow Knights also have an advantage when traveling across Plains and moving across more Mountainous terrain.
An Ignis Horseman Unit can call horses to their side if the horses' turn is ended. This action has a 5x5 tile centered on them. Horses called this way can move together.
They can also Dismount and Remount their old horses, and Ignis Units have the ability to move after Remount at a Move of 6 for that turn, as long as the horse joins on the riders tile.
Attacking a unit in control of the horses usually doesn't hurt them, but you can attack horses when they are on their own.
It should be remembered that Ignis Horsemen are very well trained in movement tactics.
Note, one interruption after another, I'm pretty sure this is individually right, but no time to triple check-
I'll let you make the next move.
-
"Why won't you leave me alone?!?"
G4, sense magic.
Actually, forget it. Just rest here and sense magic.
"You... You aren't seriously going to fight me on the edge of a cliff right? That... That's crazy! You'll fall! WHY DO YOU WANT TO DIE SO BADLY?"
-
Sense magic is used before movement, but sure-
Roll- You rolled a 2, then a 91.
Extra roll was a 2- no additional data.
Success~
Level-5 Great Knight/Boss-type
Emear
HP: 33
STR: 15
MAG: 4
SKL: 8
SPD: 10
LCK: 2
DEF: 14
RES: 5
MOVE:6
CON/AID 14/13
Axe Wp.Rank: A{+5% to hit/crit}
Lance Wp.Rank: B{+3 to hit/crit}
Silver Axe: 15Mt 70%Hit 14Wt. Rng.1 WHP.25
"Ignis Military; Silver Axe: Commander Issue"
HIT-RATE: 92%
EVASION: 22%
CRITICAL: 9%
Meteor Iron Spear
Meteor Iron: Lance-type
Crafted with Specially Forged Iron in Ignis, This weapon is proof of High Command's Trust.
16Mt. 80%Hit Crit.10% 20Wt. Rng. 1-2 WHP.20
HIT-RATE: 99%
EVASION: 10%
CRITICAL: 17%
Enemy Turn, Start;
Group 1
Great Knight Axe took control of the horses at O-12. They'll move from (M-13) next turn.
17/21-HP |Great Knight Axe Moved- (G-17>E-16) He'll take control of the 2 horses next turn.
Group 2
Sword Paladin holds its position at- (D-16)
2 Lance Paladins hold their position at- (B-16)(C-16)
Group 2 is rolled into Emear's Group
Group 3
A Lance Paladin Climbed from G-7 to G-6 for three move.
Lance Paladin is in Range of Terissa- Attacks-
Don't think your words can sway me Demon- For the Ignis Knights!!
-10 hit & -20 dodge to LP2
HIT-RATE: 81%-10=71-13=58
EVASION: 12% |6%-20=0
CRITICAL: 5%-3=2
Roll-
3, Hit for... 0 Damage!
Terissa is in range.
Perfect Hit Rate
crit roll was 64.
Dealt 22 damage|1/23
Being next to a Lavastone tile boosts your damage by 1.
Damn you... Demon..
Unique event roll- 3/6 and 49.
LP2 slips down the cliff, falling into the lava.
Exp Gained= 71 Exp.
Total Exp=92/100
Lance Paladin 1 Climbed from F-7 to F-6 for three move. Did not attack after seeing his ally land a hit that did absolutely nothing in his eyes.(Frozen in Fear)
(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
LP's horses travel from H-9 to O-12
Sword Paladin sent the horses along the ridge. He moves from H-9 > to I-9.
Prepared to direct BK's Horse.
21/24Hp | Bow Knight Moved- (N-10>G-9 )
Bow Knight has dismounted and is prepared to climb.
BK's Horse has moved to SP at I-9
2 Bow Knights Moved- (M-12>K-9)(M-13>L-9)
Emear Remains at E-17
2 Lance Paladins hold position at B-17,C-17
2 Sword Paladins hold position at B-18/C-18
Adria and a Troubadour arrives at D18, Adria rides up to speak with Emear-
4 additional units did not enter at B and C.
"Commander Emear, How goes the battle?"
"Ah! Lady Adria, Thank Aine you're here."
We seem to have a problem pinning her down, but do not despair. My Men are working to capture her right this second.
"And I suppose the reason these men are here.."
"You need the door opened."
"Uh, Yes, exactly right you Eminence. Would you-
"You do know what this will do right? What is sealed here.."
gulp*
"Well, I don't know what exactly..."
"Hmm, see that you don't. May I take command here?"
"Um... Yes, Certainly!"
"Men, You ride against the Demon with Her Divine Light, Adria the Revealer!"
"See to it that you make Ignis Proud! "
Huaah!!
Well, they're spirited.
"Commander Emear, you take the rest and secure the south. We and the Wyvern Corps will serve as the Staff."
"Yes Your Eminence!"
Adria rides toward the Troubadour-
Emear thought: Damn that Wyvern corps, this was supposed to be our victory.
"Liselle, Unlock the gates, then see to their health. "
"Yes Ma'am."
Lissele uses Dark Seal: Release!
The Gate opened.
As for my part-
Adria used Angel's Breath!
Target was Bow Knight at G9.
Area: 6 spaces away from center.
Everyone in group 3 was in range, HP has been healed, All affected units gain +2 Move on their next movement.
4/5 uses left.
"Now Charge!"
Do to failing to suffiecently damage the enemy army, Adria is confident enough to Lead from the Front.
First Secondary Objective has been downgraded by 100 Exp. No reward for completing the new target objective.
Second Secondary Objective is still complete-able.
Barrier no longer prevents flight inside it, but you still cannot pass through it outside the stairs.
No reward for guessing what happened here. Adria believes she can accomplish her Optional Objective.
Her Magic was also just enough to hit with her staff. Angel's Breath can only be used on a Damaged unit, but it's effects are unquestioned here.
As a side note, getting close to her when she has that much base magic is a death sentence. Best get moving now.
Turn 5 Start~
-
Apparently your action changed.. Someone is going to battle you, editing to account.
LP2 battled you and lost. please read the change.
Editing again, 3 is a hit, not a miss.
It says something when the specialty equipment fails..
-
"Sir, please. I'm no demon, and I don't want to be your enemy, just let me go. I have no intentions of attacking you if you just leave me be."
was LP1 hit by the splash from my counterattack on LP2? It doesn't change my actions, but I want to know.
go to H4
"Okay, hopefully the height of the cliff will keep the arrows away..."
Sense magic, specifically get some kind of idea what this new caster that showed up whos stats arent displayed can do.
-
That would be a no.
And yeah, arrows will have trouble hitting from low ground.
And Sense Magic has a 3 turn cooldown remember. And you failed the extra roll last turn, so nothing there from her.
Now to the next post-
-
...
I feel SUPER stupid now. I only NOW found the part of the spoiler saying I dont take damage from lava tiles.
I would fight this so differently if id been aware...
Also, making me fail my secondary obj before the time limit expired? dirty
action edited.
remember how I mentioned that I needed to know if in-character or most-efficient was wise? most-efficient would have been to CHARGE the group chasing me. they only had 2 that could do harm, only one of which was a threat. now that I'm tracking the lava tile difference, on turn 2 I would have been right one space and up one to be fully out of bow range and still only meele-accessible by one tile. meaning I'd be up a vuln right now. yay looking back at old mistakes.
I swear that stuff wasn't in the battle spoiler when you posted it...
-
Currently typing everthing, but Adria is at C-10 at the end of her turn. If you just sit right there, she'll attack you next turn..
Your Res may be 25, but what does the Conversation she and Emear had tell you..
By this point you can't get the 200. You can barely get 100. Run like the Shadow Realm is out to eat you, and the other units will keep her from reaching you quickly.
You know, I original set this as 10 turns..
-
No... she's at D-18.
D-18 to C-10 is a 9-tile movement that ignores all terrain. if she can do that, there's literally NOTHING I can do to avoid her. my best bet in that case is actually to CHARGE her and force a fight because she can run all the way to the center of the barrier in like 3 turns total. since this is a 11-turn survival, if I run, I die. I need to fight her over lava to get the best stats I can and force the fight on the best ground I can.
And yeah, if the boss of the area decides to charge ahead of her troops, then I can't pick up the XP for the obj. but if she doesn't do anything weird like that, then I think I can do it through a controlled retreat to the objective point.
verifying: adria is a troubadour, correct? horse-mounted? or is she on foot? a pegasus? what? and what is her weapon type? I mean, I get not seeing her stats, but because I can't even see her movement type or weapon of choice I'm having to make my decisions with a pretty big handicap here.
-
She's of the Troubadour Line, and Wields Light Magic, which her nickname, the Revealing, should attest to.
Also, that Staff is not an A-rank staff, and her move at the moment is 8.
I should probably change "moves up" to "rides up" in the Conversation..
They're actually in front of her right now. All 7 of them.
-
Oh. Okay. so then the cliff should work in my favor, at least in terms of getting some distance from her. I still am annoyed that the *must avoid* units are running in front of the *must fight* units, but w/e.
-
Group 1
Great Knight Axe sent the horses on the horses onward. He remains in his position at M-13.
The horses moved to G-17.
17/21-HP |Great Knight Axe took control of the horses. The'll move from E-16 next turn. GK-Axe remains at E-16.
Adria is at D-17. Main Group Designation Staff-
Adria moves to- (D-17> C-10)
Adria used Angel's Breath on GK at E-16
GK was healed to full.
All units within 6 spaces gain +2 move through their next movement.(Other than user)
3/5 uses left.
2 Lance Paladins Moved to- (B-16>B-6), (C-16>C-6)
Sword Paladin Moved to - (D-16>C-9)
2 Lance Paladins Moved to (B-17>B-7), (C-17>C-7)
2 Sword Paladins Moved to (B-18>B-8), (C-18>C-8)
Group 3
Lance Paladin 1 (Frozen in Fear)-Roll: 6
LP broke out of his fear, but he's still too stunned to move this turn. He also loses his +2 move.
(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
Sword Paladin sent the horse along the ridge. He moves from I-9 to > E-8.
24/24Hp | Bow Knight Climbs- 8Move on horse become 7 Mov-3. +2 from last turn's heal.G-9 to G6. BK barely makes it.
(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
BK's Horse has moved to from I-9 to O-13.
2 Bow Knights Moved-
(L-9>F-7) BK dismounts and prepares to climb!
(K-9>G-7)BK Shoots covering fire at Terissa!
HIT-RATE: 89%-13-10-10=56%
EVASION: 20%
CRITICAL: 7%-3=4%
Total Attack: 24 Atk, 10 AS
Roll-60, miss
Terissa is too far to counterattack
Roll-55,Hit
Crit roll was 78.
Dealt 2 Damage(13/15)
Terissa gains 21 Exp.
Exp=92+21=113/100
Your First Level up. Congrats, and hopes for many more. Let's get started.
Terissa Level 1>2
Level Roll: 4
+5% to your Lowest stat(Luck) & Hp Growth this Level-up.
HP:15>16
Roll:81, missed double growth
STR: 2>3
Roll:26
MAG: 1
Roll:75, miss
SKL: 2
Roll:51, Miss
SPD: 5
Roll:90, miss
LCK: 3
Roll:68, miss
DEF: 2>3
Roll:9
RES: 5>6
Roll:25
HIT-RATE:5.5% +(100+24) from DS=129.5%{No change}
EVASION: 13%{No Change}
CRITICAL: 1%+(6%+15%) from DS=22%{No change}
HP: 13/15> 13/16
DS Def/Res: 23/26
Emear Stayed at E-17. He's directing the Reinforcements.
Lissele Moves to (D-18>-I-18) No one needs healing.
Note, South area has been lost. A steady stream of units will move through the corridor, but I won't bother posting everything else.
2 Bow Knight and 2 Great Knights have appeared at B/C-18-17 Bow knights up front.
Turn 6- Start.
-
wait, C-10. oh geez, she's taking the path around, no wonder. YAY READING COMPREHENSION!
I believe LP1 already was at F6 before turn began, do you mean he climbed from F-6 to F-5?
w/e
Back up to I-3
"It'd be nice if you people would STOP TRYING TO KILL ME! What did I ever do to deserve this?!?!"
Verifying how my dragonstone's uses are being expended - am I at 47/50 or at 49/50? Is it per combat or per attack?
no longer posting via phone, it's a lot easier to cross-check and refer to (and correct) my notes now.
-
Next time I run such a large map, I know what to prepare other than what I already did. Edited.
Per Combat, for this particular one.
-
well that sucks. I was trying to conserve uses. didn't know the archers were leaching them off me. Guess I do actually mind them shooting at me for even more reasons than I did before. yay...
I could have made so many little refinements to my actions this map :(
-
I feel that you might need to doublecheck or triplecheck stuff to make sure nothing is wrong before each turn. It will probably make updates slower, but seeing how fast this fight is going, it might be actually better.
-
welp, anyways, this is the phase of the chase where Terissa is going to be collecting the majority of her xp, since the lance Pals out-mov her, but she has the narrow corridor to work with on following turns. This is also why I am confident she can earn the 200xp obj assuming Adria doesn't pull in front of her troops. next vuln use will probably be on the next turn, but hopefully will be able to sit on the last one until at or near the final turn of the map.
-
wait a sec!
all units within 6 spaces of Adria's target or of Adria herself get the +2 move?
If I misunderstood who is getting the extra mov, and the Pals near Adria are getting 10 move instead of 8, then I need to go to J3, not I3. The goal is to be just BARELY inside the lead Lance Pal's range.
-
Only lasts until they move. With no-one to heal, their move is 8 currently.
Angel's Breath first needs a Heal target to be used.
Also, it's only around the Heal Target.
I am going to be extremely interested in this outcome.
This may take a while, I'm a bit tired..
-
Tis totally fine. most GM's don't even manage 1 update a day, let alone the breakneck pace you'd had going today and yesterday. You're doing awesome.
If my estimates are right, I'm going to use my entire vuln collection, and 1-2 of my elixers. but shouldn't require the miracle ring that I'm not 100% certain will even work.
you know, this turn being *interesting* and taking a while is warning me that I'm missing critical information and am about to have something hot, sharp, and barbed, shoved up my behind...
but that's a meta-analysis.
If only I had some way to see the basic capabilities of Adria...
I mean, for the information given, my current battle-plan makes good sense...
*is spooked*
-
It's more a combination of triple-checking each groups movement..
And it's not the turn that interests me, but the outcome.
-
Oh. Well in that case I'm far less spooked. I just hope I didn't run too fast. That spiral inside the barrier only has so much retreat room to work with.
...
I wonder what that dismounted Lance Pal that I intentionally did not attack will do. He's had a front-row seat to my comments and actions...
What I'm HOPING for (best-case-scenario here) is that he pulls Adria aside and tells her what I said and did. Might get them to back off on their pursuit of me some. especially if an event of some kind is triggered when I enter the barrier area.
btw, I'm assuming that inside the barrier area I have to follow the spiral, I can't fly over the barrier's interior walls any more than I could go over the exterior ones.
-
B-6"s Lance Paladin moved to G-3, C-6's Lance Paladin moved to H-3. LP charges Terissa-
HIT-RATE: 81%-13%=68
EVASION: 12%
CRITICAL: 5%-3=2
Knights of Ignis triggers-Lance2
For each Adjacent Ignis Horseman to mounted unit, +1 Damage.
Roll-
37, hit
Crit roll was 26.
Dealt... 0 Damage!
Terissa Counterattacks.
Perfect Hit
Crit roll was 70
Lavastone Tile boosts Damage by 1
Terissa dealt 13 Damage.
Dragonbreath Triggered: 15 Base |Half is 7.5 rounded down, Dealt 4 Damage to the LP behind.
Gained 41 Exp.
Gained 10 Exp.
64/100
2 Lance Paladins Moved to (B-7> G-4), (C-7>F-2)
2 Sword Paladins Moved to (B-8>E-3), (C-8>F-3)
Sword Paladin Moved to - (C-9>F-4)
Adria moves to D-3,
Adria used Angel's Breath on LP at G-3
LP at G-3, Fully healed.
LP at H-3, Fully healed.
All units within 6 spaces gain +2 move through their next movement.(Other than user)
1 use left.
F-6's Lance Paladin is ready to climb.+2 move this turn.
(3 move to climb to the next cliff){-3 Mov, -3 Con,-3Def, -3Res|While dismounted}
7-3 to climb up to F-5, He then moves to D-4.
F-7's BK is ready to climb!+2 Move is 6.
BK climbs to F-6, then further to F-5.
G-6's BK is ready to climb.+2 move.
He climbs to F5. for three move, then heads to G-2.
BK is in range of Terissa! BK attacks-
HIT-RATE: 89%-13=76%
EVASION: 20%
CRITICAL: 7%-3=4%
Total Attack: 24 Atk, 10 AS
Roll-
Rolled a 40
Crit roll was 64
Dealt 1 Damage.(12/16)
Terissa is too far to counterattack.
Rolled a 58
Crit roll was 86.
Dealt 1 Damage(11/16)
+21 Exp. =85/100
{Fun Maybe-Meta GM Note- This is the BK that stepped onto a LavaStone tile to get the first hit on you. Funny he caught up~}
Sword Paladin remains at E-8.
G-7's Bow Knight Dismounts and prepares to climb.
2 BK's move down the corridor to B/C -9
2 GK axes move down the corridor to B/C -12.
Emear Stayed at E-17. He's STILL directing the Reinforcements.
Lissele Moves to (I-18>J-13)
M-13's Great Knight Axe takes M-9
E-16's 21/21-HP |Great Knight Axe Sent the Horses onward to C8, then moved to C-13.
A horse moved from O-13>J-16.
4 Paladins Entered at B-18/C-18.
Lances Front at 17, Swords at 18
Turn 7 Begins-
-
"This is insane! Could we PLEASE stop fighting?!?! WHY ARE YOU TRYING TO MURDER ME?!?!"
Sense Magic, focus on the barrier then on Adria, go to N2 unless I learn something important about the barrier, at which point I'll need to re-evaluate my action.
((Meta-note, Lenglon's goal is to maximize xp and achieve all secondary objectives. Terissa's goal is to minimize combat/casualties. having her targets get healed actually is amusingly effective at accomplishing both of these at the same time.))
If the interior of the barrier is not actually a pathing-blocked spiral, then my action needs to change. also, can arrows be shot over the barrier's interior walls (making the last part of the spiral the most dangerous) or will I be protected to some degree from the archers once I round an interior corner? - answer can wait until next turn if I don't need to change my action.
-
Magic Sense has cooled down- roll~
Barrier-1. and 60.
Yeah, that is not a good start.
3-and 49.
Last is-6, and 34.
Typing.
You try to use your Mana senses again.
Immediately you are bombarded by a huge amount of Mana. You can feel it coming from every direction, but most keenly, from the Tome the Woman in the back holds.
It feels like, it will swallow you, even from here. That nothing will remain.
Res check.
{Staff Hit + [(Magic - enemy's Resistance) x 5] + Skill} - (Distance between units x 2)
{[(28-25=3)x5=15]}+29=44}-10=34.
Rolled 40.
Terissa avoided Panic/??. Barely, that Dragonstone saved you.
Calculation did not include the tome itself. You got her Magic and Skill numbers now.
-
"LADY YOUR BOOK IS CREEPY AS HELL!"
NO! STRIKE THAT! DONT REVEAL THE THING THAT SCARES ME, SHE MIGHT USE IT!
"I don't know WHY you people keep calling me a demon but you're VERY wrong! Would you PLEASE just STOP TRYING TO KILL ME and maybe, oh, I don't know, TALK THIS OUT?!?"
FLEE TO N2 RIGHT THE HELL NOW.
-
Event~ Turn 7 Enemy Phase-Start!
Hmm, She's rather keen, if a bit of an idiot.
Adria used Sense Magic- Rolled a 1, then a 88.
"Figures the fields would be disrupted. No matter."
..
"Holy Maiden, Ma'am."
"Yes, young man. My, you look a bit ruffled."
"Yes, My partner died to her, I barely got out of it alive."
More Importantly, his weapon didn't cause a scratch."
"Is that so.."
Intellect roll- 1, then 65.
That should do nicely. They should be nearly in position by now.
Roll-5
"The All-Heart Shattered as Light faded from the Sky~"
"Darkness shall Descend upon this World.."
"But in the Bleakest night, there shines Hope,"
"In a Simple Soul~"
"Obscura!"
"Turn back the Clock once more!!"
Battle: True Hit-OVERCLOCKED 220%
A shining green light flies high into the Sky-
Lissele has moved to (J-13>N-11)
"Guess it's time.." Liselle muses as she sees Adria's Attack.
Battle: Rolled 6, then 82; OVERFLOW 7!
"Dark Seal!"
Dark lines begin racing up the Barrier.
Meanwhile, to the Northeast~
"That's a bit much... Ah well, Might as well do my part then."
A Pegasus flies higher into the Sky.
Battle: Rolled a 6, then a 55. OVERFLOW 6!
A brilliant field of shooting stars erupt from the Knight, no, Valkyrie..
"Light~Seal!!"
Dodge Roll: Terissa rolled a 4 and a 90.
Since this can count as 5, you have 1 turn remaining before the Prologue Ends.
This is not the End of your Story quite yet though~
GM-Note: This is a ridiculous series of numbers to see in a row.. TRIANGLES for days.
Turn 8 begins and ends with a Light-Show~
Also, you can spend 2 move to climb them at the moment. The door was linked to the anti-flight.
Be glad you actually have enough move. The paths taken, and those paths not chosen.
Had you gotten anything less than 4 on that, it would be over now.
Bedtime now.
-
M4, interact with the center of the barrier there.
((Well this is disappointing. I was sure I could get the 200xp mark this very turn, when they attacked me. only was a single combat away from it.))
((At least I can get all secondary objectives completed.))
((I look forward to Everand's story. also to finding out what exactly I'm about to get sealed in, why, and how Everand is likely to stumble on to me.))
((By the way, not sure if you were tracking or not, but I actually didn't bother keeping track of 80% of the units in the battle. I only kept track of the ones posing an immediate threat. meaning Adria, her escorts, the L Pal that climbed after me, and the Bow Knights. Literally ignored every other enemy.))
((The reason my action doesn't have a grid location is I don't know where the objective location's grid location actually is. I figure it just makes sense to leave the pathing to you, given the circumstances.))
-
GM notes-
I'll write up the conclusion after I get back. Those numbers are patently ridiculous though.
And your objective is the Center of the Spiral/Barrier, M-4.
What your roll to sense the barrier could have told you is that it was meant to keep something in, not out. That's just a side effect.
And though you avoided panic, you still panicked and fled. Granted I don't blame you. Adria is more of a Black Knight to you right now.
Magic is 28
Skill is 29.
Hit at the end tells you something else.
Luck is 30.
Tome hit is 120%
In addition, her HP was 48.
-
The choice to flee actually was pre-planned, I wanted that really nice looking 1-wide-corridor to keep from being surrounded. And since I had to go in there anyway for my objectives, going in to avoid being cut off just made sense.
-
Battle Results
Terissa: 1 Win, 5 Battles, 0 Losses.
1 Event DS use.
Mana Sense use: 2
Great Fire Dragonstone Whp=44/50
Objectives: Survive for 11 turns, Reach the Barrier.
First Objective: 8/11- Event ended the battle early.
Second Objective: Barrier Reached.
Secondary Objectives: Gain 200+Exp, Reach the Center of the Barrier.
First Objective: Failed on Enemy Turn 4. Reason: ?
Total Exp by end, 185 gained | 85/100 current XP.
Due to Adria's choice on turn 4, Objective was reduced to 100 exp.
Reward for 200XP: Lost An Accessory: +2 Vision in FoW maps.(Terissa only)
Second Objective: Succeeded-
Downgrade of 100 Exp. Reached. Center of Barrier-Reached.
Gaiden 0-x: Dark Beginnings unlocked.
-
Calendar year 899: 2nd Month; Road to Ixra, The Darklands.
Everand and his group arrive at the ambush site.
(https://i.imgur.com/7urlj8I.png)
Time to Start~
Prologue Mission: Highway Robbery!The Hint Box Arrives~
If you read the info in Terissa's Story, you should know how this works, but here's a refresher and some info pertinent to you..
Enemy Strategy: If you think the enemy will just charge into you, here's a bit of news.
The behavior of enemy units is determined by their Group, Objective, Morale, Training, Tactics, & Instinct.
Pay attention to what it is, and what it wants, and you can predict their movements.
This is somewhat important, so keep it in mind. The Wagon has supplies so they can heal if necessary.
Banditry Move Type- Being a bandit leader, you are capable of Walking through Hills at no Move Penalty.
You can train units to do so as well. All your units you have right now have no trouble moving through the Hills.
In Addition, you and your units can cross 1-tile rivers for 2 move.
Skills- At the moment, you and the other Bandit are the only one with a skill.
It should be noted that enemies can have skills as well.
Poison- Probably the best bet of a well prepared Bandit in the Darklands. Your group has prepared poisons that will greatly weaken Laguz afflicted with it.
It should be noted that Laguz have a tendency to quickly burn it out of their system, but they can succumb to it when weakened.
There are multiple types of poison you can prepare, but we'll stick to a Simplified version for the Prologue battle.
Note that Venim weapons cannot be repaired.
Special Bonus- Ambush[/b]: You have set up an Ambush well ahead of time. All your units gain stealth and a chance to gain a bonus to their first attack if they remain unnoticed.
Currently, you can only use Bandits to Lure. Any others will remove this bonus.
Special Action: Lure- As the Bandit Leader, you can Lure opponents to you, through taunting, or simply appearing while everyone else is hidden around you.
Luring will be explained later, when you can use it in any other way.
All these are rather important, but there is one skill you are missing, the ability to gain tactical data on the fly.
You will only receive basic details on enemies.
This can be rectified at a later date; as you can get the info yourself.
Now, on with the Show~
Win Conditions- Survive, Loot the Caravan, Mark and Jane Survive.
Optional- All your units survive, Rout the enemy.
Cat Laguz
Hp: 26
Str: 6
Skl: 6
Spd: 8
Def: 3
Move: 4 untransformed| 6 Transformed?
Transformation Timescale= ?
No other noticeable Stats.
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Who is what dot on the map?
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Do I pick where my units start? Can I use my brigand ally instead of Everand for luring? What's the skill you mentioned than I and my brigand have? Is there a "caravan" or supply unit I have to attack to loot and complete the objective? Are the cats moving towards or away from the mountains?
Sorry for asking so many questions, but I really want to not make any mistakes in this chapter.
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The L is Everand, J is Jane, M is Mark. Their groups are near them in the same terrain.
The Yellow mark is the Caravan.
I actually did this map first, so it's a bit rough, and the Laguz can't Enter J-8.
Any thoughts on how your Prologue went Lenglon?
-------
Fair enough.
K8 is the objective you have to loot, but as Jane told you- you do have to worry about the boss. One guess where he'll be on this map, and the first two don't count.
The Caravan is at rest, so it won't be moving this battle. And yes, your brigand ally can be the initial lure.
The Laguz have a Move of 4 Un/\transformed, so using Everand and his other bandit will allow you to get 2 combats in on turn 1.
And that skill is King of the Mountain. And you yourself have Raid.
As I said, Training is something unlocked in chapter one.
I'll probably get to this battle on tomorrow. If you have any other questions before then, please ask.
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My prologue felt a touch unfair because the objectives and situation changed a lot without warning, making my plans nullified several times. Most noteworthy turns were when Adria entered and when the map ended. It actually was well-balanced with what occured, but the information-gap made it frustrating to play.
Story-wise I have several questions: Why did Terissa want to go into the barrier in the first place, what happened to her in the final turns, from Terissa's perspective and What did Terissa find at the center of the barrier?
It felt like the final turn was left out.
If you think those question's answers should be hidden, I'm totally up for getting them via PM.
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I didnpt even notice the yellow symbol. Thanks for answering. So, if I let the enemy attack first they WILL transform, right? Can I kill the one cat in the bottom right with my Everand and the bandit before it transforms without using the units in stealth and then luring the rest to the mountains so that they can attack from behind?
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That would be a big if- The question becomes, will you crit, cause if you don't, you're be in range of that one, and two others.
Check the bottom of Page 2, and through 3.
http://www.bay12forums.com/smf/index.php?topic=170812.msg7771660#msg7771660
...Did you save your character sheet RGUN? That's the only reason I can think of you'd give up +3 defense +10 hit. And +20 evade at that.
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Well, if it works I could be fighting 4 cats instead of 5. And enemynunits also benefit from mountains, I think, so I need to stay at the border and get the cats next to me.
I need those Laguz at either D5, D8 or F9. I wonder how will I be able to lure them there.
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I mentioned this, but they do and will retreat to the caravan to heal.
But they don't have any Vuls of their own.
