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Fire Emblem (Tome 1: Summoning) ~ the Ascension of Syhelluce [Signups & Profiles]

Discussion in 'Roleplay Archives' started by Zygardia, May 2, 2012.

  1. An Espeonature Original Production:

    [​IMG]

    <<RISE, SYHELLUCE! Bringer of light, banisher of evil, summoner of peace. Cast thine benevolent eyes on us. Spare our fair land from disaster and evil.

    WE SUMMON THEE, SYHELLUCE! Great brilliant angel of kind deeds. Thine memory gives us hope and will to stand against chaos and disorder!>>


    Long ago, in the continent of Makeivalo (ma-‘ke-va-lo), there was a creature of light called Syhelluce that lived to keep the continent safe from evil and disaster. It was considered a deity or a guardian angel by most cultures in the continent. A group of people even mastered the kind of magic the being used, and helped protect the land from disaster and evil. They were adept at their jobs – only too adept. Slowly, they wiped out any cause for major concern on the planet, leaving a ‘normal’ continent behind, were war, famine and destruction were very uncommon threats, where people lived peacefully, yet under pressure not to fight.

    However, this kind of peace was not always the situation in this fair land. The main reason for Syhelluce’s arrival in Makeivalo was the lapsing of Makeivalo into utter chaos. This was the work of an evil shapeshifting daemon, which went by the name Deimos. A fitting name, for he caused panic throughout the land, with his huge army of barguests, sirens, banshees, furies and all things nasty from the nightmares of man. It took a decade for Syhelluce and its magicians to defeat Deimos and seal it and its demonic powers into a ruby. This ruby gained the name Fire Emblem, for in it flashed the fiery light of Deimos’ power. This Fire Emblem was consigned to the depths of the Aegis Caverns, a maze of stone deep beneath the theocracy of Eruhasa, guarded by elite Mage Lords and Archsages.
    Syhelluce knew that the seal placed on Deimos would gradually weaken. Because Deimos thrived inhatred and chaos, Syhelluce guessed that chaos in the continent would attract the foul shapeshifting beast and help weaken the seal placed on it. The Light being warned the people about this, making sure that confusion did not prevail.

    Devoid of the need to protect the land, Syhelluce contained itself in a tome and fell into a long and deep slumber. This tome was preserved in the Eruhasa and worshipped. The great art of the magic of Syhelluce died as well, because few people needed the protection.

    To this day, a moderate yet tense peace pervades the land, and people do not war as often as they long before did. They worshipped the sleeping Syhelluce from their homes, hoping not to provoke fate into cursing them with danger and evil as it did with Deimos.

    Yet, for all their praying, this did not work.

    The five nations of Makeivalo are the anarchy of Arkhyon, the queendom of Bellwyn, the theocracy of Eruhasa, the monarchy of Tarin and the monarchy of Aelvalt. Arkhyon has always had a slightly stiff relationship with the other nations. Bellwyn and Aelvalt have always been allied nations, something that King Tarin never approved of. Often, However, no one has broken into outright war, in fear of one of the countries breaking the seal on the Fire Emblem, keeping Syhelluce’s warning in mind.

    But strange phenomena were recorded in several parts of Makeivalo, including warped geography and odd weather. It started hailing in the Doan Desert in Tarin. Hot springs and glaciers coexisted in the peaks of icy Xyla Range, the tallest mountain range, situated in Aelvalt. It became warm in the night and cold in the day in a part of Eruhasa, and odd magnetic stones started surfacing in Bellwyn. Chaos ensued in the continent, with no one sure what to do.

    And then, it struck everybody that the seal of the Fire Emblem was weakening. Noticing that the entire continent was thrown into a state of disarray, the Divine Ruler of Eruhasa, Riktor, strengthened patrols in the Aegis Cavern, and dispatched several diplomats and patrols all over the continent. Reacting to this, the other rulers, as well as the Council of Aelvalt,sent patrols as well to keep watch on the continent, to root out the source of the power apparently being fed to Deimos.

    The rulers, and representatives of Arkhyon, met to reason out a plan of action and uncover the truth of it all. While they elongate and complicate the procedure, the fearful people of Makeivalo elect a group of select mercenaries from all over the continent to investigate the matter. Little do the team know the great lengths they would have to cover to be successful in their endeavour: they would have to risk their lives; they would have to use every last bit of strength they had; they would need to race against time; worst of all, they would have to put the world in danger to save it from Deimos - to save it from itself.

    Thus does the first volume of the saga begin.
    Thus begins the Ascension of Syhelluce.

    [​IMG]
    Fire Emblem (Summoning): the Ascension of Syhelluce (FE1AS) is not a standard/traditional statplay. There are several different facets that mimic the original series, some of which are hard (for me at least) to explain without demonstration. As such, once it gets started, there will be a tutorial map to show you the ropes. And, rest assured, the Tactician (the GM) will guide you at other points and help you avoid horrible choices.

    Due to the huge sizes of maps, a single chapter will be divided into many maps, usually two or three. As with other statplays, a single turn is divided into several phases – the Other Phase, Player Phase, the Foe Phase and the Partner Phase. To clarify, in a single turn, ‘Other’ units (units that are governed by the GM and the RNG, and cannot be Directed by the players) move first, then Player units (you, the main cast), then Foe units (obviously, the enemy) and lastly, Partner units (units who are Other units but can be ‘Directed’ – more on Direction later).

