rokubiraijuu Posted May 17, 2017 Share Posted May 17, 2017 (edited) Welcome to FEF: Stellar Margin For some time now, I've been tossing around ideas for a FEF of my own, and thanks to Ashes' groundbreaking work and the subsequent guidance of Sea of Crossroads, I've managed to get a fairly good grasp on how to go about kicking off one of my own. This OOC will serve as the thread for character-making and all out of character discussions, as well as strategy planning if needed. Any and all are welcome to apply, whether or not you are in one or both of the existing FEFs. The basic rules are taken from the Bay12 handbook, with added changes and balancing borrowed from Ashes and Sea of Crossroads. I've made a couple of my own tweaks though, so it's worth looking through the changes again below even if you've seen them on the other FEFs before. Thanks to Murdoc, Krim, and everyone else who contributed to the original improvements on the SoC classes, and Hukuna the Undying for his work on the Battle Mage, Paladin, and Freelancer! I'll be the main point of contact for this FEF as I'll be handling all the story, lore, NPC interactions, and posting. However, my friend aliettite will be handling all the visual work, including mapmaking and sprite work. Can't have done it without her. And of course, thanks in advance in Krim who I'll be running all the map balancing by. Now, without further ado: -------- The continent of Barsade has always known conflict. Divided by differing people, each touting their own views of right and wrong, how things should and should not be done, it has seen war over resources, land, and simple differences for as long as anyone can remember and as long as history dictates. Over the centuries, borders were redrawn, countries crafted and razed, until two empires emerged as the superpowers of Barsade and the land was torn between their two sides. To the north, the Queendom of Sathor reigned supreme, by far the strongest military power in its immediate area. To the far south, the Mansellian Empire continued to expand further and further. In order to defend its northern lands, Sathor chose to declare war. In Barsade's sprawling central plains, the two forces met. For months, they fought; both sides incurred devastating losses, but there was no sign of either victory or armistice. Gripped with righteousness, the leaders of both countries demanded their soldiers continue to fight. Yet it was not Sathor and Mansell that suffered the most; it was the towns and villages of the surrounding area whose people were forced to give up everything for a war effort that didn't concern them, whose homes were destroyed, lands burned and blasted. One day, a young priestess from a nearby church decided that she would put an end to all the suffering her people were going through for the sake of these power-hungry leaders. She prayed to the gods for something to end the fighting. Some say she was granted divine power; others say that the sun goddess herself possessed the priestess' body. Either way, the next day, she approached the battlefield amidst the bloodshed and brought the sun's wrath down on the men of both sides. Countless perished in the initial blast several tens of miles wide. The sky darkened with smoke and the ensuing firestorm raged for three full days. When it finally calmed, neither side were in the condition to continue the war. They had no choice but to meet and establish an agreement of peace. The north would keep to itself, and the south would keep to itself; both sides would dedicate their energies not to fighting, but to the cultivation and wellbeing of its people. The goddess-blessed priestess would give them both a shield as a symbol of their regional sovereignty, and to remind them that war should be only to protect, not to destroy -- these two shields would become each land's Fire Emblem. In turn, the central lands would take on the role of peacemaker, dedicated to keeping such a catastrophic war between the north and south from happening again. They would serve as a testament to the horrors of battle -- parts of their land left in their ruinous state to serve as a reminder to future generations what war was capable of. And so, each side returned to their domain, and Barsade saw relative peace and the birth of a new age, beginning at Barsadian Year 0. However, conflict nips always at people's hearts, and soon enough, mankind forgets. Present Day Plot and Map Spoiler Much in the North has changed since what is now known as the Mansellian War ( so named because the people of the North, influenced largely by Sathor's perspective, believe that Mansell started it with their encroaching northern conquests ). Due to its geographic location, influence, and resources, the Queendom of Sathor continues to be the strongest military might for thousands of miles around. To their credit, their Queens have remembered their promise to the Priestess, and have not sought after battle except to protect their people, keeping their Fire Emblem always at hand as a symbol of their right to power and guidance. The greatest tumult the North has seen since took place a little more than 300 years after the Mansellian War, when a rebel group sought to oppose the Queen's rule, finding her policies and taxation unfair for the working class. The rebel army unleashed repeated attacks against towns and loyalists, striking at forts and stationed military along the way. Because of their guerilla tactics and excellent strategy, the Queen was unable to stop them, and they managed to fight their way right to the gates of the capital. There, at Queensgate, the rebel army faced off against the imperial army and -- most notably -- the Queen's Knights, where finally they were brought to their knees. No amount of fine strategic maneuvering seemed to be able to overcome the strength and skill of the Knights, made up of some of the finest, most loyal fighters in Barsade. To punish the rebels, Queen Rannar had them and their supporters exiled to the west. To appease them, she turned the area into a semi-independent state -- Gossmys -- so that they might govern themselves with their own Head of State. However, politically and economically, they are still heavily dependent on Sathor, and so Gossmys became a suzerain state, subject to Sathor's sovereignty but permitted control of their own internal affairs. 400 years later, Sathor and Gossmys have settled into a tentative state of complacency, though tensions still boil over now and then, usually resulting in Sathor putting out the flames of rebellion well before they reach the point of 400 years ago. Generations down the line, a succession crisis would break out between the then-Queen Ephia's two surviving daughters, both of whom would vie for the throne of their dying mother for almost a decade. It was more of a cold war than anything else, as neither side took up arms against each other, but tension was palpable throughout the entire country. The Queen's own grandchildren became political pawns for their mothers' competition, pitted against each other despite being cousins. On her deathbed, however, the Queen advised her children one last time not to fight -- if not for themselves, than for their children -- and with her dying breath wished that they might find a way to compromise. Soon after her death, Finri, the younger sister had a change of heart and ceded the throne to Rariel, the elder sister, and peace returned to Sathor. Five years later, Rariel fell ill and passed away. However, her daughter Savo -- the rightful heir -- chose to abdicate the throne instead to the Finri and her family. So that she would not get in their way, and to show that she ceded all right to rule, Savo retired to Gossmys to the west, where the people, who had benefited greatly from her mother's brief but benevolent rule, welcomed her as one of their own. For a decade, all seemed well. Now, it is Barsadian Year 740, and tremors of conflict are beginning to ripple across the north again. Rumors filter in of unrest in Gossmys, where people, displeased with the state's continual dependency on Sathor, have begun to talk of insurrection. They even have Savo amongst them, who they believe should be Sathor's rightful Queen. Over the past year, the Gossian militia has once more begun to launch attacks on the Sathori border. Defenses have heightened, and the Queen's Knights are especially vigilant. For centuries, they have protected the Queen from harm, and they are not about to shirk their duty now. You will be playing one of the highly-esteemed Sathori Queen's Knights. Hand-picked by the monarch herself, these warriors hail from all