It normally costs 3 mov to step onto the Hill tile, and 2 to step off.
And remember your archers have poison arrows, and 1-3 range.
And it costs 5 Move to step onto a River tile for them. You can cross 1 tile of river for 2 move as long as you don't end you turn there.
Forests cost two move for all of you.
Slight edit: sorry.
Personally, you have huge advantages this fight. And they have to defend the Caravan.
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I also seem to have forgotten to mention something else...
Everand's Group, Mark's Group, & Jane's Group.
Only these named characters will gain Exp.
Their group does not gain Levels through battle; how the level will be explained in Chapter 1.
But- Any Exp. they should have gained automatically goes to the Group Leader.
So none of these characters need to see combat to level.
It is however important to the Groups that they see combat, but they needn't step into the line of fire from the start.
This is Leadership, an advantage of your story's system.
Also, you do control all of those characters, I/the A.i./GM, don't.
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So, I re-read my earlier response to your query TricMagic and I realized I was missing the most important piece of information I meant to give you.
I had a TON of fun with the level, and am GREATLY looking forward to the next part.
I realized how completely I failed to convey that, so figured I'd make it clear here. I was frankly amazed at how well you did building the level as a whole, especially for a first-time setup. It was awesome, and I had a great time.
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Alright, thank you. Now, I just have to think carefully my moves. The battle starts tomorrow, right?
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Tric probably won't run any turns until tomorrow, but you can submit your first-turn-actions, if I'm reading it right.
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Edt: I appeared to have made a typo in an earlier post. Their move is 4 UN-transformed. (Thank you, tiredness. wanted this out for 1 day at least)
[Night]
While I conveyed everything in the PM, thank you.
Also-
I believe this is it, be free to ask any questions if you need answers, and I will acquiesce.
More than capable of answering afterward.
Have you every played Path of Radiance and Radiant Dawn back to back? with no idea of what was coming?
It is a once in a lifetime Experience, I assure you.
And with that Joke, goodnight.
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Alright. While I have played the GBA Fire Emblem games, I'm not much of a strategist. Lenglon, can I ask you if you have a suggestion? There's so much data to keep in mind (Mov, stealth, terrain, damage, etc.) my brain is overloaded right now.
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Sadly, I played path of radiance through many years ago... and years before radiant dawn was released. on top of that, I got partway through radiant dawn... and then lost access to it.
I've tried to get ahold of radiant dawn again several times but since I don't own the right game system I've never been able to actually make it happen.
this had been a thing that has frustrated me and annoyed me, because my sister owns the game and keeps SAYING she'll bring it when we get together for several weeks over christmas so I can try to ACTUALLY FINISH THE DARN THING for YEARS.
Also Miciah is my second favorite protaganist of FE games, number one being Lyndis.
So... yeah, there's some history for me regarding Radiant Dawn in particular. and I REALLY want to get to FINALLY FINISH THE GAME ALREADY!
I'm probably going to have to wait at least another six months... and that's the best case scenario.
please no spoilers.
RGU, up until this moment I hadn't even bothered looking up the numbers, figured it was your problem :P. I'll get working on an analysis for now, but you ARE the lord of this story. It's your decisions and strategies that are going to matter.
RGU, I have a problem - the stats of your units are hidden to me. I can't really do an analysis without knowing what you can even do.
however, I also think they were sent to you via PM for a reason, and that I probably shouldn't get to see them.
so what I CAN do is give you some basic VAGUE strategies to try to work with, but you're going to have to manage the tactics and details entirely on your own.
Okay, so the name of the game here is going to be having controlled, unfair fights. You don't have to worry about who gets XP on this, which is nice, so you can focus on effectiveness.
Step 1 is going to be taking control of your enemies actions. You need to pull them to the spot that will have the best chance of getting you the unfair (in your favor) fight you want.
now, IF the caravan were just a helpless sitting duck, you could try to pull the escorts away, wipe out the caravan, and then call it a win / pick off the escorts one by one as they were forced out of cat form. HOWEVER you have reason to believe there's a boss waiting inside it. so forget that plan right now.
instead, the goal should be to pick off the escorts and save the caravan itself for last. also, notice what happened during my game, be ready for the boss hiding in the caravan to stop hiding once you pick off a couple of the escorts, I'd guess he'll pop out after two kills or two-three rounds of combat, whichever comes first. they WILL change their actions based on what you do.
Next, you need to remember that the caravan is a healing station. if you let wounded enemies escape, they will heal up and come back to fight you again.
also, don't be suprised if the caravan tries to make a run for it once it becomes obvious you're going to win the fight. keep track of how fast it moves relative to you and mentally check each turn that if it chooses to bolt and run that you can run it down and take it out before it escapes.
now then, these are laguz, it's going to be tempting to try and chase them deep into their formation to pick off the untransformed ones. don't do that. remember that the hidden boss could show up to rescue them, and also that going for it like that will likely get one or two of your men surrounded and killed. you should only try for it if you can account for every single enemy damage source in one way or another. either by killing them, trapping them, having many be untransformed at once,etc. if these laguz are smart then they're going to try to have one or two of them untransformed at all times and to rotate out who is unable to fight. that does not mean they can't transform if need be, it means they haven't chosen to start their timer yet. they will probably transform immediately after you go after them, and then you'll be overextended and lose men.
what you CAN do, is keep track of how long it is before the first ones to transform change back. use that timer to get an idea of how long it'll be before the others do. and be aware laguz can spend about 2/3 of their time transformed. it'll only take them about half as long in a un-transformed state to recharge as they can stay in that combat-ready mode.
now then, one thing you wouldn't know since you never played Path of Radiance or Radiant Dawn (the games with laguz) is that they're vulnerable to fire. (okay, actually only the beast laguz are, but cat and tiger laguz are both beast laguz so it doesn't matter right now) as in as vulnerable to fire as pegasi are to archers. If you at any point get the chance to do an action exploiting fire, do it. for example if you find out the caravan has a ton of oil in it. that's a firebomb, and will trash any laguz next to it when it goes off.
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Oh, and since you're on both sides of the caravan, you DO have the option of trying to make them defend multiple areas at the same time. This'll force their reserves to transform and get their timers going for having to transform back, and it'll also keep them from concentrating too much threat in a single space. If you do this I recommend waiting to reveal the second force on the far side of the caravan until after they've commited to going towards your first force. That way they'll panic a bit and likely mess up the ratios of who to send where. It'll also make it hard for the lead elements to disengage fully even if they really want to.
oh, and you COULD try a diplomatic option of having a representative inform them they are surrounded and command them to surrender, but I don't think it'll work. Might get the boss to come out of hiding early though. I don't recommend it, but you could try it if you want.
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Diplomacy is an auto fail- due to the enemies goals..
However, it is a viable option, it's just that the combination of events will prevent them from trusting you, and they will try to retreat.
Also, as a bit of information, their level and skill rank of their stone use determines how long they can stay transformed. And how long it takes to recharge. These units only have a weapon rank of B.
On the other hand, these turns are counted as turns, rather than by combat.
Civilian Cat Laguz only have a turn count of 1/2 at E. And that half unT for double Transformed only starts to occur at higher stages.
Well, it's not as if you won't get that info once they show it. It all depends on the enemy.
I'm ready to start when you are.
Also Lenglon, he can show it if he wants to, its just that I sent it to him. He's the one deciding what he does.
Destiny Rolls should be kept hidden though.
(https://i.imgur.com/1axJ0JW.png)
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Alright, I now just have to make a plan. If the other units on stealth leave the forest to enter the mountains or river, do they lose the stealth?
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Stealth for each group lasts until one of that group moves.
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After having thinking it for a while, I now know what to do, I think.
For now, my brigand moves 1 space south to 8C and lures the bottom left Laguz into attacking by taunting and insults. Everyone else stays in stealth.
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First off, it is nearly bedtime for me, so this will have to start tomorrow.
Second, insults? should be interesting in how effective it is.. Remember that they do have training.
...I really can't think right now how that would work in your favor. But we'll see how it goes.
I hope you remember the Enemy event dice too.
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I want the Laguz to move to D8 attack the brigand there, so they have the mountain bonus and Everand can flank from the side.
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Turn 1~ Start!
Everand's Group
Bandit 1 moves to C8, being intentionally noisy. Very noisy.
Alert roll.
6, then 17.
You slipped into the act perfectly. Everand will not be noticed. Everand's Stealth was maintained.
However, they will move as a group.
Enemy turn 1, Start~
K-9's Cat Laguz has moved to J-9
L-6's Cat Laguz has moved to K-7
H-7's Cat Laguz has moved to H-6
G-9's Cat Laguz moves to D-8
Cat Laguaz transforms[Turn 1]> and moves to investigate-
CL's Roll- 5
The enemy has spotted you, the Cat Laguz attacks!
Hit Rate: 83%
Evasion: 22%
Critical: 8%
AS/Attack: 11/12
King of The Mountain Skill- CL loses 20 hit, 3 damage. Bandit gains +10 hit.
Roll- 30
Crit roll was 26
Bandit took 6 damage(14/20)
Bandit counterattacks
Hit Rate: 68%+10 KotM
Evasion: 10% +20 from hill
Critical: 1%
AS/Attack: 5/9
Roll: 25
Crit roll was 64
Dealt 1 Damage.(25/26) The enemy has been poisoned!(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
The enemy's AS speed is now 10. it can still attack-
Hit Rate: 83% -30
Evasion: 20% -2 and -5 from Poison
Critical: 8%
AS/Attack: 10/10
Roll: 63, Miss!
The Laguz now know this enemy is there.
No other movement this turn.
This bandit's axe has been dipped in Poison known to affect Beast Laguz. This weapon only has 20 Wp.hp, but if it hits, it leaves a nasty mark.
The more hits you can pile on, the worse the target's state will become. In addition, it will take a random amount of damage each time it moves for the turn.
Some foes can only take on so much before ailments can no longer be stacked. In addition, the application of 1 status may prevent or remove the application of another.
Laguz can burn it out of their system if they untransform, but it's still a useful tool to even the odds.
GM Note, my map is missing I. Please ignore it.
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The Bandit strikes again with his poisoned axe, then Everand silently moves to D9 to flank the Laguz and give a lethal strike with his own trusty axe. Everyone else continues to stay in stealth.
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The Bandit follows up on the attack-
Hit Rate: 68%+10 KotM
Evasion: 10% +20 from hill
Critical: 1%
AS/Attack: 5/9
Roll: 37
Crit roll was 94
Dealt 2 Damage.(23/26) Poison updated(Stack 2: -2 Spd/Def, -2 Str, -5 Evade, -5 Hit, -1 Skl)[Lasts ? turns on Laguz])
Hit Rate: 76% -30, [-2 and -5 from Poison]
Evasion: 13% [-4 and -5 from Poison]
Critical: 6% [-1.5 from Poison]
AS/Attack: 9/10
Roll: 32
Crit roll was 68
Dealt 4 Damage.(10/20)
Sneak Roll- 6, then 30!
You ambushed the Cat Laguz-
Hit Rate 109% KotM +10 +20 Ambush {True Hit}
Evasion: 12%
Critical: 18%
AS/Attack: 6/17
Crit Roll was 60.
Dealt 11 Damage!(12/26)
The Cat Laguz was caught off guard.
The Cat Laguz know Everand is here now.
Turn End?
You can choose to use any units who haven't moved. This Laguz isn't quite in death range for the Posion yet.
Poison deals between 1, 2, and 3 when staying still, and starts at 3 when moving. This poison can deal up to 7 damage then.
I seem to have forgotten to hand out Exp.
26, 26 & 26 go to Everand. And another 10 for the Ambush. So that is 88/100.
If an enemy dies by poison, the exp will be divided by which groups had a hand in it's death.
This may be reduced if it's been poisoned and restored multiple times though.
It's unlikely to die this turn.
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I'm checking the sheets. Do my archers have a limited number of poison arrows?
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The non named ones have 4, and Mark, 6.
Also, the bandit, and all mercenaries have a 3 Vulrenary. That includes Jane and Mark.
In order to use them, you have to declare you are when attacking.
It should be noted, being a new GM, I am still in-training.
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I know, I think you're doing fine so far. So, I think the bandit can't use the vuln right now since he already attacked (otherwise, use it.)
Sending the archers now would be a waste of time and the mercenaries would have to leave stealth and enter the plainsto get into range.
End turn.
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Enemy Turn 2~
Start it off with a Roll~
5!
[What is up with the 5s for the enemy?]
The Laguz are organized.
D-9 to I-7, roll for poison- roll was 4, poison deals 5 damage.(7/26)
The Laguz changed back- Poison has been burned out. Time until stone refills-?
Note that being in the single digits means that the foe can succumb to Poison.
J-9 to H-8, the Laguz transformed[Turn 2]
H-6 to F-6, the Laguz transformed[Turn 2]
J-7 to H-7, the Laguz transformed[Turn 2]
K-7 to I-7, remains untransformed. Defending Ally.
Turn 3, Begin!
Defending is the act of covering for an ally. Your evasion is cut in half, but you can protect that ally.
Protected allies can't attack in this state, but they can use items. In addition, they can use items on their defender, or vice versa.
You can only do 1 of those actions, or move, but cannot initiate.
Interesting enough, you can only move as fast as the wounded ally, but cannot usually move as fast as them.
There are other subtleties, but those will be explained as they come up.
Another interesting note is that Laguz can act as carriers of their untransformed allies.
And most transformed Laguz are incapable of using most items in that state by their self.
Note that being attacked from two sides at once is enough to allow the targeting of the wounded ally.
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Is defending taken into account if one of the archers attack from behind?
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If one attacks from one side, an archer can attack from the other, or vice versa. It has to be done together though.
Also, there is two of them, so an ambush strike won't break through it without a 5 or higher.
Also, rolls are rolled where appropriate. Remember that.
They can be kind; or as harsh as those 6s Terissa got hit with.
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Also, actually both maps are missing the " I " column. Did the Laguz move to J7 or actually to I7?
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I'm just ignoring the I column entirely right now. If it's a problem, I'll go ahead and make a new copy if you like-
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Can I bypass the protection if one of the archers and Mark attack from where they are standing? Or they have to attack from opposite directions?
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That would be a no. Not to say anything, but you did Jane's support, not Mark's.
That target is also out of range from the other side of the river, so you'd need to cross to hit anyway.
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I thought bows were range 3-2. So the attacks have to be from opposite directions or any two directions work?
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Bows are 1-3 here. and yes, Opposite directions at the same time will overwhelm the defense action. And yeah, miss saw it.. 1 can hit, but not both, without crossing the river.
Line map updated. Updated position coordinates.
Any faults? By my map, that's a no.
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The maps look exactly the same, other than the addition of an I column.
Right now, it doesn't seem like I can do anything, as they are still away from the mountains and the forest.
The Bandit heals himself with the vulnerary and taunts the Laguz into attacking again, with help from Everand. The archers and mercenaries can't quite leave ambush yet without leaving themselves vulnerable. The wounded Laguz is currently protected and immune to anything, and the archers would have to leave ambush to have a chance at killing him. The other laguz are not close to the forest, so that means I would have to fight in the plains.
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Turn 3, time to Roll~
6, then 2, 4, then 88.
Critical success.
Bandit used Vulrenary.(10>20/20)
Enemy Turn 3-
Flip time.
Flip was 1/2
The 2 UnT Laguz head from I-7 to J-8.
(7/26)The Laguz patched up her ally.(12/26)
The Laguz is no longer defending her ally. The wounded will gain 5 HP per turn.
Event at end of turn-
F-6 to C-7, the Laguz attacks-
Hit Rate: 83% -30 from KotM
Evasion: 22% KotM negates bonuses
Critical: 8%
AS/Attack: 11/12
King of The Mountain Skill- CL loses 20 hit, 3 damage. Bandit gains +10 hit.
Negates enemy skills and bonuses on this terrain.(Does not affect KotM)
Roll: 90, Miss!
Bandit Counterattacks-
Hit Rate: 68%+10 KotM
Evasion: 10% +20 from hill
Critical: 1%
AS/Attack: 5/9
Roll: 72, Miss,
The Laguz attacks again!
Roll: 49, hit.
Crit roll was 18.
Bandit takes 6 damage.(14/20)
16 Exp goes to Everand- 104/100
Guess you've gotten the first Level of your story, let's see how well it goes.
Everand Level 1>2
Level Roll: 5,
+5% to your 2 Highest stats this Level-up.(Lowest Growth if tied)
HP:24>25
17, Hit
STR: 11>12
9, Hit
MAG: 0>1
8, A Hit!
SKL: 7
71, missed it.
SPD: 6>7
2, Hit
LCK: 0
29, a miss.
DEF: 3>4
25, Hit it!
RES: 0
42, miss.
Hit Rate 14% No change
Evasion: 12%>14%
Critical: 3% No change
H-7 to D-8, Laguz attacks-
Flip was 1/2, Bandit rolled 6 on taunt. Revenge aggro modifier, Lord draw has been overridden.
Hit Rate: 83% -30 from KotM
Evasion: 22%
Critical: 8%
AS/Attack: 11/12
Roll: 87, miss.
Bandit Counterattacks-
Hit Rate: 68%+10 KotM
Evasion: 10% +20 from hill
Critical: 1%
AS/Attack: 5/9
Roll: 1,
Crit roll was 89.
Dealt 1 Damage.(25/26) The enemy has been poisoned!(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
The enemy's AS speed is now 10. it can still attack-
Hit Rate: 83% -30
Evasion: 20% -2 and -5 from Poison
Critical: 8%
AS/Attack: 10/10
Roll: 19,
Crit roll was 98.
Dealt 4 Damage.(10/20)
23 exp goes to Everand, 27/100
H-8 to E-9, Laguz attacks Everand-
Hit Rate: 83% -34 from KotM
Evasion: 22% KotM negates bonuses
Critical: 8%
AS/Attack: 11/12
Roll: 79, miss.
Everand Counterattacks!
Hit Rate 109% KotM +10%
Evasion: 14%
Critical: 18%
AS/Attack: 7/18
Roll: 97, Just Hit!
Crit roll was 76.
Dealt 10 Damage.(16/26)
Laguz attacks again-
Roll: 86, missed again.
Everand gains 23 exp.(50/100)
Event:
"Poison hmm."
The Cat Laguz stiffens up.
"Mitchel sir"-
"Move aside."
Mitchel examines the bindings
"Good job on this. Now-"
"If I may ask why bandits are attacking."
flinch*
"Well, I guess that-"
"You guess nothing, you should have informed me immediately."
"Our mission is too important to take chances on."
"Yes sir.."
Instinct roll, 2.
..."Once the two of you are healed up, inform me."
"We can't fail-"
Turn 4 begins now-
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All my units have 5 mov and it takes only 1 mov to move in mountains and forest tiles, right?
Also, I think you might have sometimes added the King of the Mountain bonus to the enemy on accident.
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Bandit 78-22=56. roll 72. correct.
Laguz hit rate at the end of everything=53. roll was 49, correct.
Second is correct as well, other than that negation copy.
Everand's oppnent hit should be -34. corrected.
Note that when facing bandits with KotM, you do not gain bonuses from hill terrain. Evasion rates remain normal.
So CL does not gain evade or -1 damage here.
Forests cost 2 move. But your units can move through hills for 1.
http://www.bay12forums.com/smf/index.php?topic=170812.msg7775603#msg7775603
Also, any CL on hills do gain that bonus against the Mercs, and Archers. They don't have KotM.
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Jane is a single fores tile too far to continue with the plan I have in mind, so I now have to change plans. I forgot, can I use an item AND attack, without moving?
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No, you cannot.
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Aright. The next part kinda depends on the results of certain actions in order, while continuing being considered simultaneous.
First the Bandit stays in his place, uses another vulnerary to fill his health and tries to draw aggro. Everand hits the Laguz at D8 (shouldn't be doubled because of that +1 speed and poison)
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Um, I'm not sure you noticed, but your Noble Axe is 1-2 range. Where are you hitting from?
k!
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Turn 4, roll!
The bandit uses a vulrenary,(1 left)
Roll to taunt- 4, 67. Success.
Everand attacks D-8's CL.
Hit Rate 109% KotM +10%{True Hit}
Evasion: 14%
Critical: 18%
AS/Attack: 7/18
Crit roll was 98
Dealt 10 Damage(15/26)
Laguz counterattacks-
Hit Rate: 83% -34 KotM
Evasion: 20% -2 and -5 from Poison
Critical: 8%
AS/Attack: 10/10
Roll: 2
Crit roll was 44
Everand took 3 Damage(22/25)
23 exp(73/100)
Next actions-
GM note, no, they do not double Everand anymore.
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Ooops, forgot it was 1-2 range. It's weird that from the light weapons, only the axe gets a ranged attack.
Now's ambush time! Jane moves to E10 and attacks the Laguz from the forest, the mercenary moves to F9 and also attacks the Laguz from behind (Unless it dies, in that case it silently moves to E9)
Mark moves to K6 and fires normal arrows to the wounded Laguz at J8, followed by one of the archers who moves to L7 and also fires normal arrows to the wounded Laguz, and the third archer moving to 6I and firing arrows to the wounded Laguz. If the Laguz died at any pint, the remaining archers use poison arrows instead and attack the other unwounded Laguz at J8
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Ok, that is mean... Typing.
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Continuation-Turn 4.
Jane moves to E-10.
G-11 to F-9
Roll for stealth-6, 31.
Critical success-
Jane attacks-
HIT-RATE: 83% +10 Ambush,
EVASION: 14%
CRITICAL: 3%
AS/Attack=6/11
Due to ambushing your foe perfectly, Jane's Dual Attack trait comes into play. No enemy hill bonus to evasion, damage reduction, this turn.
Roll: 15, hit!
crit roll was 28.
Dealt 3 damage(13/26)
Mercenary attacks-
Hit-Rate: 83%+10 ambush
Evasion: 14%
Critical: 4%
AS/Attack= 7/10
Roll: 63, hit.
Crit roll was 60.
Dealt 2 Damage(11/26)
Total exp, 26+26+20=72/100
2 vs 4, Enemies from the forest! I-11 Merc's position in the forest has been exposed. Stealth lost.
Mark makes his attack from K-6,
HIT-RATE: 91% +10 Ambush,
EVASION: 14%
CRITICAL: 3%
AS/Attack=5/11
Roll: 94
Vs. Caravan target, 20% Evade
Missed,
2 more attack with Mark-
Hit Rate: 98% +10 ambush
Evasion: 13%
Critical: 2%
AS/Attack=5/6
Rolls:44 & 99
Crit roll was 41.
Dealt 3 Damage(9/26)
GM Note[I'd say something about using poison, but these rolls are horribly lucky. Also, your stealth is completely shot.]
{Have an Instinct 2 though, at least the Merc that didn't attack is still safe. Even if the Laguz now know they're surrounded.}
Any other actions from the guy?
Exp total, 16+16+26+30=88/100
Roll: 4, an event will occur next enemy phase.
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What happened to the other 2 archer attacks? I want to know if they managed to kill the Laguz.
-
2 more attack with Mark-
You do know that they have wood bows right? All the info is there.
Had all 3 hit, she would be dead, as it is, only one hit... Somehow-
Misclac, Laguz should be at 9/26.
Still, Mark had 81% HR, and the Archers had 88%.
Caravan gave 20%, so you ended up missing 2, even with the ambush boost.
-
Alright, then last mercenary moves to J9 and hits the wounded Laguz.
-
Hua... you do know this will go badly right?
Roll- 3, then 6.. out of 100... Enemy roll was 6, then 10={Good bye cruel world...
The Merc charges the caravan to finish off the Laguz.
Hit-Rate: 83%+10 ambush
Evasion: 14%
Critical: 4%
AS/Attack= 7/10
HIT-RATE: 65%+10 counterambush
EVASION:14%+20%
CRITICAL:6%
Laguz Basic Martial Art Training is activated-
E Roll: 48, Merc was hit.
Crit roll was 32
Mercenary took 4 Damage(16/20)
roll: 20.
Crit roll was 6.
However, the Merc was able to deal 6 damage back.(30/36)
36 Exp goes to Jane,(108/100)
Well, It looks like Jane is Leveling up. This is not all that is going on though. In addition, Jane gets a new skill!
Special: Feels Natural
Passive Effect
When wielding a sword with a Weight equal to or less than your Constitution, gain +5 Hit and Evasion, and +1 Damage.
This is the native skill of a Sword Trainee, someone with natural talent, and Jane has finally earned it.
This skill will remain until a greater skill replaces it.
Now, to the Rolls and numbers.
Jane: Level 1>2
Level Roll-3
+5% to your Lowest stat this Level-up.(Lowest growth if tied)
HP:21>22
19, hit
STR: 5>6
44, hit
MAG: 0
43, miss
SKL: 6>7
9, hit
SPD: 6>7
11, hit
LCK: 2
41, miss
DEF: 3
24, miss
RES: 0>1
13, hit
HIT-RATE: 13%>15%
EVASION: 14% >16%
CRITICAL: 3%-No change
[GM note: This is a very Myrmidon Level...]
Warning! The Boss has appeared!
All units gain +2 move, +20 dodge, and Forest Movement until the end of their next turn. Archers gain +2 Speed until the end of their next turn.
Enemy turn begins-
Call Ally: Command Roll: 2[for once]
C-7's Laguz has been taunted, continues the battle with the Bandit.
Hit Rate: 83% -30 from KotM
Evasion: 22% KotM negates bonuses
Critical: 8%
AS/Attack: 11/12
Roll: 8
Crit roll was 20
Bandit takes 6 damage[14/20]
Bandit counterattacks-
Hit Rate: 68%+10 KotM
Evasion: 10% +20 from hill
Critical: 1%
AS/Attack: 5/9
Roll: 49, hit.
Crit roll was 6.
Dealt Dealt 1 Damage.(25/26) The enemy has been poisoned!(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
The enemy's AS speed is now 10. it can still attack-
Hit Rate: 83% -30
Evasion: 20% -2 and -5 from Poison
Critical: 8%
AS/Attack: 10/10
Roll: 32,
Crit roll was 27.
Dealt 4 damage(10/20)
23 exp go to Everand(96/100)
D-8's Laguz was taunted. Poison damage roll: 4 for 2 damage(13/26)
Did not hear the call.
Taunt Resist-2/6
CL attacks the bandit again.
Hit Rate: 83% -30 KotM
Evasion: 20% -2 and -5 from Poison
Critical: 8%
AS/Attack: 10/10
Roll: 43, missed do to 20% bonus
Bandit Counterattacks
Hit Rate: 68%+10 KotM
Evasion: 10% +20 from hill
Critical: 1%
AS/Attack: 5/9
Roll: 7
Crit roll was 37.
Dealt 2 Damage.(11/26) Poison updated(Stack 2: -2 Spd/Def, -2 Str, -5 Evade, -5 Hit, -1 Skl)[Lasts ? turns on Laguz])
The Laguz can no longer attack.
23 exp goes to Everand(119/100)
Everand Level 2>3
Level Roll: 6, Major Bonus!
+1 Stat points to 2 un-grown stats this Level-up.(To be chosen by you next post)
HP: 25
99, miss
STR: 12>13
28, Hit
MAG: 1
61, miss
SKL: 7>8
14, hit!
SPD: 7
79, miss
LCK: 0
25, a miss.
DEF: 4
78, miss
RES: 0
64, miss.
Hit Rate 14% >16%
Evasion: 14% -No change
Critical: 3% >4%
[Not the best luck, but you still have 2 UnGrown stats to boost.]
(11/26)E-9s Laguz has nowhere to go. She attacks Jane!
Hit Rate: 83%
Evasion: 22% +20 Evade, -1 damage from hills
Critical: 8%
AS/Attack: 11/12
Roll: 47, missed due to 20% bonus
Jane Counterattacks
HIT-RATE: 85%
EVASION: 16% +15 evade, -1 damage from forest
CRITICAL: 3%
AS/Attack=7/12
Roll: 94, miss!
13 exp(21/100)
Meanwhile, over at the caravan~
Event-
"... Damn it all. Amber! Take the box and run!"
"I'll catch up!"
"Just hold on Alice"
Alice has been re-patched, +7 HP(17/26)
"Drink up-"
Alice drunk a Vulrenary. Full Health.
"-Amber! Take the box and run!"
"I'll catch up!"
"It's that bad..."
"Amber, we don't have any more time."
"Injury or no, I'm as good as I'm going to be."
"Alic-"
"No- go get the box, and I'll gather some supplies. We need to go."
"..Right,"
Enemy Turn 4, part 2.
"Come 'ere!!"
Charge: no heal this turn.