    Then, you should know that weapons and magic tomes are preset in the game. Weapons and tomes will be available in armories. Staves are found in vendors, along with other useful materials. Remember that weapons have durability! At one point, weapons will break out of overuse - magic tomes will run out of power in the same way. You can fix weapons and magic later on, so don't worry if your all-important one of a kind weapon is going to break! ... Just make sure your favourite weapons don't break. You need them to have at least one use to fix them.
    As with the main series, there are four + one types of weapons (swords, axes, lances, bows and knives) and five + one types of magic (light, dark, anima - fire, wind and thunder - as well as staves). The weapon triabgle works the same as in the main series but no the trinity of magic. Here, Wind beats Fire which beats Thunder which beats Wind. Anima beats Staves (which now have damaging powers) which beats Light and Dark. When Light and Dark face off, the one that initiates the round battle will beat the other.
    Oh, and do note that by 'beat' I mean has a slight advantage when in battle.

    The other important thing for you to know is that per Chapter, there needs to be one ‘head unit’ who is sort of ‘in charge’ of Direction of Partner units and of Seizing gates, etc. This unit is to be decided upon during unit preparation and will be given a special Skill (a Skill is like an R- or S-ability) called Delegate.

    Oh, and do note that party members who 'die' will simply retire for the rest of the map and will be available for the next one. However they will receive slightly reduced XP.

    And that’s all for now! Like I said, a tutorial map will be put up for the more complicated mechanics.

    [​IMG]

    You may choose from one of these Classes. Each class majors in the weapon they are listed beneath. Note that they will be able to control a couple of others as well by their final stage.

    SWORDSMEN
    [align=center]Mercenaries are dependable and capable swordsmen for hire who will stop at nothing to attain their goals. They are quite simple to work with, and are very generic in terms of character.

    The Merc is a very well-rounded class. Mercs have almost no strong or weak stats, though they are slightly more powerful physically, but slightly weaker to magical attacks.

    The Merc reclasses into the Knight, who reclasses into the Hero.

    Weapon Rank: Swords – D
    Begins With: Iron Sword (D) - 36/36
    Light, nimble, quick, stealthy: Thieves are all these and more. Their nimble hands worm their way into pockets and purse of friends and foes alike; their dexterity is put to this stealthy purpose of their occupation, thievery.

    Thieves are very quick and efficient units. They are trained to have acute vision and fast reflexes, which make them very hard to hit. However, thieves shouldn't consider showing off physical power, for if hit, they will quickly go down. Even so, their resistance, skill and dexterity are to be marvelled at.

    The Thief reclasses into the Rogue, who reclasses into the Trickster.

    Weapon Ranks: Knives – D, Swords – E
    Begins With: Iron Knife (D) - 32/32, Basic Sword (E) - 40/40​
    Myrmidons are all about power, skill and speed. Their swordsmanship is beautiful, stunning, and... very lethal. They can effectively kill an enemy in a single blow. They are to be carefully handled.

    Not very powerful, but immensely skilled, the Myrmidon can do insane amounts of damage that power-hungry fools only dream of doing. However, this is wholly dependent on skill and luck. Myrmidons are pretty solid defence-wise, but cannot really guard well against spells and magic.

    The Myrmidon reclasses into the Sword Adept, who reclasses into the Blademaster.

    Weapon Rank: Swords – D
    Begins With: Iron Sword (D) - 36/36​

    LANCEMEN
    Heavy armour-clad units walk the battlefield as Soldiers. They may look oversized, uncomfortable and unwieldy with their enormous lances, but they actually aren't. A trained Soldier is in fact hard to damage, their sturdy armour protecting them from much that comes their way.

    Don't expect Soldiers to hit quickly and lethally. That's just not their game. But big, bulky, amazingly sturdy units they are, capable of waving aside powerful physical hits and even mildly powerful magical attacks with relative ease. They even display passable skill with the lance, using it as an offence. They truly shine when protecting allies against the foes. However, they’re weak to Thunder magic, which will very quickly course through the highly conductive metal armour, and their bodies, with ease.

    The Soldier reclasses into the General, who reclasses into the Marshall.

    Weapon Rank: Lances – D
    Begins With: Iron Lance (D) - 37/37​
    Graceful, airborne knights who tame and ride the winged horses, Pegasus Knights flying nimbly through the air, in formation, are a wondrous sight to see: but if you're seeing them come at you, then too bad you'll not be alive to enjoy the sight anymore. Their grace is surpassed only by that of Sky Lords.

    Speedy, graceful, even skilful, the Pegasus Knight cannot, however, take a Wind spell hit to the side without plummeting to the ground. Their tireless pegasi know no bounds limiting their movement, and can fly over any obstacles. Abstain from proximity to bows and Wind magic and all will be fine. One good point is their better than average max health, which gives them endurance.

    The Pegasus Knight reclasses into the Falcoknight, who reclasses into the Sky Lord.

    Weapon Rank: Lances – D
    Begins With: Iron Lance (D) - 37/37​
    People often think that the Chevalier and his line are stereotypically the graceful, chivalrous Knights of the Round Table from the stories. Hardly so; they are often, ruthless, powerful beasts of war that can sweep through battalions with a little help.

    Chevaliers are endowed with excellent movement and speed and quite good physical offence at the cost of horrible defence to magical and even physical attacks - they are especially weak to Fire magic. They also show passable skill as well.

    The Chevalier reclasses into the Paladin, who reclasses into the Great Knight.

    Weapon Rank: Lances – D
    Begins With: Iron Lance (D) - 37/37​

    AXEMEN
    Fighters are proud class who wield the most powerful weapons – the axes. They roam the battlefield, searching for a suitable opponent to spar with. Fighters mostly often have great reputations as not only powerful warriors, but also as good citizens.

    They are not very well rounded, leaning towards offensive ability.They possess great strength and horrible physical defence. They can dish out punishing blows that they themselves could hardly stand. Though they are cursed with awful speed, they are blessed with excellent skill, and are not to be underestimated.