over Barsade; the only requirement is skill in combat and loyalty to the Queen. Some Worldbuilding Spoiler Queendom of Sathor One of the oldest countries in northern Barsade, the Queendom of Sathori has been the ruling power for at least a thousand years. Though polytheistic like much of Barsade in that it believes in a pantheon, the Queen of Sathori inherits a prescribed divine right to rule by the Sun Goddess. Following a Queen's coronation, she must travel to Rost in order to be purified by the priestessess. Sathor's military might is known throughout the continent, boasting both longstanding fortresses, natural defenses, and a well-trained, multi-faceted army. Its northern coast is perilous, full of sprawling, bleak mountain ranges that drop off in cliffs into the frigid northern sea. Hardly anyone lives up here save for recluses, miners of the working class, and those who have been banished from the Queendom. These mountain ranges are a natural home to wyverns, however, and their screeching calls are enough to send shivers down anyone's spine. The capital of Queensgate sits on the shores of the massive Lake Mismar, named for what the history books tell us was Sathor's first Queen, serving as both the cultural and economic center of the country. Rivers traverse Sathor's lands, towns and villages sprouting along their shores, making Sathor an easily-cultivated land. Sathori society is highly classist, and social class informs everything from the division of city sectors down to the fabrics and colors one is lawfully allowed to dress in ( for example, anyone lesser than nobility are not permitted to wear shades of blue ). The Royal Family and High Nobility are, of course, at the top, followed by the lesser nobility, then the mercantile class or services classes, the working class or peasantry, then finally servants. At the very bottom, below even servants, are prisoners of war and the Sathor-unique gladiator class. These people, far from their heroic-sounding name, are often treated like slaves or livestock, usually owned by nobility. Their whole lives are spent training so that they might win their masters fame and fortune in the arena, where they fight for sport. The only exception to Sathor's classist structure are the Queen's Knights, who are selected based on merit, not birth. Admission into the Queen's Knights is one of the few ways social mobilty is possible. The official colors are black, blue, and gold. Demonym: Sathori Gossmys -- Sathor's Suzerain State Founded in Barsadian Year 335, Gossmys is the "independent" territory to the west of Sathor. Home historically to rebels who had tried to revolt against the Queen's rule, Gossmys is technically allowed to govern itself, electing its own Head of State to see to its internal affairs. However, it is still taxed heavily by Sathor, and is bound to the motherland by complicated politics. Sathor reserves the right to involve itself in anything Gossmys does, and the people know it. As a result, tension has almost always run high, though it has never been able to successfully launch any opposition due to Sathor's incredible power. However, in recent decades, Gossmys has been getting stronger, building up its own private militia into a reasonable force under the command of Kuras Rosro, a warrior who came to Gossmys' aid seemingly out of nowhere. Sathor has had its eye on Gossmys ever since, and defenses are heightened now with the increased attacks on Sathori towns and villages. Traditionally, the Gossian people dislike absolute authority; their Head of State is re-elected every ten years, and most of the citizens of Gossmys are farmers or other working class such as clothiers. The talk in Gossmys is that Sathor keeps anyone in Gossmys from gathering too much individual influence, but the reality is that it might very well be just as much self-imposed. The official colors of Gossmys are dark red and white. Demonym: Gossian Theocracy of Lestli The Lestlian Theocracy has existed long before records were kept, and is easily the oldest civilization in the north, predating even Sathor. Lunar Valley's expansive libraries and collections keep the most records of the Lilierye race, an ancient, long-extent civilization that existed long before the current countries of Barsade. In Lunar Valley, culture flourishes, and Lestlian architecture is admired throughout Barsade for its beautiful crystal windows and alabaster domes. Scholars flock to Lunar Valley, and even mentioning that you have visited the Lestlian capital is a sign of class. Strategists who have studied in Lunar Valley have made names for themselves throughout history and across the continent, advising rulers and occasionally even opening schools of their own. However, those who live there know that no political system is as corrupt as Lestli's upper echelon. The High Priests are cunning, often power-hungry, and wholly unafraid to manipulate or murder for their own gain behind a mask of generosity and faith. Deep in Lunar Valley, there is a secret organization known to few of even Lestli's own people. Known only as the Garden, it is said that people here are raised to do one of three jobs: gather information, protect, or assassinate. Few who go through the training to become a Florist survive, or remain sane. The Chief Bishop is the highest power in Lestli, though his decrees are often passed down through the High Priests, leading some more canny observers to wonder whether he is even still alive at all. However, most people who don't live in Lunar Valley proper and are not caught in the web of politics don't know these state of affairs, or much about Lestli at all save for what it presents on the outside. To maintain that secrecy, Lestli itself is extremely homogeneous; they permit visitors from other places, but you may only be naturalized if you are born into a proper Lestlian family -- meaning: one that contains no foreign blood. Even outsiders who marry Lestlian citizens can never be fully naturalized, and neither can their children. Most of the civilization is concentrated in what small arable land remains -- the rest of Lestli is covered in impenetrable mountains, making for excellent natural defenses. The country's notorious snowstorms and year-around cold temperatures are enough to deter anyone from wanting to stay there for long. The climate is the only place in all of Barsade that supports the native Kinshi birds, however, allowing for some Lestlian soldiers to become Kinshi Knights. But the military, though formidable, is not as well-known as Lestli's infamous network of spies and espionage work. As a result, the rest of the continent views them with equal parts wonder and caution. Demonym: Gossian Forests of Maaba The dense jungle undergrowth south of Sathor is rich with undiscovered secrets. Though some have tried to explore Maaba, few have ever returned alive due to the twisting, impenetrable nature of the forest. This eastern swath of land hasn't changed much -- if at all -- since recorded history, and very few people have ever met anyone from the clans that make up its residents. There are rumors that the people who live in Maaba have an intricate system of internal governance, made up of regional clans formed from familial and social alliances and led by a representative council of Chieftains, but those who come from these forests tend to be secretive and enigmatic people, and so little has been documented in their ways of life. What seems to be the case, however, is that almost everyone who has originated from these forests has great innate magic power, rivaling the strongest mages in Sathor. They seem to be gifted particularly with anima magic rather than light magic, which, being closest to the power of the sun, is what Sathor tends to favor, which may speak to the people's strong ties to nature and the land around them. They don't seem to have a known official color, as each clan distinguishes itself in appearance. Other These four lands only comprise less than half of Barsade. South of Maaba, there's the Merchant Federation of Averill. Serving as the gateway country between the north and the south, it's the first of the central countries, and unless one goes by sea, they will have to pass through Averill in order to get from the north to anywhere else on Barsade. As a result, Averill sees a lot of commerce and trade, and has built a society around such. Historically descended from artisans, these people are governed by a Council that consists of members of affluent merchant families. To the south-west of Averill is the Holy Land of Rost. A peaceful, quiet place, this land seeks only to mind its own