HIT-RATE: 65% +20 Charging
EVASION:14% -20, no bonuses
CRITICAL: 6%
Laguz Basic Martial Art Training is activated-
Hit-Rate: 83%
Evasion: 14%
Critical: 4%
AS/Attack= 7/10
Roll: 23
Crit roll was 90
Enemy roll: 48
Crit roll was 90.
Mercenary dealt 6 Damage, but then took 4 damage. 12/20
E Roll: 6, Mercenary took a further 6 damage crashing into the treeline, and was knocked back to J10.
33+23+10 to Jane(87/100) {GM note[This guy is really taking a beating!]}
"Hmph, weakling."
Call Ally: Command
Roll, 1[again.... not a 5], then 86
"Get your Hides in Gear already!"
Listening roll: 3, then 36.
"You heard him Amber, you haven't gotten poisoned yet."
"Sure-"
Enemy actions: 5!!
[There it is]
Alice: "Empowerment!!"
Stone finished recharging this turn.
+1 to Str, Skl, Spd, Def, & Res; Alice.
+2 to Str Skl, Spd, Def, & Res; Amber.
Alice gathered Vulrenary and Antidote in a bag. (3)/(2)
Amber Transforms[end of Turn 4]
Roll 6, then 26.
They flee from J-9 to F-7. However, they cannot retreat until turn 7. They'll retreat down the road.
Due to using Empowerment, Alice cannot transform until her stone completely recharges.
Empowerment, a last resort for Beast Laguz, this allows them to tap into their stone, giving them a fraction of their normal power.
They can also transfer this power to another Laguz of similar build.
This will completely drain a full Stone, but the Laguz can carry items with them during this time.
Other types of stones have a special ability or two as well.
Condition Update: Stop the retreat!
2 Laguz are fleeing with a box. Take down Alice at least and you can stop them leaving with it; and valuable intel as well.
Note that due to the Laguz's unique nature, their stats are not impaired when carrying someone of similar build.
In addition, ranged attacks will suffer a 10% Hit penalty against them.
Amber will always be the first one you can target in melee. You can attack Alice afterward.
When you have a bond with someone, you can work together very well!
Amber and Alice are part of the same training class, and have this trait.
There are a variety of options, but they all depend on your class and situation.
Since they're working toward a common goal, and with each other, their combat training will shine through.
Question is, will they succeed?
"What was supposed to be for Retreat may turn into the power to Attack!? Take full advantage of your Bonus this Turn- Turn 5, Start~!"
-
On this post, it's bedtime. Think carefully on your next moves RGUN, these appear to be the final turns.
(Not that the map will end until they complete their objective.)
-
Why did all of that stuff happen? I think I'll need a map to see where everything is. and what's going on.
Did the enemy units get extra actions?
-
No, they did not. You do remember they're at a supply point right?
Ok so..
C-7(25/26) The enemy has been poisoned!(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz
D-8(11/26) Poison updated(Stack 2: -2 Spd/Def, -2 Str, -5 Evade, -5 Hit, -1 Skl)[Lasts ? turns on Laguz])
E-9(11/26)
Boss at J-8, Still untransformed, 4 move, 24 Hp left out of 36.
Amber & Alice, Fullhealth, 3 Vulrenarys, 2 Antidotes.
Rolled a 6 on their escape. Will escape turn 7. So 2 turns to stop them.
These are the ones you've been fighting.
And remember time- Enemy actions have a tendency to happen near the same time. So Amber healed Alice at the start, and then they got the supplies they needed, and rolled a 5, then a 6 let them escape unhindered.
Action order was>Alice is healed> They grab supplies>EnemyRoll 5 Amber transforms, Empowerment> The two escape at the end of their turn.
Hope that you do remember that Enemy rolls play a part too. and this is the event you were warned of after your Archers attacked.
How this plays out will have an effect in the future, if any of them survive, and who does.
It should be noted that only an optional objective is at stake here. That box kinda contains your Rout reward.
Why did you just charge into the camp anyway? Was it the Exp to level Jane?
-
No? It was because I had to ambush and kill off at least one enemy, which apparently didn't work.
Do I need to kill those guys, tho? I could just go for the caravan they're apparently abandoning and call it a day.
I couldn't care less about exp, it's these guys and their ridiculous high defense that makes any attack only do about 5 damage or less. I just wanted to finish off the weakened one.
-
Well, they're really not weakened anymore... They are just going to start retreating though..
-
...So I win? If they're leaving the caravan abandoned, then than means I won, right?
-
You still have them fighting you you know? It's your turn.
Also, If you don't keep up the pressure, you're not going to win.
In order to win this mission, Everand, Jane, and Mark need to survive, and you also need to Raid the caravan. Which means attacking it.
And you still have a boss sitting around. Defeat him, and the 2-3 attacking you, and you win, due to their being no enemies left.
Actions for this turn RGUN?
-
Im still thinking about what to do and I can't currently access the map.
-
Oh, what's the problem?
-
If you have a bit, an updated map would be helpful to visualize the current situation.
-
K, I'm using paint anyway.
Blue circles are where your units are, Purple, Yellow, and Green are Everand, Jane, and Mark, respectively.
Orange squares are the Laguz you're fighting. Grey Shuriken top of the caravan is the boss.
Pink in the Light Grey Box is Amber and Alice.
Red dots are where the enemies started obviously, and your starting positions are here too.
(https://i.imgur.com/F0fBzw1.png)
Fun note, your archers can cut them off from road access, though only 1 could attack from a distance.
That isn't likely to last long though, since they have enough movement to enter the Hill tile and attack said archer.
Also, Everand rolled a 6 on his level roll last turn, so you can choose 2 of the stats that didn't grow and give a point to them.
-
Ok, increase speed and defense.
Do I lose anything other than extra supplies if I let those two escape? I could send 3 archers to stop them with poison arrows, but they will probably cure it and maybe even kill one of my allies.
-
Them leaving causes you to lose the Rout reward. They can leave on turn 7. In addition, it will affect the game later on.
Other than that, no. All your units surviving is the extra supply reward.
Speed and Defense boosted.
HR 16%
Evade 16%
Crit 4%
-
First of all, Everand moves to C9, the Bandit moves where Everand was (D9) and attacks the Laguz at E9 with his poison axe and Everand attacks the Laguz at E9 with intent to kill after the bandit poisons it. Depending on if it dies or not my plan might change completely.
-
This is going to take a roll-
4,then 19. That's enough.
Note, this is only really possible since he's a part of your group.
Before I do this, I should warn you that you have 99 hit against it, and can kill it with Everand alone.
13+6 is 19
-8 is 11, which is just enough.
Is this for the Exp?
I also see that i miscalced some damage earlier. Checking.
Yep, definite miscalc. D-8 should be at 11/26. But with that extra 1 miscalc, it puts it at 10/26...
Either way Everand has 2 targets he can kill this turn..
Fixed. Sorry.
C-7(25/26) The enemy has been poisoned!(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz
D-8(11/26) Poison updated(Stack 2: -2 Spd/Def, -2 Str, -5 Evade, -5 Hit, -1 Skl)[Lasts ? turns on Laguz])
E-9(11/26)
-
Oh well, in that case Everand just kills the Laguz at D8, making sure the other Laguz at E9 sees and attacks Everand, which will kill with the counterattack in the enemy turn.
Archer at I6 moves to 4F, Archer at L7 moves to G7 and Mark moves to G5. The two archers use poison arrows on Alice, and Mark uses poison arrows on Amber.
Now that D8 is clear, The bandit moves to and cleaves Amber with his poisoned axe (at this point both Laguz should be equally poisoned, unless one of my units doubles, in that case tell me to correct this) Jane moves to F7 and attacks Alice from behind and the mercenary at F9 moves to G6 to also attack Alice.
Mercenary at J10 uses a vulnerary and distracts the boss.
-
For the record, your merc can't distract the boss. I'll type everything up until I reach a turn point in your plan.
Keep in mind the boss is UnT, and has 4 move right now. He also can't cross I-8, or rivers.
This is actually a thing, these guys are horrible swimmers. They sink like stones.
Doesn't mean they can't get across, but they can't charge across it either.
-
Everand attacks the Laguz at D8 with a roar!
Hit: 99
Roll: 98... that was close,
Crt roll was 52.
Everand Finishes off the Laguz.
Roll-2, then 99!
[This will be rolled next turn against the other at D-9]
Exp, 41,(60/100)
Archer to I-6
Archer to L7
Mark to G-5
Poison arrows are readied.
Archers
Hit Rate: 98 vs CL's Evasion 26 +10
Total Hit, 62%, then 27% for other target.
Rolling: 67, first miss, 9! Hit Amber-
Dealt 0 Damage (Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Crit roll was 29, no additional damage.
Second strike, 98 vs 26-5-2=19 +10
Total hit, 69%, then 29% for other target.
Rolling: 67, Hit Alice!
Dealt 1 Damage(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Crit roll was 42.
Mark's attack on Amber.
Hit Rate, 91 vs 19 +10
Total hit, 62, then 26 to 31.
Rolling: 89, then 38. Missed.
Volley end. Level up can't affect this roll.
26(114/100)
This is the point that having 2 targets helps a bit.
Mark: Level 1>2
Level Roll: 1
No bonus to your growth rate this level.
[Note that if you get this twice, you're unlucky.]
HP:24>25
47, hit
STR: 5>6
25, hit
SKL: 4
60, miss
SPD: 5
50, miss
LCK: 4
92, miss
DEF: 6
75, miss
RES: 1>2
2, hit
No other changes.
+23+13(50/100)
Moving on to the next set.
Does the bandit attack from E-6 or F-5? Cause your units have +2 move this turn.
-
Oops, also forgot about the extra mov. Can I quickly switch the positions of the archers and the direction the other units attack from? Positioning in plains shouldn't affect combat rolls.
-
Go ahead, just give the new positions.
-
Thanks. Since units have that +2 mov, I should probably use it to block their escape.
Both archers move, one to E4 and the other to G5. Mark takes the center of the formation and goes to F4, blocking their escape route.
Bandit goes to F5, Jane goes to E6 and the mercenary goes to G6. Since I have enough move for it, the other wounded mercenary should move to F7 and vulnerary themselves there instead to box them. With a bandit to the north and mercenaries all around, they have no way to escape. Because of their poison, they aren't in conditions to fight effectively and we have enough heals to tank some hits. I don't think any of my units are missing 10 health points or more, so we're safe fighting on plains.
-
Your bandit is missing 10. 10/20 to be exact.
Also, I'm guessing you're sticking to poison arrows for the next battles?
-
Oh, then the bandit should probably heal using his last (I think) vuln to not die and taunt to get attacked to be able to counter with his poison axe. I need that poison.
I'm limited on poison arrows, so I would rather save them and use normal ones unless specified.
I hope you don't mind my constant changing of plans. I'm trying to not make any mistakes.
-
Now I'm wondering if you plan to poison the boss to death? Somehow.
Typing.
-
Continue turn 5-
Bandit moves to F-5, uses a Vulrenary. (20/20)No Vulrenary left.
Jane moves to E-6.
Mercenary moves to G-6.
Wounded merc goes to F-7, uses a vulrenary(6>16/20)
Any actions beside this?
-
Jane moves to F7 and attacks Alice from behind and the mercenary at F9 moves to G6 to also attack Alice.
Continue with the plan. I think this is everyone. If I can't attack Alice, the mercenary attacks Amber so Jane can target Alice, but I think thet should be able to since I already attacked Amber?
Note: Ignore the movement from the quote.
-
That would be a no... This could go badly..
Let's see then.
Scratch that, this is going to go horribly..
Merc at G-6 attacks
Hit-Rate: 83%
Evasion: 14%
Critical: 4%
AS/Attack= 7/10
Vs Amber.
(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Empowered[+2 to Str Skl, Spd, Def, & Res]
Hit Rate: 83% +4 Empowerment
Evasion: 22% -2 and -5 from Poison / +4 Empowerment
Critical: 8%
AS/Attack: 12/12
Time for Rolling- Total Hit 64%:
Roll: 29, Dealt 1 Damage[25/26]
Crit roll was 61.
Amber counterattacks twice!
Total hit 73%(53% this battle)
Rolls: 6, crit roll 11, 22, and crit roll 33.
8-16, roll-....
6. Merc has been critically wounded and pushed back to H-6. (4/20)
29 exp gained(116/100)
Jane: Level 2>3
Level Roll-
+5% to your Lowest stat & Hp Growth this Level-up.(Lowest Growth if tied)
HP:22>23
20, hit
STR: 6
66, miss
MAG: 1
98, miss
SKL: 7>8
8, hit
SPD: 7
85, miss
LCK: 2>3
19, hit.
DEF: 3
87, miss
RES: 1
41, miss
HIT-RATE: 15%>17%
EVASION: 16%-no change
CRITICAL: 3%>4%
Alice has been separated from Amber- Jane attacks!
HIT-RATE: 77%
EVASION: 16%
CRITICAL: 4%
AS/Attack: 7/12
Feeling Natural Passive is officially active.
When wielding a sword with a Weight equal to or less than your Constitution, gain +5 Hit and Evasion, and +1 Damage.
Vs Alice
(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Empowered[+1 to Str Skl, Spd, Def, & Res]
Hit-Rate: 75%+2 Empowerment
Evasion: 16%-5 from poison
Critical 6%
AS/Attack: 8/5
Enemy can't counterattack due to holding a Key Item.
Roll: 43, hit!
Crit roll was 41.
Dealt 10 damage!(15/26)
Quick time roll- 2.
Alice kept a hold of the Key Item. Alice makes her escape from this battle. Roll was a 2.
SA roll: 6!- Jane performs a second attack!
Roll: 94, missed.
Escape Roll: 1- Alice manages to escape this battle. She's joined back up with Amber.
Her Empowerment was used up to do so however.
Roll 3. Amber barely manages to hold on to her Empowerment- it is now +1.
Jane gains 23 and 13 exp.(52/100)
Sometimes, when the battle is particularly fierce, one of your units can take a huge amount of damage.
When this happens, they may end up with Critical Wounds.
Units with Critical Wounds can't initiate Attacks, and need to patch themselves back up to at least half of their health to remove this Status Condition.
Needless to say, they are also a target for defending.
It should be noted that named characters have a similar condition(s), but it is far harder to acquire.
Enemy turn Begins now.
[After a bit, blocking them in guaranteed you to get attacked, and the boss is in range to bail them out.]
-
The mercenaries aren't that useful with their low damage (1!) and I had to break Alice's protection to give Jane the chance to attack.
-
Event-
Alice rejoins Amber.
"Damn it, they're everywhere, Amber."
Sit Awareness Roll: 6, then 1/100
"I think most of them are here up north"
"Back the way we came then.. If they're this thick.."
Alice drinks an Vulrenary(25/26) Poison damage roll- 3, 2 damage, 2 addition damage from various conditions.
"Alice.."
"Get going Amber."
"We need to meet back up. this way is no good."
Roll: 4.
Amber and Alice traveled to I-7.
Roll 3:Amber takes 5 damage from poison.(20/26)
Call Ally, Command: -: "Get your Butts back Here before I skin the Lot of Ya!"
Mitchel's finally manage to get them moving. Granted, a 6 here is a bit too much.
Roll, 97....and a 7 is even worse..
3, not nearly enough.
Everand rolls 15, killing the other Laguz.
101/100
Everand Level 2>3
Level Roll: 1
No bonus to your growth rate this level.
HP: 25>26
55, hit
STR: 13
64, miss
MAG: 1
28, miss
SKL: 8
69, miss
SPD: 8
45, miss
LCK: 0
51, miss
DEF: 5
96, miss
RES: 0>1
8, hit
This is not a Bandit Level.. The only thing it's missing is magic.
Meanwhile the other Cat Laguz.
Runs right past the commotion to G-9.
It's turn... 5... Uh oh..
Roll: 2, 6 damage..(19/26)
Mitchel
Instinct vs Knowledge
3 vs 6.
"Tch."
Mitchel has partake of a Vulrenary.(34/36)
"Time to show them who they're dealing with."
The Boss Has Transformed.
Turn 6 begins.
The Laguz's[Turn 2 Stone] has run out. The Laguz shifts back.
Roll 4: The Poison was burned out.
-
How did they move? They're surrounded by all sides.
Also, the buff ends in the end of this player phase, right?
-
In case you didn't notice, your merc got pushed back due to getting hit twice, and the 6.
They weigh just over 30. If they want to knock you around, they can and will when the opportunity comes up.
And the boss weighs 18 untransformed.
Granted, that 6 also opened up Alice to a second attack, thanks to needing escape rolls.
4 allowed them to escape, but nowhere near the speed they could have.
Also, Everand is in range of them. Or rather, they're in his range.
With his hit rate, He could take them down with the archers.
Get 1 more poison stack/hit on Alice, and Everand can take her out in one more blow.
I need to get to bed now. Night.
-
That's good to know. I assume she's no longer being protected.
Let me just recheck positions and health.
Everand: D9 (26/26)
Jane: E6 (23/23)
Mark: F4 (25/25)
Bandit: F5 (20/20)
Archer #1: E4 (22/22)
Archer #2: G5 (22/22)
Mercenary #1: H6 (4/20)? The one pushed back.
Mercenary #2: F7 (16/20)? The one who took a hit from the boss.
Cat Laguz: G9 (19/26)
Alice: I7 (21/26)
Amber: I7 (20/26)
Mitchel: J8 (34/36)
Is this correct?
-
All positions are correct.
Also, Alice is being protected, but Amber's down to +1 empowerment.
I'ts just that Everand's Axe is ranged, which means it can bypass that protection from range.
And Amber is stuck in that form until her empowerment ends.
Be wary of the boss, if he hit hard before, you do not want to get hit now.
-
Archer #1 at E4 moves to I4 and poisons Alice. Everand moves to H6 and kills Alice if she's poisoned. Other units actions later.
-
For the record, your bonuses only lasted for the one turn. Everand can't move that far.
He can currently reach G-7 and H-8.
-
Archer 1 crosses the river to I-4.
Poison arrow readied.
Hit Rate, 91 vs 17 +10
Total hit, 64
Rolling: 8, crit roll was 18.
Hit Alice! Dealt 4 damage.(17/26)
Poison updated!(Stack 2: -2 Spd/Def, -2 Str, -5 Evade, -5 Hit, -1 Skl)[Lasts ? turns on Laguz])
Moving to H-8, Everand Strikes at Alice...
Hit Rate: 111%
Critical: 19%
vs 27 Evade=84
Rolling: 97. Miss.
Second roll on Amber.
Hit is 45,
Roll: 73.
They managed to avoid it. The Noble Axe returned to Everand.
GM notes[Where is Everand's Position RGUN.]
[Also, Alice still survives, somehow...]
-
All units gain +2 move, +20 dodge, and Forest Movement until the end of their next turn. Archers gain +2 Speed until the end of their next turn.
This turn would be the end of the turn, because it was next to the one before. I assumed it would last until the end of this player phase because of the wording.
If no, then Everand goes to H8. How long until Alice's stone recharges? I don't think I'm supossed to know, though.
-
Due to using Empowerment instead of Transformation, it won't start recharging until the Empowerment ends somehow.
Also, that Merc who battled the boss triggered the effect. So it ended the turn after that.
Edited in, next action?
-
Mercenary #2 moves to I6 and heals the wounded mercenary with his own vulnerary.
Archer #2 moves to 6K and uses a poison arrow on Amber.
Mark moves to G7 and uses a poison arrow on Alice.
Bandit moves to I6 and uses his poison axe on Amber.
Jane moves to H7 and attacks Alice.
-
Archer 2 to K-6
Poison arrow readied,
Amber
Hit Rate, 97 vs 17 +10
Note[Miscopied last turn. that was Mark's hit rate.]
Roll: 10, crit roll was 57.
Dealt 0 Damage. Poison updated!(Stack 2: -2 Spd/Def, -2 Str, -5 Evade, -5 Hit, -1 Skl)[Lasts ? turns on Laguz])
Mark fires a Poison Arrow at Alice.
Hit Rate, 91 vs 15 +10
Roll: 88, miss.
Secondary roll: 32, miss.
GM note, [hitting Alice on the second hit is a bit easier than hitting Amber on the Second hit. This still would miss Alice by a .5 percent.]
[Level's could fix that had you targeted Amber. As it is though.]
Moving to I-6, Bandit Attacks Amber.[This can go wrong..]
Hit Rate: 68%
Evasion: 10%
Critical: 1%
AS/Attack: 5/9
vs Amber
Hit Rate: 78%
Evasion: 15%
Critical: 7%
AS/Attack: 10/11
Rolling: 25!
Dealt 2 Damage.(18/26)
Poison Updated: (Stack 3: -2 Spd/Def, -4 Str, -10 Evade, -10 Hit, -3 Skl, -1 Mov)[Lasts ? turns on Laguz])
Rolling attacks: 34, crit roll was 51. 74, miss.
Bandit took 5 damage.(15/20)
Jane moves to H-7, attacking Alice!
HIT-RATE: 82%
EVASION: 21%
CRITICAL: 4%
AS/Attack: 7/12
Evasion: 16%-5 from poison, -4 from Spd loss=7%
Rolling: 73- Hit!
Dealt 11 Damage(6/26)
Quick time roll- 4, Alice has Dropped the Box.
Alice rolls 4.
1 out of 2, stay and Fight.
Alice Counterattacks!
55, miss.
[GM note, passing an item to another counts as an action, and you have to be on the same space to use it on them.]
[The mercenary can use his own Vulrenary, and move if he needs to, like, I don't know, across the river to the forest?]
Your two mercs still have actions this turn that need submitting.
And unlike them you can enter I-8.
I also need to draw up the Exp, so give me a moment.
Archers first.
50+23+23+13=109/100
Next the Bandits
10+20=31/100
And Jane for last.
52+23=75/100
So, Mark Levels Up.
Mark: Level 1>2
Level Roll: 5
+5% to your 2 Highest stats this Level-up.(Lowest Growth if tied)
[Feeling Lucky?]
HP:25>26
64, hit
STR: 6>7
33, hit
SKL: 4
77, miss
SPD: 5
63, miss
LCK: 4
77, miss
DEF: 6
94, miss
RES: 2
70, miss
[You know, Mark is really unlucky it seems.]
No other changes.
-
I can move to I8? Does it count as a hill or mountain? If so...
Wounded merc uses vuln on himself and moves to J7
Not so wounded mercenary moves to I8, attacks Alice and taunts the boss.
-
For the last time, only your bandits can do that..
Granted, If you want Everand to taunt after this, go ahead.
Not so wounded Mercenary moves to attack from I-8.
Hit Rate: 83-7=76%
Roll: ....98, [How in the world do these keep missing?]
10 exp to Jane.(85/100)
Alice, 66, Miss!
[In case you can't tell by now, they can counter out of their form. Just not well.]
The wounded merc heals up,(14/20) and moves to J-7.
[This appears to be another box tactic...]
As this seems a place,{What do you, Everand, want to do?}
-
I didn't really know taunting was an ability, I just thought it was something we could do because we're criminals and this is also a RTD.
I guess Everand should taunt the boss then, to make sure it doesn't break the box formation with his attacks.
-
As this seems a place,{What do you, Everand, want to do?}
This is a chance for an event you know.
Options:
Option 1: Do what you just said.
Option 2: Try and get them to surrender.
You actually have the stats to go for option 2. It should end with you and the Boss fighting 1 on 1.
He'll need 3 hits or a crit on you to win, but his hit rate is just above 50% against you.
You need 4 hits on him, or a crit and a hit. Your hit rate is 91% against him.
Question is, which will you choose?
-
I'm winning right now, so I don't see the need to demand them to surrender. I feel they will just come back later for revenge, stronger than before and with more numbers. We don't want to keep them alive and do that. If Everand can solo the boss, then he can probably easily dispatch the rest of the Laguz without breaking a sweat.
-
Choice made then-
Taunt roll-3, then 1....
All right,.. This is bad, Granted, as GM; There is good reason to have taken option 2..
Everand taunts the Boss. It does not go well...
"Hmph, just wait.."
G-9 to I-8.
"Sir!"
"Ah, you're just in time."
Roll: 2
Get this caravan ready and head back, our mission is nearly done for.."
Boss heads out.
"Um... How do I do that though?"
The Caravan will start to move next turn if the Cat Laguz is not killed.
However, it will take a while to get up to speed.
3 more turns until the Caravan leaves the area.
Enemy Turn 6, Start~
Poison Roll-2, 6 Damage..
"Ack... I..." thud*
Empowerment has ended....
"Alice!"
Amber has become Enraged.
Roll-4
Amber attacks Jane!!
The Poison no longer has any effect![11/26](18/26)
Hit Rate: 83%
Evasion: 22%
Critical: 8%
AS/Attack: 11/12
Rolling!
48, Hit! Critical roll is 57
Dealt 9 Damage!(14/23)
Jane Counterattacks-
HIT-RATE: 82%
EVASION: 21%
CRITICAL: 4%
AS/Attack: 7/12
Roll: 47, hit-Critical roll is 30.
Dealt 4 damage[5-7/26](14/26)
Secondary roll: Disengage- 5, then 44.
Jane successfully made space between them.
"Out of the Way Weakling!"
Charge
Hit Rate: 73% +20 from charge.
Evasion: 20% -20 from charge.
Critical: 8%
AS/Attack:10/15
Rolling: 72- Hit!
Crit roll was 84
Hit-Rate: 83%
Evasion: 14%
Critical: 4%
AS/Attack= 7/10
Rolling!
70, crit roll was 98.
Knock back roll- 1.
The wounded Mercenary does battle once again with the fierce Boss.
Having learned how not to get knocked around like a rag doll, he stops his charge and manages to land a solid hit..(2)
That just slips right off as the Laguz deals [Roll-6]a savage bite claw combo!(11)
Results,
Boss-32/36.
Mercenary- Bleeding, severe injuries, broken bones.(3/20){will die in two turns if not treated by an ally, can't move on own or attack, will require recovery.}
The boss continues on past to I-7.
Meanwhile, Jane and Amber have moved a step to the left. [G & H-7]
Stories tell of spells to drive one mad. But they are just that, stories.
They tell of those who took a thousand blows, but did not fall.
They tell of those who dealt a thousand cuts, and kept on going.
The truth of the matter is, there are no Magics capable of driving one to insanity.
But those stories do hold a grain of truth.
That those gone mad, will never falter, no matter how close to death.
Until their foes are nought but ashes.
An Excerpt from the The Tome of Legends' Truths and Fictions.
-
And of course, they break the box formation.
How many poison arrows do I have left on each archer? I haven't been counting them, whooops.
Is Berserk Amber immune to poison or just more resistant?
-
She won't die of poison until she hits -13 on her health on that side. And no more debuffs from poison, she just doesn't care anymore.
She'll also take the full 7 damage each turn, so more piled on is redundant at this point.
You sat him in the bosses way, and then you taunt him? I mean, that was always going to be a fail, but he's at 40 weight now..
He was throwing him around beforehand. Now he doesn't even need to worry about wounds to break past.
Breakdown of breakthrough- KB roll was 1 on his side. So that means he wouldn't be able to move right on through. Then he rolled a 6.. That combined with the one blocking him in that state, meant he could continue on to the box..
He was going to head straight for you afterward.. But no dice.
Oh, and that disengage Jane rolled, had she failed that, Amber would have continued attacking.
Jane is too slow to keep up, and survival is out of Amber's objective list. She just wants Jane dead.
As for Berserk Resistance, it depends. Poision is not going to be effective anymore.
Decay would work, but that's[Redacted].
Your best bet of stopping her is hitting her with Light or Dark Magic, or a powerful Anima, but you don't have that.
Also, of course they break it, it didn't work last time, what made you think it would last against the boss?
GM note[That guy deserves a reward for the beating he put up with.. Seriously.]
-
Yeah the mercenaries are kinda useless. The only reliable damage sources I have are poison, Jane and Everand.
So caravan is still at J8 with the Cat Laguz? Could Everand kill it without help or I would need poison and/or a mercenary to help?
-
She's untransformed right now, remember?(19/26)
And it's not that the mercs are useless so much as them being outmatched against transformed laguz.
As for poison arrow count, I think it's 2/1 for Mark/Archers.
You're doing well, and there shouldn't really be any other surprises this fight.
Taking it down when it has 3 defense. Mark and the Merc at I-8 may be able to do the job.
I do actually post Attack Speeds and attack stats you know?
Welp, Level time-
Mark
9+10=19/100
Next the Bandits
31+10=41/100
And Jane for last.
85+10+20+10=125/100
Jane: Level 3>4
Level Roll- 3
+5% to your Lowest stat this Level-up.(Lowest growth if tied)
HP:23>24
69, hit
STR: 6
59, miss
MAG: 1
66, miss
SKL: 8
85. miss
SPD: 7>8
9, hit
LCK: 3>4
15, hit
DEF: 3
90, mis
RES: 1>2
15, hit
HIT-RATE: 17%>18%
EVASION: 16%>20%
CRITICAL: 4%-No change.
