Fire Emblem on Forums: The Whereabouts of Drink and Coin~~Wonderful Blessing Gaiden~~~~
Game Theme (Bubble)~~

As an adventuring guild, you expect all sorts of things. Maybe you get tasked to save some dame from some bandits ransoming her for all she's worth. Maybe you gotta deal with getting some fat dragon's ass out of his cave so they can clean the dragon before he gets eaten alive by ticks and bugs. Maybe you gotta deal with some big Mavenus with all those weirdos wearing Wigglers for a head. Maybe you even gotta deal with Demon Generals showing up in town. Those poor bastards in Begnin, I heard they had a full-on Emergency Quest with the mother of all demon armies landing right in the middle of the capital. That kinda crap comes with the territory.
But waking up with your ass half-drunk in some mansion in swanky-panky northern goddamn Agreste, with every gang in the city baying for your blood, the boss' cute sister with you wondering what the hell you're gonna do to get out of this mess, and you're outnumbered fifty to one with all the odds against you? That's not something you see every day. Or for that matter, most adventurers. I'm pretty sure that kind of scenario only happens to the same kinda poor bastard who falls in with the mob and suddenly finds himself two cents short of racket money on payday.
Some days, you wake up and love your work. Some days, you just gotta wonder where a stiff drink and the paycheck are. Take a good guess what kinda day today is.
Welcome to
Fire Emblem on Forums: The Whereabouts of Drink and Coin!This is a short
gaiden game set in the same world as
Wonderful Blessing. Comprising only seven maps total,
Whereabouts of Drink and Coin revolves around seven members of the Wharf Street Warriors adventuring guild as they attempt to survive one night in Ishim with the entirety of the city's gangs chasing them. As such, the entirety of the plot of this story takes place within the span of one night, and takes place the day before
Chapter 3 of
Wonderful Blessing. This was also created to test out the HEAT Mechanic System that I created to translate the titular mechanic from
the Yakuza series into FEF for later usage.
In case you're wondering, this was heavily inspired by
The Warriors and
JoJo's Bizarre Adventure: Golden Wind.
The Wharf Street Warriors -you- are some of the better adventurers in Midgardia. Established back in 3119, the Warriors have pulled off some serious stunts; taking down a rampaging dragon in northern Midgardia, repelling an entire raid of multiple bandit clans on Aviane City and a few other jobs. While still far behind the Heavenly Emperors, the Warriors are nonetheless a respected adventuring outfit. The Boss, guild leader, is well-known as a great adventurer in her own right, however; some say they could've been a Heavenly Emperor if they'd joined up, while others wonder why they're not fighting up in Penultia at the front lines. Regardless, they've inspired enough people to join the Warriors in the hope of seeing good action.
Seven of you got saddled with protecting the Boss' sister, of course. Well, 'got saddled' is an unfair term; after all, they wouldn't trust their sister to just anyone. You were selected for one reason; for whatever reason, you happen to be the best of the Warriors, no matter what kind of quirks you got. The Boss loves their sister dearly, and wouldn't see her off without the cream of the crop. Go get 'em.
We'll be using
Player's Handbook 2.3.1. We will also be using my personal class supplement, as well as the FEF Heat System supplement, which are linked below.
- The party will start at First Class Level 5 with 2 C Supports and be levelled up to match with arrangements to sort out simulations of supports to be decided within the next two weeks. B, A and S supports will be awarded at an accelerated rate.
- Progression caps on non-HP stats can be conditionally increased up to a total of 100% and to a minimum of 0% depending on GM discretion and on how entertaining it would be to allow it.
- Instead of being permanently killed when three turns have passed after reaching 0 HP, players who are downed remain downed until picked up. Allies left behind on Escape maps are considered to have been abandoned. If Nico is left behind, the map is considered to have been failed. (The Warriors leave nobody behind, but we got too many enemies to stick around.)
- There will be no gold in Whereabouts of Drink and Coin; instead, items will be received through drops, breaking vending machines and ice boxes, chests, class skills and GM discretion.
- Cavaliers may promote into Great Knight. Great Knights have 6 MOV to compensate.
- The Apothecary promotion line is playable. In addition, Priest/Sister may promote into War Cleric. In addition, Apothecaries now can use vulneraries and concoctions on anybody and still attack during the turn, rather than just vulneraries on themselves.
- Lockpicks are no longer items; instead, any class with the Lockpick skill may open doors and chests without keys.
