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Forum Games and Roleplaying / Fire Emblem on Forums: Stories of Uhambra OOC Thread. DED
« on: January 12, 2017, 12:27:44 pm »
IC thread goes here!
"Uhambra, the city of greatness. Where anyone can succeed as long as they work for it and everyone is free to pursue their goals. At least that's the idea, because the execution is poor as hell.
This place is rotten just like everywhere else. Not much difference, except you don't have to be a noble to be the top dog. You just need to be rich.
But even I didn't know the extent to which they were rotten until these guys showed up..."
We're using a modified version of Player's Handbook 1.3, with these changes.
Player List:
1. Linda Everett, Thief (SeriousConcentrate)
2. Niedrhime Isenlender Osimer, Fighter (AbstractTraitorHero)
3. Sybella Wysteria, Mage (I_Like_Pi)
4. Violet Wilson, Myrmidon (Sirus)
5. Teel Nagari, Archer (S34N1C)
6. Lyra Andreas, Sister (Twinwolf)
7. Garth Dayne, Shaman (Deus Asmoth)
8. Bragi Hummel, Bard (KingMurdoc)
9. Percival Wenlock, Monk (Swordstar)
10. Chalco Pyritos, Knight (GiglameshDespair)
"Uhambra, the city of greatness. Where anyone can succeed as long as they work for it and everyone is free to pursue their goals. At least that's the idea, because the execution is poor as hell.
This place is rotten just like everywhere else. Not much difference, except you don't have to be a noble to be the top dog. You just need to be rich.
But even I didn't know the extent to which they were rotten until these guys showed up..."
Spoiler: Who are the players? (click to show/hide)
The new recruits of the Uhambra Guard Force, the players will start as First Class.
Spoiler: Fluff (click to show/hide)
Uhambra, the city that progressed beyond feudal ideas. People are free to pursue their dreams, businesses, associations, etc and everyone is equal. But some people are more equal than others, and where royal blood reigned before, now it's money and political power.
There's a lot of difference between the "good" or rich parts of the city and the slums of the poor. Their haphazardly built habitats that can barely be called homes are where the people that couldn't make it big live in the worst conditions possible. Robberies and murder are common in the slums, where unless you're part of a gang you will probably not live long, and even if you are your life expentancy doesn't improve much.
Three main gangs rule over the slums: the Stabs, thieves and knife lunatics true to their name; the Bulls, mostly slabs of dumb meat fans of smash and grab tactics; and the Magos, a relatively recent gang armed with illegally obtained magic.
The rich district is a whole different world on the outside, they at least can afford a good looking mask to cover up their shit. Power struggles happen constantly, usually because of a greedy sibling or a powerhungry person wanting to climb the political ladder without competition.
And keeping the order, the Uhambra Guard Force stands, mostly between the slums and the rich, to prevent the bad bad world out there from tainting the sight of the powerful. While upholding the law is relatively easier in the better part of the city, few guards dare venture into the slums, at the risk of being killed or worse by the gangs.
Only the Dragoon Squad, the elite wyvern riders of the force, find themselves comfortable there, usually to rescue kidnapped VIPs and enact justice upon part of a gang and any innocent who happens to be there at the time.
There's a lot of difference between the "good" or rich parts of the city and the slums of the poor. Their haphazardly built habitats that can barely be called homes are where the people that couldn't make it big live in the worst conditions possible. Robberies and murder are common in the slums, where unless you're part of a gang you will probably not live long, and even if you are your life expentancy doesn't improve much.
Three main gangs rule over the slums: the Stabs, thieves and knife lunatics true to their name; the Bulls, mostly slabs of dumb meat fans of smash and grab tactics; and the Magos, a relatively recent gang armed with illegally obtained magic.
The rich district is a whole different world on the outside, they at least can afford a good looking mask to cover up their shit. Power struggles happen constantly, usually because of a greedy sibling or a powerhungry person wanting to climb the political ladder without competition.
And keeping the order, the Uhambra Guard Force stands, mostly between the slums and the rich, to prevent the bad bad world out there from tainting the sight of the powerful. While upholding the law is relatively easier in the better part of the city, few guards dare venture into the slums, at the risk of being killed or worse by the gangs.
Only the Dragoon Squad, the elite wyvern riders of the force, find themselves comfortable there, usually to rescue kidnapped VIPs and enact justice upon part of a gang and any innocent who happens to be there at the time.
