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  1. Contents:
  2. 1.0 Overview
  3. 1.1 Backstory
  4. 1.2 Inhabitants
  5. 1.3 Sardius Map
  6. 1.4 Dice, Stats, and Combat
  7. 1.5 Classes
  8. 1.6 Points, Leveling, Weapons, and Equipment
  9. 1.7 Notes
  10. 1.8 Q&A
  11. 1.9 Sign Ups
  12.  
  13. [spoiler="1.0 Overview (READ THIS FIRST)"]
  14. RotE is a stat based rp with a heavy focus on the narrative. Because of this, battles are usually spaced out and pacing can be irregular. Signups are always open, so take a look at information that catches your eye first, and then reading necessary bits if you're interested in joining. The Backstory section will summarize the emblem conflict in various parts. The inhabitants will fill you in on the different races and countries (though that info shouldn't be solely relied on for making backstory). The World Map is (to be) a frequently updated representation of the world from overhead. The Dice, Stats, and Combat section is a must read to learn about the core aspects of the system. The Classes area lists the available PC classes. The Points, Leveling, Weapons, and Items section details some very important elements of the rp. Notes will cover useful information and any extra rules that would make the Combat section too large if added there. Q&A will ask and answer some basic questions. Sign ups shows the signup template has a small walkthrough for creating a new character.
  15. [/spoiler]
  16. [spoiler="1.1 Backstory"]
  17. The Legend of the Fire Emblem is as old as civilization itself, and many, even gods, have sought to claim it at some time or another. At the close of the Legendary Rebellion, almost five thousand years ago, the Fire Emblem finally appeared in a battle between the rebellious vasili, and the God of Wrath. In order to ensure that the emblem did not fall into the wrong hands, the God of Wrath shattered it and scattered the fragments before going on to defeat the rebels once and for all.
  18.  
  19. Throughout the following ages, the pieces of the Fire Emblem have slowly come together again. Only a few remain, it seems, and now their power has sparked new conflicts in Sardius, and once again drawn the attention of both the gods, and the vasili.
  20.  
  21. (Revision Pending)
  22. [/spoiler]
  23.  
  24. [spoiler="1.2 Inhabitants"]
  25. [spoiler=HUMANS]
  26. Humans are the most numerous race in the world having villages, towns, and cities all over the land.
  27. NATIONS:
  28. [spoiler=URSIUM:]
  29. Leader: King Nathon Shastak, and Queen Tiphaney Shastak
  30. Capital: Ursentius
  31. Diplomatic Relations: Ursium originally encompassed all of the northern continent, and because of this, relations with Neviskotia are incredibly poor, with both nations becoming openly hostile or even going to war every couple of decades or so. Ursium's churches tend to spread mild to extreme propaganda all over and even have a strong influence over the government. Their borders and trade routes are heavily guarded, but open for normal travel and trade with outlying provinces.
  32. Government Structure: Kingdom ruled by the royal family. The strongest noble houses govern individual provinces with the exception of the Ursentius region which includes the capital of the Ursian churches, Europa.
  33. Characters of Importance:
  34. Arch Bishop Worthington: The Arch Bishop of the Ursian church and the most politically influential man in the entire country. He establishes doctrines for the church by communing with the major gods, supposedly directly. He is the only known person who can do this. He also serves as a personal advisor to the royal family.
  35. Prince Athrun Shastak: Son of the King and Queen.
  36. Princess Athena Shastak: Daughter of the King and Queen.
  37. General Ridge Remus: A General from a noble family who leads the largest army in Ursium. A Well known religious devotee.
  38. General Antonio Capaberra: The General leading Ursiums most famous and glorified army. He and his men are known as the Army of Wrath, specializing in very long range archery attacks and capitalizing off of a maneuver known as the Storm of Wrath.
  39. General Katelyn Mesoa: An army General who trained the Banshees, Ursium's most powerful pegasus knights.
  40. Major General Selene Alexakis: One of Ursium's most well known dragon slayers.
  41. Major General Patricia Belo: One of the four generals responsible for the defense of the capital city, Ursentius.
  42. Colonel Sapphire Langley: A renowned hero of the people who commands the Eastern Special Task Force.
  43. Lieutenant Colonel Miguel Taylor: Also known as the Red Wolf, Miguel co-commands Colonel Langleys small but highly respected battalion.
  44. Professor Seth Weyland: A well known and inventor in Ursium. Is frequently consulted by the military for new designs and is very well paid for them. Considered the smartest man in the world.
  45. Core Beliefs: Religion centered around worship of the four major gods. Culture based on artistry and agriculture. Strictly monogamous. Dragon presence prohibited. Dragon slayers are highly praised in religion centric areas of Ursium.
