Some countries are founded by explorers. Others, by rebels, visionaries, those who claim they have seen the face of God.
Caldea was founded out of desperation.
Thousands of men, women and children were exiled from the Atrean Empire with nothing but what they could carry, weapons aimed at their back. They were left to perish in the cold north, surrounded by freezing snowstorms, dead soil, and, worst of all, hostile natives- the wolf laguz, territorial shapeshifters who viewed the refugees as nothing more than another kind of prey. To say that matters were grim would be an understatement.
But in the harshest of climates, those who are truly strong come into their own.
The man who became the first King of Caldea was likely from humble origins- but although we know little about his history, it is clear that leading was his true calling. Within half a year of his first recorded appearance, he had united the different refugee groups, built a makeshift city and defenses, and somehow tamed a dragon. The wolves, finally realizing the intruders as a legitimate threat to their supremacy, launched a series of assaults on the exiles. But the First King’s work was done: the wolves were driven back to the southern forests, no longer masters of the land.
When the time came to choose a leader, the decision was unanimous. Caldea was born, and a royal line was established.
And yet, a strong ruler does not guarantee strong successors. The royal family tree has of late indulged in a serious amount of, well, self-pruning. The only members left as of a year ago were the young king, Samuel, and his sickly brother, Florian. That winter, though, the king and a retinue of his most trusted knights disappeared in a snowstorm. After a few months of frantic searching, the nobility decided to call off the hunt, and crown the ailing boy instead. He is now the last of the Caldean royal line- and a successor has not been named.
Across Caldea, those who lust for power prepare for a day where they might lay claim to the kingdom, and sharpen their blades.
A day that may come very, very soon.
What’s this?
Glad you asked! This is the IC/OOC thread for a Play-by-post rpg with a battle system based on Intelligent Systems’ Fire Emblem series, a small-unit strategy game. The mechanics have been cobbled together from both the efforts of the folks at
http://fed20.wikidot.com/ and some work of my own. The general rules can be found
here.This sounds like some more typical fantasy bullcrap. Why don’t you use D&D or system ____ instead?
Because most rpg systems would make creating and running battles with dozens of unique participants about as quick and fun as being dragged cross-country while chained to the back of a moving segway. Also, the games have a pretty neat strategy/RPG battle system that’s even set up to give bonuses for good character interaction!
Okay, so how do I sign up for this?
Easy! Just follow the character creation guide located
here and come up with a fancy statblock for a level one character. In addition, you should come up with a bit of character background- stuff like your character’s personality, what motivates them (adventurer’s spirit, money, crippling self-loathing, etc) and maybe some more interesting details, like how they picked up their weapons skill, their horse’s name, so on and so on. Then, put all that stuff in a post and post it! If you have questions about what I want or how anything works, post them in the thread or PM me. I’ll probably respond to the thread before PMs, though. Looking for three-four players to start, and to add more as I get the hang of things. Potential sign-ups should note that I want things to move
fast, because I am
incredibly impatient. So... you know, make sure you can write a couple sentences a week.
Other useful things I almost forgot: Campaign Style/Rules: There’s going to be a fair amount of battles, but I do enjoy character interaction stuff. Essentially, I’m going to try and cater to the players on this one, whatever people enjoy most is going to the forefront. You’ve seen pretty much all the rules up above- it’s not an especially hard system, but I’m fine with dropping hints and explaining things as needed. Because I’m sure I’ve been really obtuse about something. This should be primarily PbP, but for long conversations or individual things IRC could come into use. Also, if I ever figure out what the
hell I’m doing in maptools we could probably run stuff live, based on player interest.
So, yeah!
Posts
character creation guide
general rules
weapon stats
world glossary
The new story starts here!:
(right here)
Class: Cleric
Level 3
Build: 12
Movement: 6
Weapon Proficiency: Staff [C]
HP 15
EN 9
SKL 4
SPD 5
DEF 8
RES 4
Capacity 10/10
Density [Cost 5]: Build permanently increased by 6.
Smite [Cost 5]: In addition to the normal [Shove] action, this unit may [Smite], moving an adjacent unit two spaces away.