-
Mark (G7) moves to H8 and attacks the Cat Laguz with normal arrows.
Non-dying Mercenary at I8 goes to K8 and attacks the Cat Laguz.
Everand (H8) moves to I8 and attacks Amber from a distance.
Jane (G7) uses a vulnerary on herself and tries to not die.
Archer at K6 fires a poison arrow to the boss.
Archer at I4 fires a poison arrow at the boss too.
Bandit at I6 attacks the boss with his poisoned axe.
-
That just got a bit easier.
Also, as a reminder, you do have that Duel Attack Everand & Jane can perform once a battle.
Typing first two actions now.
-
I'm going to save if for the boss once I deal with the main threat (Berserk Amber) and the escaping Laguz.
-
Mark moves a bit past Everand and takes aim at the Laguz.
Hit Rate: 91%
Caravan target, 20 evade.
Rolled a 10!
Crit roll was 80.
Dealt 10 Damage!(9/26)
20 exp.(39/100)
Non-Dying Mercenary attacks the Laguz-
Hit-Rate: 83%
Evasion: 14%
Critical: 4%
AS/Attack= 7/10
Roll: 25.
Crit roll was 47
Dealt 7 Damage!(2/26)
Hit-Rate: 75%
Evasion: 16%
Critical 6%
AS/Attack: 8/6
Counterattack- roll is 23.
Crit roll was..... It's 4!
The Laguz deals a nasty last blow on the enemy-(2x3=6)[10/20]
Roll: 1, caravan has not speed up.
20 exp goes to Jane(45/100)
GM note[I need to go back and doulbecheck damage, Mercs have 4 defense, not 3.]{Will be out for an hour or 2 after this.}
Assuming the orders are the same then.
-
If the dying mercenary can heal himself, he should do that. I don't think he has any vulneraries, though.
-
That won't actually help.. Vuls heal, but he needs to be patched up by one of yours.
I mean, it will give him anther turn of life, but that won't work forever.
-
It's better than nothing. Someone can patch him up when there's no other enemy to attack him again.
-
Also: fairly sure said merc retains his will to live. In a take a vuln or die on the spot situation, probly gonna take a vuln. Even if RGU had given a different action.
-
Everand moves to I-8.
Attacks B-Amber.
Hit Rate: 111%
Critical: 19%
vs 22 evade.
Roll: 55, Hit!
Crit roll was 38.
Dealt 11 Damage![-8 - -4/26](3/26)
Jane uses a Vulrenary, restoring her health to full!
Archer Volley
Poison arrows readied,(Last Arrows)
Hit Rate 98 vs. Evade of 20%
Rolling! 36, Crit roll was 14. 2, Crit Roll was 49.
Dealt 0 Damage twice, Poison Stack is 2!(Stack 2: -1 Spd/Def/Res, -1 Str, -10 Evade, -5 Hit/Crit)[Lasts ? turns on Laguz])
[Quick update]
Yep.
-
I sure hope nothing completely unexpected happens during the enemy phase.
-
Back now, anything to do, waiting on actions.
Also, Poison affects different groups differently.
The cats lose a lot of their quickness, while tigers trend towards a loss of damage confirm and res.
Still need action confirm on the Bandit's movement.
-
I thought I had already specified what was the bandit going to do.
I can't check the map currently, so the Bandit moves north of the caravan and axes the Cat Laguz.
-
You had actually slated him to axe the boss before.
Also, your dying merc is on I-7, so he can guard him/patch him up- afterward.
Hit rate is 67 vs 22.
Roll: 19! Crit roll is 25.
Bandit finishes off the Laguz. You can patch the wounded next turn.
Meanwhile, said merc uses a vulnrenary, 3 turns until death.(8/20)
Now exp.
Lv-3 Mark-(39/100)+20+20=79/100
Lv-4 Jane-(45/100)
Lv-4 Everand-(41/100)+17+38=96/100
-
Time for Battle!
B-Amber attacks Jane![-15 - -11/26](3/26)
Hit Rate: 83%
Evasion: 22%
Critical: 8%
AS/Attack: 11/12
Roll: 28!
Jane takes 9 damage(15/24)
Crit roll was 11.
Jane Counterattacks-
HIT-RATE: 83%
EVASION: 25%
CRITICAL: 4%
AS/Attack: 7/13
Roll: 76, miss.
Disengage roll: 3, then 44 vs Attack roll 5.
Second roll: 46, hit!
crit roll was 23.
Jane takes another 9 damage.(6/24)
Second attack roll: 2, then 81.
Rolling 91. miss.
Disengage roll 3, then 23 vs 5.
Amber attacks again.
16.
Saving roll: 5.
Attack roll: 97. miss.
GM note[You know, this is getting too out of hand!]
Disengage roll: 2, then 23 vs 4.
Amber attacks again- 25.
Saving roll: 1...
Scale roll of destruction: {1d1000}788
GM note 2[3 would have been enough if Amber would stop getting 5s., even a 6 would kill her.]
Event at end of turn.
The boss has picked up the Key Item in his mouth.
He moves to E-6.
Poison roll:3- 5 damage(27/36)
Event-
The sun streams down through the clouds, where Amber and Jane lay,
"You fought well Amber, I will be sure to honor you two in my memories and report."
"This whole mission has gone badly.. But at least our objective is complete."
Padding tread*
He turns to see the bandits come down upon him.
"Time to go; farewell"
Final Rolls
2- Miracle Ring
1- Key Item
5- Destiny Roll
A Shining Light emits from the Key Item.
Of course, no one can see it, being locked away.
The Miracle Ring seems to dull..
Just a bit.
And Destiny begins to tilt, just a little.
Battle Intermission
Xenologue: Destiny and Death
-
GM notes.... This is, a bit ridiculous.. I mean, this is as bad as the end of Terissa's.
Now thanks to these rolls, this comes up about 4-5 chapters early.
And the Die of Destruction Scale too..
Well, at least it's not an early chapter end.
I'll start Terissa's Gaiden tomorrow.
Meanwhile, I actually need to build another stage. Thought I'd have more time.
-
What, so I lost?
I want you to explain the current situation in detail.
-
No, not quite..
I mean, it would certainly be simpler for me if you just lost, but those final numbers do mean something.
I mean, the Key Item getting a one, and the Miracle ring a two. and then that last 5.
Had the Miracle Ring got a 3, I could certainly use it to save her, though the boss would have gotten away right then.
Let's just say that when you put these numbers together, you get, something.
Just means you're be controlling Jane in this Xenologue. Hence a Battle Intermission.
-
Standing by.
-
But I want to kill the weakened boss and the Cat Laguz at one hit from death with my team of bandits with almost full health. The boss has no way to leave, it's surrounded and if you make up an excuse to have it teleport away or something I'm gonna call bs on that.
Let Jane die, I want to defeat the enemy and be done with this mision. I'm tired of these guys always pulling stuff to counter everything I do. And now they're going to instantly deny me the victory? After all I went through? Maybe you should have said that they didn't need the caravan or anything and they just had to use the box to win the map and make all the fight pointless. How I was supossed to know?
I'm sorry if I'm being to harsh, but I'm mad at these Laguz. If it's possible, Everand is going to throw his axe at the boss' ugly face and make it drop the loot I worked so hard trying to obtain. If I had actually knew what these guys were capable of, I would have planned accordingly.
-
((Same as happened to Teissa. Factors completely outside player knowledge are denying objective completion, giving the player an arbitrary "You Failed" message at the last second. Strategic position be damned. Tis a frustratin thang, ain't it RGU?))
-
((Same as happened to Teissa. Factors completely outside player knowledge are denying objective completion, giving the player an arbitrary "You Failed" message at the last second. Strategic position be damned. Tis a frustratin thang, ain't it RGU?))
I feel exactly like that. I didn't knew that they could charge and push, fully protect each other, put my units on a death timer or become berserk and continue attacking forever. I didn't knew letting the boss grab the box would be something like instant defeat, especially because the Laguz already had the box and didn't use it before.
-
Wait a moment, he's surrounded?
Bandit at J-7 with wounded merc.
K-6 and I-4, archers.
Everand south of him at I-8.
Mark at H-8.
And Jane at G-7...
And Merc at K-8.
No, that movement is correct?
====Post explaining what the hell just happened I was typing up.-
Right, so Jane got attacked by Berserk Amber.
She ended up getting a 5 that time vs your 3.
Her hit was 57, then 47, then 37, then 27.
4 speed above on berserk is 5 chances to attack.
You rolled 3 to her 5, twice. then you rolled a 2 to her 4. To add onto that, you rolled 23.
Had Amber rolled a 6, she would have died on the spot. Hell, you just need to hit her once after the first exchange, her evasion was gone past that. Instead, you roll 90+.
It just ended up piling into a most unlikely outcome.
Also, this-
Saving roll: 1...
Scale roll of destruction: {1d1000}788
This second roll was for your final number. Or my, the GM's roll.
This is really high!
And then the Key Item gets a freaking 1. This is a fail so bad it backfires. Which means the Key Item ended up activating due to the destiny roll, a Full 7-6 levels early..
Finally, the miracle ring. It just couldn't get any other number, it had to be a 2.
The Miracle Ring seems to dull..
Just a bit.
Check the underlined. Everything comes together to meet the conditions of one of the Xenologues.
This is just... This Xenologue was meant to be used a bit later. Instead Jane gets it.
====
And no, you have completed your primary objectives. Caravan Secured, Everand alive, Mark Alive.
Jane is dead, but dead means something different here. The Box is just their objective. And I am serious about that boss being dead after this Xenologue if Jane completes it.
If Jane dies in it, she dies, but you will continue on.
And this Prologue was meant to let you know what your Laguz enemies can do.
Also, you are very much in range of him. Blame the World-building I did if you want to.
The fact is Terissa's Gaiden is up next, so you won't be blind in Jane's Xenologue.
It also seems I may need to work on my hint dropping.
Spoiler, that Key Item is a Heaven Seal, capable of allowing special classes to promote.
They were going out of their way to keep it secret from the other tribes. Since they would try and poach it.
While I didn't hint that it was such, I did hint through Jane's support that they were going out of their way for a reason. And that would be it.
Boss Movement for that turn was 1 left, 1 up, 3 left.
-
Movement is probably correct, I said surrounded as being unable to leave the map with so many units on my side.
I know this is your first time doing stuff like this, but I think you should have explained things more clearly. So I lost the seal from the box? What's the xenologue for is Jane died? Did the seal save her or something like that? Can the rest of the team just gank of the two weakened Laguz and kill them while the xenologue plays?
I swear, if the seal ends promoting Jane so early... You know how the early promoted units at the start of FE games end being the worst? And how many possible levels and stats would be lost?
So, did combat end or I can still try attacking them?
-
It isn't going to promote her early.
And there aren't any other Laguz left besides the boss. That was literally Amber's last attack.
Just that Jane's going to end up reviving right next to the boss. What then follows is the Beatdown.
And the Xenologue goes more into the world than anything else. Bit of info on what's going on behind the scenes.
Jane is also going to end up having to fight the same type of enemy as in Terissa's Gaiden. Granted, they're utterly weak alone, but still.
The main reason I want to move on to Terissa's Gaiden in the meantime is,
A. I need to build a map. This wasn't supposed to pop up until chapter 3 or 4.
B. It will let you know about the enemies themselves. Jane could probably shred the mooks pretty easily, but It's the boss that you're need to avoid to win.
Granted, Terissa has to beat her boss, but the two of them are different.
Lenglon, do you think I should give you your enemies skills in advance?
-
No.
I want to know what my character knows.
-
K.
I really need to spend the rest of the day on cooldown though. I'll post tomorrow.
-
I think I understand better, thanks.
Seeing that Laguz have so many abilities, I could try recruiting some into my gang later.
-
"Did they.. Finally stop?"
"- -- - A - -He - t Sha- - -- - Lig --t - -ed - - - - e S -y- -"
A feeling of power begins to rise*
"Dark - -s - h-- l Desc -n- -- -n t- - Wor- -.."
"Need to get away, from that!"
"-- - - -n - - -e - ---ak- -t nigh- - -- -her - -- -es - -- -e -"
Mana sense* Scan-
There!
"- - ---Si- --e So- - -"
Terrisa rushes over to the other side of the cliffs*
"O - -ur -- a!"
As Terissa rushs, she glimpses a nearly incomprehensible series of runes upon a pillar.*
"T- - -- b-- -k - he - --oc - on-- - m- --e!-"
She just makes it inside the underground entrance as the spell finishes.*
Gaiden 0-x: Dark Beginnings
As you enter, you set down upon a stone floor. There appears to be a light ahead of you, but other than that, it's dark.
The Hint box appears from the Dark~
Welcome to the Gaiden. These chapters are extra, and usually contains some useful things.
While they won't affect the story as a whole, they do help you out.
In this chapter, Fog of Way is introduced.
Put simply, indoors, you won't know your way around. Terissa has a way around that though.
Though her Mana Sense, she can figure out a basic outline of areas she can travel from her position.
Also, as you move, you can see grayed out areas. This signifies an area that you've already seen, but is out of your sight at the moment.
These are the bare basics. you should also note that in most cases, running into an enemy you can't see will stop your movement for that turn.
Note that there are skills and effects that can render this null, but enemies who can't sense you also fall prey to this outcome.
Granted, that does not hold true in this map.
Introduction- Dragonstone Ability: As I'm sure you already know, meditation can restore the durability of your Dragonstone. But Dragonstones have another ability.
A Manakete can use them untransformed to fire a blast of magic at a foe. This damage calculation is STR+MAG versus RES. Whichever is lower.
This particular use is very accurate, but does not affect an area like your normal Dragonbreath does.
Though using it does mean giving up your Stat boosts in combat, it's range differs from the other. The GF Dragonstone grants a range of 2-4.
A Dragonstone's other stats remain unchanged though, other than a 50% Accuracy boost.
Last, the start of this chapter is up to you- In other words, a breather before the chapter starts.
This map is A-P by 18, or 16x18. I'll show an update of the map if and when needed.
-
I slowly advance, checking the walls/ceiling for stability, traps, or unexpected entryways, as I advance down the linear corridor. I also stay quiet, thinking that moving silently is possibly wise.
-
You step a bit closer to the light. There really isn't much around you. There are a few pathways nearby, but your attention is drawn to the Mural you see illuminated by that light.
-
No it's not! Art can wait until the room is clear. Stick to the walls, avoid the light, and do a slow lap of the room, looking down each pathway but going down none of them. After I've checked the area for traps and ambushes, THEN I'll check out the art and learn more about what this place is.
-
You decide to take a quick look down the hallways. In front of you are two, but they are fairly close to the light.
One continues forward, and another splits off the main hall to the left.
Across from the Light you see an area that seems to be an open room at first glance.
-
use my mana sense, then stay out of the light still, but go ahead and study the mural while keeping my ears open.
-
Mana sense: roll-2.
Your Mana Sense activates: The area across from you actually splits into two paths. One moving right down a flight of stairs into an open area, while the other continues farther on before seeming to link up with that room.
The path that moves further on seems to go to an upper area, while the path splitting left seems muddled. It doesn't seem to lead anywhere.
You can't feel anything bet a sense of peace from the light ahead of you, but it seems to be sunk into the floor. Yet no mana comes from it?
You can also tell that there seem to be a number of obstructions in the areas ahead. Collapsed pillars most likely.
You can't quite see anything from this angle. All you can tell about it without being across from it is a series of raised shapes.
-
... okay. Seems safe enough.
lets get close and study that mural.
-
Terissa steps up toward the edge of the indentation. From here you can see that the light appears to come from a series of lines.
They have an almost white/blue color that seems to blend in with the stone.
While you still can't read anything on the mural, you can at least see the pictures.
It seems to depict a series of broken stones holding up a platform. Around it you can see something that almost look like dragon-wings surrounding it.
A number of lines are embedded in the Mural, though they look more like a part of the Mural itself.
Some flowing in toward the platform. And other, broken lines, seeming to leak away from it.
Mana sense vs. ?
3 vs 4.
You sense someone behind you.
You turn-
"Heh, good instincts Dragon-ling."
From first glance it's a teenage girl a bit taller than you. You don't see a weapon on her, but she does have a bag on her back. She's smirking.
-
Sidestep away from her, clearing her view of the mural while keeping my eyes on her and my hands on my stone.
Re-edit: removing speech that wasn't there when turn was made.
-
"Hmp.. Not much for talk huh"
Keeping her eyes on you she continues to speak.
"I've been watching for a while now."
"You don't seem the greedy type, if what I saw of your face was any indication."
-
...
I'm going to ignore that final line because it wasnt there when you wrote the turn at first, meaning you didnt see my first edit.
-
Sorry, but neither was yours.
As did I afterward.
-
Well, yes, which is why i changed mine back to how it was.
-
"Where am I?"
-
"Ah. Well, this is Ignis last I checked."
"As for Where you are, it's an old ruin."
"My question is, what are you doing here? It's not like getting to this point is easy."
-
"Running for my life. There's, literally, an army outside that wants to kill me. They kept calling me a demon and when I got in this area they did some kind of huge spell and... are you a ghost? Who are you?"
-
"Damn it, really.."
...."Was their anyone out there who used some strange magic?"
-
"I asked first Ms. Ghost. Y-you can call me Tess."
-
"Very well then. You may call me Selene. And no, I am not a ghost quite yet-"
"Still, your answer does say you do know. Spill.."
-
"Y-yeah. Like, three of them? All different from each other. The closest one had some kinda black hole or oblivion or whatever spellbook.
Why are You here?"
-
Selene seems a bit flustered by the news.
"Ah.. Well.."
"I'm a treasure hunter. I managed to get some info on this place."
....It seems she figured something out.
"Hah..."
"Well, guess it's time for a one way trip then."
"I guess you wouldn't know, which means that your people are still around."
"Have you ever left Ignis?"
-
"N-no, I've barely left home at all. I haven't even gotten to see much of ignis except where I was being chased. What is this place, really? You just said you know..."
-
"..Well, it's not like it matters much anyway. One condition, I get first choice of the items here."
-
"W-what?"
...
I double-check to make sure I haven't been robbed yet, and do NOT let go of my stone.
...
"You're trying to take advantage of me. Stop it. I'm pretty sure you're just as trapped as I am. Where. Am. I?"
-
"Hehehe, I was wondering when I'd set you off."
"Very well,"
"This is an old ruin, as I said before. But when I say old, I mean Old."
"It's supposed to pre-date the founding of the Church of Light."
"It's been sealed for a long time, but supposedly there's a treasure hidden here."
"Other than that, I can't tell you much more."
"Also, if you're wondering what that mural says, don't bother."
"It simply depicts the End of the World."
"Nothing more than any dusty preacher or old book couldn't tell you."
-
"Um, by End Of The World, what is/was/will be/could be, that? Especially why does the mural have dragon wings? Does it have to do with why they were calling me a demon? And why aren't you acting like them?"
-
"Dragon wings?"
"I could see how you'd make that mistake. I don't suppose you can see the rest of it from here."
Selene start circling around you, before stepping onto one of the raised stones to move closer to the mural.
"Follow me if you'd like.."
-
"o-okay..."
I follow
-
Note, have to leave for about an hour, I'll have the next when I get back.
-
You follow to near the center of the, array, it seems. Other than the lines, there appears to be a diamond pool of ?water in the middle of it, though it's shallow.
From this distance, you can easily make out a bit more detail. The Dragon-Wings you saw before have quite a bit more detail to them.
The top left wing appears jagged, while the top right wing looks like the edges of your own.
The bottom two are the strangest though. The right has those same lines running through an impossibly smooth surface.
While the Left is made up of nothing but those very same lines.
"As you can see from here.."
Terissa turns to see Selene-
"Only one of these wings matches your own."
"I will admit, this Mural does look quite a bit different. But that's probably ink and artist restrictions."
..."I suppose I'll tell you the short version. I'm on a time limit here."
"The End of the World."
"The wings each represent a different force. The one that looks like yours, belonged to an enemy of that time."
"While the opposite represents the struggling forces that fought against her."
"By all accounts, it was a bloodbath."
-
"S-so one of my ancestors was a villan? Annnnnddd then... so... so... so that's why..."
-
"..."
"Sorry about that. Nice to know my estimation of you was correct."
"When I say that each represents a Different force, I meant that quite literally. Whether or not she was one of you doesn't really matter."
"Rather, her ship was made from a Dragon."
"The bottom two wings are a bit different. The left is said to represent a demon wing, while the right represents the other side of it, Angelic Magic."
"The history of that time is too muddled to tell anything. And most of the old tales are what humans wrote down."
"Most historians agree that the world fell to the sea during that time though."
"All in all, I don't really believe that what has been passed down is what really happened."
"People are deceptive, that's all there is to it."
..."That is also why I don't think you are evil simply because you look different."
"But most people aren't that open-minded"
-
"I-I've noticed. But... isn't that stupid? To think I'd team up with someone who killed one of my family and desecrated their corpse to make a stupid boat?"
-
"I suppose it would be. The legends make it sound like another world entirely though."
Selene heads off to the left*
"You can stick around if you want, but I need to get looking."
"Only a matter of time until it's too late to."
-
"Too late for what?"
Follow
-
"Well, I guess you wouldn't know, but the Church developed 2 powerful magics. The Light Seal and the Dark Seal."
"They are passed to those the Church deems worthy, and when the two are used together.."
"The Darklands are surrounded by turbulent currents and fierce winds. It's next to impossible to get in or out. Those seals allow the Church to send criminals there."
"All without getting their hands dirty.. Tch."
Now past the Light Tile*
"As for that magic you saw, I'm guessing it's the Legendary Magic, Obscura."
"The other two Magics possessed by the Church are Prominence and Neverwinter."
"The fact that she used that function means that we'll end up in these Darklands shortly."
"And I for one want to at least get what I came for."
-
"Okay. Since we're stuck together for a bit anyway, could you tell me what you're after, and what else there might be to look for? we can search faster if we cooperate."
-
I doubt it...still.
"The treasure room is supposed to be nestled between the stairs. If the notes are-"
Perception roll: 5 vs 2.
"Look o-
Battle: Selene strikes forward-
True Hit-
Selene darts forward, and draws forth light-
What you can see of what you sensed looks like nothing more but shadow given twisted form-
Which melts under but a single pass from Selene.
ut... uh."
Selene gains 16 exp.
"Looks like something has started to wake." Selene says as she sheaths the light that looks like nothing; the light it emits blueish white, a wisp...
GM Note:[The battle is about to begin. Tomorrow anyway. If you have a last question to ask IC, now's the time.]
-
((I would have preferred to get to state Terissa's reaction to the attack, because I actually had something planned for it. Specifcially I was planning for Terissa to put herself between Selene and the threat with the command to "Get back!", rather than the warning of "Look out!"))
((And I'm surprised you're using teal for Terissa instead of cyan. gives a pretty big difference in the text colors.))
-
Ah, so that's the color?
Cyan isn't in the normal list for me.
As for Selene, she has a sight of 6.
She was already moving as you gave the warning.
Also the reason you couldn't quite see the detail before, but she could. That and she already knows what it's supposed to look like.
Night for me, good night to you.
-
If you need help with colors, I have this list I found quite some time ago in the forums.
Just use [color=(color name)][/color]
Varients: L = light, M = medium, d = dim, D = dark
Colors have been given a darkgrey glow for visual help.
✎AntiqueWhite L M d D
✎Aqua L M d D
✎Aquamarine ✎MediumAquamarine L d D
✎Azure L M d D
✎Beige L M d D
✎Bisque L M d D
✎Blanchedalmond L M d D
✎Blue ✎LightBlue ✎MediumBlue ✎DarkBlue d
✎Blueviolet L M d D
✎Brown L M d D
<---varients tested down to here--->
✎Burlywood
✎Cadetblue
✎Chartreuse
✎Chocolate
✎Coral
✎Cornflowerblue
✎Cornsilk
✎Crimson
✎Cyan D L
✎Darkolivegreen
✎DeepPink
✎Dodgerblue
✎Firebrick
✎Floralwhite
✎Forestgreen
✎Fuchsia
✎Gainsboro
✎Ghostwhite
✎Gold
✎Goldenrod D
✎Gray D d L?
✎Green D L?
✎Greenyellow
✎Honeydew
✎Hotpink
✎Indianred
✎Indigo
✎Ivory
✎Khaki D L
✎Lavender
✎Lavenderblush
✎Lawngreen
✎Lemonchiffon
✎Linen
✎Magenta D L?
✎Maroon
✎Midnightblue
✎Mintcream
✎Mistyrose
✎Moccasin
✎Navajowhite
✎Navy
✎Oldlace
✎Olive
✎Olivedrab
✎Orange D L?
✎Orangered
✎orchid ✎Darkorchid
✎Palegoldenrod
✎Palegreen
✎Paleturquoise
✎Palevioletred
✎Papayawhip
✎Peachpuff
✎Peru
✎Pink e
✎Plum
✎Powderblue
✎Purple
✎Red D
✎Rosybrown
✎Royalblue
✎Saddlebrown
✎salmon ✎Darksalmon
✎Sandybrown
✎Seagreen ✎Darkseagreen
✎Seashell
✎Sienna
✎Silver
✎skyblue ✎Deepskyblue
✎slateblue ✎Darkslateblue
✎slategray ✎Darkslategray
✎Snow
✎Springgreen
✎Steelblue ✎Lightsteelblue
✎Tan
✎Teal
✎Thistle
✎Tomato
✎turquoise Darkturquoise
✎Violet D
✎Wheat
✎White
✎Whitesmoke
✎Yellow
✎Yellowgreen
-
If you want to see the details of how someone's formatting something, you should quote them. the quoted text will show all the formatting tags they're using.
I've used a large number of not-in-the-normal-list colors for various characters. most prominent amoung them is mediumorchid (which also isn't in RGU's list by the way).
However, I still recommend quoting to get someone's formatting right, for example:
"You want a bold, daring idea for how to convince the ruler of a land to listen to a foreign traveler without contacts or credentials before the day is out?"
"There are old predators.
and there are bold predators.
but there are no old, bold, predators."
"Don't be silly! You need to think long-term. If you have nobody to vouch for you, then even if you manage to spea, your word will have little weight. Step one is make friends in high places!"
"Or enemies that don't understand you. those can be used too. Make them attack what they think you support, and enjoy watching them do your bidding unknowingly. It's always good fun."
You might not even realize that there are two formatting tags in use for each line of this character of mine's speech, not just one.
and please be aware that even if the choice of action is seemingly null. you can never be sure. what if I wanted to murder Selene the moment she gave me the information I wanted and turned her back? This would have been the perfect opportunity. what if I wanted to run away? Hell, remember how in the prelude you were certain that Terissa had zero chance of acomplishing the 200xp objective, yet if the mission had ended in a normal way, that objective actually would have been massively overachieved?
you really shouldn't assume you know someone's intentions, and it's especially problematic when you remove a player's agency over their character. If you want to know my intentions, or planned strategem, ask me. please don't just assume.
The key difference (ingame, the out-of-game one of lack of player agency over their own character is actually a bigger deal.) between what you made my character do, and what Terissa actually would have done, is the message it conveys to Selene, and the information it gives her.
-
K, Do you want me to edit it in Terissa's action?
I mean, if you want to fight her, you can,
-
Oh? nah, lets just roll w' it. No need to change anything.
Thank you though.
-
Turn 1
(https://i.imgur.com/4EBPFdI.png)
Now's the last free bit of conversation you can have. After this, you can talk to her by going near her.
Every 5 turns, something will happen. You have a turn limit of 20 before the Gaiden ends.
Note that you cannot see beyond a wall, but if you move, you will be able to sense if any enemies in your range.
Mana sense will be cooled down at the beginning of turn 3.
Last is movement order.
Enemy phase occurs after Terissa and Selene make their actions. You can choose to move before, or after Selene on your turn.
Goals for this Gaiden: Defeat the Boss, find the Secret Room by stepping on it's tile and alerting Selene.
These are optional, but doing them both nets you this Gaiden's reward. Other than that, survive for 20 turns.
GM Note:['m thinking of scrapping the Weapon triangle rolls, I can manage the current battles, but it's starting to seem like a bit of unneeded fluff.]
Edit: B-18 is where the treasure chest is. Terrisa is at E-14, and Selene at E-13.
-
Darn, another time limit.
Where do I start?
Edit: nvm
-
"I'll get started looking and try to make the area safer. I'll leave the chests to you and trust you to share when we're out. Okay?"
-
"Rather generous of you. Very well then, Lead the way."
So, movement?
-
I head north and up the stairs until I reach an open area or a threat. Intent is to engage threats if encountered.