- New formula for Ailment staves: Staff%= Staff Hit + [(User MAG - Target RES) * 3] + (SKL * 2) - (Distance between user and target * 5).
- Characters may choose any starting weapon within the proficiencies of their class.
- Stillness and Provoke are not available.
- Savior, in addition to its other effects, gives the user +3 Aid.
- Pirates and Bandits may swap their Axe proficiencies for Fist proficiencies, as can their promotions, Heroes and War Clerics. Fencers and their promotions may use Whips in place of Swords.
- Energy Boost and derivative items count as Buffing items for the purposes of the Alchemist's Power of Alchemy and the Hermeticist's Mastery of Alchemy, while Stamina Boost items count as Herbs, Vulneraries and Concoctions. The Polymath's Mastery of Transmutation may produce Energy Boosts and Stamina Boosts from their Transmutation action but cannot upgrade them.
In addition, Threat Attacks and Life Points are in play.
- Threat Attacks: Powerful attacks that hit multiple tiles, triggered by attracting the attention of the attacker. Threat Attacks are marked with red squares over the tiles that will be hit and will activate one turn after they are triggered.
- Life Points: Certain enemies will have Life Points, which allow them to be healed completely upon being reduced to 0 HP at the cost of that point. Life Point expenditure cancels all Threat Attacks launched by the wielder that have yet to land.
-Aegis (Free): When suffering an attack from Bows, Hidden Weapons, Tomes and Dragonstones, there is a (SKL+LCK)% chance to reduce the damage dealt by half.
-Aegis+/Pavise+ (Cost): When suffering an attack, there is a (SKL+LCK)% chance to reduce the damage dealt by half.
-Desperation (Free): When making an attack or counterattack, if you are < or = 30% HP, you may make any followup attacks after your first attack/counterattack.
-Desperation+ (Cost): When making an attack or counterattack, if you are < or = 40% HP, you may make any followup attacks after your first attack/counterattack, and you gain 15% crit.
-Dragon Ward (Free): When an adjacent ally suffers an attack, there is a (SKL+LCK)% chance, based on your stats, to reduce the damage by half.
-Dragon Ward+ (Cost): When an adjacent ally suffers an attack, there is a (SKL+LCK)% chance, based on your stats, to cancel it out altogether.
-Pavise (Free): When suffering an attack from Swords, Lances, Axes and Monsters, there is a (SKL+LCK)% chance to reduce the damage by half.
-Rend Heaven (Free): During an attack, you have a (SKL+LCK)% chance to deal damage equal to half your enemy’s STR or MAG stat based on the type of weapon you are wielding. (lf using a physical weapon, calculate with enemy’s Strength. If using a magical weapon, calculate using the enemy’s Magic. Weapons capable of both use the stat that targets the same defensive stat as they do.)
-Trailblazer (Free): Penalties for moving into forest, desert, deep snow, and hills tiles are reduced by 1. No ill effects from Weather are suffered as well.
-Vengeance (Free) – During an attack, you have a (SKL+LCK)% chance to add half of your missing HP to your attack.
Apothecary
Promotes from Archer Trainee
Promotes to Great Merchant, Nomad Healer
Wields Bow (C/D)
Starting Weapon: Iron Bow
Preferred Stats: LCK, SPD
Class Skills:
Quick Salve: The Apothecary may use healing items on themselves or their allies as a free action.
Base Stats: 18 HP, 5 STR, 0 MAG, 4 SKL, 5 LUK, 3 DEF, 1 RES, 5 SPD, 7 CON, 6 AID, 5 MOV.
Promotion Bonuses: HP +2, STR +1, MAG +0, SKL +0, LUK +2, DEF +2, RES +0, SPD +3, CON +3, AID +3, MOV 5
Great Merchant
Promotes from Apothecary
Requires: Orion’s Bolt
Wields Bow (A/C), Lance (A/C)
Preferred Stats: LCK, DEF
Class Skills:
Potent Brew: When using medicine to revive downed players, the healing is not halved.
Medicine Man: If the Great Merchant with this skill has an open slot in their inventory, they can spend their action making a healing item by spending gold. In addition when shopping they have a larger selection of healing and buffing items to buy.
