Fire Emblem on Forums: Seven Wishes of Hanako Saihara
"...Hey, Satoshi."
"Yeah?"
"I need you to promise me something."
"....don't give me such a strange look, Hanako. It feels like you're going to ask me something really serious."
"Satoshi, I'm serious."
"....okay, okay. I'll listen. What is it?"
"If everything changes, even if we move away from each other, even if I die....we won't ever stop being friends, will we?"
"...."
"D-don't stare at me like that! I'm being serious, Satoshi!"
"You're okay, right? It's just..."
"What do you mean by that?"
"....well, Hanako, we've known each other for so long, but....you're not the type to get so emotional. You always kinda tease me about it, you know."
"I'm just....it worries me, you know. I care about you guys more than you know. I don't want to lose what we have. This, you, our friends....this summer has been the greatest of my entire life. Tonight, under the stars....it just made me realise we don't have a lot of time in the world. So, Satoshi, I want you to promise me. No matter what happens, no matter if we all move away or grow apart or whatever....you won't let me go."
"...."
"Satoshi?"
"...you never had to worry about that, you know. Family means nobody left behind. But....if it would make you feel better, I promise you this, Hanako; as long as I live...I will always carry you with me, even if you disappear or move far away."
".....and I won't let you go, either. Thank you. I....really needed that, tonight."
....
That night feels so long ago, and yet it was two years ago. I....it's been so long. The promise I made that day....as long as I live, I'll keep it.
It's been two years, Saihara Hanako, and yet I still miss you.
Welcome to Fire Emblem on Forums: Seven Wishes of Hanako Saihara.
You and five other young residents of the idyllic town of Iwatodai were once friends with the titular Hanako Saihara and Satoshi Akamatsu, all of you going on "adventures" around the town of Iwatodai, the closest of friends despite the occasional disagreement; maybe you've known everybody since the first day of kindergarten, or maybe you showed up a little later. Idling away those beautiful summer afternoons, you hoped it could all last forever.
However, after an unfortunate accident during one fateful summer two years ago, Hanako disappeared, and was found dead, a few days later.
With the grief and stress that occurred as a result, your friendship group drifted apart despite Satoshi's best efforts....until now, where, on a summer afternoon as the summer heat begins to blanket Iwatodai and summer break begins, Satoshi calls you frantically. The only thing you can figure out is that somehow, some way....Hanako has returned.
Plotwise, this story takes many cues from
AnoHana,
Rascal Does Not Dream of Bunny Girl Senpai and
Your Name. Setting-wise, this story takes place seven years before
Demon Soul Saga in the same world, and thus shares many setting elements, such as the Mishima Corporation, the existence of the Mishima District, Kaijin and a few characters.
For obvious reasons, you are not allowed to submit a character from Demon Soul Saga as a character for Seven Wishes but you may have characters with links to the events in Demon Soul Saga. This will also be a test game for a more experimental and abstract approach to combat, with more emphasis on roleplaying past obstacles and the like, an approach I've been toying with since the good ol' days of Wonderful Blessing. Mechanically, you begin as
first class units.
(OOC Note:
Do not worry about overlap or what best fits the party. I care more about if your character is interesting. Being the sole dancer, healer or other essential role is not a guarantee of getting in.)Taking a cue from Aston's
Rise and Fall of Kishibe Senior High's Souban, consider the following while making your character:
- Classes are to be fluffed as ordinary occupations a teenager might hold. For instance, a Mercenary might be a Baseball Player, and a Priest a Miko (assuming my ten minutes of Googling have not failed me).
- Magic, weapons and items are fluffed as the sort of things an average teenager might get access to in a medium-sized town. Remember, you're high school students - and non-Kaijin at that. There is some leeway allowed - for instance, you could fluff magic as firecrackers or witty words.
- When fluffing items like this, leave their actual names in brackets next to them like so:
- Morinaga Firecrackers (Arcfire)
- Haymaker (Iron Cestus)
An item list will cover consumables.
- In-universe, combat is not as intense as other Fire Emblem on Forums games. Your HP is actually representative more of your mental ability to cope with the Abnormalities you will encounter, than your actual physical health. As such, while mentally you might be fatigued, physically you will be more or less untouched.
We'll be
Player's Handbook 3.Elf. We will also be using my personal supplements which are linked
here (expanded classes) and
here (mainline classes). They also contain different character skills as well.
- There is no permadeath in Seven Wishes; downed allies disappear after 3 turns but may return on the next map or if the map mechanics allow for it.