business. It is here that the Sun Priestesses maintain the humble towns and villages that dot the mostly-barren landscape. It used to be one of the most fertile areas in Barsade, but after the Great War ( that's how the Mansellian War is known in places other than Sathor and Gossmys ), all the bloodshed and flame made the land barren. As a result, the people live mainly on the generosity of the surrounding countries. It is believed that Rost is the seat of the Sun Goddess, and it is because of her that Barsade has been peaceful in the recent centuries. Both the monarchs of Mansell and Sathor come here after their coronations to be purified by the Sun Goddess before beginning their reign. Months Spoiler Mus Bovis Tigris Lepus Draco Anguilla Equus Ovis Simia Gallus Canis Porcus Barsade is divided into a 12-month calendar year. Rules & Changes Spoiler Rules to be found here. General Changes: Spoiler Effective Damage is x3. Crossbows deal only x2 Effective Damage. Wind Magic is no longer effective against wyverns; thunder magic is. Sleeping units always wake up when hit or after five consecutive turns. Sleep now forces dismounting on mounted units. People who use staves/performances autoequip a weapon if they have it in their inventory and can use it. Supports and Terrain grant Damage Reduction instead of Defence. Units equipped with staves can now counter-attack at 1 range using their strength stat. Staff Might is not considered and they cannot declare an attack with a staff. Hit and Crit rolls are separated. Two affinities are chosen for a player based on birth month by the Hosts. The player then chooses one of them. When the Handbook says 'Your Chosen Weapon (S)', FEF treats it as 'Your Chosen Weapon Subcategory (S)', for the sake of simplicity. Critical % chance hard-capped at 70. Performers can not move again when performed on by another performer. CON no longer used to determine amount of inventory slots. Every unit have 5 inventory slots, unless special rules are applied ('Bag of Holding' of Rogue class, for example). You die when the 'KO' counter goes to 0. Death is permanent. Automated Weapon Rank Progression: When you reach Level 10 in First Class, you choose one subcategory, either already ranked or from general category, and it gains 1 Rank up. The same happens when you reach Level 10 in Promoted Class. Skills Spoiler Resolve is now Free Provoke and Stillness are removed. Only one person per turn can be Guarded by the Guard Skill. Awareness is now a Cost skill. Daunt only inflicts -5 Hit, Avoid, and Crit. Blossom (Free): Grants +5% progression to all stats. This can increase the progression of a stat above its normal limits. The +5% cannot be redistributed in any way. Talented (Free): This character gains a third Preferred Stat. If this stat overlaps with another Prefered Stat, such as when they change due to promoting, then you must change it to a different another stat. Serenity (Free): Grants +10 Evasion and Dodge to all Allies in 3 tile radius. The owner of this skill does not gain this bonus. Multiple sources of Serenity do not stack. Bargain (Free): This unit gains a 30% discount (rounded down) at shops, but cannot trade with other units or send items to the convoy. Capture (Cost): This unit can declare the intent to use this ability before making an attack on an adjacent enemy that has lower constitution. The attack is made using half of their normal stats (apart from luck, con and hp). If they reduce an enemy to 0 HP with this ability, they may rescue them as if they were an allied unit, and trade using that units inventory and their own. On the following turn, they can choose to release the enemy (Who flees the map afterwards) or kill them for a bit less exp than normal. Mounted units (including pegasi and wyverns) cannot be captured unless they are afflicted by the sleep status condition and/or are dismounted. Sol (Free): After landing an attack or counterattack, you have a (SKL)% chance of recovering HP equal to half damage done. Luna (Cost): When making an attack or counterattack, you have a (SKL)% chance of ignoring half the respective defensive stat. Ignis (Free): When making an attack, you have a (SKL)% chance of adding half STR to magic attacks and half MAG to physical attacks. Class Changes Spoiler Archer: "Sidearm" replaced with "Weakpoint": +5% critical if attacking an enemy that had attacked on the previous enemy phase. Bandit: ‘King of the Mountain’ is removed. Replaced with “War Cry”: Whenever this unit achieves a critical hit, all enemies within a three tile radius attain the Fear status condition for three turns. "Raid" is replaced with the "Capture" character skill. Bard: "Play" now only affects up to 2 adjacent units. Dancer: "Dance" now only affects 1 unit at 1-2 range. Cavalier: Subweapon categories are increased to C. ‘Reliable Attack’ has been changed to: If this character is ever on the winning side of the weapon triangle, they gain +25 Hit instead of the usual bonuses. If this character is ever on the losing side of the weapon triangle, they suffer from -5 Hit instead of the usual penalties. Has no effect if this character is neutral in the triangle. May choose either Swords or Axes as second weapon proficiency along with Lances. Will keep chosen proficiency upon promotion. Fencer: “Indoor Combat” is replaced with "Natural Pillars": If this unit is in forest terrain, it is undetectable by enemies. Negates movement penalties for forests. “Sneaking” now negates movement penalties for pillars. Knight: Cannot take Bows. 'Hold the Line' changed to passively reduce the MOV of an enemy that enters a space adjacent to the Knight to 0. Mage: "Nature Spirits" is changed to "This skill can only be activated once per chapter. This character adds their strength stat to a stat depending on the subcategory of tome they have specialized in. (Wind = Speed, Fire = Magic, Thunder = Skill). At the start of each player phase, move one of those points back into its initial stat. Monk/Nun: Pious Veil’ can be activated as many times as desired, but only when the monk is not currently under the effects of Pious Veil. Additionally a monk may not attack on the same turn they activate Pious Veil. Priest: "Self Healing" is now based on half of magic. Pirate: "Raid" is replaced with the "Capture" character skill. "Deflect" has been removed. Pegasus Rider: ‘Cloud Walking’ no longer grants bonus MOV, but allows this character to ignore all effects of weather. "Magic Sink" is removed, replaced with "Feathered Guard": -1 damage taken when fighting an enemy wielding a sword or a tome. Scavenger: ‘Scavenge Gold’ adds +50 gold per unique T1 Enemy attacked, and +100 per unique T2 Enemy. This doubles on promotion. Shaman: ‘Ancient Resolve’ is removed. Instead they gain 'Anthropomancy': Whenever this character lands the final blow on an enemy, they gain +10 to Evade and Dodge and +3 to Damage Reduction. At the end of every turn one third of the bonus is removed, starting with Damage Reduction, then Dodge and finally Evade. This ability does not stack with itself. Soldier: ‘Spear-Wall’ is removed. Instead they gain ‘Anti-Cavalry’: This character gains +2 Damage and +2 Defense against cavalry units. Spy: Subweapon categories are increased to C. ‘Ambush’ is changed to: If this character initiates an attack while standing on a piece of defensive terrain, the number of counterattacks that the enemy may perform is reduced by 1. Thief: ‘Overdeveloped Sense of Self Preservation’ is removed. Gain ability to move after lockpicking. Troubadour: "Minor Arcana" now reads as: When the character with this skill uses a healing staff, the recipient receives +2 resistance for the remainder of the turn. Wyvern Rider: "Dragon Scales" now changed to 1.2 version: +5 res when attacked by wind or fire magic. Does not apply to thunder magic, which still does effective damage. Promoted Classes: Assassin: This class’s weapon categories are now: Your Chosen Bow (A), Your Chosen Sword (A), Bow ©, Sword ©. Battle Mage: Can now promote from Mage class. All skills are scrapped, and replaced with: Now gains Ignis as a free character skill. Battle Magic: Masters of special battle tactics, Battle Mages can imbue their arrows or tome attacks with special properties. They resolve combat as normal if they were just using the equipped weapon. They may use this skill a total of 3 times per chapter, and each use takes up one QL of both the Battle Mage's bow and corresponding tome. Blazing Arrow: on a successful attack, the Battle Mage's attack bursts into flames, covering the area around the target in cinders, creating a Cinder Zone that lasts for 3 turns. Any enemy