    The Fighter reclasses into the Warrior, who reclasses into the Pugilist.

    Weapon Rank: Axes – D
    Begins With: Iron Axe (D) - 35/35​
    Raging warriors of the ocean are the mighty plunderers, the Pirates. They wield great axes and have a reputation as the terrors of the Great Seas. When together, they certainly are a force to be reckoned with!

    The Pirate possesses a great physical endurance and strength so mighty the foes tremble at the thought. Not even an able swordsman can stop him easily. He does however fall easily to a powerful magic blow. His one true weakness is his horrible magical defence. He is able to traverse the seas with ease, but has bad land-movement.

    The Pirate reclasses into the Ravager, who reclasses into the Berserker.

    Weapon Rank: Axes – D
    Begins With: Iron Axe (D) - 35/35​

    BOWMEN
    Archers are crafty units who stand out of harm’s way and rain terror in the form of arrows upon the enemy. They are very versatile units who can be seen in every army; when it comes to ranged combat, the Archers rank as excellent units.

    To begin with the bad news: Archers have a terrible weakness to physical blows. Their defences are so low that they are considered the worst units to take a blow. On the other hand, their speed and skill more than make up for pathetic defence. Properly trained, they can be so agile as to not receive a single blow in several rounds of combat.

    The Archer reclasses into the Hunter, who reclasses into the Sniper.

    Weapon Rank: Bows – D
    Begins With: Iron Bow (D) - 24/24​
    Nomads are the noble tribesmen who lead shifting live.

    Nomads in general have great speed and good range. Good movement is always an asset, as is their great skill, but they are unfortunately very prone to terrain impairments. That, and there’s that matter of their strength, which leaves much to be desired. They can grow well in strength, though.

    Weapon Rank: Bows – D, Knives – E
    Begins With: Iron Bow (D) - 34/34, Basic Knife (E) - 40/40​

    LIGHT MAGES
    White Mages are practisers of the holy arts, commanding holy spirits and using their Light Magic to fight foes. They are usually pious and austere folks, willing to battle only when necessary.

    Brilliant magic is their strongest point. They move swiftly, powerfully and skilfully, dishing out shining magic to crack down elite troops… and they succumb to the slightest of blows. Like most mages, they are not physically strong, and cannot wield heavy tomes very easily. However, their range and ability to deal damage from the side-lines make them good units.

    Weapon Rank: Light – D
    Begins With: Luce (E) - 30/30​
    Spellcasters are swift and nimble White Mages who can create images and holographic bodies with their Light Magic. They are very imaginative, and can create very realistic images with a little practice.

    As usual, they are very smart. Oddly, they are strong. Combine these two things to get a very powerful mage. They even have a passable defence and skill! The catch is this: they have terrible speed and a resistance that a White Mage would be ashamed of. However, they are good units who should be watched out for.

    Weapon Rank: Light – D
    Begins With: Luce (E) -30/30​

    ANIMA MAGES
    This mage commands the power of fire and wrath to deal powerful damage to the foe. His burning passion drives his spell power, his foe providing fuel. Adept at these flaming arts, the Fire Mage is a force to be reckoned with.

    Power, power and more power; this is the very soul of the Fire Mage's art. Speed, however, is an issue; physical defence is also not this mage's strong point. But the resistance to spells this mage shows is also quite impressive.

    The Fire Mage reclasses into the Fire Sage, who reclasses into the Fire Lord.

    Weapon Rank: Fire – D
    Begins With: Fire (E) - 31/31 ​
    This particular kind of mages is quite an oddity. Unpredictable is how one could best describe them. There's no telling how they could be, just as it’s hard to accurately predict the weather. However, they are easy to handle; generally much less passionate than Fire Mages, and much less fickle than Wind Mages!

    Thunder Mages show extreme skill with their art. Quite adept they are; it doesn't really hurt that they're physically and mentally well built. They do falter, however, when having to deal a lot of damage, relying on their skills and bulk to protect themselves.

    The Thunder Mage reclasses into the Thunder Sage, who reclasses into the Thunder Lord.

    Weapon Rank: Thunder – D
    Begins With: Thunder (E) - 30/30​
    The Wind Mage practices and embodies the powers of wind and ice. Cool and friendly, yet fickle and flighty; this is the effect of his magic on him. While not very likely to double-cross his friends, his does need to be handled with care.

    His spells and spiels are fleeting and quick, playing off of his agility and nimbleness. He manages to do sufficient damage with his spells, but, oh, so fragile! He needs to keep safe, for quick and hard to hit as he is, a well-aimed physical blow will easily knock him up a lot.

    The Wind mage reclasses into the Wind Sage, who reclasses into the Ice Lord.

    Weapon Rank: Wind – D
    Begins With: Wind (E) - 34/34​
    High Mages are extremely versatile units who command the three forces of Anima: Fire, Wind, and Thunder. There is nothing virtually they cannot overcome - sheer determination empowers the High Mage and lends him ability.

    Versatility has its costs: High Mages are Mercenaries of stats. They have no real strong or weak points, although they are slightly deficient in physical strength and defence. However, their ability to use any tome gives them great power, allowing them to face any obstacle.

    The High Mage reclasses into the High Sage, who reclasses into the Archsage**.

    Weapon Rank: Fire – E, Thunder – E, Wind – E
    Begins With: Fire (E) - 31/31, Wind (E) - 34/34, Thunder (E) - 30/30 (Any TWO, your choice – the first tome listed also indicates Weapon Major)​

    STAVE USERS
    This twinkle-toed magician can play various tunes to annoy, lull or depower the enemy while reinforcing and empowering the ally. As an added bonus, the Troubadour knows to use lifesaving Staves and can heal quite a few wounds and ailments.