We're using a modified version of Player's Handbook 1.3, with these changes.
Spoiler: Changes, finally up to date (click to show/hide)
General:
-You can pick your affinities from 2 randomly rolled choices.
-Equipment slots are 5 for everyone regardless of their CON.
-You die when your KO counter reaches 0 and only then.
-Gold is party shared.
-Perform grants 2 XP.
-Healing grants half HP of what the book says.
-Hit and Crit rolls are separated.
-Effective Damage is x3. Crossbows deal x2 vs Flying.
-Poison deals 2-6 DMG and can reduce HP to 0.
-Sleeping units always wake up when hit.
-New status effect: Addle: unit is unable to use Physical Weapons or Use Items.
-Supports and Terrain grant DR instead of DEF.
-Supports that grant DMG also boost healing by the same amount.
-Swap moves are allowed. If two characters have the required MOV and both agree they can switch places.
-People who use staves/performances autoequip a weapon if they have it in their inventory and can use it, but suffer the weight penalty of the staff/performance last used if it's greater than the weapon's.
Character Skills:
-Blossom: gives a third preferred stat. Levels are granted to have a minimum of three +1 stats. Cap of first preferred stat raises by 2.
-Maturity: +5% growth to all stats.
-Daunt: Hit and Evade penalty reduced to 5.
-Disarm: only activates on attack, is now Cost. If an enemy has more than one weapon in their inventory, their equipped weapon is disabled for one turn and forced to autoequip their other weapon. Enemies with one weapon are functionally disabled from attacking for one turn.
-Gamble: halves your final hit rate and doubles your crit chance.
-Provoke: every enemy that can attack you has a 50% chance of being forced to do so.
-Stillness: enemies that attack you have a 50% chance of not being able to do so, is now Free.
-Weapon Saver: is Free.
-Ignis: SKL+LCK% chance of adding half STR to magic attacks and half MAG to physical attacks. Free
-Sol: SKL+LCK% chance of recovering HP equal to half damage done in an attack or counterattack. Cost
-Luna: SKL+LCK% chance of ignoring half the respective defensive stat when making an attack or counterattack. Cost
Classes:
-Trainees: trainee skills initially deemed unnecessary, will not apply unless I change my mind. Exceptions: Performer, Rider and Thief trainees.
-Mage trainee: starting weapons are Wind/Lightning/Worm.
-Archer: Sidearm axed, they get Overwatch.
-Bandit: KotM gets axed. And they need 2 MOV to step on hills.
-Bard: With a Little Bit axed.
-Dancer: Boundless Stamina axed.
-Fencer: Indoor Combat axed. Sneaking now includes no MOV penalty for moving onto a pillar. They get Duelist: WTA vs enemies with the same weapon subcategory.
-Fighter: They promote to Forest Knights instead of Heroes.
-Knight: Weapons restricted to Lance.
-Mage: Nature Spirits changed to Meditate: use an action to heal HP equal to the Mage's CON.
-Mercenary: Get Your Weight On might get axed as it's biased towards Crushing weapons.
-Monk: Pious Veil changed to 1.2 version.
-Myrmidon: En Passant axed.
-Nomad: no change.
-Pegasus Rider: Magic Sink axed since enemies use no quality :v They get Anti-Levitation (+3 Bonus DMG and RES vs units with Levitation active).
-Pirate: Deflect axed.
-Priest: no change.
-Scavenger: Power of the Underdog axed at first. Might get something else.
-Shaman: Ancient Resolve axed. They get Ancient Gamble (choose points to move from CON to MAG, get CON back in 1/2/3/4... points per turn progression). Ancient Gamble can be used more than once, as long as the total CON exchanged doesn't go over the actual CON of the character.
-Social Knight: no change.
-Soldier: Spear Wall axed. They get Anti-Cavalry: WTA with +3 DMG vs mounted units plus counterattacks disable their canto. Prone to changes.
-Spy: They get traps. Still not sure what to do with Ambush. They only get one weapon proficiency (and one subcategory at C rank) now: Swords if promoted from Thief trainee, Bows if promoted from Archer trainee; Spies starting from First Class get to choose.
-Thief: Overdeveloped Sense of Self Preservation grants canto after a lock picked or successful steal.
-Troubadour: Minor Arcana axed.
-Wyvern Rider: no change.
-Assassin: Assassinate has half crit% chance of triggering on a crit. It also beats Big Shield.