that stops on these spaces is inflicted with -10 Avoid and -1 DMG Reduction as long as they remain on the space. Only one zone may exist at a time. Must be in possession of a Fire Tome and a Bow to use. Zephyr Arrow: After making an attack, a gentle wind is whipped up, creating a Wind Zone radiating 3 spaces outward from the Battle Mage's current position, lasting for 3 turns. Any allies in this helpful gale gain + 2 Atk Skill while within it. Only one zone can exist at a time. Must Possess a Wind Tome and a Bow. Bolt Arrow: After hitting a target, the arrow's shock waves deal half damage to any 1 nearby foe to the target within two spaces, selected at random. This damage cannot reduce them to below 1 HP. Must possess an Thunder Tome and a Bow. Bounty Hunter: ‘Steal Weapon’ only works if the weapon’s weight is less than or equal to this unit’s Constitution plus 1. A Bounty Hunter can increase their proficiency in any weapon as if they had E-rank proficiency. Crusader: 'Mission from God' replaced with ‘Righteous Wrath’: Instead of attacking, this character may designate an enemy as their target if they do not have one already, or change their target to a different enemy if their target already exists. This character gains +20 Hit and +2 Damage against their target. If they land the killing blow on their target, at the start of their next turn they may designate another enemy as their target and still attack that turn. Duke Knight: Completely scrapped. No longer exists. Falcon Knight: "Back Line Sweep" is removed. Replaced with "Holy Spear": +5 damage against undead. Great Knight: Can now promote from Social Knight / Cavalier. "Momentum" is removed. Replaced with “Weapon Mastery”: When attacked by an enemy unit that has weapon triangle advantage, this unit can autoequip a weapon that does not face weapon triangle disadvantage so long as they have one in their inventory that they can use. Hero (Both fighter and mercenary): "Rough and Tumble" removed. Instead they gain: ‘Lend me your Strength’: If this character is within three squares of three or more allies, they gain +10 to Hit, Evasion, Critical and Dodge. Holy Guard: "Heroic Advance" is replaced with "Divine Protection": -3 damage taken against undead to this unit and adjacent allies Master Spy: ‘Traps’ have five uses, not three. Mountain Warrior: ‘Giant Swing’ now trades 5 Hit for 1 Damage instead of 10. Combat Medic (Nomad Healer): ‘Medicine Man’ costs 100 gold to make a vulnerary, 200 gold for an antidote and 1500 gold to make an elixir. Paladin: "Nullify" replaced with Duke Knight's "Jousting" skill. "Holy Shield" is renamed "Aegis". Weapon Proficiency is now Lances and only one of either Swords or Axes, depending on what the player chose as a Social Knight / Cavalier. Rogue: ‘Detect Trap’ is removed. Instead they gain the skill ‘Vision’, as per the Spy ability. Saint: ‘Transfer Might’ can be used on multiple allies, so long as the Saint’s Strength does not go under 0 and no allied unit gains more than 8 points of Strength. The transferred strength can be recovered at any time, as well as automatically when that ally is reduced to 0 HP. Samurai: 'Iaijutsu' changed to +10 hit and evasion. Musou is not weapon-restricted. Sentinel: “Retaliation” replaced with “Sure Strike”: This unit can decrease their hit stat in order to increase their crit stat by the same amount. If an attack using this would kill an enemy, they can choose to leave them on 1 HP instead. Shadow Sword: ‘Magic Hunter’ is changed to: This unit gains +3 Damage and Resistance when in combat with an enemy wielding a tome. Sniper: This character now gets +1 range to all of its usable weapons. (Think Radiant Dawn Marksman) Swashbuckler: "Grog Soaked Blade" is replaced with the character skill "Charisma". If "Charisma is already taken, take another free character skill instead. "Perfect Balance" no longer affects Weapons-Triangle-reduced hit and evasion. "Sea Fighting" no longer grants boosts to Damage. Swordmaster: ‘Faster than the Eye’ is removed. Wanderer: ‘Bargain’ is removed. Instead they gain ‘Secret Knowledge’: The location of hidden items and equipment are automatically revealed at the start of the mission. New Classes Spoiler Kinshi Knight Promotes from Archer, Pegasus Knight, Nomad Wields Lances (A/C), Bows (A/C) Preferred Stats: SKL, SPD Promotion Bonuses: HP+1 STR +2 MAG +0 SKL +2 CON +3 LUC +1 DEF +0 RES +3 SPD +3 MOV 6 Class skills: Amaterasu: At the start of each turn, passively heals all adjacent allies for 10% of their total Health. Ruler of the Skies: Hit +20 and avoid +10 against other flying units Kinshi ( works the same as Pegasus ) Malig Knight Promotes from Wyvern Rider, Shaman, Fighter Wields Axes (A/C) OR Lances (A/C), Dark (A/C) Preferred Stats: STR, MAG Promotion Bonuses: HP+3 STR +2 MAG +1 SKL +1 CON +3 LUC +1 DEF +3 RES +1 SPD +1 MOV 6 Class skills: Trample: +3 damage dealt against foot units. Savage Blow: SKL+.5 LUC chance to deal 20% of your attacking stat to the target and adjacent enemies after combat resolves when you initiate combat. This cannot reduce HP below 1. Wyvern Maid/Butler Promotes from Thief, Priest, Fencer Wields Swords (A/C), Staves (A/C) Preferred Stats: SKL, SPD Promotion Bonuses: HP +2, STR +1, MAG +1, SKL +3, CON +2, LUC +0, DEF +1, RES +2, SPD +3 Class Skills: Live to Serve: Whenever a Maid uses a Staff on somebody, they recieve half the benefits (for the same duration if it's a buff), unless it is an Ailment staff; an Ailment staff will cure the any Ailment when used. Additionally, they gain +3 AID, but not CON, allowing them to rescue units they would not normally be able to. Dread Fighter Promotes from Fighter, Bandit, Mage Wields Axes (A/C), Anima (A/C) Preferred Stats: STR, DEF Promotion Bonuses: HP+4, STR+3, MAG+1, SKL+0, CON+4, LUC+0, DEF+3, RES+3, SPD+1 Class Skills: Aggressor: +3 damage when initating an attack Gains Counter. If Counter is already taken, add another free skill. Critical Eye Freelancer Promotes from Soldier, Monk/Nun Wields Lances (A/C), Light (A/C) Preferred Stats: HP, LUC Promotion Bonuses: HP+3, STR+2, MAG+1, SKL+2, CON+3, LUC+1, DEF+2, RES+1, SPD+2 Class Skills: Quixotic: Increases hit rates for both opponent and user by 20%, and crit rates by 10%. Rend Heaven: Skill x 1.5% chance to add half of the enemy Strength ( if using a physical weapon ) or Magic ( if using a tome ) to total Damage dealt. Dark Knight Promotes from Cavalier, Scavenger Wields: If promoting from Scavenger: Swords (B/C), Lances (B/C), Dark (B/C) If promoting from Cavalier / Social Knight: Swords OR Axes (B/C), Lances (B/C), Dark (B/C) Preferred Stats: MAG, STR Promotion Bonuses: HP +2, STR +2, MAG +3, SKL +0, CON +3, AID +3, LUC +0, DEF +2, RES +3, SPD +0, MOV 6 (+2) Class Skills: Horseback, Dismount Lifetaker: When this unit defeats an enemy, all overkill damage is regained as health. All Character Submissions should be submitted in the following format. You will also need to include a background that preferably discusses how your character came to be where they are now, as part of the Sathori Queen's Knights. It can be however long or short you feel is appropriate. Before posting the sheet here, please PM it to me. Once approved, you may post it here. Spoiler ( A sprite is not necessary for the submission, but if you would like one, feel free to PM me and I'll help. ) Name: Class: (And the class you plan on ranking up to. If you are undecided, you don't need to put anything.) Character Skill: Month of birth: (This will affect affinity.) Personal Flaw: Personal Skill: Personal Skill: Promotion Personal Skill: Preferred Stats: Weapon Proficiency: Level: Total Level: Progression Spent: HP: STR: MAG: SKL: LCK: DEF: RES: SPD: MOV: CON: AID: Inventory: Example Character Spoiler Name: Belial Tevonshen Class: Fencer --> Crusader Character Skill: Resolve Month of birth: Equus Personal Flaw: Memories of Home [ when fighting cavaliers, fencers, and their promotions, -10 Hit and Avoid ] Personal Skill: Strong Foundations [ when unit is at full HP, +10 Critical ] Personal Skill: Social Butterfly [ when adjacent to 2+ ally units, +50% increase to support bonuses ] Promotion Personal Skill: Ritual Self-Cleansing [ when fighting an enemy using dark magic, +2 DMG dealt ] Preferred Stats: Skill, Speed Weapon Proficiency: Thrust (C), Sword (D) Level: 1 Total Level: 1 Progression Spent: 335/335 HP: 20 ( 45% ) STR: 5 ( 45% ) +1 MAG: 2 ( 35% ) SKL: 7 ( 50% ) LCK: 4 ( 45% ) +1 DEF: 2 ( 35% ) RES: 1 ( 30% ) SPD: 6 ( 50% ) +1 MOV: 5 CON: 7 +1 AID: 5 Inventory: Iron Rapier, Vulnerary Edited September 3, 2017 by rokubiraijuu Link to comment Share on other sites More sharing options...