Items:
Mend (Might 1 / Hit 90% / Effect: (2 x Energy) heal
Restore (Might 1 / Hit 90% / Effect: Cures Status Effects)
Vulnerary [3] / Effect: Restore 10 HP
Antitoxin [1] / Effect: Recover from Poison Status
Biography:
Orson is, or was, a Caldean laborer and self-proclaimed "mountain man", who enjoyed an industrious life procuring resources for whatever businesses in the empire hired him for. His presence at surveying operations outside of the seal and increased unrest inside Caldea proper led him to hone his skills with an axe for more than lumberjacking. The number of combats Orson found himself in increased over time, the man eventually finding himself not a laborer but an armed escort, and later a mercenary.
This all ended when he suffered a grievous wound dealt by a thin, gray-haired swordsman, unusually out of place in the group of bandits Orson was facing. Though his allies drove away the swordsman and bandits, the wound would not heal fully no matter what measures Orson and his friends tried to take. His right arm could no longer attempt heavy lifting or wield an axe without intense pain shooting up Orson's body. Not even yet middle aged, Orson was at a loss of how he was to support himself anymore.
He eventually found himself in an out of the ways chapel, helping out with chores with his good arm and substantial bulk. Taking an interest in the faith, he found himself setting out on a holy pilgrimage four years later: his last trial to become a fully ordained priest. Wandering the wilds once more, offering aid to those in need and catching up with long lost friends as his journey takes him closer to the border, he finds himself approaching the village of Valetia once more...
Level 1
EN:6 (60%)
SKL:6 (60%)
SPD:7 (70%)
DEF:2 (20%)
RES:3 (40%)
HP: 18+1 (20%)
Build: 8
Movement: 7 (Flying)
Weapon Proficiancy: Lance [E], Bow [E]
Capacity: 10/10
Additional Weapon Proficiancy [Cost 10]: The unit gains another Weapon Proficiency of their choice, starting at Grade [E] Only Magic using classes can pick Magic weapon types, and only Physical classes may pick physical weapon types.
Light Crossbow [E] [Might: 12] [Hit: 100] [Crit:0] [Weight: 10] [Effect: Range 1-2, Ignores user strength]
Macia was a soldier. Still would be, had that bad bit of business not gone down, but the past is dead. She's a mercenary now, trading her spear and wyvestrian skill to keep her and Gyor in food. They've set upon a new job, now. Should be pretty easy work, but Mac's got a bad feeling.
Steam
Class: Mage
Level: 6
EXP: 0
HP 19
EN 11
SKL 8
SPD 10
DEF 2
RES 8
Build: 8
Movement: 5 (foot)
Weapon Proficiency: Dark [D]
Capacity: 10/10
Adept [Cost 10] : Allows a unit to add another strike to the end of its strike on an attack roll lower than its Speed.
Shade [Cost FREE)]: Other units are targeted by enemies over this unit.
600 gold
Inventory:
Flux
Hit 80
Crit 0
Weight 8
Range 1-2
Worm
Hit 70
Critical 0
Weight 24
Effect: Regain half damage done as HP
Vulnerary
3/3 uses
Sardo is a man who appreciates the finer things in life. However, he couldn't pay for them since his research into magical flight for the everyman wasn't panning out. He's sure he's on the verge of a breakthrough, though. To make ends meet in the meantime, however, he needed a job that would pay his growing pile of bills. Since it appeared that violence was a rapidly growing career path, Sardo dusted off his old Flux spellbook and went looking for someone who was willing to pay to see their enemies' internal organs crushed from across a battlefield.
Not surprisingly, he ended up with this bunch of... colorful characters. But, better that he have some big lunkhead to stand in front of him while he's reading and chanting, right?
Twitch Stream
b-but that's your job!