-
Terissa moves to E-8. There's a lot of rubble ahead of you, but this seems an open area. A pit seems to be nearby as well.
Their appear to be some sort of stairs ahead.(D & F-5) To the northwest appears to be a wall, but you see a very faint light above it's top.
You don't sense anything right now.
(https://i.imgur.com/QxxpCmU.png)
You hear footsteps behind you.
"You can move rather quickly, eh Tess."
Selene has moved to E-9.
-
"You said we had a time limit. So I'm trying to make the most of our time. Did you already loot that chest down the side-corridor we passed?"
next room north, keep moving. I'm counting on Selene to clear corners and chests. I need to find our primary obstacles and clear rooms.
fly up to that light at the top of the wall and see where it's coming from, as well as look down the pit to see if there's anything down there. THEN move on up the next set of stairs to keep searching.
-
editing action!
Edit completed
-
It's actually the enemy turn. Sad to say, you failed a perception check, your 5 to it's 6.
"Yep, just an antidote though."
"Watch out!"
Battle:
Shadow ambushs Terissa:
Hit rate:64% +10 from ambush.
Evasion: 2%
Critical: 1%
Roll: 9 Hit
Dealt 0 damage.
---Terissa's action?
-
Erm: counterattack?
-
I am missing critical information to make decisions from:
The second half of the combat where I get to counterattack
The location of the shadow.
What the shadow looks like and uses to fight.
-
Terrisa counters with her dragonbreath.
Dark Abyss... Activates.
30 percent at current level.
Roll: 2
The Shadow twisted away. the Area Attack missed.
Pass
A shadow darts past Terissa to strike at Selene's back.
Hit of 64% vs. a evasion of 41%
Unstable footing reduces evasion by 10%
Roll: 66, miss.
Selene Counterattacks.
a flash of light
And the shadow melts.
16 Exp to Selene(32/100), no Exp to Terissa.
The shadow is attacking from the left. And it uses itself to attack. It's a shadow, if with some form.
It does take up a space.(Currently to the space left of you.)
And you just found it's skill, Dark Abyss {E}. For every Rank, it's success goes up by 10.
And your Dragonbreath attack counts as an area attack.
It hit you untransformed by the way, and still dealt no damage.
Weapon: Shadow {E}
Deal Str+Mag - target's Def &Res | 60% Hit Rate.
"Be a bit more careful, would you.."
-
"Sorry, the pests are annoyingly hard to swat."
Advance upon the stairs to the edge of my focused attack range, using spare movement if any to scout out the light at the top of the wall, and from max range make a focused attack on the shadow.
-
You move through the air to D-4.
DragonFire
True Hit.
The Shadow disappears in flame.
Terissa gains 13 exp.(98/100)
From your position you can see that it looks the same as that other inlay at the entrance.
You can also tell that the pit seems to be rippling, you see another of these creatures start to rise from it before sinking back down..
(https://i.imgur.com/6lEzDkh.png)
Does Terissa have anything to say? Selene can still see you.
-
"The pit is spawning those things! Also, another inlay up here!"
she seems able to look out for herself. I hope she clears that side-area im bypassing.
-
Selene moves to F-6.
She grabs something out of her bag, a book?
She then takes out that Light.
"Seven worlds, clad in deep shadow, Dispel!"
Roll: 4, 56. True Hit.
A blast of light emits from Selene's slash.
Dark Abyss Roll: 11
The shadows have receded, for now.
Selene gains 10 exp. (42/100)
The shadow attacks.
Hit of 64% vs. a evasion of 41%
47.
Selene dodges and counters.
True hit.
Selene gains 16 Exp.(58/100)
She turns and gives you a wave before sheathing her weapon, and putting the book in her bag.
It is now turn 3.
-
continue the rapid area-clear/exploration. Go down the stairs and keep moving.
-
There are two sets of stairs you know. south or east?
About to go for an hour by the way.
-
East. The unseen area.
-
Terissa heads east to I-3
From what you can see from here, there appears to be another light.
Lifting up a bit to get a closer look, it appears to be another of those inlays.
(https://i.imgur.com/PPBCSrd.png)
You can't actually see Selene anymore, being down a flight of steps, and she still doesn't seem to give off a passive Mana signature.
Though you'll still be able to feel that weird Mana signature if she uses that book again. You think... It feels more like Absence or something.
You can Levitate down to the lower floor from here if you wish, though you'll have some trouble getting back up that way.
Turn 4 begins.
-
Sense mana
I'll decide on the rest of my action after that.
-
Sense Mana has been activated.
3, then 98.
Additional roll: 3 vs 3, no data.
Pathway prediction- The path you are on connects down to the lower floor.
Perception resistance- 6. No other data.
Though simply from that resistance, you can tell that more of those pits are down there.
-
Lets head towards the light of the inlay, it might affect these shadows somehow.
-
It 6 east and 2 south of you.
Do you want to follow the path, or drop down?
-
Path, I don't think a 1-way trip into the unknown is the best of ideas.
-
You travel along the path. It's so dark down there.
(https://i.imgur.com/47oFUAJ.png)
Turn 5 begi-
Rumbling rocks. a deep plop sounds out.
Dark Lead-
A sense of Uneasiness washes over you.
The Boss has awakened. Dark Lead is now active.
Turn 5 continues,
-
And Dark Lead is?
-
Maybe a stronger version of these shadow enemies.
-
loot the chest and head south into the lower levels.
wait. Is the chest locked? If it is, then i have no reason to mess with it.
-
Dark Lead is an ability some high tier shadows have. Shadows are quite weak normally, but this skill boosts their HP and Skill.
And yes, it's locked.
Current Location is L-1. Dropping down will take up your move for the turn. You can also stop on the stairs and use those if you want.
-
Um, are you aware that I can't actually see grid letter or numbers on the map? I've been able to count them out given enough time, but it's problematic. do you mind editing in a map with a grid overlay? it's getting hard to do consistently since I've lost where I put my graph paper.
...
lets use the stairs, why not.
-
(https://i.imgur.com/HG7EN8q.png)
I got the whole map, but I've been editing it as you go along. This one is a quick blackout of the areas you haven't seen yet.
-
Hmmm. the call of using the stairs or not is pretty tough. But I think I'll use them and see where I go, and then afterwards I might backtrack and check out that inlay soon after.
Thank you very much for the grid. it does really help with perspective. I probably won't need it updated again for quite some time, there's a lot of reference points for me to use now to cross-correlate.
-
Minor blotch on this one at I-13, that's an area you have seen. Anyway.
Terissa heads down the stairs and ends up at O-4.
(https://i.imgur.com/cY9tnUI.png)
From here she can see the Inlay more clearly. The Center Pool of ?water looks like a circle.
Turn 6 begins.
-
Um, what's at O-3 right next to me?
-
That's actually the shadow of the passage.
Edit: not a Shadow shadow, just the passage.
-
touch the inlay at the circle, see if I notice anything about it, but if the inlay doesn't seem to do anything and isn't anything new, then proceed southwest towards the center of the area.
-
riiinn*
The pool alights with Mana. It begins to spread along the entire inlay, the passages in the stone being filled with a soft green light..
It tingles.
1 move used, any other movement?
-
now i wish I'd made sure to touch the other inlays. I bet there's four though, one in each corner. so I need to get to the lower right corner soonish.
Keep moving south and a little west if necessary to avoid obstacles.
-
To be fair, you can go right over them, your earlier sense mana before the chapter began told you this was an open room with some rubble.
(https://i.imgur.com/vrznxOm.png)
Pick a tile if you would.
-
N-9?
-
Terissa moves on to N-9.
Perception check: 2 vs 4.
Perception resistance, 1.
The Light from the tile is having an effect. You hear bones creaking behind you.
Action?(Battle: DragonFire has a range of 2-4, no buffs, Dragonbreath grants buffs and range of 1-2.)
(https://i.imgur.com/inj4M0V.png)
-
lets try Battle DragonFire, if this turns out to be a major threat then I'll need to fully transform instead. best to find out now while I still might have some distance to work with?
-
To be fair, You can't counter at close range through DragonFire.
-
Dragonbreath then, because these things seem to be stupid sneaky so it's probably right on top of me.
-
You turn around and use your dragonstone.
It appears to be completely black,a set of bones with haunting Red Eyes.
Daunt has activated.
Enemy units suffer a 10 point penalty to their Hit, Evasion, and Critical if they are within 3 spaces of this unit. Multiple Daunts do not stack.
Bonewalker Shadow's Mana Reaper skill is activating.
Gain Weapon Triangle against Res/Magic damaging units. Twice that for Healer/Magical Units.
Always deal bonus damage as the minimum base against such units.
Bonewalker Shadow
Hit Rate: 52% +30 MR
Evasion: 2%
Critical: 3%
AS/Damage: 1/5 (MR 2)
Daunt
Hit-Rate: 129% -10 / -30% MR
Evasion: 13% -10
Critical: 1% -10
AS/Damage 5/15-2 MR
Bonewalker Shadow Attacks.
Roll: 13, Terissa took 2 Damage(14/16)
Terrisa counterattacks-
Roll: 83, hit.
Dealt 11 Damage-(8/19)
Terrisa gains 23 exp.(121/100)
[spoiler=Level Up]
Actually, it's almost bedtime. I'll do the level rolls tomorrow.
Also, that triangle question is extremely valid. Night.
-
Take one step south to reach max range again, then give it the gift of dragonbreath once more.
-
Level Roll-2
If missing 2 or more +40% growths, receive +1 to your next Roll~Level-up.
HP:16>17
50, missed double growth
STR: 3
87, miss
MAG: 1
89, miss
SKL: 2>3
12, hit
SPD: 5
67, miss
LCK: 3
53, miss
DEF: 3
91, miss
RES: 6
71, miss
HIT-RATE:7.5% +(100+24) from DS=131.5% +2 to hit rate
EVASION: 13%{No Change}
CRITICAL: 1%+(6%+15%) from DS=22% No noticable change.(.5)
HP: 15/17
Turn 7
You step back a space and blast it with Dragonbreath.
Roll: 56, hit.
It looks like you hit it dead on.
20 exp(41/100)
Perception check: 4 vs 4
Perception resistance: 1
There's another behind you!
Bonewalker Shadow
Roll: 93, miss.
Terissa counterattacks.
Roll: 27
Crit roll was 93.
Dealt 11 Damage-(8/19)
20 exp(61/100)
(https://i.imgur.com/UtjiaAj.png)
GM note[As a Reminder, Sense Mana is active again.]
-
(man, bad levelup is bad. oh well)
Sense Mana
-
At least you'll get a +1 to your Level Roll next Level Up.
6, then 51.
Perception Resistance: 4
Additional Roll: 3
You sense a Malign Presence to your south, and a number of Lines spreading from it, through the ground beneath your feet.
You can more easily sense the active circle to your north, and...
It appears Selene is having a bit of trouble. She's appears to be near I-3.
In addition, it seems that more of these shadows are spawning from those pits nearby. {P-13}
-
Shoot. Okay, I need to go FAST.
Dead-sprint at the malign presence. I want to hit it with dragonbreath if I can get it in range (two spaces away, no need to let it counterattack, but I'm almost certain I need to be using breath, not focused dragonfire.). I think taking it out will be the most efficient way to help Selene, and I think Selene will see on her own how the panel reacted to me touching it, so hopefully she'll be able to get information on it. but I need to find and kill the boss before it powers up again.
stone durability check?
-
I'll need to look..
44-5 is 39/50.
Action confirm?
-
...
see, now I'm getting doubts, mostly due to my lack of knowledge regarding the Malign Presence's capabilities, and regarding the details of Selene's situation. I mean, I think killing the boss will depower the shadows and make her no longer be in danger, but I don't know if the boss is strong enough to wreck me or not...
...
Fine, I'll backtrack to Selene, and we can engage the thing together.
Never mind, lets rush to Selene instead and make sure she's okay. I don't think I have enough move to reach the stairs but I might be able to do a focused-dragonfire blast up to her elevated area if I sense an enemy there. If so... wait a sec, I think my movement will end on the inlay. I need to see if it reacts to me somehow before picking a finalizing action. though if there's nothing I could do but use a vuln, then there's no reason to bother since I'm not significantly hurt right now.
-
Terissa retreats to the Inlay. The Mana swirls around you, healing your self.+5HP, fully healed.
Turn 8.
-
Go check on Selene, I"ll want to talk to her when I reach her as well.
-
You climb the stairs.
Turn 9
GM note, [need to do these offscreen battles. all I know is that she'll be left defenseless soon enough if this keeps up]
-
awaiting an update as to what I see when I get up here with baited breath.
-
To be fair, you don't see anything. The battle is taking place at I-3
-
Go to Selene
-
Terissa travels to J-3
--*--
You just felt another flash of that light. Selene is ahead-(I-3)
(https://i.imgur.com/t0jVD9R.png)
Turn 10- Event.
Meanwhile, Outside the Barrier,
"Lady Adria, the Link you requested."
Thank you.
"Lissele,"
"Yes Ma'am."
"Audrey,"
"In position."
"Very well then, it's time to start the Ritual.
"Yes Ma'am"
"Yes Milady"
"Light Keeps the Balance,"
"Darkness Reveals a path,"
Circles, Lines, & Geometric shapes begin to form on the Black Sphere.
As well as around the three of them.
Numbers throughout-
Turn 10 begins. The ruins tremor for a few seconds.
-
"You okay?"
-
"What does it look like, hah... Where were you?"
From what you can see of her, parts of her body and clothing are black.
(Void Counter:{2/3])
HP: 11/19
-
"I... I'd thought you were able to just kinda blow through these things and so I was pushing forward to find the stuff you were looking for or the leader or source of the things... found them by the way... sorry. Um, I have a vulnerary if you need it."
-
"Tch, guess it's my fault then.."
Trembling ground...*
"Great..."
"You can't use any potion items after getting hit by those things. Otherwise it just spreads."
"I'll be fine in a-"
"Damn i-"
She draws her weapon.
Perception 3 vs 3.
Shadow is attacking-
-
Guard Her. If there's a rescue command, I'd be using it or something like it. My goal is for us to pair up and for me to be the frontline.
After my counterattack:
"So, there's a chest up ahead, the inlay up ahead reacted to me touching it and seems to heal you if you stand in it, and there's some big nasty in the southeast corner of the place that I'd guess is in charge of it all. So lets get going that-a-way if you don't mind. and lets stick together at least until you're healed up, okay?"
-
Given this one has pass, your only attacking option is to transform. Or you could try and just block it's attack untransformed.
You've got the stats for it, as your previous exchange with one proves.
-
I don't understand the choice. My top priority is to make sure Selene is protected from the attack. counterattacking is secondary but desirable. Is there a reason for me to not transform?
-
Mostly cause it makes defending her from them next to impossible. The reason you're having trouble here is mostly because they travel like a shadow. Gliding.
It's also notable, that these don't have a physical form, so purely physical attacks do nothing.
That also means their defense is -- though.
Priority is defense.
49 vs 25. You manage to block it.
The shadow twists around.
Selene attacks. Roll is 13.
Dark Abyss activates. 65.
The shadow is washed away in a blast of light. 20 Damage. (0/17)
Terissa takes 0 damage from the Shadow. Takes 0 damage from Selene's attack.
20 exp to Terissa, 20 exp to Selene.
Terrisa - 81/100 | Selene - 91/100
-
"Comon, I gotcha. There's a chest up ahead, the inlay up ahead reacted to me touching it and seems to heal you if you stand in it, and there's some big nasty in the southeast corner of the place that I'd guess is in charge of it all. So lets get going that-a-way if you don't mind. and lets stick together at least until you're healed up, okay?"
for the next little bit, I want us to get over to the stairs, loot the chest, and go down the stairs, advancing on the boss as a pair. Feel free to run several turns for this purpose.
-
"Hah, you're a bit of an idiot..."
"Granted, we were attacked then."
"A Treasure room between 2 stairways, this is it."
"Just guard me for a sec, and I'll get this open."
-
"Okay."
Do as she says, and guard her.
-
I'll be out for an hour. Will continu when I get back.
Perception 3 v 2.
Shadow attacks-
94 vs 87. reroll
20 vs 53
blocked.
Teriss took 0 damage.
10 exp.(91/100)
"hmm,"
Ambushed the shadow.
Crit roll was 60.
101/100.
Leveling-
Leveling complete.
"Tess, come over here, would you?"
-
"Sure"
Head on over.
((I'm set up to get notified of new posts in this thread as fast as they're posted, but edits don't show. I didn't notice the change when you edited in the action result until I manually checked it just now. Hence the delayed action.))
-
Eh, it's fine.
The bit of art she leads you too seems to be like that mural from before. Shattered stones holding up a circle.
There are a number of glowing symbols connecting the pieces together.
"Right, I can't open this right now,"
"Would you mind pouring a bit of your Mana into it? Just focus on the circle and touch it."
-
"Sure."
Feed it some mana.
-
shifting stones*-click*
The broken stones combine into one circuit.
rinnn*
The outline lights up.
"Right then."
Selene pushes the stones inward in a specific order.
shifting stone*
The Mural shifts apart like a door. There's a small alcove behind it with a chest.
"...hah.. guess this isn't it."
"Well, might as well see whats here anyway"
Selene searches the chest.
"...hmm."
-
"Whatcha find?"
-
"Orenji..."
What she shows to you looks like an orange flower blossom.
"It's a magic ring.. They're rather rare, since they usually get broken.."
"I'm not entirely sure what magic is on it though."
"..."
Selene is looking at yours.
"Anyway.. That rumble sounds like our time is running out, so we'd best be going."
Selene has placed the ring in her bag for the time being.
(https://i.imgur.com/ooB5Hpr.png)
Turn 12- Start.
-
"May I see it? It might react to me like the inlay did, and my mana sense might be able to tell me something."
I want to touch it, use my mana sense, and see what I learn.
"Mine's a miracle ring, my family gave it to me when I left home. Supposedly it'll help protect me if I get really hurt."
-
"No way."
"Magic Rings are delicate things, Just pushing Mana at it without any idea of it's flow.."
"I do not want a broken ring."
-
"Okay. So no touching, but may I see if I can get an idea what kind of magic is on it by you just holding where i can see it?"
I put my hands behind my back while I ask and keep them there to help show my intent to not touch.
If she lets me look at it, then I want to use Sense Mana.
-
"I am not an idiot.. I am quite aware how your ability works Tess."
"haa... we can check it afterward, when I have time to appraise it."
Selene darts pass and heads on to K-1.
GM note[Do you really think you can trick her? Despite being of the Thief class, she is obviously versed in magic, if those symbols and spellwork didn't clue you in.]
-
((Uh, what? I honestly wasn't trying to trick her. Please remind me how it works since apparently I forgot.))
((Also: how are manaketes not well known yet apparently their abilities functions are?))
-
They may not be well known, but you do remember she addressed you as Dragon-ling at the start right?
-
((Fair, but again, how does my mana-sense work?))
-
Well, for this we should see the difference between Mana Sense and Magic Sense.
Magic Sense is the ability to Sense the currents of the world.
Magnetic flows, shifting lava, falling water, rain, hot and cold fronts, even the pressure of an overcast sky, the wind and its flow as well.
Everything is turned into numbers, a value of each input. This allows those who use it to gain a large amount of information.
It's limit however is how much magical ability someone has-their range of data collection; and their ability to sort through that information.
Mana can be said to be the lifeblood of the world. It permeates everything.
Magma and lava have a feeling to it that lets users of this skill to Know what it is made of; this allows the user to tell the difference between the two.
To someone with the ability to sense Mana, they can tell what everything is naturally{in nature/it's nature}. This also ties into the ability to predict pathways.
Granted, while powerful, it's your focus that allows you to get deep information.
The mechanic behind this is simple, you are essentially spreading yourself. Your mana shoots out along pathways, and learns from the World's Mana what you want to know.
This is also why focusing on something that relies on very specific pathways for mana to flow is a bad idea, as a magical being, you have too much to simply focus on it.
Not surprisingly, Your line's Promoted forms are a lot tougher.. You simply don't have the skill for it right now.
Here's another fact, Selene is capable of hiding from your senses, so MCM is a thing. That, and being unable to tell anything about that inlay's composition is more a fact of it's make and energy system. And these Shadows aren't quite running in-sync with mana..
I suppose if you want a simple visualization, think a tree's branches, with the User at it's center.
-
Well sheesh. If I'd known THAT was how it worked I wouldn't have asked in the first place. I get why Selene was like "hell no" to that. I thought it was a passive sensor, not a very strong omnidirectional active sensor.
not sure what to do about it NOW though. Just kinda frustrated because Terissa knew that and wouldnt' have asked the question in the first place, but since I didn't, I had her do it.
hate that kinda shit, and can't really blame you for it, can't even blame myself for it, can just be mad with no valid target for the anger.
whatever, I'll deal.
hop down with Selene, keep her guarded, and check on her, is she recovering?
-
Void Counter(1/3)
"So, you were saying something about an enemy south of here?"
GM Note[Not like Miracle Rings are that fragile compared to the rest. There is a reason they're rare, and that's the difficulty of their replication.]
[I don't think Terissa has ever broken anything that way.. Spellbooks are destroyed if you funnel too much magic through them on use, and magical weapons are a strange case.]
[How old is Terissa anyway? I was thinking she was 800 or so.]
-
((Terissa is absurdly young for a manakete. This is literally her FIRST outing outside her home village, EVER. and she has ZERO experience with the outside world. She doesn't even have very good knowledge of history passed down to her. Tis part of why she doesn't act like some wise old super-being... she isn't one.))
"y-yeah, but are you sure you're okay? There's multiple spawning pits for those shadow things down here, and you don't look fully recovered. T-the inlay to our east seems like a healing spot, if you want to use it. The shadows around here have physical skeletal forms, and these ones can actually hurt me a little even in my dragon-form. I'll try to protect you if you think you'll be okay though, and we don't have a lot of time..."
-
Did they carry any weapons?
[This would be no, they were unarmed]
[Also, need to go off for an hour]
-
"No..."
-
"I should be fine. If hey don't have any weapons, I only need to avoid being grabbed.."
"Head down the stairs, I'll be there in a moment."
Selene has moved to unlock O-1's treasure chest. She'll move down the stairs at the end of the turn.
-
is confused.
Selene darts pass and heads on to K-5.
(https://i.imgur.com/HG7EN8q.png)
"I should be fine. If hey don't have any weapons, I only need to avoid being grabbed.."
"Head down the stairs, I'll be there in a moment."
Selene has moved to unlock O-1's treasure chest. She'll move down the stairs at the end of the turn.
it's not a problem per-se, but I want to know where we are please.
-
opps... that's supposed to be K-1...
Selene deosn't have levitation, just boots.(Or in other words the skill to move so quickly)
-
okay, that makes more sense. at least now you know why Terissa was so very concerned last turn and I used the verbage "hopped down". I'll go down the stairs.
-
Selene catches up.
Now at the center of the Sigil.
The darkness is receding from Selene. Void Counter has been removed.
Hah... That's better.
Selene reaches into her Bag and grabs a Vulrenary. Fully healed.
The Sigil reacts, Potion has been purged from Selene's system.
Update on Selene's appearance, she has a rusty sword at her side. Their is some kind of cloudy gem inset into the hilt.
The Sigil paints it green.
Selene stares out at the darkness.
Any comment, or does Selene start talking?
-
"Um, what just happened?"
-
"Not much Clue... I couldn't get it to activate."
"It does seem that these things are meant to protect from the Shadows though. They're staying a good way away from it."
"A quick lesson on them, pay attention."
-
"Uh, okay... what'd you get from the chests by the way?"
-
"hmm. Not too sure what it is, but the gem is interesting enough. The Base might be useful too."
"Now, Shadows.."
"What they are isn't really important at the moment. But their strength and abilities are geared to take down the living."
"Given that these Bonewalkers don't have any weapons, I would guess that they're rather weak right now."
"As for that.. my guess is that it's a Nexus."
"A Nexus is an outflow of whatever creates these Shadows. Destroy it, and the other portals in the area will close."
"Granted, a nexus in the area means there is some far stronger Shadow in the vicinity powering it."
"But we only have to deal with a fraction of it's power to close it. Though given enough time, it will reopen."
"That's the reason there is a barrier around this mountain. To keep it contained."
"But for that very reason, here are quite a few ancient treasures in here too."
"Be wary, it can strike from quite a distance. Of course, hitting it shouldn't be a problem as long as we focus on attacking it's center."
"And Tess, these guys aren't that dangerous. Only so may can attack at once."
"But we still should seal the portals to keep them from spawning more. I can handle that, I just need to reach them."
Turn 14 begins after this.
-
"I hope so. Well, lets get going then. I'm pretty sure it's at the far side of this room."
Onwards and southwards.
"About halfway across the room I'd like to use my mana sense to get a handle on where the Nexus is, will the ring probably be okay as long as I don't focus on it when I do that?"
-
It's mostly the fact that you were planning on focusing your sense on It. Thinks roots growing and ice freezing. Contraction, Expansion, and 1 broken ring.
(https://i.imgur.com/q2rrrqR.png)
"So long as you don't focus on it specifically, it will be fine. Lead the way."
Also, will need tiles locations again.
fixed.
-
what's my start square?
-
O-5, the Sigil.
-
N-10, though I would like to know if O-11 would have been a valid move, N-10 lets Selena stay where I can protect her, since we seem to have the same movespeed but she can't levitate or fly.
-
Use Mana sense?
-
yes.
-
O-11 is a valid move by the way.
Question though? At what rate do Bonewalkers spawn.
She's either brave, self-sacrificing, or an idiot.. I'm not sure which is worse..
Selene moves to P-8.
Mana Sense: 1, then 55.
Perception resistance. 1.
The Sigil reacts.
[This seems to be a meeting of ones..]
(https://i.imgur.com/WWpcJFt.png)
Terissa statement goes here. [At least you can attack...?]
-
At least only four can attack at a time?
"This is gonna suck."
Transform. NOW.
"IF YOU HAVE AN AREA ATTACK DROPPING IT ON MY HEAD WOULD BE APPRECIATED!"
Target the injured bonewalker from last time if it's in range. if it isn't, then target the one to my south.
well, time to show what a dragon can do.
((Oddly enough, this isn't necessarilly catastrophic. highly problematic? yes. catastrophic, no. My main concern is that I don't know what the boss can do.))
((and I know the ACTUAL max number that could attack me is 6, but so long as they only do 2 dmg a pop, I'll be able to survive this turn. it's next turn when they start dropping and are able to bring in a max of 8 that I'm worried, because 2dmg per is still 16, aka my max hp right now.))
-
It should be noted, only 5 can spawn from a single portal at a time. And that Bonewalker got healed.
"..."
Terissa transforms and attacks Bonewalker Shadow.
Daunt has activated.
Enemy units suffer a 10 point penalty to their Hit, Evasion, and Critical if they are within 3 spaces of this unit. Multiple Daunts do not stack.
Bonewalker Shadow's Mana Reaper skill is activating.
Gain Weapon Triangle against Res/Magic damaging units. Twice that for Healer/Magical Units.
Always deal bonus damage as the minimum base against such units.
Bonewalker Shadow
Hit Rate: 52% +30 MR
Evasion: 2%
Critical: 3%
AS/Damage: 1/5 (MR 2)
HP: 19
Daunt
Hit-Rate: 129% -10 / -30% MR
Evasion: 13% -10
Critical: 1% -10
AS/Damage 5/15-2 MR
Dragonbreath equipped. You had best hope not to get a speed proc.
Confirm Attack?
-
What. is their attack speed variable or something? They weren't doubleing me before, in fact if I'm reading correctly then I have 5 AS to their 1. so what do you mean about a speed proc?
-
I mean, the ACTUAL smart move would be to reposition, but that isn't a thing if I understand correctly.
-
If you get a speed proc after this, you'll start one rounding them.
Which means more attacks.
And yeah.
-
Doesn't matter in this case. I'm going to get the levelup after they attack me or I attack them, doesn't matter who starts it. So due to the quirk of darkness + not knowing they were forming a kill-circle on me + not knowing they were spawning and camping the area instead of pursuing, I'm stuck with this. I do NOT like it, but I'm going to have to count on the dice giving me some kindness here for once in this stupid game. *grumbles about last chapter's ending and my levelups*
I have no choice.
Do it.
...
DO I have the option of refusing to counterattack the ones on my north/west sides?
by the way, this is literally the first time i've actually gotten to see the assholes the entire level, which is a little silly.
-
By the way, so that you know I was under the impression they weren't even actual units. I thought their "attacks" were effectively an environmental effect. This is simply because I'd never seen them on the map. So I'd ended up concluding that if I wasn't in an area, they wouldn't spawn in that area. also that nowhere was safe.