rokubiraijuu Posted May 17, 2017 Author Share Posted May 17, 2017 (edited) Current Chapter Enemy Stats Spoiler Pirate: HP: 25 STR: 11 MAG: 0 SKL: 4 LCK: 1 DEF: 4 RES: 0 SPD: 5 CON: 9 AID: 8 MOV: 5 Archer: HP: 22 STR: 7 MAG: 1 SKL: 8 LCK: 5 DEF: 6 RES: 1 SPD: 7 CON: 7 AID: 6 MOV: 5 Myrmidon: HP: 22 STR: 7 MAG: 3 SKL: 8 LCK: 3 DEF: 2 RES: 0 SPD: 8 CON: 6 AID: 5 MOV: 5 Mage: HP: 23 STR: 2 MAG: 8 SKL: 7 LCK: 3 DEF: 1 RES: 7 SPD: 7 CON: 5 AID: 4 MOV: 5 Soldier: HP: 24 STR: 7 MAG: 0 SKL: 7 LCK: 1 DEF: 6 RES: 0 SPD: 6 CON: 8 AID: 7 MOV: 5 Knight: HP: 24 STR: 6 MAG: 0 SKL: 4 LCK: 1 DEF: 11 RES: 0 SPD: 3 CON: 9 AID: 8 MOV: 4 Cavalier: HP: 22 STR: 7 MAG: 0 SKL: 7 LCK: 2 DEF: 5 RES: 2 SPD: 7 CON: 8 AID: 7 MOV: 7 Brandeau: HP: 30 STR: 12 MAG: 2 SKL: 5 LCK: 2 DEF: 5 RES: 2 SPD: 6 CON: 13 AID: 12 MOV: --- Rune Cannon: RNG: 2-9 MT: 10 Throne: +2 DEF/RES, +30 Avoid, Heals 5HP per turn + status ailments Convoy Spoiler Iron Blade (43/45), Iron Rapier (40/40) Current PC Sheets Marcus Noeitia Spoiler Name: Marcus Noeitia Monk-->Inquisitor Character Skill: Cancel Month of birth: Lepus (Earth) Personal Flaw: Within the Network: If Marcus is facing a theif/scavenger/spy or their promotions, -15 EVA Personal Skill: Unrelenting Force: If Marcus will deal effective damage, +15 hit. Personal Skill: Scouted Out: If Marcus is facing an enemy he faced last turn, +10 crit Promotion Personal Skill: Marking the End-if facing an enemy with less than 50% HP, +2 Base damage Preferred Stats: Resistance, Skill Weapon Proficiency: Judgement (C), Light (D) Progress Spent: 335/335 HP: 18 (40%) STR: 2 (0%) MAG: 6 (55%) SKL: 5 (40%) LCK: 8 (60%) DEF: 2 (40%) RES: 8 (40%) SPD: 9 (60%) CON: 5 AID: 4 MOV: 5 Arthur 'Pegasus' Spoiler Name: Arthur 'Pegasus' Class: Knight > General Character Skill: Celerity (Cost) Affinity: Dark Personal Flaw: Winding Down: If less than 4 MOV used this phase, -15 EVA Personal Skill: Running Start: If All MOV is used this phase, +15 HIT Personal Skill: I've Seen Your Moves: If fighting a unit that he's fought the previous turn, +2 AS Promotion Personal Skill: For Them: If within 3 spaces of 3 or more allied units, +2 DEF Preferred Stats: DEF, HP Weapon Proficiency: Crush (C) Sword (D) Level: 4 Total Level: 4 Progression Spent: 305/305 HP: 25 (60%) STR: 6 (40%) MAG: 0 SKL: 7 (55%) LCK: 1 (25%) DEF: 11 (55%) RES: 1 (10%) SPD: 6 (60%) MOV: 4 CON: 9 AID: 8 Noah [C] Marek Sidow Spoiler Name: Marek SidowClass: Wyvern Rider>Malig knightCharacter Skill: Imbue (Ignis after promotion)Affinity: HeavenPersonal Flaw: Lunar Pact [Cannot initiate combat against Priests, Shamans, Troubadours or their promotions]Personal Skill: Shadow Sight [If over 50% HP, +10 hit]Personal Skill: Brigand's Bane [If facing Bandits, Pirates or their Promotions, +2 Base Dmg]Promotion Personal Skill: Black Ward [If at 100% HP, +2 to damage reduction] Preferred Stats: DEF, STR Weapon Proficiency: Polearms(C), Lance(D) Level: 4Total Level: 4 Progression Spent: 335/335 HP: 24 [60%]STR: 6 [50%]MAG: 3 [50%]SKL: 5 [40%]LCK: 1 [10%]DEF: 8 [45%]RES: 1 [50%]SPD: 6 [30%] MOV: 5 (6 while mounted)CON: 9 AID: 8 (24 while mounted) Wren Cross Spoiler Name: Wrensworth “Wren” Cross Class: Bard --> Enchanter Character Skill: Fortune Month of birth: Tigris Personal Flaw: Faint of Heart [ when HP drops beneath 50%, -10 Hit and Avoid ] Personal Skill: Quick Getaway [ when within 3 spaces of 2+ enemies, +1 MOV ] Personal Skill: Safety in Numbers [ when adjacent to 2+ allied units, +10 Avoid, does not stack ] Promotion Personal Skill: Competitive Nature [ when unit is facing an enemy using anima magic,, +10 Critical ] Preferred Stats: Luck, Magic Weapon Proficiency: Lyrics (C), Instrument (D) Level: 4 Total Level: 4 Progression Spent: 335/335 HP: 19 ( 40% ) STR: 2 ( 10% ) MAG: 5 ( 60% ) SKL: 6 ( 55% ) LCK: 9 ( 45% ) DEF: 1 ( 20% ) RES: 8 ( 45% ) SPD: 10 ( 60% ) MOV: 5 CON: 4 AID: 3 Herrman Spoiler Name: Herrman Class: Troubadour -> Valkyrie Character Skill: Luna [Cost] Month of birth: Wind [Anguilla] Personal Flaw: Virgin Blood - When at full health, -2 Def/Res Personal Skill: Tainting Perfection - When target is at full health, +15 ailment hit rate Personal Skill: Fell Blow - When activating Luna, +10 crit rate for that attack Promotion Personal Skill: - Preferred Stats: Speed, Luck Weapon Proficiency: Thrown [C], Ailments [C], Axe [D], Staff [D] Level: 4 Total Level: 4 Progression Spent: 305% HP: 17 [40%] STR: 4 [30%] MAG: 6 [60%] SKL: 6 [65%] LCK: 6 [25%] DEF: 3 [15%] RES: 5 [25%] SPD: 8 [45%] MOV: 5 [+2] CON: 6 [+14] AID: 5 [+14] Rokan Spoiler Personal Information Class: Archer > Battle Mage Character Skill: Imbue Birth Information: 7th of Porcus (Wind) Personal Tics Personal Flaw: Familiarity: When in combat with an Archer or its promotions, this unit receives -15 Evasion Personal Skill: Rivalry: If this unit enters combat with a Mage or its promotions, this unit receives +5 Critical. Personal Skill: Show-off: If this unit deals a critical hit to an enemy, this unit receives -3 damage taken for the next 3 turns. Promoted Personal Skill: Spirit Charge: If this unit’s HP is below 50% at the start of the turn (regardless of healing done later in the turn), this unit gains +3 damage dealt for that turn. Class Bonuses Preferred Stats: Skill, Defense Weapon Proficiency: Crossbow (C), Bow (D) Stats Level: 4 Total Level: 4 Progression Spent: 335%/335% HP: 22 (50%) STR: 8 (10%) MAG: 5 (50%) SKL: 7 (50%) LCK: 4 (30%) DEF: 7 (60%) RES: 3 (40%) SPD: 7 (45%) MOV: 5 CON: 7 AID: 6 Noah [C] Elise Sturn Spoiler Name: Elise Sturn Class: Pegasus Rider > Kinshi Knight Character Skill: Nullify Affinity: Anima Personal Fault: Distracted: A gaping wound does tend to distract. -10 hit and evade when below 50% HP. Personal Skill: Can’t catch me!: Elise functions quite a bit better when not seriously hurt (When over 50% HP, +10 Evade) Personal Skill: Cool Under Pressure: Elise works well under pressure, to put it simply. When within 3 spaces of 3 enemies, +2 AS. Promotion Personal Skill: Revenge: When Elise’s friends get hurt, she gets pissed - and tends to hit a lot more important places. +10 crit when attacking an enemy that attacked someone she has a support with during the enemy phase Pref Stats: Skill, Speed Weapon Prof: Pierce (C), Lances (D) Level: 4 Total Level: 4 Stats and Progression spent: (305%) HP 20 (50%) STR 8 (60%) MAG 1 (0%) SKL 7 (55%) CON 6 (+12 peg) AID 5 (+12 peg) LUK 5 (40%) DEF 4 (20%) RES 6 (20%) SPD 8 (60%) MOV 5 (+2 peg) Akane Spoiler Name: Akane “One Armed Demon” Class: Myrmidon > Samurai Character Skill: Wrath Affinity: Ice Personal Flaw: Defense?: -2 to Attack Skill when defending from an attack. Personal Skill: One Armed Demon: When under 50% HP, +2 to Dmg Personal Skill: First Pickings: When attacking an enemy above 50% Health; + 15 to hit Promotion Personal Skill: Fervid Waltz: When within 3 spaces of 3 enemies; + 15 to Evade Preferred Stats: Speed, Skill Weapon Proficiency: C Slashing, D Swords Level: 4 Total Level: 4 Progression Spent: 335/335% HP: 23 (70%) STR: 7 (50%) MAG: 6 (50%) SKL: 8 (45%) LCK: 3 (10%) DEF: 2 (20%) RES: 0 (20%) SPD: 9 (60%) MOV: 5 CON: 6 AID: 5 Noah [C] Noah Spoiler Name: Noah Class: Pirate > Berserker Character Skill: Daunt Month of birth: Canis ( Water ) Personal Flaw: Melee Focused [ when unable to counterattack, -15 Avoid ] Personal Skill: Once Bitten [ when attacking a unit that has been in combat with them before, +15 Hit ] Personal Skill: Offensive Defense [ when within 3 spaces of 3+ allies, receives +2 AS ] Promotion Personal Skill: Live to Fight Another Day [ when under 50% HP, +2 dmg reduction ] Preferred Stats: HP, Speed Weapon Proficiency: Bludgeon [C], Axes [D] Level: 4 Total Level: 4 Progression Spent: 335/335 HP: 24 ( 70% ) STR: 11 ( 55% ) MAG: 0 ( 5% ) SKL: 7 ( 60% ) LCK: 1 ( 15% ) DEF: 8 ( 60% ) RES: 0 ( 20% ) SPD: 5 ( 50% ) MOV: 5 CON: 10 AID: 9 Rokan [C] Arthur [C] Akane [C] Edited July 25, 2017 by rokubiraijuu Link to comment Share on other sites More sharing options...