-Battle Mage: Jump axed. Imbue Arrow uses stats of weaker weapon and targets lower of DEF or RES.
-Berserker: Instead of axing Berserker Barrage, Critical Eye gets removed and Berserker Barrage gives 3 Crit in exchange for each 1 DEF AND RES reduced.
-Bishop: Revitalize axed. Sanctuary reworked to giving an adjacent ally a bonus shield equal to the Bishop's MAG.
-Bounty Hunter: the total WT of weapons stolen can't exceed CON*2.
-Commander: Command Chance gives 7 Hit, Evade, Crit and Dodge for 1 turn.
-Crusader: Heroic Light RES bonus reduced to 5.
-Dancing Blade: Sword Wall axed. Or something.
-Druid: Call Magic only gets one new spell per 2 levels, the Druid chooses one of the two available or one they didn't pick before.
-Duke Knight: Hot Start axed.
-Enchanter: Enchant works as a staff with 20 base hit that inflicts Turncoat for 1 turn: HIT=(20+5*(MAG-RES)+SKL-DST*2), Range=MAG/2. Each subsequent enchanting on the same enemy has 10 less final hit. The Enchanter can then control the affected enemy in the same turn.
-Falcon Knight: Back Line Sweep axed. Charge changed to activated effect: the character can choose to go another full round if their SPD is higher than the enemy's.
-General: Half Luck on Big Shield gets axed.
-Great Knight: Momentum axed.
-Hero: Can only promote from Mercenaries. Shield and Sword axed. Lend Me Your Strenght gives DR or DMG on the Hero's command.
-Holy Guard: Aura of Vitality axed. Heroic Advance can change from 3 RES to 3 DEF on command, and RES bonus vs Light is reduced to 5.
-Inquisitor: Critical Eye removed. Benediction activates before Miracle.
-Lore Master: Call Magic only gets one new spell per 2 levels, the Lore Master chooses one of the two available or one they didn't pick before. They can't have Center or Imbue.
-Mage Knight: Critical Eye removed. They get Nature Spirits: add STR to CON.
-Master Spy: may get even more traps.
-Mountain Warrior: Critical Eye removed. Mountain Fighting changed to Mountain Sprint: no mov penalty when moving to Hills and reduced mov penalty by 2 when moving to Mountains. Giant Swing ratio rebalanced to 5 hit per 1 DMG.
-Nomad Medic: Vulneraries and Antidotes spend 100 G.
-Nomad Ranger: Untouchable axed. Master of the Plains limited to bonus MOV.
-Paladin: Holy Shield axed.
-Rogue: Critical Eye removed. Bag of Holding now can also hold the weapons the Rogue is unable to use.
-Sage: Call Magic only gets one new spell per 2 levels, the Sage chooses one of the two available or one they didn't pick before.
-Saint: Overflow instead heals an adjacent ally by the amount of overhealing done. Staves that heal to full HP are considered to heal the target's max HP worth of HP.
-Samurai: Critical Eye removed. Iaijutsu axed. Musou now gives bonus crit equal to full MAG to all weapons.
-Sentinel: Retaliation axed.
-Shadow Sword: Magic Hunter removed. They get Marked For Death: designate one enemy per map. All allies get +3 DMG, +15 Hit and +10 Crit when fighting against this enemy until either the enemy or the Shadow Sword get knocked down to 0 HP.
-Sniper: no change.
-Summoner: Critical Eye removed.
-Swashbuckler: Grog Soaked Blade axed. Perfect Balance makes it so that battles that would have the Weapon Triangle against them, neither battler gets affected (enemy doesn't get WTA, Swashbuckler doesn't get WTD). Sea Fighting changed to Sea Sprint: no mov penalty when moving through water.
-Swordmaster: Faster Than the Eye axed.
-Valkyrie: Anti-Magic axed.
-Wanderer: no change. (they should get something tho)
-Warrior: YSMRR axed. They get Rough and Tumble.
-Wyvern Hunter: Critical Eye removed. Half Luck and +2 damage on Pierce gets removed.
-Wyvern Knight: Armoured removed. Dragonheart DEF bonus reduced to 3.
-Forest Knight: they come back in all their v1.20 glory! Their special is Bear Traps, they can be placed 3 times per map in adjacent tiles, and they immobilize for 3 turns and end the turn of the first enemy to step on them while dealing 15 DMG. Traps can be recovered by killing the trapped enemy.