    What this mage lacks in physical power and defence, he makes up for passable magical power and defence and extreme skill and agility. It is very difficult to land a single hit on this quick character! He can, as a bonus, even use knives and shortswords. He can also sing songs to affect a foe or friend.

    The Troubadour reclasses into the Minstrel, who reclasses into the Balladeer.

    Weapon Rank: Staves – D, Knives – E
    Begins With: Heal (E) - 39/39, Basic Knife (E) - 40/40 ​
    The Healer wields the powerful of life and energy to heal allies and damage foes. His command over plant life is exceptional in attack and defence, and his command over regenerative magic is a lifesaver.

    With the power to control life, these magicians are very bulky and magically strong and defensive. They fail, however, to evade from attacks in time, and are generally very slow. Although this is not fatal, it is something to watch for. They also have excellent health.

    The Healer reclasses into the Mystic, who reclasses into the Soulmancer.

    Weapon Rank: Staves – D
    Begins With: Heal (E) - 39/39 ​

    DARK MAGES
    The Dark Mage is a powerful mage who commands the dark arts to defend himself. Contrary to popular belief, he wields this magic not to cause ill to others, but to defend himself and his own.

    The Dark mage is very powerful, magically and physically. He is capable of wielding the heaviest and most burdensome magic. His only fault lies in his slowness and lack of reflexes. His inability to quickly counterattack makes him weak to many.

    The Dark Mage reclasses into the Shaman, who reclasses into the Dark Druid.

    Weapon Rank: Dark – D
    Begins With: Flux (E) - 29/29​
    The Medium calls upon the dead to attack for him. He is able to call upon the magical power of the oldest and wisest of spirits to defend himself as well. He is often criticised for communicating with the dead, however. Over time, by reclassing, the Medium learns to summon Phantasms to do his bidding.

    The Medium isn't capable of doing very much damage at a go, nor is he capable of quickly evading moves. However, he has the ability to call upon powerful spirits to defend himself, and to summon very able and powerful spirits at times to perform critically damaging blows. His skill at manipulation is hard to match.

    The Medium reclasses into the Summoner, who reclasses into the Necromancer.

    Weapon Rank: Dark – D
    Begins With: Flux (E) - 29/29​
    [/align]

    [​IMG]

    [As usual, PM me the Profile before you post it. And do not forget to take out the bracketed parts!

    Please also make one post per character for each one you are making, and it would be preferable if these posts stay next to each other~ Thank you!]

    Code:
    [color=]
    [SIZE=4][u]> Profile: [i][/i][/u][/SIZE]
    [u][b]- GENERAL -[/b][/u]
    [b]Name[/b]: 
    [b]Gender[/b]: 
    [b]Age[/b]: 
    [b]Class[/b]: 
    [b]Level[/b]: 1
    [b]XP[/b]: 0/50 [Level and XP/Experience points dictate how strong you are. Given values are constant for new units. Reclassing occurs at level 10 for each tier. The level and XP reset to 1/10 and 0/50 once a unit reclasses. Level 1 always has a cap of 50 XP.]
    [b]Appearance[/b]: [4 lines of text at least and/or as many pictures as you want]
    [b]Background[/b]: [Optional - if you want to add this, please put in 4 lines or more of text]
    
    [u][b]Inventory[/b][/u]:
    [b]• Weapons[/b]: 
    [list=1]
    [*] 
    [/list]
    [b]• Items[/b]: 
    [list=1]
    [*]  Vulnerary - 5/5 [Number of uses. Please keep updating this!]
    [/list]
    
    [b][u]Weapon Ranks[/u][/b]: 
    [list]
    [*] [/list]
    
    [b][u]Supports[/u][/b]: 
    [list]
    [*] [/list]
    
    [u][b]- STATS -[/b][/u] [As usual, leave this to the RNG except for MOV and CON. They will seem abnormally high, but don’t worry! That is normal. Do read the [Box Bracketed] notes, however, and remove them later.]
    
    [list][*] [b]HP:[/b] 20 [Health Points - Determine how much damage you can take before having to retreat from the battlefield. Obviously, do NOT let them get even near 0!]
    [*] [b]STR:[/b] [Strength - Helps determine weapon damage to a foe.]
    [*] [b]DEF:[/b] [Defence - Helps determine weapon damage dealt to self.]
    [*] [b]MAG:[/b] [Magic - Helps determine magical damage to a foe.]
    [*] [b]RES:[/b] [Resistance - Helps determine magical damage dealt to self.]
    [*] [b]SPD:[/b] [Speed - Helps determine evasion, accuracy and the number of hits you may make per round.]
    [*] [b]SKL:[/b] [Skill - Helps determine Critical Hits among other stuff.]
    [*] [b]CON:[/b] [This one is up to you. It's your physical constitution. Give a value between 3 and 10 depending on your character's bulk and weight. Light or scrawny characters would rate 3; big bulkies would rate a 10. A 'CON factor' will be added to this amount based on class. It does a variety of things, some of which is not included in the games. ]
    [*] [b]MOVE:[/b] [How many spaces you may move per turn. Add 2 if you're a Peg. Knight, Chevalier or Nomad. Remove 1 if you're a Soldier.]
    [*] [b][i]Stat Major:[/i][/b] [Add what stat you want to be highest here. This will majorly affect your RP performance; it gives a considerable boost to one particular stat.][/list]
    
    [b][u]- SKILLS[/u][/b]
    [b]Skill Capacity: 20[/b] [Skills take up a certain Capacity. You can fit in as many skills as the capacity allows. Capacity increases by 5 for every 5 levels gained, plus by 5 per Reclassing: a unit can have a max of 50.]
    