  46. Languages: Ursian(Based on Greek and Latin) and Common.
  47. Historic Overview: Ursium was founded almost five thousand years ago at the close of the Legendary Rebellion. It is the only major nation still in near total subjection to the gods following their commandments as closely as accepted interpretation allows. When eastern tribes began to rebel against them, the country suffered a very long civil war that ended in the creation of a province known as Kievan Rus. The next full scale civil war ended with the creation of the rival nation known as Neviskotia. The two countries are not always at war but are never on good terms either. In order to prevent total isolation and cultural stagnation, traders unrelated to the religious conflict between the two nations are given special licenses allowing them to do business in either country without becoming targets themselves.
  48. Misc:
  49. -Ursiums religious doctrines are nearly considered law throughout the country and are sometimes enforced in like manner.
  50. -The country has very strict rules and guidelines that stretch all the way into the military.
  51. -The minimum age for recruitment into Ursiums military is sixteen for men while women must be at least eighteen.
  52. -Ursium policy dictates that all of dragon kind are to be kept away from the holy kingdom and otherwise exterminated. They are generally seen as a blight lacking all purity and favor, though this doctrine originates exclusively from the Wrathite order and is not fully embraced by the other three orders. The true consensus on dragons is that they should never be used in conventional warfare and this is the supporting belief behind the other Ursian orders' opposition to Neviskotia.
  53. -The military and wrathite order encourage the training of Dragon Slayers, these people being some of the countrys most praised and blessed individuals charged with ridding the land of dragons(which includes Neviskotia).
  54. -The church has granted the Ursium military authority from the gods to exterminate not only dragons but those that harbor them.
  55. -Wyverns are not hated but are frowned upon by the church and military as well. Wyvern riders in Ursiums military are extremely rare and practically taboo.
  56. -Pegasus knights are considered sacred riders(when in the military or in service to the country in some way), but to legally use a pegasus in battle, one must undergo a special rite ceremony performed by the Order of Mercy. Illegal riders are prevalent outside of the military, however and it is difficult to enforce legal warmount ownership.
  57. [/spoiler]
  58. [spoiler=NEVISKOTIA:]
  59. Leader: Emperor Anton Loginov
  60. Capital: Kievan Rus
  61. Diplomatic Relations: At war with Ursium. Neutral to Kigen and many provinces within and bordering its territories. Though main trade routes to and from all territories in Ursium are closed off or strictly guarded, many smaller regions within the nation continue to import food and weapons while exporting rare minerals and other various goods.
  62. Government Structure: Royal family has near complete rule over the main territories creating and amending new laws via the Conclave. Other provinces are both governed and protected by appointed generals and their respective armies.
  63. Neviskosia's previous empress was said to have died of illness, though it was rumored to be an assassination. With no empress, Neviskosia has only one heir for the time being.
  64. Characters of Importance:
  65. Loran Chekov: Senior representative of the Conclave.
  66. Prince Deniska Loginov: Sole heir to the throne. Has a very young ice dragon who is like an adopted sister.
  67. Alyssa Ivanovna: Said to be Neviskosia's greatest sniper, she serves as Prince Loginovs personal bodyguard.
  68. Grand Marshall Milena Sokolovna: The head of Neviskotias army, and an extraordinary fire mage.
  69. Grand Admiral Linnette Levinova: The head of Neviskotia's navy, and most powerful water dragon on record.
  70. General Peter Bosconovitch: A violent and brutal general in charge of the borderlands. His brigades and full frontal tactics are feared throughout the country.
  71. Colonel Aleksandr Petrov: Tactical genius renowned for his unorthodox strategies and near countless victories. Also a well known womanizer.
  72. Boscov: A Wind Dragon from Nevsikosia who is notorious throughout the country for halting an invasion force singlehandedly. Serves as part of the royal guard in Kievan Rus, but is often sent out to oversee critical operations and acts as a general during these periods.
  73. Core Beliefs: Culture based on martial strength, honor, blood relations, and expansion. Strictly monogamous. Dragon presence encouraged.
  74. Languages: Neviskosian(based on Russian) and Common
  75. Historic Overview: Neviskosia was founded around fifteen hundred years ago. The strongest and most numerous of the eastern tribes captured region after region while spreading out in all directions. Two major civil wars in earlier Ursium history saw the most of this expansion. Until that time, the surrounding regions were a part of Ursiums vast territory. The country is diametrically opposed to Ursium's dragon policies as well as the assertion that the territories controlled by the Neviskotians are still a part of Ursium. This has the two countries eternally at odds.
  76. Misc:
  77. -The country's primary dealings are in weapon forgery and beast domestication. Some regions are devoted solely to that purpose.
  78. -Individuals are expected to contribute to society in some way and so from early ages children are taught the family trade, the most common ones being weapon smithing, mount breeding and raising, construction, and martial education.