Weapons:
-Slim Sword and Slim Lance have 5 Crit.
-Steel Lance has 12 WT, Steel Halberd has 13 WT.
-Thrusting Swords of A/S rank have 1 less MT.
-Claymore can hit range 2 in a straight line if there isn't an enemy at range 1 in that line.
-Judgement magic reverted to v1.22. Instead of MTx3, they get (5+User's Total Level-MT) bonus MT up to 25 total MT.
-Judgement magic is effective vs Class trees:
*Flash is effective vs Archer trainee tree except Spy tree.
*Prelude is effective vs Soldier trainees except Social Knight tree.
*Thani is effective vs Performer trainee tree.
*Ray is effective vs Rider trainee tree.
*Leviathan is effective vs Priest trainee tree.
*Sleppnir is effective vs Thief trainee tree.
*Valaura is now named Inquisition and is effective vs Mage trainee tree except Monk tree.
*God Hand is effective vs Fighter trainee tree.
*Avalon is effective vs Swordsman trainee tree.
*Inquisition is now named Valaura and is effective vs Monk tree.
*White Lightning is effective vs Humans.
*Creiddylad is effective vs Non-humans.
-Druidic magic, instead of MTx3, they get (5+User's Total Level-MT) bonus MT up to 25 total MT. Also Black Physique renamed to Dark Matter.
-Aum heals to full HP and gives Reraise status to an ally. The ally gets healed to full HP immediately after suffering fatal damage. QL buffed to 5.
-Soothe removes Sleep, Berserk and Fear, while Kia removes Addle, Silence and Paralyze.
-Paralyze staff now named Addle and causes Addle status, Stone staff now named Paralyze and causes Paralyze status.
-Problem with Hidden Blade and Hidden Gun rank solved. WT of Hidden Blade reduced to 14. They attack once per round.
-Soliferrum has 1-2 range.
-Ballistas and Siege Magic attack once per round regardless of AS.
-Lyrics and Instruments affect up to 2 allies in range and last for 3 turns unless noted otherwise.
-Soldier's Drum makes the target ignore the weapon triangle period.
-Glory Chime makes the target ignore the weapon triangle unless it's in their favor.
-You can pick your affinities from 2 randomly rolled choices.
-Equipment slots are 5 for everyone regardless of their CON.
-You die when your KO counter reaches 0 and only then.
-Gold is party shared.
-Perform grants 2 XP.
-Healing grants half HP of what the book says.
-Hit and Crit rolls are separated.
-Effective Damage is x3. Crossbows deal x2 vs Flying.
-Poison deals 2-6 DMG and can reduce HP to 0.
-Sleeping units always wake up when hit.
-New status effect: Addle: unit is unable to use Physical Weapons or Use Items.
-Supports and Terrain grant DR instead of DEF.
-Supports that grant DMG also boost healing by the same amount.
-Swap moves are allowed. If two characters have the required MOV and both agree they can switch places.
-People who use staves/performances autoequip a weapon if they have it in their inventory and can use it, but suffer the weight penalty of the staff/performance last used if it's greater than the weapon's.
Character Skills:
-Blossom: gives a third preferred stat. Levels are granted to have a minimum of three +1 stats. Cap of first preferred stat raises by 2.
-Maturity: +5% growth to all stats.
-Daunt: Hit and Evade penalty reduced to 5.
-Disarm: only activates on attack, is now Cost. If an enemy has more than one weapon in their inventory, their equipped weapon is disabled for one turn and forced to autoequip their other weapon. Enemies with one weapon are functionally disabled from attacking for one turn.
-Gamble: halves your final hit rate and doubles your crit chance.
-Provoke: every enemy that can attack you has a 50% chance of being forced to do so.
-Stillness: enemies that attack you have a 50% chance of not being able to do so, is now Free.
-Weapon Saver: is Free.
-Ignis: SKL+LCK% chance of adding half STR to magic attacks and half MAG to physical attacks. Free
-Sol: SKL+LCK% chance of recovering HP equal to half damage done in an attack or counterattack. Cost
-Luna: SKL+LCK% chance of ignoring half the respective defensive stat when making an attack or counterattack. Cost
Classes:
-Trainees: trainee skills initially deemed unnecessary, will not apply unless I change my mind. Exceptions: Performer, Rider and Thief trainees.