-
I feel it would be better that each turn had a list of the positions of each units and their health. That way, no mistakes will happen when planning strategy or calculating the movement of units.
-
I feel it would be better that each turn had a list of the positions of each units and their health. That way, no mistakes will happen when planning strategy or calculating the movement of units.
Not strictly necessary, and the darkness of the area is one of the primary mechanics of this level. It's just frustrating to literally never even see the enemy at all, and the knowledge that if bullshit hadn't happened last time I'd have +2 to my sight range, meaning I wouldn't have gotten into this position in the first place, is a little taunting to me.
-
I'm not talking about just this map. In my map I had to recheck every time to know in which tile each enemy and ally was, which was worsened when the boss started pushing people left and right, while I also had to track the health of everyone. I'm just saying that it would be easier if at the end of each phase, there was a small summary of the changes in movement and health.
-
K, will do that from now on.
-
anyways:
... Ya know what, sure, I'll let them attack first. I'll transform when attacked on their turn instead of doing it preemptively on this one, and, well, you know what I gotta do.
Do I have the option to refuse to counterattack if I get low on HP? if I fall to 8HP I would like to make the choice.
-
Time to Roll!
43, hit.
Crit roll was 34.
Dealt 11 damage.(8/19)
Counterroll, 21.
took 2 damage.(15/17)
20 exp. 111/100
Previous Level Roll-2
If missing 2 or more +40% growths, receive +1 to your next Roll~Level-up.
Level Roll-6!
7- Stats have a 50% chance of growing Twice this Level-Up.
HP:17>19
44, missed double growth
1, hit.
STR: 3
100, miss
MAG: 1
72, miss
SKL: 3
36, miss
SPD: 5>7
10, hit.
1, hit
LCK: 3
35, miss
DEF: 3>5
18, hit
1, hit
RES: 6
39, miss.
HIT-RATE:7.5% +(100+24) from DS=131.5% {No change}
EVASION: 17%
CRITICAL: 1%+(6%+15%) from DS=22% {No change}
HP: 17/19
Even when the dice are nice, they're mean to you. And you're not far off. Though if they were, you'd know.
This will not be fun for you..
Just as well these don't inflict Void.
N-11 Roll: 99, miss.
Roll, 90, miss. 57, hit.
17 exp.(18/100)
M-10 Roll: 91, miss
Roll: 88, hit. 75, hit.
Crit roll was 37, 20.
35/100 exp
P-13 to N-11, roll: 12. Took 2 damage.(15/19)
Counter roll:, 11 and 34.
52/100
K-9 to N-9
Roll: 44. took 2 damage.(13/19)
Counter Roll: 82 and 19.
69/100
K-8 to N-9
Roll:25, took 2 damage.(11/19)
Counter roll: 14 and 20.{Fun note, the last attack would have been a 15 crit if not for Daunt}
86/100
O-13 to O-10.
Roll: 45, hit. took 2 damage(9/19)
Counter roll: 42 and 83.{another on the last attack, 22 this time. Still Daunt-ed}
101/100
To be expected though.. You're chewing right through them.
Level 4>5
Level Roll: 2, again.
If missing 2 or more +40% growths, receive +1 to your next Roll~Level-up.
HP:19>20
97, missed double growth
STR: 3
87, miss
MAG: 1
83, miss
SKL: 3
55, miss
SPD: 7
96, miss
LCK: 3
83, miss
DEF: 5
39, miss
RES: 6>7
27, hit
HIT-RATE:7.5% +(100+24) from DS=131.5% {No change}
EVASION: 17%{No change}
CRITICAL: 1%+(6%+15%) from DS=22% {No change}
HP: 10/20
L-8 to N-9
Roll: 76, miss.
Counter roll: 60 and 76.
15/100
L-11 to M-10
Roll: 65, hit.took 2 damage.(8/20)
Counter roll: 42 and 78
29/100
O-12 to O-10
Roll: 77, miss.
Counter roll: 96, miss. 1, hit.
Dealt 11 damage.(6/19)
43/100
P-11 to N-9
Roll: 7, hit. Took 2 damage.(6/20)
Counter roll: 33, hit. 82, miss.
Dealt 11 damage.(8/20)
57/100
1 north, and 1 east survived. the rest were wiped out.
Turn 15 begi-
"Now!"
"Seven worlds, clad in deep shadow, Dispel!"
Roll: 2, then 14. True hit.
Resistance:1{Again?}
The Inlay reacts. The Portal has been purged.
101/100.
The event has been disrupted.
Selene is at O-13.
A new Bonewalker has spawned at K-8. It can't move until Enemy phase 16.
A bit late for the action change Lenglon. Terissa's already dealt with most of them.
On that note, it Bedtime. Night.
-
N-13, use a vuln, guard Selene.
-
Leveling- Leveling complete.
18 out of 20..
39-18 is 21/50 wp.hp.
Vulrenary used. 18/20
Perception Resistance: 5.
Perception: 2.
Focusing on Selene right now, is not the best choice..
Spectral Shadow Ambushes Terissa.
Deep Shadows {4}: Range is 1-4. Attacks ignore Buffs. Shape takes up 4 Spaces.
Mana Reaper skill is activating.
Gain Weapon Triangle against Res/Magic damaging units. Twice that for Healer/Magical Units.
Always deal bonus damage as the minimum base against such units.
Hit Rate: 79% +30 MR
Evasion: 6%
Critical: 3%
AS/Attack: 3/8 +2MR
Hit-rate:105% -30 MR, Buffs negated, if any.
Evasion: 17%.
Critical: 1% Buffs negated, if any.
AS, 7.
Roll-91, hit.
Terissa took 2 damage.(16/20)
Void Counter has been applied.(1/4)
Some of the weakest shadows can be easy to deal with. But those users of the Shadow Class weapon are capable of Inflicting Void if they can deal just a point of damage to you.
The More Resistance and Magic you have, the longer you can stave it off.{Multiples of 5 Magic/Res for 1 counter}
However, if that counter is filled, your base HP will be cut in Half, and your Evasion lost. This will last until the Counters are removed.
Only special magic or a lot of time away from the darkness can remove that last counter, but 3 turns will remove the others 1 at a time, as long as no more are applied.
As Selene said before, Potions can accelerate the counter, so be careful.
-
Where is the enemy?
also: may I counterattack with focused breath?
-
Yes, and I forgot that....
Turn 16.
(https://i.imgur.com/Ewred1A.png)
-
was I able to counterattack with Focused Dragonfire? I wanted to try it, see if it can harm it or if I need to use Dragonbreath to cause damage.
edit: My intended action is probably to go to N-16, activate Magical Being, and use DragonBreath from there, where it will not only hit like normal, but the AOE will cause secondary hits as well. I'll also be yelling at Selene as I do so, but I want to see the results of the counterattack (if I get one) first.
-
You did notice that this is an upgraded Shadow right?
-
yes... as far as I'm tracking we're still in the enemy's turn, halfway through a combat. I want to see the results of the Focused dragonfire counterattack before making any decisions.
And the thing is from what I can tell the secondary attack on dragonbreath doesn't actually roll to hit... at all. autohits are nice things.
-
It actually managed to ambush you..
It's the start of your turn.
Dragonbreath uses Strength vs Res to calc damage. with MB, that's 4 vs 5. Not counting MR.
Focus DragonFire. 4+1 and MB giving either 4 or 1 to the other.
Thats 9 versus it's lowest defending stat, so 9 -2 from MR is 7 damage.
Noe that this enemy is effectively ignoring any buffs a transformed state gives you. And your DS doesn't have a damage stat, just buffs.
-
...
Oh.
...
I thought it just ignored the transformation's buffs on its own attacks since the bypass was attached to the weapon. so still thought transforming would help me damage it.
...
well crud.
so Breath does 0 dmg per hit (even with MB), and Fire does 6 (+1 w' MB) per hit?
...
"Selene, this thing seems set up to fight me specifically, I'm barely going to be able to hurt it. How about you?"
-
I think you misunderstood how MB works.
MB- Add Mag stat to your Str stat OR Add Str to your Mag stat.
Wait a moment.. miscounted ..Somehow.
3 Str
1 Mag.
4+3 is 7.
MR -2.
DragonFire targets lower stat, so that's 5 damage with MB, 2 without.
Also, Selene hasn't been one-shooting because of her stats, but her weapon.
-
right. so, Selene? how's she fare?
-
7 damage. Effectiveness doubles that. She doubles that shadow at Base.
"I'll attack, you hit it afterward."
Selene attacks the Spectral Shadow.
True Hit.
Crit roll was 32.
Dealt 14 damage(10/24)
Deep Shadow-9, Selene took 5 damage.(15/20)
Void Counter applied.
True Hit- Spectral Shadow has been Dispelled, The Nexus Core is revealed.
The core is at it's center.
-
Okay, so I need more information here. is the Nexus Core attackable? is the Shadow attackable? does the shadow being Dispelled mean I can actually do signifigant damage against it now?
-
Nexus Core has 10 HP.
And it is also immune to your DS buffs. Take it out though, and you complete the Boss objective.
Also, there is a 2 in 4 chance that it will re-spawn the Spectral Shadow. The Core itself can't attack though, just attempt to re-spawn it's guard/power.
In addition, reducing it's HP reduces the Spectral Shadow's HP, and the Core will only heal 1 HP every turn the Spectral Shadow Remains.
Not on the turn it's Spawned though.
It also has Dark Abyss D, but 0 Evasion/Speed, and is immune to Physical attacks(-- Def), like the Shadow.
-
Make sure I'm next to Selene so we can guard each other (or more importantly, so I can defend from whatever attacks us while she can counterattack the boss with her MASSIVELY more effective weapons), and use Focused Dragonfire on the core.
-
Magical Being, Influx-
4+ 1 or 3.
Hit-Rate-True Hit
AS 5 vs 0.
Def/Res of Core: --/5
DragonFire: Targeting Lower Stat.
Confirm?
-
Yes. Do it.
-
Levitating above, you aim a Strike directly at the center of the Core.
Wisps of Flame begin emitting from it.
Before those flames burst it apart.
Exp Breakdown.
Level 4: Selene, Level 3 Spectral Shadow Dispelled. 50 Exp.(51/100)
Level 5: Terrisa, Level 1 Core Dispelled, 50 Exp.(107/100)
The Darkness has been dispelled from the area, for now.
Shadows have dispersed. 3 Bonewalker Shadows remains on the field.
(https://i.imgur.com/QZwRPSG.png)
Turn 17.
"Hah.. Well, at least that's dealt with."
She sheaths her weapon. The light of it seems to have died down a lot.
You can see it appears to be some translucent White-Blue blade.(Blessed Dagger)
[GM note, there isn't actually any light coming from that square at the moment.]
-
Levelup, go to the inlay, and give it a chance to activate, heal me, and purge the void counter off me, I hope. If Selene has a sense of self-preservation she'll probably do the same and I can guard her.
"Comon, lets heal for a sec, then we can backtrack and finish cleanup."
-
Now's a time to have a bit of Conversation, There is literally only that Bonewalker left. Spawning has stopped.
That, and that particular Inlay isn't giving off Any light at the moment.
And yes, Selene does have an Overdeveloped Sense of Self Preservation.
-
Am I safe assuming there is no way for me to late-join this?
-
NOPE! YOU ARE NOT SAFE!
seriously though, there's only like 2 players right now. you should get started designing a sheet right away.
"Aww, I was hoping this one would heal too. Guess we should head up to the one that works past that last bonewalker."
Chat as we go, and I intend to 1-round the last bonewalker with dragonbreath as we pass. Stay in range to cover Selene in case we missed something and she gets ambushed.
"So, is there anything else you think we can get here or try to acomplish? And if not... what next?"
-
Give me 10 minutes.
-
Terissa: Level 5>6
Level Roll-1..
1 OR 2 if you miss 2 or more 40% Growths this Level.
HP: 20/21
99, hit, missed double growth
Str: 3>4
25, hit
Mag: 1>2
19, hit
Skl: 3>4
7, hit
Spd: 7
90, miss
Luck: 3
94, miss
Def: 5
87, miss
Res: 7>8
32, hit.
Looks like it's going to be +1 then.
Note that I will be refining everything a bit later. Here's your Level.
Your leveling isn't that bad, other than missing Str 3 times in a row, and Mag 4 times.
Seriously, your Res is enough to no show the boss if it wasn't for MR.
Not really that helpful in the Darklands unless you fight the Herons or Dragons, but impressive nonetheless.
-
Really. Really tired of not getting any damage stats. also have not once gotten the doublegrowth proc on HP either.
Still, stacking defense is a very good thing, so...
-
"Wait a moment Tess."
"There really isn't any need to.. With the Nexus gone, as long as we keep an eye out, we're be fine."
"That, and you decimated them earlier."
GM note, [I seem to have completely forgotten about the other two that were left injured. So that's one FullHp Bonewalker, and two 13HP Bonewalkers.(From healing near the Portal)]
[Unfortunately for them though, that's 5 HP off the Lot of them with the nexus destroyed.]
Selene looks around.
"These stairs go a bit deeper into the ruins, though I don't think we have time there."
..."Hm. Maybe..."
GM note{You got a 7 and then proceeded to double each of those stats. You've got 7 speed despite only getting it 1 level.}
-
"Oh. Okay. Though I'm up for going down there and seeing what we see if you want."
What's she got in mind?
-
GM Note[As a reminder, you've completed both objectives.]
"Tess. Do you think you can send a steady stream of mana if I create Anchor Points?"
-
"Um, sure, I can try anyway."
((I have no clue what Terissa was just asked beyond *can you send a steady stream of mana?*))
-
Name: Toby Landon
Nation: Letherian
Occupation: Mercenary
Class: Soldier
Equipment: 1 Lance (iron) 1 Lance (steel) 1 Lance (slim) 3 Vulneraries, 1 Antidote, 1 set of Letherian chainmail (shirt, sleeves, and pants) 1 Letherian helmet, 1 buckler, as well as a set of greaves (last 4 things are just for appearance, think Aran from FE10 but mostly chainmail, apart from the greaves and a set of gauntlets and wristguards.)
Age: 20
Story: Toby, born as the 5th son to a moderately prosperous merchant who lived 1 days ride from Alexandria, knew from birth (specifically his 3 elder brothers and elder sister) that there was no way he would ever be able to inherit the family business. Stubbornly deciding at an early age that he would act as though he CHOSE not to inherit, and that being a merchant held no interest to him (which now he truly believes), Toby decided he wanted to be a household guard or soldier of some kind.
2 months after basic training, he noticed how little he was being paid, and joined a moderately well-known mercenary group instead. After serving with them for some time, he requested some time off to go and explore, maybe even start a seperate branch of the mercenary group (the Iron Brotherhood, the called themselves). His boss, Walter, had been pleased with Toby's efficiency in combat, and gave him permission to go. On his various travels. Toby lost the majority of his platemail in a game of cards, won a steel lance (which he wasn't good enough to use) and a shield off of an unlucky bandit who challenged him to a duel, and is now looking for some candidates to start the Iron Brotherhood's 1st Foreign Company. He decided to head to (wherever the main party is now) and (found them doing whatever they're doing now, and either assisted them in the fighting or walked up and offered them his services as a mercenary for their next fight)
Personality: Toby is fairly quiet, although he is quite fond of jokes, and is unnervingly difficult to surprise or sneak up on. He expects the unexpected, and generally just raises his eyebrows at something odd, like the dead walking or dragons and such things. Fights dirty, even in an 'honorable' duel.
if possible, level me to an appropriate level so I can keep up with the current party.
-
I either run into the room they're in and ask if I may assist, or I will be waiting somewhere for them after this is over.
-
"Good. Keep an eye out while I set them up."
Selene takes out another book and a writing utensil. It appears to be made of loose leaf paper.
She begins to flip through it.
----{Anchor Points will be set up next post, if you want to say something or ask a question.}
Will look at yours in a moment, But Terissa's Story and Everand's story have yet to meet up at all.
I can work with this, though.
-
Let's go wherever there's the most need for a dude with a spear and a shield then. Take your time mate.
-
I'll let her focus and do her thing.
-
As you keep watch, she appears to be using her Mana to create a magic circle. You can't quite tell what it's for, but a number of points are shining brightly in your senses.
"There,"
"Looks like we have company, but it's too late now."
"Tess, if you would?"
-
Do as she asks
-
Mana Flow Roll: 6, then 38.
Critical Success!
The Entire Circle shines Bright.
Lines shoot out among the Floor, one heading north, and others to the ceiling above.
Others flow down the Stairs.
Rumbling Stone*
Suddenly, water begins to shoot out from the Egde of the Sigil.
It cascades toward the center before solidifying into an altar in front of you.
On that altar are two flasks.
The Sigil is now glowing steadily, Void Counters have been removed.
"Well, that was..."
GM Note[Well, there goes that Dilemma]
-
Let's go wherever there's the most need for a dude with a spear and a shield then. Take your time mate.
You could try asking the GM to send you in the direction of my criminal gang in the future, if Toby doesn't mind raiding towns and killing innocent people. My team has no spears, only axes and swords.
By the way, welcome to the forums.
-
I theory… no he doesn't. In reality...
sounds like I'd have to face off against Terissa the manakete at some point if I stuck with Everand.
In any case, Toby's meant to be idealistic for a mercenary. Kinda like how you originally recruit Zihark in FE9.
-
He doesn't believe in fighting honorably, but he tries to avoid fighting for tyrants and 'burn the village along with it's inhabitants' types.
-
I should probably go and say that the chance of you ending up in the Darklands is near 0.
Terissa's about to end up there, but the method to be sent there is guarded by the Church, whose base of operations is in Letherian.
On the other hand, there is any number of places you can go. We'll have to decide that once I've gotten your character sheet finalized.
As for Levels, we're not past their Prologues yet.
I am likely going to need a short break after this Gaiden. No more than a week though.
-
"That was cool."
collect the flasks, and hand one over to Selene.
"So, what now?"
-
"Heh, figures it wouldn't be so simple."
"This is described in the scripts as Heart-Water."
"It's also what I was looking for here. It's supposed to take 500 years for enough to collect for a single flask..."
Selene weaves a small circle around it.
"The Mana Concentration is correct, so this should be it."
-
"What's it do?"
-
"Well, it's supposed to unlock someone's potential."
"More specifically, it greatly strengthens you where you are weakest."
On it's own, this isn't much. It won't instantly strengthen you like some items are know to do."
"But for someone like me, it's just what I need."
"Well, down it goes."
pop*
Anything else to say? Or just let her drink it?
-
It's perfectly fair to let her have one. now, Lenglon dislikes giving a scaling item to an NPC, but Terissa would consider it perfectly fair to let her have one. so I have no objections to voice.
"Heh, I know I need that too."
use mine on myself as well.
-
Guess it's burn in' and pillaging for me then. If I roll with Everand, it'll either be limited banditry, or I'm being press-ganged in/don't really have much of a choice at the time.
Or... (Evil grin for evil plan etc.) Maybe Toby decides to crusade against Bandit Lord Everand? With consent of the GM and other players.
These two are my primary ideas. I leave it entirely up to the GM as to what I actually do, and I am willing to retcon Toby to be more pragmatist than idealist (If it is decided that I run with Everand, I am willing to play the 'well it's a steady job and it's not like I'm personally murdering the civilians' mercenary)
-
She's not quite unimportant though. And she does Level like Player Characters do.
Selene used the Heart-Water. Growth enhanced.
Heart-Water used.
+30% growth to lowest Growth rate.
Luck is now 55%
GM Note:[Originally the reward was 1, but that 6 made it two.]
It is now Turn 20.
Bonewalkers
(8/14)M-13
(14/14)N-12
(8/14)O-13
Deleted by the Light of the Magic Circle/Sigil.
"Well, no clue if that worked, but we'll know in a day or two."
"Hah, all that's left to do now is wait."
Last conversation chance of the Gaiden.
-----
Keep an eye on what is about to happen, you'll see why joining up with them is, Problematic.
-
"What'll happen?"
-
"Well, it might be better to see it yourself first, rather than explaining it."
"Hold on to your stuff though, and come over here. Also, mind handing me your flask?"
Selene puts her empty flask in her bag,
-
"Okay."
I walk over, give her my empty flask, and hold her hand after hiding my wings under my cloak while she was putting my flask away.
In respone to the expected confused look when I hold her hand:
"I don't want to be separated. I'm sick of being alone."
-
"I kinda need that hand to tie my bag shut.. Feel free to grab me though if the Lightshow starts."
-
"Okay."
Do that.
-
Selene quickly ties her bag shut.
She then grabs Tess in a hug.
"Now we wait."
She smiles.
-
STILL holding my dragonstone tightly, she IS a thief after all, I hug her back gratefully, not caring that I'd give 60/40 odds she just stole my elixer for practice at least. I can get it back later. And we still need to properly ID and split to chest-loot too anyway. The only item's I'm even worried about are my stone, and my ring. and of the two, if there's only one item that I WILL make sure I keep, it's my dragonstone. Always. It's my dragonstone after all.
"Thanks."
-
The more player characters I can get into my bandit gang to take over the world, the better. I plan to expand a lot in the future, so I want to have a team big enough to eventually take ove the Darklands and later conquer Ignis.
-
The Light among the Black, almost blinding in the night.
"as I become as the Pillar of the World,"
"as I reflect the Moon upon the Lakebed,"
"as I shoot across the sky."
"as I lead the lost souls onward."
Both: "as the Heaven's Decree.."
All: Open the Way!
From the feeling of mana, you can tell that something is beginning to surround you.
"Guess it's time then."
"Hold on tight!"
Selene's Aura suddenly flares up to mingle with yours. You can sense her now. She's rather cheerful at first glance.
-
Hold on tight.
what IS Selene like anyway? Now that I can FINALLY sense her aura, I'm curious about it.
-
World domination DOES sound tempting... but when the price is EVULZ and I cold wage a (undoubtedly doomed to not kill you) one-man Guerilla war instead... Or I can do my own thing.
Alright, GM, here are the options I feel are available:
Option 1: I run into Everand and join his crew, looking for recruits. I play my character as a pragmatic Merc who does what needs to be done.
Option 2: I run into Everand, and I essentially get press-ganged into his army. I keep my character as he is, and strike out on my own at first opportunity (even if it's to join a more evil group, IC I'll just want to get rid of the bandits
Option 3: I strike out in my own, and my purpose can be to pick up any other latecomers as I go about my adventures gathering a merry band of misfits to start a new mercenary group
Option 4: I go about my miscellaneous misadventures, and I flat out wage war upon Everand for being Evul. Neither of us dies to each other, so that there's no bitterness, but either I draw enough attention to get an army to wage war upon Everand, or he gets me to leave, one way or another
Option 5:I somehow get to the Darklands and meet Tess and Selene. Always an option
Option 6: You think of something for me to do.
I would personally prefer to not work with Everand, but it would be interesting to see if I can RP being a merciless killer so it wouldn't be that big of a deal.
-
Well, she's being actively cheerful right now.
She is worried and a little afraid, but that's buried rather deep among the cheer.
The mana actively reaches you and begins to encircle you, then cocoon you. It doesn't seem to actively notice there are two people there.
cri-crack*
The spell completes, and the next second, Terissa and Selene are gone from the ruins.
Battle Overview will go here once I format everything.
Gaiden: Dark Beginnings Complete
-
World domination DOES sound tempting... but when the price is EVULZ and I cold wage a (undoubtedly doomed to not kill you) one-man Guerilla war instead... Or I can do my own thing.
Alright, GM, here are the options I feel are available:
Option 1: I run into Everand and join his crew, looking for recruits. I play my character as a pragmatic Merc who does what needs to be done.
Option 2: I run into Everand, and I essentially get press-ganged into his army. I keep my character as he is, and strike out on my own at first opportunity (even if it's to join a more evil group, IC I'll just want to get rid of the bandits
Option 3: I strike out in my own, and my purpose can be to pick up any other latecomers as I go about my adventures gathering a merry band of misfits to start a new mercenary group
Option 4: I go about my miscellaneous misadventures, and I flat out wage war upon Everand for being Evul. Neither of us dies to each other, so that there's no bitterness, but either I draw enough attention to get an army to wage war upon Everand, or he gets me to leave, one way or another
Option 5:I somehow get to the Darklands and meet Tess and Selene. Always an option
Option 6: You think of something for me to do.
I would personally prefer to not work with Everand, but it would be interesting to see if I can RP being a merciless killer so it wouldn't be that big of a deal.
By the way, Everand's base and gang are in the Darklands.
-
yay!
Fair notice: I'm getting put on a night shift for this week at least, possibly the next as well or something like that. so I won't be able to make high-speed actions anywhere near as reliably simply because I'll be sleeping when people are awake, and you'll probably be sleeping when I'm awake. There's some overlap in the time periods, so I might be able to slip actions in during the evening after I wake up and before you sleep, or if you wake early I might be able to act in the morning before I go to sleep, but overall I'm really glad this chapter finished before the week began.
-
If Everand's in the Darklands where are Tess and Seline?
Guess I'm off on my own then?
-
I'll get to making your character sheet tomorrow afternoon.
I would really like to explore the other places besides the Darklands.
Also, Everand, while you won't be getting Toby, you should be able to get a dancer/singer at some point.
The entire point of your founding a village is to grow and conquer.
Things to do this/next week:
1. Build the Xenologue, put Jane through her paces and possible death, Watch as Michael dies a brutal death if Jane survives her death.
2. Create a character sheet for Toby and finalize it.
3. Build his first chapter/likely prologue.
4. Watch Michael die due to Everand & Jane.(This goes twice as a reminder of how brutally true it will end up being.)
----
I am taking the week off GMing to relax and actually build this stuff. I repeat that this Xenologue came way early. So no worries.
-
Terissa (Tess is a nickname she told Selene because she's comfortable using it, and because she doesn't ACTUALLY know how much she can trust Selene.) just got teleported out of Ignis, almost certainly into the Darklands, though that hasn't been confirmed yet.
-
That's the place the spell is supposed to send you.
Unless it ends up going horribly wrong, which is going to take some strange dice calculations and stranger luck.
-
I have officially admitted to myself that I do not quite know as much of the plotline as I was hoping I would.
GM, you are to do as you please with my character. I'll lock the personality in as the still young and therefore somewhat idealistic mercenary, who nevertheless knows fighting is life and death (having fought a fair amount during his 2 years and 10 months with the Iron Brotherhood) and doesn't believe in fighting cleanly anymore.
I shall take this week to read through the thread and track the storylines.
-
Don't leave it to dice then. Put Terissa where you think it would go best for the story, or worldbuilding, or whimsy, says you should put her.
-
Remember, Tric: the dice rolls are what you say they are. We, after all, don't get to see them. Paranoia:Troubleshooters had a pretty good tip for it, which summed up as: "If you don't like the dice roll, roll them again where the players can't see. It's YOUR story."
-
Redjive, there isn't a lot that you've missed.
On Everand's side, he's a lordling that got exiled from Ignis. He has a bandit crew. He attacked a caravan guarded by laguz, and it had some odd contents that he still isn't 100% sure what the deal is/was with that caravan.
On Terissa's side, she is also missing a TON of information. She has lived a sheltered life, and got restless and decided to go wander the world a bit to learn about it, and as soon as people saw what she was they called in the military on her, called her a demon, and she's been desperately running for her life. Eventually the military chasing her cornered her, sealed her in those old ruins, and apparently are now teleporting her to the Darklands. Selene is the first person she's encountered who wasn't scared of her, and Terissa herself doesn't know much at all about why people are acting how they are.
-
Remember, Tric: the dice rolls are what you say they are. We, after all, don't get to see them. Paranoia:Troubleshooters had a pretty good tip for it, which summed up as: "If you don't like the dice roll, roll them again where the players can't see. It's YOUR story."
That's kinda "cheating" though. If you are going to give GM pity rerolls, make them an actual mechanic.
-
Believe me, I will.
Though one of the reasons of mine for hosting this game is to see just how many times I need to pull off [------]'s act. I think it's 3 by now.
Also, can you put a post on how many references you can spot. I'm still waiting on someone to get the Name/Story Introduction reference.
Well, good night all.
And I haven't done pity rerolls, this Xenologue wouldn't be a thing if I did. Nor there being two Heart-Waters.
-
RGUN: For storyline purposes, if you make a roll as the GM that breaks the plot, I think it's fine to re-roll
Tric: A smol part of me wishes I went for something less generic than a generic soldier... On that note, since my history is basically 'screw my well-to-do merchant family, I'm joining the mili- er, mercenaries', and now I've received the blessing of my commander to go set up a branch of this mercenary group on my own, I'm liking the idea of being a lord more so than my previous idea, (especially since I doubt anyone else wants to be a soldier amirite fellas?) the previous idea being that there was a single party with a leader already established and I would need to join them.