  79. -The age and gender restrictions on military service are lax in Neviskosia, with some military recruits being as young as thirteen and women reaching some of the highest ranks in the army, even at as young as twenty-five.
  80. -Neviskosia encourages and harbors dragon kind, giving them the same rights as ordinary citizens. Some dragons own estates and have access to other human centric luxuries. The Neviskotian separatists who originated in Tashtagol enslave dragons and uses them as siege weapons, however.
  81. -Neviskotia's strongest military power is the Guardian Corps. These individuals comprise Neviskotia's most skilled and elite warriors. Unlike regular divisions, these individuals are scattered through Neviskotia's land and naval forces generally leading battalions or working alone and in secret. The Guardian Corps is allowed unlimited action making them literally above the law in most instances. They follow a special code in order to protect Neviskotia from its enemies. Guardian Corps members are never appointed in public and so who is and who is not a guardian can only be speculated by civilians for the most part.
  82. [/spoiler]
  83. [spoiler=KIGEN:]
  84. Leader: Emperor Jin Yamato
  85. Capital: Kayoyama
  86. Diplomatic Relations: Due to the war between Ursium and Neviskosia, Kigen has severely tightened its trade routes. Despite pressure from both kingdoms, Kigen adamantly declares its neutrality between the two forces, resenting both nations for their lack of support in prior requests to aid in the suppression and ultimate destruction of the Fallen menace.
  87. Government Structure: Policies within Kigen are formulated by the Emperor himself in the form of decree's. Failure to abide by the Emperor's words are considered an act of treason and is an offense punishable by putting the offender and their entire family to death.
  88. While legislation is handled solely by the emperor, enforcement and management of laws are handled by the Shogunate. A council of three men from respectable lineages. The most important position being that of the literal Shogun, a position which is held by the prestigious Ibaragi clan. The other two positions are the Left and Right Wing Imperial Generals, held by the Mikeda and Haragi respectively.
  89. Characters of Importance:
  90. Shiba Yamato: The eldest son of the emperor and heir to the throne.
  91. Zan Ibaragi: Fiercely loyal Commander of Kigens military forces.
  92. Sarunobu Haragi: Head of the Haragi clan, and successor to the Nanjo clan.
  93. Rin Yoshida: Imperial Admiral and cousin of Sarunobu Haragi.
  94. Asami Yoshida: A notorious kigense pirate sought by the navy for the largest known magic seal in the world, which her ship carries. Also related by blood to Rin Yoshida and Sarunobu Haragi.
  95. Kenjya Mikeda: Head of the Mikeda clan, the One Eyed Dragon of Rakuen.
  96. Yukari Mikeda: Daughter of General Mikeda.
  97. Core Beliefs: The Kigenese believe in a principle known as the Goryuu. (Five Style or Five Dragons) All men are said to be made up of these five traits.
  98. Fire: To burn away and eliminate anything which prevents an order from being completed
  99. Thunder: To accomplish ones task with swiftness and precision
  100. Wind: To batter the enemies of the emperor with relentless fury to ones dying breath
  101. Water: To accept the flow of society and flow around any obstructions without a single complaint
  102. Metal: To serve the emperor and his representatives with an unwavering iron will.
  103. -Hi-Ryu, Rai-Ryu, Kaze-Ryu and Sui-Ryu represent fire, thunder, wind and water respectively. The last dragon, Kou-Ryu, the Metal Dragon, is actually a title associated with the first leader of Kigen. It is now synonymous with any living emperor of Kigen.
  104. Languages: Kigen(based on Japanese) and Common
  105. Historic Overview: Kigen was founded even before the destruction of the Legendary Rebellion. Said to have risen up under the guidance of four legendary dragons, Hi-Ryu, Rai-Ryu, Kaze-Ryu, and Sui-Ryu. These four amid the growing unrest taught the up and coming kigenese what was considered strength and wisdom hoping to lift them up. After the close of the rebellion Kigen began to suffer constant attacks from the race known as the Fallen. The flying demonic beings had settled only a miles outside of the large country's borders and the nation took a new focus aimed at defeating the powerful combatants, but their original culture was set back by the overwhelming destruction of the rebellion. What survived were merely the basic teachings of the time, though these were also warped into something unrecognizable. Kigen's strict adherence to their surviving teachings has left a bad taste in the mouths of other countries and cultures, which constantly grow and evolve while kigen stagnates.
  106. Misc:
  107. -The people of Kigen acknowledge the four major gods existence but believe them to be generally unhelpful and do not believe they warrant any kind of worship. Instead, they look to the Four Founding Dragons for guidance and spirituality. They are seen more as forefathers and heroes than gods, however, they are still seen as divine entities. They do not really care for ordinary dragons, as they consider the four divine dragons to be a completely different race (due in no small part to their bizarre serpentine appearance). A commonly used example of the Kigenese is to compare humans and apes, when comparing the divine dragons and the mortal variety.