    [b]• B-SKILLS[/b]
    [list]
    [*] [Beginner skill, if applicable]
    [/list]
    [b]• F-SKILLS[/b]
    [list]
    [*] [Beginner skill, if applicable]
    [/list]
    [b]• C-SKILLS[/b]
    [list]
    [*] [These abilities can only be used in special circumstances or with units that have built up a Support of A with you. Usually, these will deal extra damage or induce status conditions or the like. You can have more than one: when you enhance a Support to level A, you have the option of creating a common Combo ability. Note: They do NOT take up Capacity!]
    [/list]
    [/color]
    
    *Skills aren't entirely compulsory, but are helpful.

    Also, when you upgrade to the third tier, you will automatically receive a special skill exclusive to the class.
    **Exception to this rule: Archsages. They lack a skill as cost for being able to wield all kinds of magic.

    Makeshift Skill List for Beginner Players
    These skills may be used as reference. Beginning classes may use one of these. These will NOT take up Capacity if attached as a part of SU, but subsequent skills will do so, if the scrolls that teach these are used! (Veteran FE Players will of course notice that some skills are retooled!)


    • F-SKILLS (Are always 'turned on')
    • Blessing [Healers and Troubadours only] – heals a little HP every turn for adjacent allies and self.
    • Celerity [Non-mounted units only] – makes it easy to move, but ignores terrain advantages and disadvantages.
    • Discipline – increases the rate at which Weapon Levels upgrade.
    • Exchange – decreases the amount of XP gained, but gives stats a better boost when Levelling Up.
    • Insight – the unit is a bit more accurate than usual. The unit also has better eyesight...
    • Parity – cancel out all terrain bonuses and impairments for self.
    • Nihil – cancels out all of the enemy's skills except for Nihil itself during a battle. It works both ways.
    • Quash – cancels the foe's ability to perform critical hits, but cannot perform critical hits as often as possible.
    • Recovery [Magic units only] – heals HP each turn based on Strength (inflicts buff Recovery).
    • Regenerate [Weapon units only] – heals HP each turn based on Magic (inflicts buff Regen).

      B-SKILLS (Activate in Battle)
    • Advantage – increases the boosts of weapon-effectiveness (triangle boosts)
    • Adept [Weapon units only] – lets the user attack once more without wasting a weapon use.
    • Flare [Fire Mages and High Mages only] – deals double damage with Fire spells, can stack with critical hits
    • Miracle [Magic units only] – causes a potentially lethal blow to do only half damage.
    • Haste – makes sure that the wielder always attacks first, regardless of the order. Order is used if both units have Haste (inflicts buff Haste).
    • Pierce [Lance units only] – removes Support and Defence boosts for that Round of battle and deals damage.
    • Lightning [Thunder Mages and High Mages only] – deals double damage with Thunder spells, can stack with critical hits.
    • Vortex [Wind Mages and High Mages only] – deals double damage with Wind spells, can stack with critical hits.
    • Wrath – increases Critical Hit rate drastically when afflicted with Critical HP.
     
  2. --Reserved for Map--
     

  3. >>Record: Foe Logbook

    >Pending! (N/A for now)

    >>Record: Inflictionary

    Buffs
    • > Aerial
      - Can fly. Is not affected by terrain. Can fly over objects, geographic barriers and the like.
    • > Controlling
      - Acts as Controller. Priority target of beneficial Actions by Controlled.
    • > Draining
      - Heal as much HP as target Sapped loses by Status Damage by Sapped status.
    • > Enhanced
      - Gives +7 MAG if using Magic that corresponds to the Weapon Major.
    • > Empowered
      - Gives +7 STR if using a Weapon that corresponds to the Weapon Major.
    • > Recovery
      - Gives a little extra HP each turn based on STR and max HP.
    • > Regen
      - Gives a little extra HP each turn based on MAG and max HP.
    • > Shielded
      - Gives +5 DEF.
    • > Soulbound
      - Buffs last longer on the afflicted.
    • > Warded
      - Gives +5 RES.

    Debuffs
    • > Addled
      - Gives -6 SKL.
    • > Berserk
      - Cannot control Movements and Actions. Gives +8 ATK. Gives -3 DEF.
    • > Bound
      - Cannot Move.
    • > Burned
      - Deals 6% Max HP Status Damage each turn. Removed by Wind-magic.
    • > Confused / Chaos
      - Confusion: (40 - Skill)% Chance of attacking nearby Ally unit with equipped weapon. Chaos: (80 - Skill)% Chance of attacking nearby Ally unit with equipped weapom.
    • > Controlled
      - Treats Allies as Foes. Treat Foes as Allies. Removed if the Controlling is KO'd or if Controlled takes damage from Controlling.
    • > Disabled
      - Cannot Act.
    • > Doomed
      - KO is inflicted after 6 Turns. Cannot be removed.
    • > Exposed
      - Gives -5 RES.
    • > Fated
      - KO is inflicted after (6 + (Res/2)) Turns. Removed ONLY by receiving Light-magic damage.
    • > Frozen
      - Cannot Move or Act. Removed by Fire-magic.
    • > KO
      - When inflicted as a status by any means other than HP dropping to 0, then causes HP to drop to 0. Ignores other Buffs or Debuffs. When HP drops to 0, removes unit from the battlefield.
    • > Magicstopped
      - Decreases Output damage by afflicted of Light-, Dark-, Fire-, Wind- and Thunder- magic, as well as Damaging Staves, by 50%. Decrease Output Healing by healing staves by 60%.
    • > Redirect
      - Afflicted receives 33% of total Attack Damage received by Inflictor.
    • > Reduced
      - Gives -5 MAG.
    • > Sapped
      - 4% Max HP Status Damage each turn. Total Status Damage dealt is converted into HP for unit afflicted with Draining.
    • > Slowed
      - Gives -5 SPD.
    • > Stone
      - Turned to Stone. Turns are ignored. Gives +12 DEF and +6 RES. Cannot be removed...?
    • > Weakened
      - Gives -5 DEF.
    • > Wounded
      - A little status damage each turn depending on DEF and Max HP.
     