-Mage trainee: starting weapons are Wind/Lightning/Worm.
-Archer: Sidearm axed, they get Overwatch.
-Bandit: KotM gets axed. And they need 2 MOV to step on hills.
-Bard: With a Little Bit axed.
-Dancer: Boundless Stamina axed.
-Fencer: Indoor Combat axed. Sneaking now includes no MOV penalty for moving onto a pillar. They get Duelist: WTA vs enemies with the same weapon subcategory.
-Fighter: They promote to Forest Knights instead of Heroes.
-Knight: Weapons restricted to Lance.
-Mage: Nature Spirits changed to Meditate: use an action to heal HP equal to the Mage's CON.
-Mercenary: Get Your Weight On might get axed as it's biased towards Crushing weapons.
-Monk: Pious Veil changed to 1.2 version.
-Myrmidon: En Passant axed.
-Nomad: no change.
-Pegasus Rider: Magic Sink axed since enemies use no quality :v They get Anti-Levitation (+3 Bonus DMG and RES vs units with Levitation active).
-Pirate: Deflect axed.
-Priest: no change.
-Scavenger: Power of the Underdog axed at first. Might get something else.
-Shaman: Ancient Resolve axed. They get Ancient Gamble (choose points to move from CON to MAG, get CON back in 1/2/3/4... points per turn progression). Ancient Gamble can be used more than once, as long as the total CON exchanged doesn't go over the actual CON of the character.
-Social Knight: no change.
-Soldier: Spear Wall axed. They get Anti-Cavalry: WTA with +3 DMG vs mounted units plus counterattacks disable their canto. Prone to changes.
-Spy: They get traps. Still not sure what to do with Ambush. They only get one weapon proficiency (and one subcategory at C rank) now: Swords if promoted from Thief trainee, Bows if promoted from Archer trainee; Spies starting from First Class get to choose.
-Thief: Overdeveloped Sense of Self Preservation grants canto after a lock picked or successful steal.
-Troubadour: Minor Arcana axed.
-Wyvern Rider: no change.
-Assassin: Assassinate has half crit% chance of triggering on a crit. It also beats Big Shield.
-Battle Mage: Jump axed. Imbue Arrow uses stats of weaker weapon and targets lower of DEF or RES.
-Berserker: Instead of axing Berserker Barrage, Critical Eye gets removed and Berserker Barrage gives 3 Crit in exchange for each 1 DEF AND RES reduced.
-Bishop: Revitalize axed. Sanctuary reworked to giving an adjacent ally a bonus shield equal to the Bishop's MAG.
-Bounty Hunter: the total WT of weapons stolen can't exceed CON*2.
-Commander: Command Chance gives 7 Hit, Evade, Crit and Dodge for 1 turn.
-Crusader: Heroic Light RES bonus reduced to 5.
-Dancing Blade: Sword Wall axed. Or something.
-Druid: Call Magic only gets one new spell per 2 levels, the Druid chooses one of the two available or one they didn't pick before.
-Duke Knight: Hot Start axed.
-Enchanter: Enchant works as a staff with 20 base hit that inflicts Turncoat for 1 turn: HIT=(20+5*(MAG-RES)+SKL-DST*2), Range=MAG/2. Each subsequent enchanting on the same enemy has 10 less final hit. The Enchanter can then control the affected enemy in the same turn.
-Falcon Knight: Back Line Sweep axed. Charge changed to activated effect: the character can choose to go another full round if their SPD is higher than the enemy's.
-General: Half Luck on Big Shield gets axed.
-Great Knight: Momentum axed.
-Hero: Can only promote from Mercenaries. Shield and Sword axed. Lend Me Your Strenght gives DR or DMG on the Hero's command.
-Holy Guard: Aura of Vitality axed. Heroic Advance can change from 3 RES to 3 DEF on command, and RES bonus vs Light is reduced to 5.
-Inquisitor: Critical Eye removed. Benediction activates before Miracle.
-Lore Master: Call Magic only gets one new spell per 2 levels, the Lore Master chooses one of the two available or one they didn't pick before. They can't have Center or Imbue.
-Mage Knight: Critical Eye removed. They get Nature Spirits: add STR to CON.
-Master Spy: may get even more traps.
-Mountain Warrior: Critical Eye removed. Mountain Fighting changed to Mountain Sprint: no mov penalty when moving to Hills and reduced mov penalty by 2 when moving to Mountains. Giant Swing ratio rebalanced to 5 hit per 1 DMG.