Herbs: 100 gold. Vulnerary: 450 gold. Tonic: 750 gold. Potion: 1200 gold. Concoction: 1500 gold
Promotion Bonuses: HP +2, STR +2, MAG +0, SKL +2, LUC +3, DEF +3, RES +0, SPD +0, CON +3, AID +3, MOV 6
War Cleric
Promotes from Priest / Sister
Requires: Faith Icon
Wields Staves (A/C), Axes (A/C)
Preferred Stats: HP, LUK
Class Skills:
Renewal: The War Cleric gains the Renewal character skill on promotion. If they already had Renewal before, they can pick a different Free skill.
Minor Benediction: Once per battle, the War Cleric can preemptively call their next dice roll, or the dice roll of the next enemy they enter battle with. This cannot be used to land a critical hit against a major foe like a boss unit, but can be used to avoid suffering one.
Promotion Bonuses: HP +3, STR +3, MAG +1, SKL +1, LUK +2, DEF +1, RES +1, SPD +0, CON +3, AID +3, MOV 6
First Class:
- Apothecaries now can use vulneraries and concoctions on anybody and still attack during the turn, rather than just vulneraries on themselves.
- Cavaliers can choose between Swords/Lances and Axes/Lances for weapons.
- Fighter’s “Clear a Path” ability now also applies to Pillars, to Forts, and to any miscellaneous terrains that cost 2 MOV to move into.
- Pegasus Knights may choose between Swords and Lances for proficiencies.
- Shaman’s Ancient Gamble trades 1 SPD for 1.5 MAG (rounding up), instead of 1 SPD for 1 MAG.
- Tactician has Press the Assault’s effective range reduced from 3 to 2.
- Troubadour gets a buff on Healing Flow – each turn’s worth of healing is 1/2 the normal healing amount, not 1/3 the normal healing amount.
- Wyvern Knights may choose between Lances and Axes for proficiencies.
- Scavengers do not have Scavenge Gold as there is no gold in this game; instead, they gain Fetch, giving them a 75% chance of picking up a free consumable item when their turn ends without attacking or using items. They cannot gain Elixirs or Panaceas from Fetch. Fetch does not trigger when the Scavenger's inventory is full. Fetch only activates once per Phase.
Promoted Classes:
- Assassin’s Vital Strike is limited to a cap of +25 Crit at maximum.
- Berserker has Berserker Barrage capped at a total of +24 crit from sacrificing DEF/RES.
- Dark Rider’s Life Steal only heals 33% of max HP.
- Dread Fighter’s Element of Surprise also applies on pillars, and any miscellaneous 2-MOV terrain.
- Falcon Rider’s Charge must be declared during the initial attack.
- Illusionist doesn’t get Brilliant Disguise, but instead they get the following ability: Deceptive Dance: The Illusionist can choose to create an illusion and refresh the action of one allied unit within 2 spaces. This doesn’t replace Bolster, which Illusionist does get.
- Nomad Healer gains the supplement's Polymath's Mastery of Transmutation due to the lack of gold.
- Nomad Trooper’s Master of the Plains activates on any open terrain outdoors.
- Saint’s Splashover can be applied 3 times per map, and Doublebuff only takes 2 QL.
- Shadow Sword’s Marked for Death doesn’t apply to the overall bosses of a level, but can be used on midbosses and other named enemies.
- Swordsmaster has Faster than the Eye capped at +30.
Name:
Nickname: (What do the other Warriors call you for short?)
Mug: (optional but highly recommended)
Sprite: (optional)
Race:
Class: (include your promotion path if you already know)
Character Skill:
Affinity: (leave this blank until I give you choices)
Personal Fault:
Personal Skills:
Preferred Stats:
Weapon Profs:
Total Level:
Level:
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
Bio: (optional but very much recommended)
Player List:Lord:
Nicolette 'Nico' Senara (Disciple Lord)The Wharf Street Warriors:1.
Laumvelia Prylis Bexiage Orestua Lucidan Maxavuo - "Lucy" (SeriousConcentrate)2.
Lastelle Fiorenzi - "L" (IcyTea)3.
Largo Dynlydan - "Big Blue" (SirAston)4.
Xerxe Pegason - "Turncloak/Goldcloak/Evadorian/Dodgeadorian"(Dwarmin)5.
Takahashi Tomomi - "Knuckles" (kj1225)6.
Aoibheann O'Deorain - "Evie" (Powder Miner)7.
Lagata Kaguchi - "Gata" (Lucus Casius)The IC thread is
here.
Credits to
Raindrop Valkyrie and everyone else on Reborn for the new classes, and
Powder Miner for most of the changes to classes and mechanics.