  4. > Profile of Cid
    Name: Arsona Mika
    Gender and Age Female, 18
    Appearance Arsona is a short woman of only about 4"6, and is also fairly skinny. She has curly red hair which comes down to about her shoulders, and wears a hankerchief tied up over her head to keep it from balling up. She also wears some steel plate, and some green leather griefs. She as well wears a golden amulet around her neck, given to her by her mother before she died. Also Rides a pegasus named Ridley

    Class Pegasus Knight
    Level 1/10
    XP Current: 0 – Next Lv: 50

    Inventory
    Weapons [Max: 5]
    1. Iron Lance (D) — 37/37
    Items [Max: 5]
    1. Vulnerary — 3/3

    Supports

    Weapon Ranks
    Lances – D

    > Stats
    HP - 20
    MOV 7
    STR 5
    MAG 1
    DEF 4
    RES 4
    SKL 6
    SPD 10
    CON 11

    Stat Major - SPD
    Skill Capacity: 20

    Effect-Skills
    1. Insight – provides a bonus to Accuracy and Evasion after the formula is applied. Also, allows the particular unit to see ‘through’ Fog of War conditions slightly better. [Accuracy+, Evade+, Fog of War +5 tile vision]
    Counter-skills
    1. Pierce [Lance units only] – removes Support and Defence boosts for that Round of battle and deals damage. [(Skill)%]

    Combo Skills
     
  5. > Profile
    Name: Markus Murmed
    Gender and Age Male, 18
    Appearance Something like this for face and hair:
    [​IMG]

    Markus stands at a height of 5'11" wih golden blonde hair reaching down to the back-middle of his neck. The hair barely covers his aqua blue eyes that glisten as the suns rays shine upon them. His red/brown vest covers the black-long-sleeved shirt he is wearing. A sharp sword rests inside a holder that is set into his belt.
    Background [Optional - if you want to add this, please put in 4 lines or more of text]

    Class Myrmidon
    Level 1/10
    XP Current:0 – Next Lv: 50

    Inventory
    Weapons [Max: 5]
    1. Iron Sword (D) - 36/36
    Items [Max: 5]
    1. Vulnerary – 3/3

    • Supports

    Weapon Ranks
    Swords - D

    > Stats
    HP - 20
    MOV 5
    STR
    MAG
    DEF
    RES
    SKL
    SPD
    CON 7

    Stat Major - Speed
    Skill Capacity: 20
    Effect-Skills
    1. Insight – the unit is a bit more accurate than usual. The unit also has better eyesight...
    Counter-skills
    1. Adept – lets the user attack once more without wasting a weapon use.

    Combo Skills – N/A
    [*]
    [/list]

    ---------

    > Profile
    Name:
    Gender and Age Female, 17
    Appearance [4 lines of text at least and/or as many pictures as you want]
    Background [Optional - if you want to add this, please put in 4 lines or more of text]

    Class
    Level 1/10 [Level and XP/Experience points dictate how strong you are. Given values are constant for new units. Reclassing occurs at level 10. The level and XP reset to 1/10 and 0/100 once a unit reclasses.]
    XP Current:0 – Next Lv: 50

    Inventory
    Weapons [Max: 5]
    1. Heal (E) - 39/39
    Items [Max: 5]
    1. Vulnerary – 3/3

    • Supports

    Weapon Ranks
    Staves - D

    > Stats [As usual, leave this to the RNG except for MOV and CON. They will seem abnormally high, but don’t worry! That is normal. Do read the [Box Bracketed] notes, however, and remove them later.]
    HP - 20 [Health Points - Determine how much damage you can take before having to retreat from the battlefield. Obviously, do NOT let them get even near 0!]
    MOV 5 [How many spaces you may move per turn. Add 2 if you're a Peg. Knight, Chevalier or Nomad. Remove 1 if you're a Soldier.]
    STR [Strength - Helps determine weapon damage to a foe.]
    MAG [Magic - Helps determine magical damage to a foe.]
    DEF [Defence - Helps determine weapon damage dealt to self.]
    RES [Resistance - Helps determine magical damage dealt to self.]
    SKL [Skill - Helps determine Critical Hits among other stuff.]
    SPD [Speed - Helps determine evasion, accuracy and the number of hits you may make per attack.]
    CON [This one is up to you. It's your physical constitution. Give a value between 3 and 10 depending on your character's bulk and weight. Light or scrawny characters would rate 3; big bulkies would rate a 10. A 'CON factor' will be added to this amount based on class. It does a variety of things, some of which is not included in the games. Do remember not to include the CON for mounts! Their CONs are part of the factor.]

    Stat Major - [Add what stat you want to be highest here. This will majorly affect your RP performance; it gives a considerable boost to one particular stat.]
    Skill Capacity: 20 [Skills take up a certain Capacity. You can fit in as many skills as the capacity allows. Capacity increases by 5 for every 5 levels gained, plus by 5 per Reclassing: a unit can have a max of 50.]

    Effect-Skills [NOT compulsory. These are like S-abilities. You MAY choose one from the list at the bottom.]
    Counter-skills [It is like the R-ability. One MAY be chosen from the list at the bottom. Again, not compulsory.]