-Nomad Medic: Vulneraries and Antidotes spend 100 G.
-Nomad Ranger: Untouchable axed. Master of the Plains limited to bonus MOV.
-Paladin: Holy Shield axed.
-Rogue: Critical Eye removed. Bag of Holding now can also hold the weapons the Rogue is unable to use.
-Sage: Call Magic only gets one new spell per 2 levels, the Sage chooses one of the two available or one they didn't pick before.
-Saint: Overflow instead heals an adjacent ally by the amount of overhealing done. Staves that heal to full HP are considered to heal the target's max HP worth of HP.
-Samurai: Critical Eye removed. Iaijutsu axed. Musou now gives bonus crit equal to full MAG to all weapons.
-Sentinel: Retaliation axed.
-Shadow Sword: Magic Hunter removed. They get Marked For Death: designate one enemy per map. All allies get +3 DMG, +15 Hit and +10 Crit when fighting against this enemy until either the enemy or the Shadow Sword get knocked down to 0 HP.
-Sniper: no change.
-Summoner: Critical Eye removed.
-Swashbuckler: Grog Soaked Blade axed. Perfect Balance makes it so that battles that would have the Weapon Triangle against them, neither battler gets affected (enemy doesn't get WTA, Swashbuckler doesn't get WTD). Sea Fighting changed to Sea Sprint: no mov penalty when moving through water.
-Swordmaster: Faster Than the Eye axed.
-Valkyrie: Anti-Magic axed.
-Wanderer: no change. (they should get something tho)
-Warrior: YSMRR axed. They get Rough and Tumble.
-Wyvern Hunter: Critical Eye removed. Half Luck and +2 damage on Pierce gets removed.
-Wyvern Knight: Armoured removed. Dragonheart DEF bonus reduced to 3.
-Forest Knight: they come back in all their v1.20 glory! Their special is Bear Traps, they can be placed 3 times per map in adjacent tiles, and they immobilize for 3 turns and end the turn of the first enemy to step on them while dealing 15 DMG. Traps can be recovered by killing the trapped enemy.
Weapons:
-Slim Sword and Slim Lance have 5 Crit.
-Steel Lance has 12 WT, Steel Halberd has 13 WT.
-Thrusting Swords of A/S rank have 1 less MT.
-Claymore can hit range 2 in a straight line if there isn't an enemy at range 1 in that line.
-Judgement magic reverted to v1.22. Instead of MTx3, they get (5+User's Total Level-MT) bonus MT up to 25 total MT.
-Judgement magic is effective vs Class trees:
*Flash is effective vs Archer trainee tree except Spy tree.
*Prelude is effective vs Soldier trainees except Social Knight tree.
*Thani is effective vs Performer trainee tree.
*Ray is effective vs Rider trainee tree.
*Leviathan is effective vs Priest trainee tree.
*Sleppnir is effective vs Thief trainee tree.
*Valaura is now named Inquisition and is effective vs Mage trainee tree except Monk tree.
*God Hand is effective vs Fighter trainee tree.
*Avalon is effective vs Swordsman trainee tree.
*Inquisition is now named Valaura and is effective vs Monk tree.
*White Lightning is effective vs Humans.
*Creiddylad is effective vs Non-humans.
-Druidic magic, instead of MTx3, they get (5+User's Total Level-MT) bonus MT up to 25 total MT. Also Black Physique renamed to Dark Matter.
-Aum heals to full HP and gives Reraise status to an ally. The ally gets healed to full HP immediately after suffering fatal damage. QL buffed to 5.
-Soothe removes Sleep, Berserk and Fear, while Kia removes Addle, Silence and Paralyze.
-Paralyze staff now named Addle and causes Addle status, Stone staff now named Paralyze and causes Paralyze status.
-Problem with Hidden Blade and Hidden Gun rank solved. WT of Hidden Blade reduced to 14. They attack once per round.
-Soliferrum has 1-2 range.
-Ballistas and Siege Magic attack once per round regardless of AS.
-Lyrics and Instruments affect up to 2 allies in range and last for 3 turns unless noted otherwise.
-Soldier's Drum makes the target ignore the weapon triangle period.
-Glory Chime makes the target ignore the weapon triangle unless it's in their favor.
Spoiler: Terrain Clarification (click to show/hide)
Plains/Road/Sand: 1 MOV cost. No defensive bonuses.