Or not. I just read through all the stuff on the first page and realized there's potential for literally everyone to be a lord, so I figured I'd try for it. For the purposes of ranking in my mercenary crew, I left with the equivalent of Corporal (I command some dudes when necessary, but I don't have a lot of seniority, obviously).
Totally not making this up as I type, definitely had this all planned out and stuff.
-
Also, can you put a post on how many references you can spot. I'm still waiting on someone to get the Name/Story Introduction reference.
You might be surprised how easy it is to find something when you already know where it is, and how hard it is to find that exact same something when you don't.
References in particular can be REALLY hard to find sometimes, because they rely on both the speaker and the listener knowing the source material roughly equally well.
for example lets say that you named a female child mage character Nina.
Now, if the only fire emblem game you've played is Blazing Sword, and that's the only source you're drawing from, you'd pretty quickly conclude it's a reference to Nino, a female child mage character from that game.
If you haven't however, then you're going to have a problem, because Nina is ALSO the spanish word for girl, and you can find references to such a girl's name all over the place across dozens of different stories in different settings and different connotations.
So in that case, the more well-read you are, the more likely you are to have trouble narrowing it down to that specific reference.
But if you never played Blazing sword, and don't know anything about Nino, then you have literally zero chance of getting the reference.
It's a TON easier to see an answer when you already know what the answer is.
-
Also, can you put a post on how many references you can spot. I'm still waiting on someone to get the Name/Story Introduction reference.
You might be surprised how easy it is to find something when you already know where it is, and how hard it is to find that exact same something when you don't.
References in particular can be REALLY hard to find sometimes, because they rely on both the speaker and the listener knowing the source material roughly equally well.
for example lets say that you named a female child mage character Nina.
Now, if the only fire emblem game you've played is Blazing Sword, and that's the only source you're drawing from, you'd pretty quickly conclude it's a reference to Nino, a female child mage character from that game.
If you haven't however, then you're going to have a problem, because Nina is ALSO the spanish word for girl, and you can find references to such a girl's name all over the place across dozens of different stories in different settings and different connotations.
So in that case, the more well-read you are, the more likely you are to have trouble narrowing it down to that specific reference.
But if you never played Blazing sword, and don't know anything about Nino, then you have literally zero chance of getting the reference.
It's a TON easier to see an answer when you already know what the answer is.
Actually, the spanish word for girl is "niña", which sounds quite differently. Other than that, I agree with what you're saying.
-
I haven't personally played any of the FE games before FE9, although I've read LParchive for most of the others. For the intro, I THINK it's whichever FE had Hector as a lord? I dunno, the plots were usually pretty similar to each other: Surprise attack by one nation, the 'bad guys', and the heir to the throne of the other nation barely escapes and then leads a glorious counter-assault with minimal setbacks etc.
-
Radiant Dawn had a memorable plot though. PoR was... unoriginal, but well implemented.
-
I am taking the week off GMing to relax and actually build this stuff. I repeat that this Xenologue came way early. So no worries.
Poke.
You need more time?
-
Just got my 3DS stolen in a five second interval... Taking care of that right now.
-
Ima poke you again.
Pokity pokity pokepokepoke.
You manage to get your 3DS back?
-
I'm gonna poke it too.
*poke*
-
wind blows*
Xenologue: Destiny & Death
poke*
"--ke -p.. -ome -n, -wa--"
"uh..."
Jane's eyes open. In front of her seems to be this yellow blur surrounded by black.
Jane seems to be somewhere she shouldn't be.
Welcome to the Xenologue, since Everand isn't here, you will be controlling Jane for this one.
You may also ask a bit about her backstory [OoC] if you want to know a bit more about her, and how she came to join Everand.
This is supposed to have gone to a main character, but you're here now, way ahead of schedule.
Don't get cocky, and be careful, these enemies can and will kill you if you stay and fight too many of them.
Also, the boss is Level 20.... It's a first tier, but it's still way to strong for you to fight right now.
This is an escape mission by the way, and there aren't any bonuses here.
-
Jane examines the yellow blur, while trying to remember how did she end in this situation. Try to remember more stuff (like the backstory)
-
Jane's memory seems to be a bit jumbled.
Being lead to Faroese across the desert sands.
Cast out from --- -- ----
Everand rescuing her from them.
Many people coming together as one.
Taking up the sword.
Old --- -- --- .
A closer look tells you that she appears to be transparent...? There are marks of green on her as well.
"Ah, you're awake. Good."
"Are you feeling alright, any pains?.."
-
Be honest and say you feel like trash. Ask where you are.
-
"Ah..." ?
"A moment"
A healing light sweeps over Jane. HP Restored.
"As for where we are... I suppose you could call this a Shadow Realm."
"This is where people go when... well. Usually they don't wake up at all."
-
((Note: Since I didn't make Jane, I won't do any direct dialogue with her while in this mission. Sorry.))
Thank the yellow figure. Inquire further about this "Shafow Realm".
-
[That's Fine]
"The Shadow Realms are... I suppose you could say they are mirrors."
"They exist nearly everywhere in the world."
.."I do have to ask.. Do you remember how you got here?"
-
Try to remember and describe the situation with the Laguz.
-
"Well..."
"As you know about that... you're dead. This is where most people go before they..."
"Well, it's not a great place."
"Still, the fact you're up can only be a good thing."
-
((You know, you can do Jane's interaction with this character because you made her. If I was Everand, I would make some IC lines and more interesting dialogue. But I don't really know Jane's character enough to see how would she react to these things.))
-
[You can see why I would have trouble starting this...]
"Though you are here, you're not quite dead yet. If you can make it to the Nexus of this place, you can return."
"How then.."
.."If you head along this path, you should eventually reach a red pool. Jump in there to get back to your body."
"It's dangerous to go as you are though.."
.."This should do."
With this the figure spreads her hands. A white white begins to flow from you to her.
*---SLIII...nnning*
The white coalesces into a strange transparent blade.
"Here, this should be effective at channeling your strength against the Horrors here."
Jane recieved a Miracle Blade.
100% Hit, 10% Critical, 10% Evasion. 20/20 Wp.Hp.
Recovers 1 Wp.Hp. per turn. Prs Rank | Bound Weapon(Jane).
----------------
The Heaven Seal is reacting- Rolled a 6.
Unattainable, doubling growth rate.
63, 24, 67, 78, 13, 63, 31, 76, 20, 77, 92, 49, 5, 41, 90, 63.
5/16, adding 2 from the 6.
Magic Growth complete: {Magic Growth locked}
Magic Stat: 8
Jane gained ???
"Now hurry, and stay out of the darkness."
With this last bit of advice, she disappears.
Xenologue: Death and Life
(https://i.imgur.com/r9djy3g.png)
[GM note, I'll start the actual battle tomorrow.]
[Jane is located directly south of the exit, on the second to last tile]
-
((You mean the bottom left, right?))
-
Yeah.
-
Carefully start moving foward, trying to avoid any ambushes.
-
I am doing this tommorow you know? and I'll have the Grid Map ready then as well.
-
I know, just putting an action here so you can process it later when the map is done.
-
What is located at the 5th from the right, 4th from the top, tile?
-
(https://i.imgur.com/fglfgEu.png)
Jane rests at D-26
Exit is at D-5
L/M 19 Leads down.
Multiples of 5/certain points: Events.
[Lenglon, you can re-ask the question now, but it seems you do have an eye for such things.
Turn 1, Start!
{Of note, the only Item Jane has on her is the Miracle Blade, on account of dying.}
-
Let's start by moving to E22.
-
What is at Q5? T3?
What is in the area of L14 through M19? what about D6?
-
[First two are decorations/points. Don't get the second bit. And the last is the exit ramp.]
Jane moves to E-22.
Ahead of you, you see two shapeless masses drip down.
Shadows at E-20, F-20.
{Note, these spots will spawn Shadows each turn, and they Inflict Void if they damage you.}
Turn 2 begins.
-
((some of the map squares have a yellow border, most have a white one. I was wondering if the yellow bordered squares were signifigant, since Jane's start location had a blue border.))
((On that note, what is the tile type at: R17, S17, D9, D10, E10, and F10?))
-
Let's try ignoring them and quickly moving past them to G19
-
[Tile Type is Path, Lenglon. Also, it's a light Grey, white is too jarring.]
Jane moves to G-19.
Enemy Phase.
F-20 Shadow moves to G-20.
Shadow attacks Jane.
Hit-Rate: 94%
Evasion: 10%
Critical: 5%
AS/Attack: 5/13
Rolling: 62, hit.
Crit roll was 38.(Note, critical after dodge is 1%)
Jane took 4 damage.(20/24)
Void counter applied.(1/5)
Hit-Rate: 123%
Evasion: 30%
Critical: 14%
AS/Attack: 8/6 + FN 1
(Miracle Blade is 3x effective{(Str+Mt)x3}+ FN 1x3)=21 Attack
True Hit, Crit Roll was 80.
The Shadow melts under your blade.
18 exp.(63/100)
The Next Shadow moves to G-20 and Attacks-
Roll: 95, miss.
Jane Counterattacks.
True Hit, Crit Roll was 32.
It also melts beneath your blade.
18exp.(81/100)
Two more Shadows drip down.
Turn 3 begins,
[As a bit of info, their HP is 18correction, 16]
Wp.Hp. 18/20>19/20
-
Move to K18. Fighting isn't something I want if they're going to keep coming back.
-
Jane moves to K-18.
Enemy turn.
Shadows move to H-18, I-18.
2 more Shadows drip down.
Turn 4 begins,
-
Go to L19 and descend. Is descending an action or costs MOV?
-
Action.
Jane moves to L-19 and heads down to M-23.(Technically the Square)
The Shadows move.
I-18 to L-13.
The Shadow attacks,
Hit-Rate: 94%
Evasion: 10%
Critical: 5%
AS/Attack: 5/13
Roll: 5, crit roll was 39.
Jane took 4 Damage.(16/24)Void Counter updated, 2/5
Jane Counterattacks,
True Hit, Crit roll was 67.
The shadow melts.
The other moves to attack Jane,
Roll: 26, crit roll was 13.
Jane takes 4 damage.(12/24) Void Counter updated, 3/5.
Jane Counterattacks
True Hit, Crit roll was 39.
The shadow melts beneath your blade.
Total exp gain, 18+18.(117/100)
Jane: Level 4>5
Level Roll- 2
HP:24>25
65, Hit
STR: 6
100, miss
MAG: 8
{Locked}
SKL: 8
57, miss
SPD: 8
88, miss
LCK: 4>5
4, hit
DEF: 3
24, miss
RES: 2
50, miss
This is not lucky at all... Had you hit none I would be obliged to reroll...(Because GBA does do that)
At least the Shadows have a 0 crit chance... Doesn't really help much, does it.
Ah well, +1 to the next level roll.
[Note, Jane has hit every HP Growth and 3 Luck Growths.. Those are her highest procs so far. But not a single point of Defense.]
Jane's HP, 13/25
Turn 5 will begin tomorrow, please hold for the event then.
-
The sky seems to change color, swirling streaks of purple and ?black Appearing in the darkness.
The boss has appeared at the temple.
Shadows drip down onto the Shadows.(All stats +2)
The two shadows move to H-18, I-18.
Something Steps out of the Darkness at L-12, Marching Down to L-16.
[Bonewalker Shadow]
"Here..."
Jane has been ?healed, (23/25) Void Counter was Reduced?(2/5)
Turn 5 Begins now,
-
Uh oh. Better keep running. To R23!
-
Jane moves to R-23.
The Bonewalker Shadow moves forward, and jumps down to the orange square's center L.
The two Shadows also move to the orange square in L-23 and M-23
Two more Shadows begin to drip down.
Sense the Living...
Rolls: Boss vs Living| 5 vs 3, secondary L roll, 13.
The boss has found Jane.
The boss moves forward, and flows into the darkness. It arrives at C-20.
Obscure Roll: 5, the boss has lost track of Jane.
Turn 6 begins.
-
Alright, we already knew hiding wasn't an option either. Let's hope this guy doesn't have 6 or more MOV.
S19
-
[It is an upgraded shadow. Still First Tier, even if it does have 20 across the board.]
Jane moves to S-19.
Bonewalker Shadow walks to P-Column
Shadows move to P-22, Q-22
More Shadows Drip down onto the Shadows at row 20, E & F.(All stats +2)
They move to H-18, I-18.
Something Steps out of the Darkness at L-12, Marching Down to L-16.
[Bonewalker Shadow]
Sense the Living...
Rolls: Boss vs Living| 2 vs 3
Turn 7 Begins,
-
Move to T15!
-
Jane moves to T-15.
The two Path tiles flicker away.
Shadows move to R-19, S-19
Bonewalker walks to R-22
Shadows move to M-18, N-18
Bonewalker moves M-17
Sense the Living...
Rolls: Boss vs Living| 5 vs 2
The boss has found Jane.
The boss flows to G-19
Obscure Roll: 2, the boss has not lost track of Jane.
The shadows gather.
Turn 9, Start.
-
Keep running to T10
-
Jane moves to T-10.
The Boss flows to K-18.
Obscure Roll: 1
Guide the Dead...
Roll: 4 vs --(0)
an unearthly sound emanates from the Shadows at M-18 and N-18,
(O-18, O17, P-17, and P-16) Purple-Blackish ?Light twists into a Bridge. A greenish-blue tint appears to come off of it.
Roll: 4 vs --(0)
an unearthly sound(scream) emanates from the shadows at R-19 and S-19,
a strange Purple-Black structure appears at R-17, S-17
(M-17)The Bonewalker Shadow travels to P-17
(R-22)The Bonewalker Shadow travels to R-18
Two Shadows drip down at R-17 and S-17.
the shadows continue to gather
Turn 10, begin,
Perception Roll. 2, then 40 vs 1
You feel something ahead.
Jane's Health has been healed.(25/25)
-
Oh I think I see what's going on here a little more properly.
-
Feel free to share after this Xenologue is done with. Like to see what you think.
-
((If the thing that appeared is a bridge for the shadows to cross, then I'm lucky that the wall at Q16 blocks their way and P15 is a bottomless pit. That means I have an extra turn before they fix their mistake.))
Run to T5, don't even look back.
-
[You assume geometry is flat?]
Jane moves to T-5.
The Boss Flows to O-17.
Obscure Roll: 5
The Boss has lost track of Jane.[This doesn't matter at the moment though.]
(P-17)Bonewalker Shadow moves to Q-16, then drops down to Q-15.
(R-18)Bonewalker Shadow moves to R-14.
Shadows drip down onto the Shadows.(All Stats+2)
They move to R-12 and S-12.
Guide the Dead...
Roll: 4 vs --(0)
You here a grinding noise to your left, then an unearthly howl,
Row 5 is connected to the lower level.
A Bonewalker Shadow charges out of the darkness and attacks Jane.
Hit-Rate: 90%
Evasion: 6%
Critical: 12%
AS/Attack: 3/12
Daunt is active,
Enemy units suffer a 10 point penalty to their Hit, Evasion, and Critical if they are within 3 spaces of this unit. Multiple Daunts do not stack.
Rolling: 93, miss.
Jane Counterattacks twice!
Hit-Rate: 123% -10
Evasion: 30% -10
Critical: 14% -10
AS/Attack: 8/6 + FN 1
(Miracle Blade is 3x effective{(Str+Mt)x3}+ FN 1x3)=21 Attack
True Hit, crit rolls were 12, 97.
13x2 (0/22)
The Bonewalker shatters into pieces.
15 Exp.(32/100)
More Shadows drip down at R-17, S-17.
Turn 11, begin,
-
Wait, what happened to row 5?
-
Basics,
You see the flame next to a pillar? That's an entrance, and a place for those shadows to spawn. The boss just opened the way so they could cross.
Doesn't lead anywhere but into darkness though.
-
Oh, I see. Move to T2.
-
Jane moves to T-2.
Sense the Living...
Rolls: Boss vs Living| 4 vs 3, secondary L roll, 83.
Obscure Roll: 6,
The boss has been mislead to S-16.
Raid Roll: 5
Combat rolls, 51, crit roll was 68.
A fierce wind tears apart the bridge and All Shadows in the area.
Boss takes no damage due to current state.
Boss counterattacks,
Roll: 39.
The Golden Shade has been knocked out of action for one turn.
Turn 12, begins,
-
Move to 3P, continue trying to get away from the chaos.
-
Jane Moves to P-3.
Sense the Living...
Rolls: Boss vs Living| 2 vs 6, secondary L roll, 37.
Shadows drip down at E-20, F-20, R-17, S-17.
The shadows gather,
Turn 13, begin,
-
4L, we're almost there!
-
Jane moves to L-4
Sense the Living...
Rolls: Boss vs Living| 4 vs 2, secondary L roll, 67.
Obscure Roll: 5.
The Boss flows to S-11.
More Shadows drip down on the Shadows.(All Stats +2)
E-20, F-20, R-17, S-17.
TO G-18, G-19, R-12, S-12
The shadows are moving
Turn 14, begin,
-
To J7
-
Jane Moves to J-7
Sense the Living...
Rolls: Boss vs Living| 3 vs 3, secondary L roll, 86.
Obscure Roll: 1.
R-12, S-12, to Q-10, R-10.
Guide the Dead...
Roll: 6 vs --(0)
unearthly sounds(Screams) erupt form the Shadows.
A bridge forms at N-10, O-10, P-10. Greenish blue light flows off of the purple-black structure.
It links Q-10 to M-9.
another forms at G-14, G-15, G-16, G-17.
It links G-13 to G-18.
a blackish light shoots out at K-7 and L-7. 2 Bonewalkers climb out to K-8 and L-8
Shadows drip down at E-20, F-20.
shadows gather,
Turn 15, Start,
-
H10. The exit is right there!
-
Jane moves to H-10
Sense the Living...
Rolls: Boss vs Living| 6 vs 3, secondary L roll, 55.
Obscure Roll: 5
The Boss Flows to N-9/10
Guide the Dead...
Roll: 2 vs 5,
A golden mist surrounds the boss.
Battle!
Golden Shade's Roll: 4, then 63.
Boss takes 6 damage.(25/31)
Boss Counterattacks.
Roll: 63, hit.
The Golden Shade has been knocked out of action for one turn.
A shadow darts out to I-10 and attacks Jane,
Hit-Rate: 94%
Evasion: 10%
Critical: 5%
AS/Attack: 5/13
Roll: 38, Hit!
Jane takes 8 Damage.(17/25) Void Counter updated.(2/5)
Jane Counterattacks
Hit-Rate: 123%
Evasion: 30%
Critical: 14%
AS/Attack: 8/6 + FN 1
(Miracle Blade is 3x effective{(Str+Mt)x3}+ FN 1x3)=21 Attack
True Hit, crit rolls was... 9!
The Shadow is Purified beneath your blow.
The other Shadow can't pass this turn. It moves to J-9.
(L-8)Bonewalker moves to attack Jane,
Hit-Rate: 90%
Evasion: 6%
Critical: 12%
AS/Attack: 3/12
Daunt is active,
Rolling: 63, hit, crit roll was 56.
Jane takes 10 Damage,(7/25)
Jane Counterattacks twice!
Hit-Rate: 123% -10
Evasion: 30% -10
Critical: 14% -10
AS/Attack: 8/6 + FN 1
(Miracle Blade is 3x effective{(Str+Mt)x3}+ FN 1x3)=21 Attack
True Hit, crit rolls were 48, 68.
13x2 (0/22)
The Bonewalker shatters into pieces.
K-8's Bonewalker moves to attack Jane,
Roll, 75, miss.
Jane Counterattacks twice,
True Hit, crit rolls were 80, 76.
13x2 (0/22)
The Bonewalker shatters into pieces.
Total Exp. 15+10+15+15(87/100)
More Shadows drip down on the Shadows.(All-Stats+2)
E-20 & F-20, TO G-16 & G-17
Turn 16, start,
-
D9, I'm right in front of the exit!
-
Jane moves to D-9
Sense the Living...
Rolls: Boss vs Living| 6 vs 6, secondary L roll, 84.
The Path begins to crumble away.
Last Turn, Start!~
[All that's left is the ending.]
-
Run to the exit and finally leave this hellish place!
-
Will write ending scene tomorrow. But that's it for this Xenologue.
-
@ your poll's question - you can't re-open a poll once closed. You'd have to make a new thread to start a new poll. The usual workaround here is to make your polls have no time limit, and when you want to "close" it youeither just ignore it or change it to something meaningless like:
Poll - Potato?
○ potato!
○ spud
-
The exit is just below. Good luck Jane, and do your best.
Down there then.
Below you is a swirling red. You can see the enemy boss in a blurry image next to your body. Kinda disturbing, but no time like the present.
Jane jumps.
Xenologue: Destiny & DeathCompleteRewards: 100 Exp, 10 exp for every Bonewalker killed, Life and full healing.
GM NOTE[Technically, I accidentally forgot that 10 exp. Remember, Spectral Shadows give 10 less than their level suggests. And Remind me when I forget that the others don't.]
{Was going to do so if you almost died as a safety net anyway, but a Critical appeared.}
87+30+100=217/100
Jane: Level 4>5
Double Level Roll- 5, +1 from last level. 6 for the second level roll. Double 6!
In case you forgot what 6s mean.
6- +1 Stat points to 2 un-grown stats this Level-up.(To be chosen by you next post)
Now to the rest,
HP: 25>27
73, 41
Continuing the trend of HP every level.
Str: 6>7
80, 30
First 6 target.
Mag: {Locked}
No target.
Skl: 8>9
92, 34
First 6 target.
Spd: 8
42, 47
Both missed, both targets for 6.
Lck: 5>6
83, 20
First 6 target.
Def: 3
65, 30
Both missed, both targets for 6. Also continuing the trend of never gaining defense.
Res: 2>3
28, 57
Second target for 6. Now equal to Defense.
Awaiting point distribution. This Intermission will then end.
-
So, double 6 means I can pick 4 stats to increase.
2 Strenght, 2 Speed?
-
No. For the First 6, you can pick anything that isn't HP or Res.
For the Second 6, you can pick anything that isn't HP, Str, Skl, or Lck.
1 of each, for each level up. So you can pick two speed, but two strength is invalid.
-
Okay, then Strenght Skill and Speed Defense. More balanced.
-
Da dan dun dan dannn... Dun Dun, Dun Daannn...(I'll stop now)
Jane's Wp-Rank has grown to D. +1 to Hit-rate and Critical. Can now use D-ranked weapons. 15 Wp-Exp to Rank C.
Miracle Blade is a strange item.. It has been {Locked}. Does not take up an inventory space.
You gained something strange in the journey, though Jane does not know of it.
Right, now is the time for the promised LaguzKilling to begin.
Intermission has ended, we now return you to the Prologue. Kill some Boss!
(https://i.imgur.com/o6DMDbf.png)
The boss has picked up the Key Item in his mouth.
He moves to E-6.
Poison roll:3- 5 damage(27/36)
Event-
The sun streams down through the clouds, where Amber and Jane lay,
"You fought well Amber, I will be sure to honor you two in my memories and report."
"This whole mission has gone badly.. But at least our objective is complete."
Padding tread*
He turns to see the bandits come down upon him.
"Time to go; farewell"
He turns to leave.
[Actions? Note that Jane must make the first move.]
[A reminder of where we left off.]
Bandit at J-7 with wounded merc.
K-6 and I-4, archers.
Everand at I-8.
Mark at H-8.(1 poison arrow)
And Jane at D-6.
A Merc at K-8.
And Dual Attack still hasn't been used.
-
Jane starts and does a Dual Attack on the enemy boss with Everand, who moves to F6 to get into position. It's still poisoned and weakened, and won't be expecting an attack not only from Everand behind, but also from a person who clearly died in front of him moments ago.
Rest of the moves later.
-
OneNote opened, let's start.
(Stack 2: -1 Spd/Def/Res, -1 Str, -10 Evade, -5 Hit/Crit)[Lasts ? turns on Laguz])
Hit-Rate: 73%
Evasion: 20%
Critical: 8%
AS/Attack: 10/15
Totals
Hit-Rate: 68%
Evasion: 8%
Critical: 3%
AS/Attack: 9/14
Jane attack takes the boss by total surprise,
-10 to all battle rates.(Can go below zero)
Hit-Rate: 95%
Evasion: 29%
Critical: 5%+7%
AS/Attack: 9/15
Roll: 54, crit roll was 24.
Hit! Dealt 8 Damage.(19/36)
The boss focuses in on Jane.
"You, you're dead.."
Roll: 54, complete miss.
"I got better."
Everand initiates the Dual Attack.
Hit-Rate: 111%
Evasion: 16%
Critical: 19%
AS/Attack: 8/19
Rolls: True Hit, 38, True Hit.
Critical Rolls: 45, 28, 28-Critical!
Rah!!
Everand throws his axe at the Tiger Laguz, it's buried deep into his side.
Grk..(7/36)
Hy-yah!
Jane's weapon bites into Michael. (-1/36)
Special Skill triggers, A Lion's Resolve: When you would take a fatal blow that leaves your negative number more than or equal to your remaining health, survive with 1 HP. Any further healing this battle is only half effective.(Cumulative)
Not...
Everand weapon returns to him, and he crashes into Michael.
"Ha!"
(-35/36)
Everand's final strike breaks his body apart, ending his life.
Battle Over!
-
I'll assume the berserk Laguz is also quickly killed by the other units.
Everand congratulates Jane on plaing dead to surprise the enemy. But this isn't time for celebrating: Time for Looting!
Check the Laguz bodies for stuff like spare money, take whatever's left from their stones, loot the caravan and open that box!
-
Berserk Amber Died on her attack. It was her last.
-
"..Everand.. I'll need to talk with you later."
To the Looting.
The Caravan
Everything is mostly intact.
Got: 30 Bags of various Seeds
22 Vulrenary-s and assorted medicines.
20 Antidotes
50-ish books worth of parchment.
10 Quilts and Leathers each.
The Box
You take a look at it, but there isn't a crack or scratch to be had on it. It also doesn't have a line where it opens.
There appears to be something on the front though. but it seems pasted over and painted black like the rest of it.
Overall, it just seems to be a slab of stone.
-
Hmmm... Maybe I can't see it because the box is painted black. Try carefully swinging my axe on the side and force the thing open. Inspect the thing on the front and try touching it or pressing it. Maybe it's a fancy lock.
MAke sure the others are propely looting the laguz bodies. It could be possible one of them was keeping a key of sorts.
-
Roll: 5.
You swing at the box.
GM Joke[It can't dodge cause it's a box.]
You hit it dead on and manage to chip it. On closer inspection, it seems some of the paste has fallen off. No other damage, not even a scratch.
Small Note[Laguz really don't transform back after death. So keeping a regular key is a bit silly for them]
(3)Your men search, but don't find anything.
(6)Mark manages to find something though. Some sort of Book. At a glimpse, it's magically locked, making it currently useless to you.
(4)The Untrasformed Laguz don't seem to be carrying anything.
-
Examine the pasted area more closely. If it's nothing relevant, I think it would be better to return home. Dump the bodies on the river and perpare to go back to the village. We already got enough from the caravan itself and we can open the box later when we find a competent thief or mage.
Of course, also take the caravan itself and the box.
-
Caravan isn't really take-able, same with the horses. You live surrounded by mountains, hills, forest, rivers. You live right next to a waterfall.
It's a great defensive/hidden position, and your location on the map helps too.
Doesn't help the fact that horses are a fool's dream right now.
You could probably scrape out the pasted area back home.
I'll type up the finish tomorrow. I also assume you take the book?
"All Right People, let's head on back!"
Also... I would like to say that your character should know better to poison the water. And moving them in the first place will take too long due to most of their weight.
The horses are released though, and the caravan sent into the river.
-
Yeah, grab that book too.
-
Right, Mission: Highway Robbery is officially Complete.
Also, Everand does have some spies and thieves in his employ, though with those two it's nearly the same thing. More on that Chapter 1.
-
Interesting "box" you got there...
Heh, congrats Everand, Jane, and RGU (NOBODY CARES ABOUT YOU MARK! :p).
Nice work.
-
Mark was also useful, the ranged attacks and poison were vital for this mission.
-
Well that Xenologue was certainly... Interesting.
I'm curious as to what a Laguz caravan was dooming in the Darklands.
yes I still live and am ready to impale people. Just wish I had a halberd (I have a the thing for halberds
-
I'm curious as to what a Laguz caravan was dooming in the Darklands.
the Laguz homeland is the Darklands
-
That makes sense, yeah.
-
I'm wondering about what could have happened if I had actually defeated the boss, but I would have probably needed to farm the respawning shadows for quite a while and risked getting void.
-
In order to kill the boss, you would just need a Str of 10. It's not impossible, but if you missed, it would mean your death.