- Stillness, Taunt, and Provoke are not available.
- Cavaliers may promote into Great Knight; Great Knights gain 6 MOV.
- Characters may choose any starting weapon within the proficiencies of their class. You may start with any weapon of C-rank or below that is not a Devil Weapon, a Siege Weapon or equivalent.
- The following class lines and classes may replace their Axe proficiencies with Fist:
- Pirate line
- Bandit line
- Oni Savage line
- Hero
- War Cleric
- The following class lines and classes may replace their Sword proficiencies for Whip:
- Dancer line
- Fencer line
- Merchants and their promotions, Apothecaries and their promotions, Quartermasters and their promotions, Artificers and their promotions and Wanderers have an additional class skill, Negotiator.
Negotiator: The holder of this skill pays 30% less at shops.
- For every 10% growths put into both STR and MAG, you gain 5% growths to put into other stats, capped at an extra 35%. Maturity and other Skills that affect Growths, as well as Promotion, do not count towards the 10% for this rule.
- Classes that are reliant on item usage may start with one extra consumable item from the following list if they do not start with a Class Skill that gives them an extra item upon character creation:
- Vulneraries
- Any restoring item that isn't a Nul Needle
- Any buffing item
The following classes are considered to be be reliant on item usage:
- Alchemist line
- Apothecary line
- Hospitalist line
- Quartermaster line
- Scavenger line
- Thief line
- Units that have Staff and Weapon proficiencies may start with both a Staff and a Weapon.
In addition, Threat Attacks, Great Monsters, Press Turns, Talk, 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.
- Great Monsters: Monsters that occupy more than one tile, have massive HP counts and have Threat Attacks of their own. They reward large amounts of EXP for defeating them.
- Talk: All boss enemies can be Talked to. If an enemy is made to leave the map through Talk, EXP will be gained as if the enemy was defeated through combat. Some enemies can be Talked to after certain conditions are fulfilled, but enemies that are attacked while Talk is enabled for them will no longer accept being Talked to. Furthermore, certain enemies will be weakened when Talked to.
As a side note, roleplaying to get past enemies will be heavily emphasised in Seven Wishes. As such, most bosses will have a way around them that does not involve fighting them to the finish. Fights will in general be a lot looser and less regimented than in other FEFs, and as such will be heavily experimental in nature.
- 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.
- Press Turns: Certain bosses will have multiple moves per Phase. Depleting a Life Point destroys all of their Press Turns for that Phase and if Talk is used correctly Press Turn points can be reduced.
First Class:
- Bards receive an additional Class Skill, Team Spirit.
- Team Spirit: Allies Performed, buffed or healed by the Bard receive an Energised buff. Energised status grants +3 DMG and +3 DR in addition to other buffs and lasts until the end of the next Phase.
- 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.
- If promoting into Commander, Tacticians may elect to change their Anima A/C proficiencies for a Sword/Anima D/D pair of proficiencies.
- 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.
- Necromancer's Draw Life now restores an additional 20% MHP in addition to the 20% of total damage it already restores.
- Soldier's Anti-Cavalry activates against Monsters as well as Cavalry.
Promoted Classes:
- Assassin’s Vital Strike is limited to a cap of +25 Crit at maximum.
- Dark Rider’s Life Steal only heals 33% of max HP.
- Illusionist doesn’t get Brilliant Disguise, but instead they get the following ability: Deceptive Dance.
-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.
Name:
Mug: (OPTIONAL. Due to the nature of this game as being far outside the usual time period of a FEF game, you do not need to submit a mug if you do not have the time, skills or resources to make one yourself.)
Sprite:
Class:
Character Skill:
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:
Player List:Lord:
Akamatsu Satoshi (Freeter/Troubadour Lord)The Companions:
1.
Date Minato, Helper's Club President (Warden Knight) - Smoke Mirrors2.
Hawa Kaya, Latchkey Kid (Thespian) - notquitethere3.
Mochizuki Kogen, Aspiring Budoka (Soulbinder) - SirAston4.
Nagase Takeo, Delinquent (Abomination) - SeriousConcentrate5.
Sasagawa Ran, Ordinary Schoolgirl (Infiltrator) - Gaterhyme6.
Shichimiya Yayoi, Masked Hero - ctsunDropped:
Hopefully none.
Player Gold: 0 yen
The IC thread is
here.
We definitely didn't rip off AnoHana, Fruits Basket, Bunny Girl Senpai and everything else we totally didn't rip off, no sir. No idea what you're talking about. Nuh uh.