Shock, Capfalcon, stuff looks good! I didn't actually put together any starter item guidelines yet but it's good to see some initiative- I'm definitely leaning towards everybody getting one of each of their weapon types and a vulnerary, but I'm still deciding which weapon stats to use for some types. One thing I forgot to mention that may seem a little weird to FE veterans: so far I don't have any plans to pay attention to weapon durability, at least for the common and weaker weapon types. So, don't worry about weapon usage...yet.
starter weapons are here
Pick two. Preferably two that you can use, but hey, knock yourselves out. Everyone also gets 3 uses of a Vulnerary, an item that restores 10 HP in battle.
Class: Soldier
Level: 6
HP- 22 (60%)
EN- 8 (60%)
SKL- 5 (30%)
SPD- 9 (20%)
DEF- 10 (70%)
RES- 6 (30%)
Build: 12
Movement: 5 (foot)
Weapon Proficiency: Lance [C]
Capacity: 10/15
Imbibe [Cost 0]: Doubles the effect of Vulneraries.
Miracle [Cost 5]: Halves damage sustained from potentially fatal blows.
Provoke [Cost 5]: Enemies will target this unit first under most circumstances.
Inventory:
Might 10
Hit 70
Critical 0
Weight 13
Uses: N/A
Javelin
Might 6
Hit 65
Critical 0
Weight 11
Uses: 2x
Vulnerary (3)
300 gold
In a former life, Allan was a knight of House Vallis, a first cousin of the heir apparent to the Vallis throne. He spent years perfecting his skill in weaponry to serve his House with honor and dignity, and was prepared to give his life defending it. Although he didn't especially like his cousin Phineas, who coveted power, he very much loved his family, and as Allan's strength and skill grew, he participated in several tournaments and won the favor of the people.
That all changed with the passing of Frederick and the ascension of Phineas to the throne. Allan was popular with the citizenry and the nobles alike, while Phineas was not. Phineas grew afraid that Allan was plotting with the nobles to overthrow him, or have him assassinated, for Allan was now the successor. To protect himself, he trumped up a false claim suggesting that Allan cheated at one of his tournaments, and banished the young knight from the palace.
That was several years ago. Since then, Allan has been working as a rather successful mercenary, and although the experience has left him somewhat bitter, he remains a good person. He holds a great deal of respect for those who study magic, being somewhat afraid of the stuff himself.
Name: Feesa
Class: Mage
HP: 17 (30%)
EN: 7 (70%)
SKL: 8 (90%)
SPD: 3 (30%)
DEF: 3 (20%)
RES: 4 (30%)
Build: 6
Movement: 6 (foot)
Weapon Proficiency: Anima
Capacity: 0/10
Shade [Cost 5]: Enemies will target this unit only when no other viable targets are in range.
Duelist [Cost 5] (Free for Myrmidons): this unit’s Skill rises by 5 points when in combat with higher-level units
Inventory:
Thunder (E)
Might 5
Hit 90
Critical 5
Weight 4
Elthunder (D)
Might 8
Hit 80
Critical 10
Weight 6
Vulnerary (3)
Background:
Time passes and the world changes, young Feesa slowly becomes a woman. Some time during her early teen years she began to wonder about the mysteries of the outside world. Her father, stern in his tone, said to her "you are far to careless and clumsy to ever leave this forest. You would destory the world with your careless mistakes and blundering." Although none of these things were true, her father knew she had to be suppressed for fear she would learn of civilization and leave home looking to intigrate. In fact she was just the opposite of everything he told her. But his fear got the better of him anyway and for years he continued this oppression.
It was days before her 16th birthday when her mother fell ill. Without the aid of others, her mother went into a steady decline. Slowly, little Feesa watched as the illness would claim her mother...little Feesa learns what death means for the first time. Stricken with grief and sorrow she turns to the only man she knows for help. Her father, mourning the loss of his wife, is not of much comfort. Left to deal with the agony of loss on her own, she decides to suppress her emotions, and bottle up the grief. She would need to be strong if her father was to be weak.
As young Feesa finally dawns the age of woman, she finds her life tuned inside out by the deeds of evil men. War with bandits is heard on the lips of the local villagers and soon soldiers come looking to increase the size of the defense force. Mecerinaries are paid to start building and recuriting a new army for the defense of the lands. The recuriters are cruel, ripping mere children from the arms of crying mothers. And putting down any who stand in their way. Hearing of an old monster slayer living deep in the woods, the recuriters decide he would be a great trainer for the new army...little do they know Feesa's father would reject them completely.