Hit Rate: 128%
Evasion: 39%
Critical: 15%
AS/Attack: 9/9
DG: 6%
vs.
Hit-Rate: 148%
Evasion: 40%
Critical: 18%
AS/Attack: 20/40
Roll: 27, crit roll was 19. Dealt 27 damage.(-2/31)
Dead boss, normally anyway.
Skill Triggers, Warped Abyss: Roll- True Hit, Jane takes 28 damage. (-1/27)
Jane is dead, again, the Nexus Core has been revealed.
The fact is, this boss has been built up, but he's just a mook in the end. A mook with unlimited power, but still a mook.
Also, if you didn't notice, that Gold Shade was halving the damage you take, so Jane would survive this.
Granted, you'd wonder what being right in the middle of an unleashed Nexus would do to her.(Not pretty,)
-
The fact is, this boss has been built up, but he's just a mook in the end. A mook with unlimited power, but still a mook.
(other mooks talking to this dude):"Who ARE you?"
"I'm you, but with infinite power, which means I'm technically sorta a little bit better, ish. Kinda."
EDIT: this joke was bad and I should feel bad.
-
alsoanoteformygoodman/womanTricMagic
I WILL BE GONE STARTING ON THE 1st OF JULY for a week! PLEASE DO NOT MAKE ANY PLANS ASSUMING I WILL BE AROUND! I might have internet access late on the 4th of July, but no promises and it's not very likely. Plan accordingly good sir, I'm really sorry that I have to leave right when I might get a chance to play. MUCH SORRIES MANY APOLOGY
-
It's perfectly fine. I'll still be here when you get back.
I'll just see about working on everything during that time.
-
So, what happens now?
-
To note, this game will likely end in cooldown for a bit. Not going to quit though.
-
I HAFF RETURNED! WHEEEE!
-
Welcome back.
-
I HAFF RETURNED! WHEEEE!
Welcome. Don't worry about catching up, game is on hiatus.
-
Bit mean of you RGUN, He is the next character.
Granted, I will be starting tomorrow.
-
good timing.
erm..
*embarrassed look on face*
I'll only be available certain times of day until this Monday EST, because I have to go to the library for wifi for a while, and I have work. Basically only before 2:00pm EST on Wednesday-Friday
I'll try to shove as much actions in there as I can.
-
Well, will have to alternate then. Or try to. Eh, it will get done.
Also, Have a place-Historia (http://www.bay12forums.com/smf/index.php?topic=171211.msg7796489#msg7796489)
Has a link section to the start of certain events.
-
should have enough time to do this. I'm available... er.... call it like, I dunno 10AM to 2PM EST?
-
Calendar year 898: 11th Month; Lanoon, Near the Titan Hills and Gormon Plains, Letharian
Dear Son,
You are cordially invited to the Heaven's Ball at the Orient Theater in Corinth this Decemon 10th.
We sincerely hope you will attend.
Signed, Darin Landon,
Head of the Knighted Family of Landon
Hmm. Still trying to bring me back..
Well, hopefully I'll be gone by then.
Fire Emblem
Ruins of Fracturia
Toby Landon's Story
Prologue: Solider's Resolve
The Hint Box Returns~
Welcome to your Story, You are the 5th Son of a Moderately influential First-Generation family.
Granted, at this point, what they've accomplished belays that fact.
Right now, You need to report to Commander Laignel for a debriefing.
If you have any questions, just ask OoC.
Oh, Before I Forget. Here's your gear.
Iron Lance: 7Mt. 85Hit 1Rng 8Wt. 50Hp.
Steel Lance: 10Mt. 70Hit 1Rng 11Wt. 35Hp.
Javelin: 3Mt. 70Hit 1-2Rng 5Wt. 20 Uses.
3 Vulrenary(Heal 10 Hp)
1 Antidote
I suppose this is a good time to mention Carry Limits.
Conx{3+Tier}+{STR/5(Rounded Down)}=CL
Your CL is 25. And you are currently carrying 24 Wt.
This doesn't mean much most times. But it does effect how much extra you can carry in your inventory. Your IL is 5 as a result.
Your IL can never go below 5, but the fact it can go up is something to note. Also, Dropping a Weapon in combat can be, a bit random. You may be able to get it back, or you may not. Depends on the situation, it's remaining HP, or if an Enemy picks it up.
Allies can pick up dropped gear too, so there's that.
I believe that is all to go over for now. Good Luck.
-
"Shame I won't be able to see Father's face when I don't show up. Maybe I should tell him this time... Nah, I'll let him worry.
Finish whatever it is I'm currently doing, and head over to Commander Laignel.
-
You stick the invitation in your bag and head to the Pavilion.
Roll: 3.
You find him passing out orders.
He spots you.
"Oi Toby! Get over here, need you to run a quick mission. "
-
"Aye sir! And what might this mission be, sir?
walk over to him.
-
"Some kids from Alexandria wandered off. Normally not our problem. We'd help anyway."
"This comes straight from the Church though. Seems that someone pulled some strings."
"You're to head through the Titan Hills. Organize the searches and whatnot."
-
"Alright sir. What are my resources in terms of men and supplies sir? Just a couple lads and whatever they've got on their backs, or will this be more of a long-term mission?"
-
"Loosen up. We're searching the other areas."
"See these men, Command them and search the Hills top to bottom. Now get to it. We've got 2 days. Let's finish it in time for dinner.."
GM Note[2 Day mission, 50 men to command on your search, though you will be spread out.]
[You do have the advantage of knowing the area, and OoC Historia if you want to ask questions.]
-
"With your permission, Commander"
((I'll assume he'd dismiss me to go organize the troops))
"Alright! You there, form up into 5 squads, Archers and Mages spread yourselves out amongst the melee specialists." *wait for the men to assemble* "As you may know, our orders are to comb the Titan Hills for some children, *give a brief description if I know what they are supposed to look like*, wanted by the Church. Don't ask me why, I dunno either, but that's what we're supposed to do. Commander Laignel wants this done in 2 days, but I know we can do it in one. Let's move!
(https://i.img.ie/uRk.jpg)
-
I'll be ready for the full mission when I get back. GTG now tho, see ya!
-
Mission Time: Titan Hills Search Party- Start~
Cavaliers commanded to search the Paths.
Other Groups,
Archers and Mages, Mercenaries.
Roll 3, then 32.
Roll 3, then 89.
Roll 3, then 34.
Roll 1, then 93.
Roll 2, then 21.
"Sir, we've found a trail."
Group B arrives.
Arrival at C-1
(https://i.imgur.com/2GQhLkT.png)
They seemed to have gone through the Forest.
GM Note[Mission Map is ready when you do get back.]
-
Mission Time: Titan Hills Search Party- Start~
((I can't help but remember the MISSION START! audio from GHOST Squad everytime I see the words mission and start in the same sentence))
I'll be available on and off for the next few hours. If possible grid the mission map, so I don't bugger up the map squares
-
Bout to go to bed, so. Tomorrow sometime.
(https://i.imgur.com/bYiktKv.png)
-
Ready when you are.
-
Battle Time~ Start!
Toby is at C-1.
Archer s at D-1
Mercenary is at B-1
Turn 1.
-
(This is kind of embarrassing to admit but I don't think I ever wrote down what Toby's move speed is)
EDIT: would be 6, by FE9 and 10 rules.
-
Not by these rules though, just 5.
I mean, theoretically, you can reach tier 3, and each class upgrade can increase your move.{Same for everyone}
-
nvm you just said all have 5, dur.
"Seems they went into these forests. Stay close people, this might've been a kidnapping, and there might be brigands around."
Send Toby to D-4, Merc to C-5 if possible, C-4 if not, archer to C-4 or C-3
-
Check for signs of anything, children, other humans, creatures I wish to avoid etc. in addition to moving
-
Have to go for an hour, shopping.
-
Oh well. Have fun!
-
Question, which weapon do you have equipped?
-
Iron Lance. Actually, if possible, I probably woulda left the Steel one in the armoury or something similar since this is a bit of a time sensitive mission, and also Toby wouldn't be expecting to meet anything requiring a steel one.
-
Only if I can go back and get it later though.
-
That is in fact possible.. Noted, you're using Iron this turn.
-
Alright, my actions for turn 1 are bold texted.
-
Roll for Perception: 1, then 86.
Counter roll was 2.
You hear-
Enemy Phase start.
A Wolf attacks Toby-
Hit Rate: 76%
Evasion: 7%
Critical: 1%
AS/Attack: 3/10
Light of the Soul is Active,
Iron Lance equiped
Hit Rate: 96%
Evasion: 11%
Critical: 3%
AS/Attack: 7/16
Roll: 54. Hit.
Toby takes 1 Damage.(21/22)
Toby Counterattacks.
Roll: 22, Crit roll was 13.
Dealt 13 damage(3/16){at D-5}
16 exp gained.(16/100)
Wolves attack your allies.
Roll vs Archer, 10
Archer takes 7 damage.(11/18){At D-3}
Archer Counterattacks.
Roll: 21, then 59.
The Wolf Takes 10 damage(6/16)
Roll vs Merc, 72, miss.
Merc Counterattacks twice!
1 ,crit roll 30
9, crit roll 89
The wolf is killed!
Enemy Roll: 6
Hrowwlll
You hear howls in the distance.
GM Note[Wolves have Forest Tread, which allows them to treat forest terrain as regular terrain while moving or attacking. However, to move through forest terrain, they must still spend 2 move normally to activate this passive. This effect only works so long as they move through forests, crossing another tile type will require them to spend 2 move again to reactivate it.]
{Put in simpler terms, it requires them to move, upon which it activates for the rest of that turn, unless they leave cover.}
[This is also an example of needing to see to spot them. From the sounds, they are to your southeast, south.] (No others in your forest section.)
Extra note[Your defense is stacked.. Don't get cocky though.]
-
Attack the wolf on square D-5 with Toby. Move the Merc so that he's at C-6, and attack if there's anything to attack in the adjacent squares.
Have the Archer move to C-5 and attack with this priority: Enemies that are going to be able to attack the Archer, full health enemies, and then others. The idea is to feed Toby kills.
-
Waitwaitwait.
-
Have the Archer nail that Wolf on D-3 from C-4. Also auto-roll for perception throughout this battle unless there's a penalty for doing so. I'm going to forget to do that at some point.
-
I'm going to assume you're playing the NPC baddies as retarded as standard FE AI, I.E. Prioritizing things like 'Toby can't ORKO me, get him first even tho I can't damage him as much as the Merc' etc. etc?
-
It's actually pack behavior.
Still doesn't stop the Merc shredding them though.
And your steel lance, if it hits, can one-round them.
-
Key word if. Time to enjoy that time honored tradition of FE: Counter-Killing! Also gtg literally right now rip.
-
Have the Archer nail that Wolf on D-3 from C-4. Also auto-roll for perception throughout this battle unless there's a penalty for doing so. I'm going to forget to do that at some point.
Your Merc is there,
-
Nyet, Merc is on C-6. Archer just got attacked by a wolf, so I want to move the Archer one space down and then try to finish the wolf off.
-
Bedtime for me right now. Sleepy.
Roll!
51, crit roll was 8.{Crit missed by 1 here.}
Wolf Defeated, gain 26 exp.(42/100)
Merc moves.
Archer moves, then attacks.
Roll-81,
70%+7+5-7+2=77%
Missed.
Enemy turn-
Wolf attacks Archer.
Roll-52, hit.
Archer takes 7 damage.(4/18)
Archer counters.
Roll: 58, crit was 13.
Wolf drops dead.
End turn 2.
Turn 3 starts.
Bedtime.
-
To be answered tomorrow: do the generics have healing items? If not... A small part of me is like: 'hey Toby's stacked for defense and after all, they're only generics, and I can brush it off IC as not having the time to pass a vulnerary or something' If I can easily buy vulns later though, then that'll change my next action.
-
Of course they have them. Always carry 3, that's common sense.
It's not like this is a place where they aren't easy to get.
-
Over the long course of my playing FE games I've learnt to never assume anything, with the exception that if there are reinforcements, there are also Asshole reinforcements ready to impale your weak healers.
Merc to C-7, Archer to C-6 and chug a vuln, Toby to D-6, see if we can pick up the trail of the kiddos now that there aren't any wolves visible.
-
Not a bad summary. And good job on defensive positions, the archer is squishy.{Remember, Range of Archer is 1-3}
Turn 3-
Vuln used.(14/18)
Movement has occurred.
Enemy turn-
From D and F 9, wolves charge to attack.
Toby vs E-6 Wolf
Hit Rate: 76%
Evasion: 7%
Critical: 1%
AS/Attack: 3/10
Light of the Soul is Active,
Iron Lance equipped
Hit Rate: 97%
Evasion: 11%
Critical: 4%
AS/Attack: 7/16
Roll: 20, hit.
(20/22)
Toby counterattacks-
Roll: 94, crit roll was 79.
Dealt 14 damage(2/16)
16 exp gained.(58/100)
Next wolf at D-7.
Roll: 83, miss.
Counterattack-
Roll: 66, Crit roll was 20.
Dealt 14 damage(2/16)
16 exp gained.(74/100)
GM Note[Forget to add Rank Bonus.. Added it to others, but not you. Fixed]
Perception Roll-1..
Turn 4, start.
-
(https://i.imgur.com/bYiktKv.png)
Picking this up for easy reference. Also sweet 3 range archers!
-
Toby kill D-7 and occupy his square, have the Merc move to E-8, he can take care of himself, and LOTS is still in effect there. Archer to C-7 and snipe E-6.
-
Mark would be very dead if he didn't have that going for them. Close Counter too, so no cheesing them.
Roll: 23, crit roll was 44.
1 dead wolf, 26 exp, and a level-
100/100
Toby Landon: 1>2
Level Roll: 5
5- +5% to your 2 Highest stats this Level-up.(Lowest Growth if tied)
HP: 22
Rolled 83, miss
Strengh: 9>10
Rolled 44, hit
Magic: 0
Rolled 73, miss
Skill: 7>8
Rolled 24, hit
Speed: 7
Rolled 98, miss
Luck: 1
Rolled 39, miss
Def: 9>10
Rolled 20, hit
Res: 0
Rolled 75, miss
Archer Snipe: You got a 100! Missed-
Keep in mind you don't have to make all your moves at once. Does the Merc still make that move?
-
Are you subtly hinting that there are a lot of enemies that I'm not aware of that are gonna murder Mark the Merc? In any case, yes, have Mark Marcus go kill the wolf that Arthur the generic Archer missed. Also now that we're in the open Toby's gonna scan for signs of the children, and of course for Wolves in the treeline
-
Also which of my stats went up? insert LoZ chest opening music*
-
Edited in. Level up complete
...Mark is part of Everand's Crew. In case you remember that..
-
Alright then. I have no idea what the relevance is (wot you were talking about with Close Counter and such), I guess someone in Everand's story also has Light Of The Soul?
Let's just pretend that never happened. I dub the generic Merc Markus, and every generic Merc I meet shall be a Marcus, unless I meet a real Marcus.
-
Roll: 36, crit roll was 90.
Another dead wolf.
Also, where is the Marcus right now?
-
D-6,, seeing as he killed E-6 but I don't want him in E-6
-
...Should probably note that you can't occupy a square on the turn you kill. E-7 or F-6.
-
Alright. Turn 4 right? Toby move from D-8, then, which is where he killed that wolf from, because I still want the Merc on D-6, will move to F-9 and look for the kids. I'll move Markus and Arthur once I know what he finds.
-
Turn 4 overview.
Toby kills a wolf and levels. stays at D-6.
Archer tries and fails to kill another wolf from...
May have gotten something confused..
Got it.
Toby is at D-8, Merc at D-6, Archer at C-6..
My own confusion here...
Enemy Turn-
2 wolves break cover to attack Toby.
1 from D-9. 1 from E-8
Rolls: Auto-Failure
Counterattacks-
32, crit roll was 51.
18, crit roll was 64
(3/16)
(2/16)
Gained 26 exp.(26/100)
Enemy rolls-3 and 3.
"rrowl"
Message sent.
Turn 5- start.
Allied group arrives on the field from H-1
Search roll-4
You can see that the trail leads east.
-
... ((Lenglon likes wolves and doesn't like this wanton violence against them, but also recognizes their current behavior as unnatural, so figures something is up to make them behave like this.))
-
... ((Lenglon likes wolves and doesn't like this wanton violence against them, but also recognizes their current behavior as unnatural, so figures something is up to make them behave like this.))
Under normal circumstances I'd just try to scare 'em off, but nor my wolves would've buggered off by now. Either there some magic BS going on, they're rabid, or they've gotten too brave and are a threat to society. Regardless, I may have enough Def to take 1... Wait lol I don't take ANY dmg now do I? Anyways my comrades still take damage so I need to defend them.
RIP Titan Hills Wolfpack: July, 2018 - July 2018
-
I'm going to science my way through Toby's awesome Def by saying he's just really fast with his shield, and pretty good at blocking with his spear as well. Also 10 Def at lvl 2 God that's hilarious. My biggest fear would be Siege mages now (I can always run from regular ones) except I have Evasive Soul, so my odds of getting hit, which are already pretty low with NPC Siege mages, are hilariously low now. Anyways...
Toby attacks D-9, archer moves to.... D-7, and trys to nail the other wolf. If successful, Merc takes that wolf's place; if Arthur misses, Marcus will attack the wolf instead. Also, search roll, see if I can read the trail signs and figure out what made it: i.e is it the footprints of two children or does it look like someone was with them etc.
"Something's off about these wolves gents. Stay watchful; They might be running from something... Hey! There's a trail heading east into the woods!"
((allied means I don't control them right? In any case Toby can't see them and I don't know what units they are so I have no orders.))
-
((does Lenglon often refer to themselves in the third person? :P ))
-
((I differentiate between myself and my characters that way. I speak from my characters perspective oftentimes, so if I didnt specify, then it wouldnt be clear if I was speaking as Lenglon or as Terissa.))
-
((Didn't mean to be rude. Just tryin' ta' be funny. I actually think it's rather smart of you. Ooooh I just had a cunning plan to get you guys to laugh: insert Blackadder references as often as possible.))
-
((My general rule is that I either pick a colour for my characters and then if I'm speaking from their perspective I colour it as such, or I specify if it's something like 'I would never be so retarded, but Baldrick, on the other hand...' so on and so forth. Let's move this to the OOC if this conversation continues.)
-
Time the Attack-
Toby vs D-9 Wolf
Hit Rate: 76%
Evasion: 7%
Critical: 1%
AS/Attack: 3/10
Light of the Soul is Active,
Iron Lance equipped
Hit Rate: 99%
Evasion: 11%
Critical: 4%
AS/Attack: 7/16
Rolling: 83, miss.{-2 and -15 respectively. 82 was the hit-rate total}
Counter roll-Autofail.
1 living wolf. 13 Exp.(39/100)
Archer moves to kill the other.
Roll: 54, crit roll was... (!(9!
One very dead wolf.
Merc moves to finish off the other.
Roll: 73, crit roll was 39.
Dead wolf.
Enemy Phase-
Perception, 4, then Secondary 12 vs 2.
You hear movement in the Forest to the East. Enemy at I-8.
[ally phase]
Turn 6 begins.
[Also, didn't you pick Navy before?]
Toby[D-8]
Merc[C-9]
Archer[D-7]
-
(https://i.imgur.com/bYiktKv.png)
((Whoops! Sure did! Sorry I generally default to purple.))
-
"I can hear one in the forest! Arthur, take care of this one!"
Archer (and Merc, if necessary) finishes off the wolf that Toby missed, Toby himself runs to G-8 and attacks whatever's on H-8. Merc moves to F-8 assuming the Archer doesn't wiff the shot.
[sorry for the delay, been playing Airsoft all day]
-
You know, I just noticed that I misplaced it's position. It's at I-8, not H-8..
Also, the other wolf is dead, the merc finished it.
Going to continue/finish this tomorrow.
-
Oh. in that case, Toby rushes east as far as he can. Archer falls in two spaces behind him and Merc moves east to keep the archer fairly covered. Toby: G8, archer E8, Merc F9
-
Movements done.
Enemy Phase- start!
The Wolves Attack.
Hit Rate: 79%
Evasion: 10%
Critical: 2%
AS/Attack: 4/12
Light of the Soul is Active,
Draconic Aura is Active- Light of the Soul Negated on Wolves.
Iron Lance equipped
Hit Rate: 99%
Evasion: 11%
Critical: 4%
AS/Attack: 7/17
G-7, Roll- 11, crit roll was 9.
Toby takes 1 damage-(19/22)
Toby Counterattacks- 27, crit roll was 26.
Beta Wolf takes 14 damage-(4/18)
19 Exp.
Another strikes from G-9-
Roll- 36, crit roll was 100.
Toby takes 2 damage-(17/22)
Toby Counterattacks- 85, miss.
19 Exp.
The Alpha is right in front of Toby!{H-8}
Hit Rate: 83%
Evasion: 12%
Critical: 3%
AS/Attack: 5/15
Conditions met, Triangle Attack!
Hit-Rate Boost-100%
Critical Boost-56%
Rolls-True Hit, 49, Critical Strike!
Toby takes 15 Damage!(2/22)
Toby Counterattacks-38, crit roll was 65.
Alpha Wolf takes 12 Damage-(8/20)
32 Exp. 30 Additional Exp.(39+19+19+32+30=139/100)
Toby Landon: 2>3
Level Roll: 6!
6- +1 Stat points to 2 un-grown stats this Level-up.(To be chosen by you next post)
HP: 22>23
Rolled 39
Strength: 10>11
Rolled 23
Magic: 0>1
Rolled 7!
Skill: 8>9
Rolled 56
Speed: 7
Rolled 82
Luck: 1
Rolled 71
Def: 10
Rolled 66
Res: 0
Rolled 60
Hp is now 3/23
Hit-Rate is 15% You have now passed the 100 mark with the Iron Lance.
GM Notes[Draconic Aura activates each phase, based around the Alpha. Range 1-2. Remove the Alpha, and you remove the Aura]
[Triangle Attacks, once per battle, with specific characters, or in this case- An initiating Alpha, and two Betas under DA's influence. Just be glad you don't insta-die at 0 HP.]
Ally Phase.
*zserea!*
True Hit- the wolf at G-7 is shredded by Wind.
A Caviler moves to G-6.
An arrow flies at the Alpha-Roll: 6, crit roll was 73. The Alpha dies!
Last turn- Start!
-
*limping a bit, and his shield's looking worse for the wear.* "Good timing boys. Let's finish 'em off! For the Iron Brothers!"
He probably doesn't need it, but Toby is too cautious not to chug a vulnerary. Merc and Archer both advance to attack the remaining Beta, doesn't really matter where they move specifically. Toby is also going to take a look at the Alpha, see if there's anything obviously abnormal about it to explain the aggressiveness of the wolves.
((Triangle attacks sound like a needlessly complicated gimmick in the FE games (especially the Boyd-Oscar-Rolf one that required bows, AND leveling them all up sufficiently) but it's a lot more scary being in the receiving end!))
-
6- +1 Stat points to 2 un-grown stats this Level-up.(To be chosen by you next post)
You do need to choose 2 to go up.
And yes, Triangle Attacks are as scary here as in the other games. They're very rare though.{Says while typing. You've seen more 100s than everyone else put together.}
-
Can I put both the stat-ups into resistance? If not, Res and Speed.
-
Res Up, Spd UP.
Time for this turns rolls.
Archer attacks Wolf.
Roll-74. Miss.
Merc Rolls- 75, hit! Crit roll was 48. Last Wolf has been defeated. Battle End~
You are now free to commence with the talking, other actions.
-
"Marcus! You and Arthur go and see if you can pick up the trail of those kids! I'm going to check my gear, that big wolf really did a number on me" Damn, broke my shield again, and that damn big wolf, musta been the Alpha, tore a bunch of holes in my chain mail! Toby thought as he inspected his injuries. He sits down and starts to clean his lance, and looks up at the sound of approaching hooves. It's the reinforcements.
((Who are these guys? I know they're not any of my guys because we didn't bring any horsemen. If they're wearing any insignia I would recognize, emblems or whatever, do let me know so Toby can address them properly.))
-
((If they're not something I would recognize obviously, like a different group of Iron Brothers, or Alexandrian Provost's Guard (police), or military or whatever, I'd like to roll to see if Toby notices an emblem or crest or whatever that he might recognize.))
-
You do remember you had more than just the people with you right? (http://www.bay12forums.com/smf/index.php?topic=170812.msg7804912#msg7804912)
"Sir, reporting in. All you alright?"
You see a mage, an archer and the caviler approaching.
-
((Aye, 48 other dudes, but you specifically said none of them were cavs.))
"Nothing I can't walk away from, thanks to your good timing, but my armour's taken a beating. Any progress in the search for those children?"
-
None you could actually use, but semantics.{Also because of a point you brought up, but Cavs would be horrible here.}
"Yes. We managed to find a trail leading here. There are also some members of the Church's Servitors on it."
"They should be here in a bit"
-
((Servitors? (http://warhammer40k.wikia.com/wiki/Servitor) :P))
-
Not saying anything... 8)
They're the branch of the Holy Church. Their Military so to speak. If Toby remembers, he did do basic training for a bit. Then quit to join the Iron Brothers.
If you want training, the Church has that. Though the Servitors are a personal branch of the Church,
rather than a community thing-(Training for guards basically)
-
{CONVERT, HERETICS! CONVERT, TO THE CULT OF THE OMNISSIAH!}
https://goo.gl/images/CjFLsW
-
"Let's get moving then, don't want the Servitor's to steal the credit for a successful mission. Doesn't happen too often, but... Anyways, Johnson (the horseman) go round up the other five squads and send them after us. We're going to scout ahead, check for any enemies on the trail. Round up Marcus and Arthur and follow the trail towards the children, unless there are any important conversations still to be had...?
-
To be fair, asshole lords is not the case. They are a bit righteous though. You never actually were in the Servitor section. They(The Church) just train Letharians for free{somewhat}
You've probably met one or two hardasses though. You didn't really have a chance for promotion during that time, two months, remember?
"Yes Sir."
Caviler and Archer head off.
Mage Joined the Party. He carries a Wind Tome.
"Well, Do you need me to heal you?" the Mage asks.
-
{Oh. I was thinking Begnion senators. Let's just retcon that to 'I don't want them to take the credit.}
"If you would be so kind, I would greatly appreciate it. My comrades might also be in need of healing as well."
-
Move out following the trail that leads to the kids. Keep an eye out for enemies, and try to stay hidden.
-
"Hm.. You look far more injured than them.."
He takes out what looks like a white rectangular disk.{You do know what it is}
"Heal-"
The Mage uses a Low-Level Heal Crystal.
+25 HP. Fully Healed.
The crystal shatters into pieces. He puts it back in his bag.
"Well, should we go sir?"
[Perfectly fine, it's what these conversations are for.]
To note, Heal Crystals
Lore-
Heal Crystals are created by the Holy Church. Anyone with Magical Ability can use them, and they are very effective.
Al-Mast exports Crystals as a primary good, but it takes those skilled in magic to do anything with the base product.
Oceania is noted to use the base crystals in their technology somehow. And nearly every Nation has a use for them.
-
You catch up with the Marcus and Arthur.
"So, any leads?"
Arthur answers.
"Well, it seems the trail leads into that Cave System. We can't find any other tracks."
"And well..."
-
{seemingly magical glowy things that are used for everything, including health kits and technology? Reminds me of Valkyria Chronicles!}
"Yes?"
-
"Well. The Behavior of the Wolves we fought. Their tracks are weird."
"You know how normal wolves gather in packs and keep moving when hunting?"
"The prints tell that they stayed in a single place for far too long. While the others seem to form a pattern."
"It seems more like human sentry patterns than any animal."
"There's also the way the children's footprints are so rare. The wolves have torn most of them up, but they didn't follow the tracks. It's more like they were hiding them instead.."
"It's just strange to see that sort of behavior."
-
"That sounds ominous. In fact, that sounds like some sort of magic. I thought those wolves were acting way too aggressive. Good eye, Arthur. Let's go take a look at those caves...
{I just named them for the lols. For all intents and purposes, their still just generics to me, unlike named characters in FE normally are. Just wanted to differentiate between them and other nerds/archers.}
-
K-7-Enter~
Have to stop here for now. More later on, but this parts done with. Next is the Cave.
Main Objective-Find the Children, Incomplete.
Other Objective- Complete before Turn 10, Complete.
See you later, and feel free to discuss.
-
Hast thou found a quality PC yet? Or are you using something shitty that runs off of Mac OS or something?
-
Yes, yes I am.
Kinda have to wait for either a donation laptop, the internet connection to be fixed for the PC one, or Black Friday.
I think the internet fix is the most likely, to be honest.
-
Alright. Good luck mate.