Forest/Pillar/Other stuff: 2 MOV cost, 3 for Horseback. +1 DR and +15 Evade.
Thick Forest: 3 MOV cost, impassable for Horseback. +1 DR and +20 Evade.
Hill: 3 MOV cost, 5 for Horseback. +1 DR and +20 Evade.
Small Mountain/Mountain Ladder: Impassable for units without Mountain Walk/Sprint. 4/2 MOV cost. +2 DR and +30 Evade.
Cliff: Impassable by default.
Fort: 1 MOV cost. +10 Evade and 10% HP healed at start of turn.
Sea/River: Impassable to units without Sea Walk/Sprint. 3/1 MOV cost. +5 Evade.
Desert: -1 MOV for foot units starting the turn on this tile. Horseback loses its MOV bonus.
Special tiles will be noted apart. Flying units aren't affected by terrain as long as they're mounted and outside.
Forest/Pillar/Other stuff: 2 MOV cost, 3 for Horseback. +1 DR and +15 Evade.
Thick Forest: 3 MOV cost, impassable for Horseback. +1 DR and +20 Evade.
Hill: 3 MOV cost, 5 for Horseback. +1 DR and +20 Evade.
Small Mountain/Mountain Ladder: Impassable for units without Mountain Walk/Sprint. 4/2 MOV cost. +2 DR and +30 Evade.
Cliff: Impassable by default.
Fort: 1 MOV cost. +10 Evade and 10% HP healed at start of turn.
Sea/River: Impassable to units without Sea Walk/Sprint. 3/1 MOV cost. +5 Evade.
Desert: -1 MOV for foot units starting the turn on this tile. Horseback loses its MOV bonus.
Special tiles will be noted apart. Flying units aren't affected by terrain as long as they're mounted and outside.
Spoiler: Sample sheet, post this to join (click to show/hide)
Name:
Mug: (optional but recommended)
Sprite: (optional)
Class: (include planned promotion if you have them clear)
Character Skill:
Affinity: (leave this blank until I give you choices)
Personal Fault:
Personal Skills:
Preferred Stats:
Weapon Profs:
Total Level:
Level/Tier:
HP: Base (+Bonus) (Prog%)
STR: Base (+Bonus) (Prog%)
MAG: Base (+Bonus) (Prog%)
SKL: Base (+Bonus) (Prog%)
LCK: Base (+Bonus) (Prog%)
DEF: Base (+Bonus) (Prog%)
RES: Base (+Bonus) (Prog%)
SPD: Base (+Bonus) (Prog%)
CON: Base (+Bonus)
AID: CON-1
MOV: Base
Starting Weapon: (Any E rank weapon you have prof with)
Bio: (optional but very much recommended)
Mug: (optional but recommended)
Sprite: (optional)
Class: (include planned promotion if you have them clear)
Character Skill:
Affinity: (leave this blank until I give you choices)
Personal Fault:
Personal Skills:
Preferred Stats:
Weapon Profs:
Total Level:
Level/Tier:
HP: Base (+Bonus) (Prog%)
STR: Base (+Bonus) (Prog%)
MAG: Base (+Bonus) (Prog%)
SKL: Base (+Bonus) (Prog%)
LCK: Base (+Bonus) (Prog%)
DEF: Base (+Bonus) (Prog%)
RES: Base (+Bonus) (Prog%)
SPD: Base (+Bonus) (Prog%)
CON: Base (+Bonus)
AID: CON-1
MOV: Base
Starting Weapon: (Any E rank weapon you have prof with)
Bio: (optional but very much recommended)
Player List:
1. Linda Everett, Thief (SeriousConcentrate)
2. Niedrhime Isenlender Osimer, Fighter (AbstractTraitorHero)
3. Sybella Wysteria, Mage (I_Like_Pi)
4. Violet Wilson, Myrmidon (Sirus)
5. Teel Nagari, Archer (S34N1C)
6. Lyra Andreas, Sister (Twinwolf)
7. Garth Dayne, Shaman (Deus Asmoth)
8. Bragi Hummel, Bard (KingMurdoc)
9. Percival Wenlock, Monk (Swordstar)
10. Chalco Pyritos, Knight (GiglameshDespair)






'ALBERT! ALBERT I GOT A BEARD LIKE LAMDEN, ALBERT PLS COME BACK TO MEEEE'