    Combo Skills – [These abilities can only be used in special circumstances or with units that have built up a Support of A with you. Usually, these will deal extra damage or induce status conditions or the like. You can have more than one: when you enhance a Support to level A, you have the option of creating a common Combo ability. Note: They do NOT take up Capacity!]
     
  6. > Profile: Nyth
    - GENERAL -
    Name: Nyth
    Gender: Female
    Age: 17
    Class: Healer
    Level: 1
    XP: 0/50
    Appearance: Nyth has long, flowing black hair, that sometimes flies in her face when the wind is strong. She wears a pink-hooded cloack around her upper body, which is then tucked into a brown pair of pants that extend to a little portion above her knees. Nyth tied a "strap" around the base of her staff, so she could hold her "weapon" along her back.

    Inventory:
    • Weapons:
    1. Heal (E) - 39/39
    • Items:
    1. Vulnerary – 3/3

    Weapon Ranks:
    • Staves - D

    - STATS -

    • HP: 20
    • STR: 2
    • DEF: 5
    • MAG: 4
    • RES: 5
    • SPD: 5
    • SKL: 4
    • CON: 5
    • MOVE: 5

    - SKILLS
    • B-SKILLS
    • Miracle – causes a potentially lethal blow to do only half damage.
    • F-SKILLS
    • Blessing – heals a little HP every turn for adjacent allies and self.
    • C-SKILLS
     
  7. > Profile: Markus Murmed
    - GENERAL -
    Name: Markus Murmed
    Gender: Male
    Age: 18
    Class: Myrmidon
    Level: 1
    XP: 0/50
    Appearance:

    Inventory:
    • Weapons:
    1. Iron Sword (D) - 36/36
    • Items:
    1. Vulnerary – 3/3

    Weapon Ranks:
    • Swords - D

    - STATS -

    • HP: 20
    • STR: 6
    • DEF: 5
    • MAG: 3
    • RES: 3
    • SPD: 6
    • SKL: 7
    • CON: 7
    • MOVE: 5

    - SKILLS
    • B-SKILLS
    • Adept – lets the user attack once more without wasting a weapon use.
    • F-SKILLS
    • Exchange – decreases the amount of XP gained, but gives stats a better boost when Levelling Up.
    • C-SKILLS
     
  8. Oh and as everyone can see I've updated the Signup sheets =D
     

  9. > Profile: Aphor
    - GENERAL -
    Name: Aphor Huntar
    Gender: Male
    Age: ~30
    Class: Fighter
    Level: 1
    XP: 0/50
    Appearance: He is a strong and bulky man who wears a headband and has grey-brown hair. He has quite a few scars on his body as a result of fighting in the army. He is hefty and stands at an impressive 6'1".
    Background: Feared on the battlefield by friends and foes alike, Aphor was a force to be reckoned with during his younger years, when he was a Warrior for the Eruhasan army. He is in truth a simple man from the countryside in Eruhasa. He carefully tends to his beautiful orchards with his family. Not having fought for a long time, he has almost forgotten how to wield an axe.

    Inventory:
    • Weapons:
    1. Iron Axe (D) — 35/35
    • Items:
    1. Vulnerary — 5/5 [Number of uses. Please keep updating this!]

    Weapon Ranks:
    • Axes — D

    - STATS -

    • HP: 20
    • STR: 11
    • DEF: 4
    • MAG: 1
    • RES: 3
    • SPD: 4
    • SKL: 7
    • CON: 7
    • MOVE: 5
    • Stat Major: STR

    - SKILLS
    Skill Capacity: 20

    • B-SKILLS
    • F-SKILLS
    • Parity – cancel out all terrain bonuses and impairments for self.
    • C-SKILLS
     

  10. > Profile: Quinn
    - GENERAL -
    Name: Quinn Epen
    Gender: Female
    Age: 24
    Class: Spellcaster
    Level: 1
    XP: 0/50
    Appearance: Tall (at 6'3") and thin female, she wears a grey cloak with the Golem Symbol on it: the mark of a Spellcaster. She is an easy-going and supportive individual, although a little lackadaisical at times; however she can and will lose her temper if driven to a certain point. She is also very flexible and can adapt to different surroundings, and often acts on impulse.
    Background: A prodigy, she is a graduate of the Eruhasan Academy for the Magic Arts and a high level Spellcaster. She is a little inexperienced in actual battle but is willing to join the exploration team to figure out what's messing with the world. Her qualification: a certificate of high distinction declaring her result in the graduate exam (top marks in everything).

    Inventory:
    • Weapons:
    1. Luce (D) — 34/34
    • Items:
    1. Vulnerary — 5/5

    Weapon Ranks:
    • Light — D

    - STATS -

    • HP: 20
    • STR: 4
    • DEF: 5
    • MAG: 9
    • RES: 3
    • SPD: 5
    • SKL: 4
    • CON: 6
    • MOVE: 5 + 2 (Celerity) = 7
    • Stat Major: MAG

    - SKILLS
    Skill Capacity: 20

    • B-SKILLS
    • Wrath – increases Critical Hit rate drastically when afflicted with Critical HP.
    • F-SKILLS
    • Celerity – makes it easy to move, but ignores terrain advantages and disadvantages.
    • C-SKILLS
     
  11. > Profile: Flare
    - GENERAL -
    Name: Flare Zannyth
    Gender: Male
    Age: 19
    Class: Fire Mage
    Level: 1
    XP: 0/50
    Appearance: Click Here
    Background: Flare was a young boy who grew up in the wilderness, and only had his grandfather to look after him. His grandfather cared much for him, and as such, taught him how to use Tomes of Fire, seeing as that was the natural affinity that runs throughout the entire family of Zannyth. After one year of Flare's training, Flare's grandfather had passed away from old age. Distraught, Flare abandoned the woods, and went out to explore the world, having only barely learned how to wield the flames.