Chevaleresse Posted May 17, 2017 Share Posted May 17, 2017 "Just show me the villains that need killing. You stay back." Name: Lan Cauthon Class: Cavalier->Great Knight Character Specific Skill: Fortune Affinity: Fire Personal Fault: Negativity: This character receives halved healing. Personal Skill: Quick Learner: +15 hit against an enemy that has attacked this unit previously. Personal Skill: Selective Sadism: +10 crit against an enemy that damaged a friendly or neutral unit last turn. Preferred stats: SPD, STR Weapon profs: Hack (C), Axes (D), Pierce (C), Lances (D) Progression spent: 335/335 HP: 20 (70%) STR: 6 (50%) MAG: 0 (0%) SKL: 6 (60%) CON: 8 AID: 7 LCK: 2 (10%) DEF: 4 (60%) RES: 2 (70%) SPD: 6 (15%) MOV: 5+2 Link to comment Share on other sites More sharing options...
Zetaark Posted May 17, 2017 Share Posted May 17, 2017 (edited) Spoiler Name: Marcus Noeitia Monk-->Inquisitor Character Skill: Cancel Month of birth: Lepus (Earth) Personal Flaw: Within the Network: If Marcus is facing a theif/scavenger/spy or their promotions, -15 EVA Personal Skill: Unrelenting Force: If Marcus will deal effective damage, +15 hit. Personal Skill: Scouted Out: If Marcus is facing an enemy he faced last turn, +10 crit Promotion Personal Skill: Marking the End-if facing an enemy with less than 50% HP, +2 Base damage Preferred Stats: Resistance, Skill Weapon Proficiency: Judgement (C), Light (D) Progress Spent: 335/335 HP: 18 (40%) STR: 2 (0%) MAG: 4 (55%) +1 SKL: 3 (40%) LCK: 5 (60%) +1 DEF: 1 (40%) RES: 7 (40%) SPD: 5 (60%) +2 CON: 5 AID: 4 MOV: 5 Edited May 17, 2017 by Zetaark Link to comment Share on other sites More sharing options...
Sutoratosu Posted May 17, 2017 Share Posted May 17, 2017 Spoiler Name: Marek Sidow Class: Wyvern Rider>Malig knight Character Skill: Imbue (Ignis after promotion) Affinity: Heaven Personal Flaw: Lunar Pact [Cannot initiate combat against Priests, Shamans, Troubadours or their promotions] Personal Skill: Shadow Sight [If over 50% HP, +10 hit] Personal Skill: Brigand's Bane [If facing Bandits, Pirates or their Promotions, +2 Base Dmg] Promotion Personal Skill: Black Ward [If at 100% HP, +2 to damage reduction] Preferred Stats: DEF, STR Weapon Proficiency: Polearms(C), Lance(D) Level: 1 Total Level: 1 Progression Spent: 335/335 HP: 22 [60%] STR: 5 [50%] MAG: 0 [50%] (+2) SKL: 4 [40%] LCK: 1 [10%] DEF: 6 [45%] RES: 0 [50%] SPD: 3 [30%](+2) MOV: 5 (6 while mounted) CON: 9 AID: 8 (24 while mounted) Inventory: Iron Halberd |Pole(E) |RNG 1 |Wt 9 |Mt 8 |Hit 70 |Cr 0 |45/45 Vulnerary |3/3 let the games begin... Link to comment Share on other sites More sharing options...
Aurorix Posted May 17, 2017 Share Posted May 17, 2017 Name: Slade Drake Class: Cavalier > Duke Knight (AKA Paladin) Character Skill: Sol Date of Birth: 25th of Draco Personal Flaw: Wyvern Blooded: -15 Avoid when fighting against any weapon effective against wyverns. Trainee Personal Skill: AXEllent Strike: +1 Hit when fighting against an enemy when their HP>=50% and using an Axe. First Personal Skill: Full Throttle: When at full HP +2 Damage Dealt Promotion Personal Skill: Blazing the Trail: When no allies are within 3 spaces +10 crit Preferred Stats: Speed, Strength Weapon Proficiency: Hack (C), Spear (C), Axes (D), Lances (D) Level 10: Hack (B), Spear (C), Axes (D), Lances (D) Promo: Hack (S), Spear (A), Axes (C), Lances (C) Level 10 Promo: Hack (S), Spear (A), Pierce (B), Axes (C), Lances (C) Level: 1 Total Level: 1 Progression Spent: 335%/335% HP: 20 (70%) STR: 5 (55%) MAG: 0 (0%) SKL: 5 +1 (60%) LCK: 2 (20%) DEF: 4 (50%) RES: 1 (20%) SPD: 5 +1 (60%) MOV: 5 (+2 when mounted) CON: 8 +2 AID: 7 +2 (+14 when Mounted) Inventory: Iron Axe (45/45) Vulenerary (3/3) Link to comment Share on other sites More sharing options...
Yours Truly Posted May 17, 2017 Share Posted May 17, 2017 (edited) Sheet is currently up for Healbot #910831004740147149701941, I have given you his backstory things through PMs, not sure if he is going to make it, but I would be a fool not to try. Name: Benedict "Father Bend" (He does not like that nickname), "Saint of Lost Causes" (He also does not like that nickname too much, because it implies hopelessness) Class: Priest > Saint Character Skill: Celerity Month of birth: Draco Personal Flaw: Well I didn't see that coming: Benedict has -10 to Evasion when attacked by enemy units with the Thief/Spy/Monk classes and their promotions Personal Skill: Saint of Lost Causes: Recovers +5 more points of health to a friendly unit using a healing staff if the friendly unit has less than 50% of total HP Personal Skill: Healer's Haste: If Benedict has used all MOV in this round, +15 Evasion chance against units that are not a part of the Monk/Spy/Thief classes or their promotions Promotion Personal Skill: I'm a Priest! Not a Fighter: If Benedict is within at least three spaces of three allied units, he gains +2 Defense. Preferred Stats: Resistance, Luck Weapon Proficiency: Healing (C), Staff (D) Level: 1 Total Level: 1 Progression Spent: 305%/305% HP: 16 (45%) STR: 2 (20%) MAG: 4+2 (60%) SKL: 2 (10%) LCK: 6+1 (60%) DEF: 1+1 (20%) RES: 8 (50%) SPD: 6 (40%) MOV: 5+2 CON: 5 AID: 4 Inventory: Heal (30/30), Vulnerary Edited May 21, 2017 by Cronos5010 Sheet is now up and without a typo Link to comment Share on other sites More sharing options...