It was a beatiful day when the soliders appeared in the forest. Allerted by the fleeing animals, Feesa's father's fear grips him again. Men coming into his forest would not be tollerated. Grabbing his now ancient relics he sets out to see they leave peacefully. Telling Feesa to stay in the house at all costs as he leaves in a hurry. This would be the worst decision the old man as ever made. After the loss of her mother, Feesa began to doubt her father. Over time, this doubt grew into resistance...even rebelion. Shortly after her father was out of sight, she decided to follow....
Deep in the forest Feesa learns of other people in the world of her trees. Following her fathers trail is easy when he is in a rush. As she gains ground on him she hears it for the first time. Someone's voice, other than mother or fathers. Slowly she approches the group. Men like father, wearing...metal...like that of the pots and pans she cooks with. It isn't fear that grips her, but joy. She wanted to know these men. She wanted to talk to them. But courage blinded her. She did not see her father catch notice of her pressence. It was in this moment that he commited his final failure to his daughter.
Fear gripped the old man. "She must never leave" he thought. "These men must die with our secret" he says under his breath. He raised his relic, and in an instant thunder is heard and one of the men drop dead. Fear gripped them all. The recuriters scramble to get their weapons raised. Feesa runs at her father with a speed she did not know she had. Another soldier drops just as Feesa catches her prey. She tackles her own father knocking his weapon away. The look of horror on both of their faces is indescribable. Her father is furious that she would stop him from saving her, and she equilly angry that her father would take lives of the only 5 people left in the whole world...He scrambles to get to his weapon. But he is too late. The soliders are faster than him at his age...and he was struck down.
It was in this moment, this agonizing loss of the only person she loved left in the world, that Feesa finally believed her fathers words. She was clumsy. She was careless. She had destroyed her world with a single act. This moment would shape Feesa for the rest of her life. But this moment wasn't over. No, the soldiers needed troops, and Feesa was full of courage. If she could learn her fathers art, than she would be a great asset. Filled with grief, Feesa is lifted and taken to the village. With noone else to talk to in the forest, she decides goes quietly...and carefully. It would be days of silence before she would find the mindset to be able to speak again. The world would overwhelm her as soon as she cleared the forests edge. People, places, and a new life await in the village of Valetia.
You might want to note that Rawkking appears to be working on a healer too- not sure if you guys want to double up on that?
A myrmidon, sword cavalier or thief would be good too. Right now, it'd be so easy for me to make every major boss an axefighter.
Twitch Stream
Name: Razia
Class: Cavalier
Level: 6
Exp: 0
HP: 21
EN: 6
SKL: 12
SPD : 14
DEF: 3
RES: 6
Build: 7
Movement: 8 (mounted, +1 from Fleet)
Weapon Proficiency: Bow [D]
Affinity: Wind
Capacity: 15/15
Medic [Cost 5]: This unit can use Vulneraries, Antitoxin, and Elixirs on adjacent units as an action.
Fleet [Cost 5]: Movement is permanently increased by 1.
Aquatic [Cost 5]: Allows this unit to traverse river and ocean terrain like normal spaces.
Recruitment Points: 1
Inventory:
Might: 6
Hit: 85
Critical: 0
Weight: 5
Iron Sword
Might: 5
Hit: 90
Critical: 0
Weight: 5
Vulnerary (3)
Seraph Robe (+7 to HP)
Bio:
Three years later, her brother set off on another job with a handful of crusaders. He was only supposed to be gone for a few days, but weeks later the knights returned, and her brother was nowhere to be seen. They offered their sympathies, but none of the men explained what actually happened to him. Instead, they provided the family with the horse the brother rode as compensation for their loss. After that, Razia took to part time jobs to help support her mother. Now, she works as a courier atop the family's new horse, making small treks to deliver letters and packages to other nearby villages. She's always seen with her bow across her back and her father's blade tucked at her side. The horse, whom she named "Arion", took a strong liking to her and the two quickly became inseperable. Being a courier, Razia gets to meet countless people in her travels and hears all sorts of stories about their adventures, but they only serve to foster her dream, that one day she would find out what happened to her lost brother.