    Inventory:
    • Weapons:
    1. Fire (E) --- 31/31
    • Items:
    1. Vulnerary --- 5/5
    Weapon Ranks:
    • Fire --- D
    Supports:
    - STATS -
    • HP: 20
    • STR: 3
    • DEF: 3
    • MAG: 10
    • RES: 6
    • SPD: 4
    • SKL: 4
    • CON: 5
    • MOVE: 5
    • Stat Major: Magic
    - SKILLS -
    Skill Capacity: 20

    • B-SKILLS
    • Flare [Fire Mages and High Mages only] – deals double damage with Fire spells, can stack with critical hits.
    • F-SKILLS
    • Recovery [Magic units only] – heals HP each turn based on Strength (inflicts buff Recovery).
    • C-SKILLS
     
  12. > Profile: Aelcor Milwood
    - GENERAL -
    Name: Aelcor Milwood
    Gender: Male
    Age: 17
    Class: Mercenary
    Level: 1
    XP: 0/50
    Appearance: Click Here
    Background: Aelcor, a young boy, born and raised as a farmer. Aelcor's family, as well as many other farmers around the area, were always under constant threat by Bandits. After a swift bandit invasion against his family and farm, which left the area in ruin, and his parents dead, Aelcor fled the farm, to go join a local Mercenary group.

    Inventory:
    • Weapons:
    1. Iron Sword (D) --- 36/36
    • Items:
    1. Vulnerary --- 5/5
    Weapon Ranks:
    • Swords --- D
    Supports:
    - STATS -

    • HP: 20
    • STR:
    • DEF:
    • MAG:
    • RES:
    • SPD:
    • SKL:
    • CON:
    • MOVE: 5
    • Stat Major: Strength
    - SKILLS -
    Skill Capacity: 20

    • B-SKILLS
    • Haste – makes sure that the wielder always attacks first, regardless of the order. Order is used if both units have Haste (inflicts buff Haste).
    • F-SKILLS
    • Nihil – cancels out all of the enemy's skills except for Nihil itself during a battle. It works both ways.
    • C-SKILLS
     
  13. This isn't really myself formally signing-up yet, (I'm going to do so VERY shortly-) but I'm just letting you know that I will be doing so VERY shortly- as soon as I have the time to write it all out, basically -like today or tomorrow. At first, I was apprehensive since I don't have muuuuuch experience with statplays, but I'm sure I can pick up on it easily since I'm already so into Fire Emblem and all. XD And lo-and-behold! This is Fire Emblem! And to work with my good buddy Flamezone again? Count me in. I'll let you know if anything changes, but it shouldn't.
     
  14. Espy has actually waited for you this entire time, he said he wouldn't start the RP without you :p
     
  15. Welp! Sorry to keep you all waiting. <: However, Jonno is here now, and he has thusly PM'd Espy-boy with his lovely submission form~ You should all be seeing it soon, my children. <3 This will be... Brilliant. Oh yes.
     
  16. Boom.


    > Profile:
    - GENERAL -
    Name: Jane Brisbois
    Gender: Female
    Age: 22
    Class: Mercenary
    Level: 1
    XP: 0/50
    Appearance: Jane is a young, fair-skinned Caucasian woman with deep forest green eyes and shoulder-length, perfectly smooth pink hair (think the color of this submission form). She stands at around an average 5'4" and is of average weight, with a little bit of muscle on her that should be expected after her work as a hired blade had gone on for sometime. She has a fine-chiseled facial structure, with evident cheekbones and jawline that, plump, though not overdone, lips, and a nose of European-derived structure that rounds out a little near the bottom but is fairly primp and proper in basic structure that make her, for the most part, fairly attractive. On the overall, her status as a once-noble is evident through her facial features and green dress, and broach, but most certainly not by the brutish way she fights on the field.

    Background: Jane was born into an aristocratic family in the highlands of a prosperous rural countryside completely free of bandit control since its founding several decades before her birth. However, one day, bandits did come, and they came in droves, the village having been deceived by a good, though less fortunate friend of the Brisbois family who had joined with the bandit squad to loot during the mayhem. Jane, at 17 years old, was forced to escape and begin an entirely new life after the death of her parents, and the majority of anyone else from her hometown, dead-set on enacting vengeance upon the man who had tipped off the bandits of their location, and acting as a sword-for-hire, working to save other villages in need of liberation of bandit rule, knowing, one day, she could very well meet that man again.

    Inventory:
    • Weapons:
    1. Iron Sword (D) - 36/36
    • Items:
    1. Vulnerary - 5/5

    Weapon Ranks:
    • Swords - D

    Supports:

    - STATS -

    • HP: 20
    • STR: 5
    • DEF: 5
    • MAG: 4
    • RES: 2
    • SPD: 5
    • SKL: 9
    • CON: 5
    • MOVE: 5
    • Stat Major: SKL

    - SKILLS
    Skill Capacity: 20

    • B-SKILLS
    • Haste – makes sure that the wielder always attacks first, regardless of the order. Order is used if both units have Haste (inflicts buff Haste).
    • F-SKILLS
    • Nihil – cancels out all of the enemy's skills except for Nihil itself during a battle. It works both ways.
    • C-SKILLS
     
  17. I take it this is dead, then?
     
  18. Huh, much as I hate to say it, yes. At least only until the mid-February, when my final exams will be over and my summer break begins!
     
  19. Well then, if this RP ever does come back, I'll shoot a text in Flamezone's direction so that he can be made aware about its continuance as well. XD Sounds good and fine; enjoy your exams! :p
     

  20. :5
     

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