Raindrop Valkyrie Posted May 17, 2017 Share Posted May 17, 2017 https://docs.google.com/document/d/1a7skIfZ5g8VJvtANfNGfFuboJmr88lQYQ0PU3IlOml8/edit?usp=sharing "You better not hold me back..." Spoiler Name: Akane “One Armed Demon” Class: Myrmidon > Samurai Character Skill: Wrath Affinity: Ice Personal Flaw: Defense?: -2 to Attack Skill when defending from an attack. Personal Skill: One Armed Demon: When under 50% HP, +2 to Dmg Personal Skill: First Pickings: When attacking an enemy above 50% Health; + 15 to hit Promotion Personal Skill: Fervid Waltz: When within 3 spaces of 3 enemies; + 15 to Evade Preferred Stats: Speed, Skill Weapon Proficiency: C Slashing, D Swords Level: 1 Total Level: 1 Progression Spent: 335/335% HP: 20 (70%) STR: 5 (50%) +1 MAG: 3 (50%) +1 SKL: 6 (45%) LCK: 2 (10%) DEF: 2 (20%) RES: 0 (20%) SPD: 6 (60%) +2 MOV: 5 CON: 6 AID: 5 Inventory: SHEEEEEEEEEEEEEEEEEEEEEET Link to comment Share on other sites More sharing options...
Daniel Blackworth Posted May 17, 2017 Share Posted May 17, 2017 (edited) Spoiler Name: Alexandria Lierre Class: Mercenary > Hero Character Skill: Blossom Affinity: Ice [Ovis] Personal Flaw: Honor Thy Father [When facing Knights and their Promotions, -10 Hit and Avoid] Personal Skill: Guard Up [When the character is below half health, +15 Avoid] Personal Skill: Arrow Hatred [When the character is facing an opponent wielding any bow-type weapon, +2 Base Damage] Promotion Personal Skill: Explorer [When the character is on the Forest terrain, +10 to Avoid] Preferred Stats: Skill, Strength Weapon Proficiency: Slash (C), Sword (D) Level: 1 Total Level: 1 Progression Spent: 335/335 + 15 [due to Blossom] HP: 21 [45%] STR: 5 [60%] MAG: 1 [0%] SKL: 6 [50%] LCK: 2 [45%] DEF: 2 [60%] RES: 0 [30%] SPD: 5 [60%] MOV: 5 CON: 8 AID: 7 Here is the character sheet. Edited May 17, 2017 by Monsieur Divergent Link to comment Share on other sites More sharing options...
Anstane Posted May 17, 2017 Share Posted May 17, 2017 Might as well reserve as well. Link to comment Share on other sites More sharing options...
Twinwolf Posted May 17, 2017 Share Posted May 17, 2017 I shall be making a peg knight sheet. Probably going Kinshi Knight just because. Link to comment Share on other sites More sharing options...
Pyon Pyon Kyuu!~ Posted May 17, 2017 Share Posted May 17, 2017 Yahallo, here is the speedy speed boy (gasses are burning) Also thanks to Froger for making this for me as I continue to be unable to make mugs: Name: Arthur 'Pegasus' Class: Knight > General Character Skill: Celerity (Cost) Affinity: Dark Personal Flaw: Winding Down: If less than 4 MOV used this phase, -15 EVA Personal Skill: Running Start: If All MOV is used this phase, +15 HIT Personal Skill: I've Seen Your Moves: If fighting a unit that he's fought the previous turn, +2 AS Promotion Personal Skill: For Them: If within 3 spaces of 3 or more allied units, +2 DEF Preferred Stats: DEF, HP Weapon Proficiency: Crush (C) Sword (D) Level: 1 Total Level: 1 Progression Spent: 305/305 HP: 22 (60%) STR: 5 (40%) MAG: 0 SKL: 3+2 (55%) LCK: 1 (25%) DEF: 9 (55%) RES: 0 (10%) SPD: 2+2 (60%) MOV: 4 CON: 9 AID: 8 Inventory: Iron Blade (45/45), Vulnerary (3/3) [⁄spoiler] Link to comment Share on other sites More sharing options...
InnocentSerenity Posted May 17, 2017 Share Posted May 17, 2017 (edited) How much weight can you handle? Apparently Archers can handle quite a bit, so here's Rokan. (EDIT: Decided to change the portrait, since I felt the original wasn't the best.) Rokan Spoiler Personal Information Class: Archer > Battle Mage Character Skill: Imbue Birth Information: 7th of Porcus (Wind) Personal Tics Personal Flaw: Familiarity: When in combat with an Archer or its promotions, this unit receives -15 Evasion Personal Skill: Rivalry: If this unit enters combat with a Mage or its promotions, this unit receives +5 Critical. Personal Skill: Show-off: If this unit deals a critical hit to an enemy, this unit receives -3 damage taken for the next 3 turns. Promoted Personal Skill: Spirit Charge: If this unit’s HP is below 50% at the start of the turn (regardless of healing done later in the turn), this unit gains +3 damage dealt for that turn. Class Bonuses Preferred Stats: Skill, Defense Weapon Proficiency: Crossbow (C), Bow (D) Stats Level: 1 Total Level: 1 Progression Spent: 335%/335% HP: 20 (50%) STR: 6 (5+1, 10%) MAG: 3 (1+2, 50%) SKL: 6 (50%) LCK: 4 (30%) DEF: 6 (60%) RES: 2 (1+1, 40%) SPD: 5 (45%) MOV: 5 CON: 7 AID: 6 Inventory Iron Bow (45/45) Vulnerary (3/3) Edited May 19, 2017 by InnocentSerenity Link to comment Share on other sites More sharing options...
aliettite Posted May 18, 2017 Share Posted May 18, 2017 Here's my character Wren too! Thanks! Spoiler Name: Wrensworth “Wren” Cross Class: Bard --> Enchanter Character Skill: Fortune Month of birth: Tigris Personal Flaw: Faint of Heart [ when HP drops beneath 50%, -10 Hit and Avoid ] Personal Skill: Quick Getaway [ when within 3 spaces of 2+ enemies, +1 MOV ] Personal Skill: Safety in Numbers [ when adjacent to 2+ allied units, +10 Avoid, does not stack ] Promotion Personal Skill: Competitive Nature [ when unit is facing an enemy using anima magic,, +10 Critical ] Preferred Stats: Luck, Magic Weapon Proficiency: Lyrics (C), Instrument (D) Level: 1 Total Level: 1 Progression Spent: 335/335 HP: 19 ( 40% ) +1 STR: 2 ( 10% ) MAG: 4 ( 60% ) SKL: 5 ( 55% ) +2 LCK: 7 ( 45% ) DEF: 1 ( 20% ) RES: 5 ( 45% ) +1 SPD: 7 ( 60% ) MOV: 5 CON: 4 AID: 3 Inventory: Vulnerary Link to comment Share on other sites More sharing options...
Wolfox Posted May 18, 2017 Share Posted May 18, 2017 (edited) ignore this... there you go Edited May 18, 2017 by Wolfox Glace me being stupid Link to comment Share on other sites More sharing options...
Yours Truly Posted May 18, 2017 Share Posted May 18, 2017 You are supposed to PM the sheet to Rai first, and the Backstory should not be in the OOC. Link to comment Share on other sites More sharing options...