Hey, no worries. (First-time PbP GM here.) Your stuff looks pretty excellent, I love me some long, thought-out backstories.
So, feel free to put up a character for consideration! Just be forewarned that you might be in the first group. Once the people who've expressed interest get their characters in, I'll close submissions and figure out who to start with.
Name: Samish
Class: Archer
Level: 1
HP: 17 (40%)
END: 5 (40%)
SKL: 7 (70%)
SPD: 7 (70%)
DEF: 2 (30%)
RES: 4 (20%)
Build: 6
Movement: 5 (foot)
Weapon Proficiency: Bow [D]
Capacity: 0/10
Ballista (Free): Allows this unit to operate Ballistae and other siege weapons
Inventory:
Rank D
Might 9
Hit 70
Crit 0
Weight 9
Longbow
Rank D
Might 5
Hit 65
Crit 0
Weight 10
Range 2-3
Vulnerary (3)
Bio
It was apparent at a young age that Samish had a quick mind and an even quicker tongue. He was very curious about the natural world and would often take long hikes up in the mountains to study the local flora and fauna. He would often take his siblings with him on these hikes, but they never seemed to be as interested in nature as Samish was. As Samish grew, his curiosity increased. His parents decided that his best career option would be in the magical arts. It was there that his intelligence could flourish and grow. There was an elderly mage in town who was willing to teach Samish what he knew of spells, as well as reading and writing, and Samish was well on his way to becoming a formidable mage when his plans were interrupted.
Samish was studying in his master's house late one winter when news reached him that Malen, the youngest of his siblings and a boy of only 8, had gone missing. Despite the biting cold outside, Samish tossed on a cloak and rushed out into the snow. Samish searched high and low with the other men from the village, but all hope seemed lost. Night was coming and there was no sign of Malen. The men were about to call the search off and offer their condolences to Samish's family when Samish had an idea.
There was a clearing near the foot of the mountain where Samish had walked with Malen often. Samish was sure that Malen would go there if he got lost in the wilderness, and so he told the men that he was going to check one more spot quickly before night fell. It was only a ten minute walk from the village, so Samish went alone. He was confident that Malen would be where he thought he was, so he ran as fast as he could. It broke Samish's heart when Malen wasn't in the clearing where he was supposed to be. Samish could only sit down and think about what could possibly have happened to Malen as the sky grew darker. Finally, deciding that he'd spent enough time moping about, Samish hurried back to the village. As he was running back towards the village, he slipped on a patch of ice and his feet flew out from under him. He landed heavily on the ice, which broke beneath him sending him splashing into the small pool beneath the ice.
The water was bitterly cold and it shocked him to his core. He flailed desperately and called out for help. His movements were becoming sluggish and his head was bobbing beneath the water when the men from the village came to pull him back to shore.
Samish spent the next few days in a bed, battling a ferocious sickness with the help of the town healer. When Samish finally awoke from his fever he noticed something was different. It was something that he couldn't quite place until he called out that he was awake. It dawned on him that he couldn't hear his own voice. And now he realized that he couldn't hear anything at all. It is a very strange thing, being deaf. You don't notice the constant background noise until it's gone. It's maddening to simply have a void where your sense of hearing should be. Samish learned that he had fallen ill of an ear infection after the extreme cold of the winter water. It was even worse when Samish learned he could never be a mage. A mage, his master wrote, must speak his incantations with precision. A spell will not work if you're not able to pronounce the words correctly. Samish of course couldn't pronounce new words correctly, and as the years passed, his speech became less and less intelligible, until he communicated only through writing.