Wolfox Posted May 18, 2017 Share Posted May 18, 2017 (edited) after that's been done... here she is: Spoiler Name: Lynia Mei Class: Fencer>Crusader Character Specific Skill: Blossom Month of Birth: Gallus Affinity: Water Personal Flaw: Honor before Glory (Cannot kill an enemy that can't fight back) Personal Skill: Others before me (If the character is under half HP +2 EXP added to the pool.) Personal Skill: Revenge for a fallen (If Allied Unit is reduced to 0 HP +10 to Hit and Evasion) Preferred stats: Spd, Skill Inventory: Iron Rapier, Vulnerary Weapon profs: Thrust C, Sword D Progression spent: 335/335 HP 20 (45%) STR 4 +1 (50+5%) MAG 2 (25%) SKL 7 +1 (60+5%) CON 6 AID 5 LUK 3 (40%) DEF 2 (30%) RES 1 (30%) SPD 5 +2 (55+5%) MOV 5 Edited May 19, 2017 by Wolfox Glace Link to comment Share on other sites More sharing options...
Twinwolf Posted May 20, 2017 Share Posted May 20, 2017 (edited) Sheet Spoiler Name: Elise Sturn Class: Pegasus Rider > Kinshi Knight Character Skill: Nullify Affinity: Anima Personal Fault: Distracted: A gaping wound does tend to distract. -10 hit and evade when below 50% HP. Personal Skill: Can’t catch me!: Elise functions quite a bit better when not seriously hurt (When over 50% HP, +10 Evade) Personal Skill: Cool Under Pressure: Elise works well under pressure, to put it simply. When within 3 spaces of 3 enemies, +2 AS. Promotion Personal Skill: Revenge: When Elise’s friends get hurt, she gets pissed - and tends to hit a lot more important places. +10 crit when attacking an enemy that attacked someone she has a support with during the enemy phase Pref Stats: Skill, Speed Weapon Prof: Pierce (C), Lances (D) Level: 1 Total Level: 1 Stats and Progression spent: (305%) HP 18 (50%) STR 4+1 (60%) MAG 1 (0%) SKL 5 (55%) CON 6 (+12 peg) AID 5 (+12 peg) LUK 3+2 (40%) DEF 3+1 (20%) RES 5 (20%) SPD 6 (60%) MOV 5 (+2 peg) Edited May 20, 2017 by Twinwolf Link to comment Share on other sites More sharing options...
Bfroger6 Posted May 20, 2017 Share Posted May 20, 2017 "Ohoho, please accept this drink I made you, in this glass I made you. With this poison I made you." Spoiler Name: Herrman Class: Troubadour -> Valkyrie Character Skill: Luna [Cost] Month of birth: Wind [Anguilla] Personal Flaw: Virgin Blood - When at full health, -2 Def/Res Personal Skill: Tainting Perfection - When target is at full health, +15 ailment hit rate Personal Skill: Fell Blow - When activating Luna, +10 crit rate for that attack Promotion Personal Skill: - Preferred Stats: Speed, Luck Weapon Proficiency: Thrown [C], Ailments [C], Axe [D], Staff [D] Level: 1 Total Level: 1 Progression Spent: 305% HP: 17 [40%] STR: 4 [30%] MAG: 4 [60%] SKL: 3 [65%] +1 LCK: 5 [25%] +1 DEF: 2 [15%] RES: 4 [25%] SPD: 5 [45%] +2 MOV: 5 [+2] CON: 6 [+14] AID: 5 [+14] Inventory: Heal (30/30), Iron Axe (45/45) Link to comment Share on other sites More sharing options...
rokubiraijuu Posted May 22, 2017 Author Share Posted May 22, 2017 (edited) All right, it's the 22nd, which means submissions are closed. Without further ado, Stellar Margin's starting roster will be: Spoiler Marcus Noeitia, Monk, played by Zetaark Arthur 'Pegasus', Knight, played by Pyon Pyon Kyuu!~ Marek Sidow, Wyvern Rider, played by Sutoratosu Wren Cross, Bard, played by aliettite Herrman, Troubadour, played by Bfroger6 Rokan, Archer, played by InnocentSerenity Elise Sturn, Pegasus Knight, played by Twinwolf Akane, Myrmidon, played by Hukuna the Undying As much as I would have liked to include everyone who applied, I had to keep in mind a number of factors in choosing the party. That being said, congratulations to those that got in! To those who didn't, there will be chances to join later down the line, so don't worry too much. Everything is nearly in place for play to begin, so we will be starting around the late afternoon - early evening time, EST. ( it's currently nearly 1AM here and I should probably not be awake soon. ) Can't wait to see you all there! Edited May 22, 2017 by rokubiraijuu Link to comment Share on other sites More sharing options...
Wolfox Posted May 22, 2017 Share Posted May 22, 2017 I mostly aplied just to try and create my own character, not so much join in. it was really fun to do tho and I hope that fi you ever do an fef again Lynia might be a consideration for a supportive or Ally character Link to comment Share on other sites More sharing options...
rokubiraijuu Posted June 4, 2017 Author Share Posted June 4, 2017 Level ups! Some were good, some were meh, and some were.........well. Spoiler HP: 18 (40%)STR: 2 (0%)MAG: 5 (55%) SKL: 3 (40%)LCK: 6 (60%) +1DEF: 1 (40%) +1RES: 7 (40%)SPD: 7 (60%) +1 Spoiler HP: 22 (60%) +1 STR: 5 (40%) MAG: 0 SKL: 5 (55%) LCK: 1 (25%) DEF: 9 (55%) +1 RES: 0 (10%) SPD: 4 (60%) Spoiler HP: 22 [60%]STR: 5 [50%] +1MAG: 2 [50%]SKL: 4 [40%] +1LCK: 1 [10%]DEF: 6 [45%]RES: 0 [50%]SPD: 5 [30%] Spoiler HP: 19 ( 40% ) STR: 2 ( 10% ) MAG: 4 ( 60% ) +1 SKL: 5 ( 55% ) +1 LCK: 7 ( 45% ) +1 DEF: 1 ( 20% ) RES: 5 ( 45% ) +1 SPD: 7 ( 60% ) +1 Spoiler HP: 17 [40%] STR: 4 [30%] MAG: 4 [60%] +1 SKL: 4 [65%] +1 LCK: 6 [25%] DEF: 2 [15%] +1 RES: 4 [25%] SPD: 7 [45%] Spoiler HP: 20 (50%) +1 STR: 6 (10%) +1 MAG: 3 (50%) +1 SKL: 6 (50%) LCK: 4 (30%) DEF: 6 (60%) RES: 2 (40%) SPD: 5 (45%) +1 Spoiler HP 18 (50%) +1 STR 5 (60%) +1 MAG 1 (0%) SKL 5 (55%) LUK 5 (40%) DEF 4 (20%) RES 5 (20%) SPD 6 (60%) +1 Spoiler HP: 20 (70%) +1 STR: 6 (50%) MAG: 4 (50%) SKL: 6 (45%) +1 LCK: 2 (10%) DEF: 2 (20%) RES: 0 (20%) SPD: 8 (60%) +1 "Yeah, I'm okay with this. Hell, I'm more than okay with this." Spoiler HP: 22 ( 70% ) +1 STR: 9 ( 55% ) MAG: 0 ( 5% ) SKL: 4 ( 60% ) +1 LCK: 1 ( 15% ) DEF: 5 ( 60% ) +1 RES: 0 ( 20% ) SPD: 3 ( 50% ) +1 Link to comment Share on other sites More sharing options...
InnocentSerenity Posted June 4, 2017 Share Posted June 4, 2017 "I feel a bit tougher. Like I could take down a few soldiers on my own." Link to comment Share on other sites More sharing options...
Twinwolf Posted June 4, 2017 Share Posted June 4, 2017 "Could be better, but definitely could be worse considering my player." Link to comment Share on other sites More sharing options...
aliettite Posted June 4, 2017 Share Posted June 4, 2017 "H-How did this happen...? N-not that I'm complaining, of course. I suppose the goddess rewards the innocent, after all." Link to comment Share on other sites More sharing options...
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