Samish became a haunted and lonely figure. He took to archery to take his mind off of other matters. There was something calming about perfectly calculating the trajectory of an arrow. When he took up a bow to hunting, the focus that was required left no room for anything else. As his skill in archery grew, so too did his conviction that Malen was not dead. Samish decided one day that he would go searching for Malen. He needed to be out of this village where everyone gave him pitying looks. He needed to be out on the road, taking what came to him. Samish knew that the search for Malen would not be easy. He would need someone to be his ears if he was going to go travelling in these dangerous times.
And so Samish set out from his village in the direction of the nearest waypoint where he might be able to find some companions, the border town of Valetia.
I know it's long. I just sort of started writing and didn't stop for about an hour.
Switch Friend Code: SW-1406-1275-7906
Class: Myrmidon
HP: 16+1d6 (50%)
STR: 5 (30%)
SKL: 3 (40%)
SPD: 5 (40%)
DEF: 6 (60%)
RES: 6 (50%)
Build:10
Movement: 5 [foot]
Weapon Proficiency: Sword [D]
Capacity: 10/10
Smite [Cost 5]: In addition to the normal [Shove] action, this unit may [Smite], moving an adjacent unit two spaces away.
Duelist [free]: this unit’s Skill rises by 5 points when in combat with higher-level units.
Provoke [Cost 5]: Enemies will target this unit first under most circumstances.
Steel Sword(speed 5): might:8 hit:75 critical:0 wieght:10
Long Sword(speed 4): might:6 hit:80 critical:0 wieght:11 Effective against cavalry
Vulnerary(3): restored 10 HPs in battle.
Jordan is boastful and aggressive, constantly seeking challenges which are probably too much for him. He follows orders well but often rubs people the wrong way by acting superior to everyone as well as loudly proclaiming his goals of seeking money, power and fame. His general line of thinking is that working as a mercenary is a smart choice for people with his obvious skill.
Originally training with his local village militia and his adopted father, a retired soldier of the queen, Jordan joined the mercenary group only recently. He was found at a young age in the wilderness, with no memory of how he got there or even his name. As a child he was often bullied due to his strange orange color and being an outsider to the village.
Hope that is an okay Myrmidon, I built him more as a front line guard.
So I'm kinda hoping someone else starts a game at this point because whoa I was not expecting this many submissions! Also I'd sort of like to see the system from an outside perspective or as a player. Might help the balance not suck so much.
I hear that.
I'm also amazed (but happy) that everyone has done the math correctly so far. I thought it was a little obtuse.
You are the best!
There is something to be said for the classics, but I've found myself preferring this one.
Switch Friend Code: SW-1406-1275-7906
Switch Friend Code: SW-1406-1275-7906
More to come, just late and need to get to bed for work tomorrow. Let me know if something needs to be changed. Question though can i even use a D rank anima? Also, are the stats hidden for a reason? Like luck, and weapon hit rate? Or am i just not seeing it?
Class: Mage
HP: 20 (40%)
EN: 7 (50%)
SKL: 4 (70%)
SPD: 6 (50%)
DEF: 3 (30%)
RES: 5 (30%)
Build: 7
Movement: 5 [foot]
Weapon Proficiency: Anima [D]
Capacity: 10/10
* Vantage [Cost 10]: Allows this unit to attack first, even when an enemy initiates combat. Does not activate if this unit is incapable of counter-attacking with its currently equipped weapon.
Inventory:
Elthunder [Rank D]: Might 8; Hit 80; Crit 10; Weight 6; paralyzes on critical
Vulnerary (3 uses): Heals 10 HP
Bio:
Depressed, too proud to return to his family and not possessing a lot of other options, Roan reluctantly signed up for a mercenary stint until he could get back to school.
Blossom give you +50% of your current stat growths in exchange for reduced experience.
In the character creation guide, it states that units can only have growth percentages in increments of 10. Does Blossom overrule that?
(i.e. I have a defense growth rate of 30%. If I take Blossom, is it 45% or does it get rounded)
It also states that you cannot have a growth rate of 100%. Does Blossom overrule that?
(i.e. I have an HP growth of 80%. I should get an extra 40% due to Blossom. This would take me up to 100%.)
Switch Friend Code: SW-1406-1275-7906