  108. -The Kigenese believe that they inherit traits from their ancestors. Hence, they take pride in their family's lineage, with a warrior's son inheriting his skill in battle. Negative traits are associated with women but especially infidelity, and children who perform poorly for long enough, are said to have inherited "bad genes" from their mother or more commonly, not be a man's true offspring.
  109. -Kigenese men are normally required to attend a special training session each morning in their local area. Since the government conscripts soldiers during emergencies, most men are trained via these sessions. After the sessions, they are required to return to whatever occupation they hold. Women can also legally be trained in various martial arts, so long as their husbands are in agreement, though this is seen as a means of defending the home and they are trained privately or in small classes for women. Most women trained in these special classes hold jobs as support in the kigenese army and normally see to support work, such as preparing rations for soldiers.
  110. -Being enlisted in Kigens military is considered an honor, and those without respectable jobs who refuse to join the military are labeled as cowards, on par with Unwanted's. The higher up in society they are, the more harshly they are treated as a result.
  111. -The principle of Teibudan is taught to all citizens, and it refers to the three classes of people in Kigen. Tei refers to the Emperor, Bu refers to the Shogun and other warriors, and Dan refers to males who work in agriculture and business. As such, women are not considered true "citizens" of Kigen unless associated with a male counterpart (Father at an early age, spouse once of age).
  112. -Women are able to be married off as early as twelve years of age. At twenty years they are considered "Of age" and are most frequently married off around this age as they are no longer considered property of their fathers. Late-bloomers are usually married off between twenty and twenty-five years of age. After this period women are more likely to be considered undesirable. Legally, a kigenese woman is expected to be completely obedient to her husband. Failure to comply with demands is grounds for divorce, or even execution if the woman is married to a man of particularly high status, such as a nobleman or general.
  113. -Women who are undesirable, disowned or simply too old to be married are considered "Unwanted." Unwanted's are generally considered bad luck and are more susceptible to random acts of violence. Despite the women of Kigen holding no official rights, they are seldom assaulted. Unwanted's, however, are the exception.
  114. [/spoiler]
  115. [spoiler=REX-AVAZ:]
  116. Leader: The Queen of Sanctuary
  117. Capital: Sanctuary
  118. Diplomatic relations: Sanctuary itself has virtually no contact with foreign powers and tends to limit its contact with the outside world to trade agreements with independents from the coastal regions.
  119. Government Structure: Queen Aisha, through unknown means, governs the country from a totalitarian position of power. Anything she dictates is law, and she is worshiped as a goddess. Most of the country does not adhere to these laws, however, and there is widespread, yet oddly passive rebellion, with the worst anti-government movements being led by specific organized groups.
  120. Characters of Importance:
  121. Lulu Mahmud: A maiden of Aishas and her primary spokesperson. She is the normal means by which Sancturans are instructed.
  122. Adel Aziz: Leader and Commander of Rexs military forces. A skilled nomadic trooper.
  123. Haythem Aziz: Only son of Adel and a talented wyvern rider.
  124. Mansur Mirza: Captain of the guard and head of a small battalion who guards the ever changing trade routes.
  125. Core Beliefs: The capital city submits entirely to Aisha's will on the premise that she will one day be able to return those that have died and grant all of her followers immortality.
  126. Languages: Rexian(based on Arabic) and Common.
  127. Historic Overview: When nomadic groups aimed to settle down in the Rexian desert, free from the destruction and reclamation overtaking the continent, they encountered natives of an old and desolate nation. These people began living together, after two generations, the two groups found that they were unable to sustain themselves in the desert environment at such a size. Then, the desert goddess came to them offering to ease their burden, help build them up as a nation, and protect them from the outsiders with her power. Her one condition was that she would be the undisputed ruler of this nation. They accepted and in a very short amount of time, Rex-Avaz was established. The country was blessed by her mightily. Sandstorms prevented outsiders from finding their sanctuaries in the desert. The sands and rocks were pulled back to allow even an oasis to appear where it was needed. However, over time, Aisha's statutes began to lose favor with many of her people and some of them began to go their own way in life. Aisha promptly removed her blessings from these people, and the resulting hardships of desert life either brought them back into submission to her will or hardened hearts. As the succeeding generations grew up and were taught by the previous ones, the number of dissenters grew, kept only in check by the nation's high mortality rate. Now there remains only one completely loyal city, a city that is said to be impossible to find unless Aisha herself wills it. The elusive city is her seat of power to this day.
  128. Misc:
  129. -Due partly to the nation's supreme ruler being a woman, women in general are highly regarded in the nation. It is more of a treasuring than actual respect, and women are not allowed to risk their lives in battle or construction; instead, they are kept away from such matters altogether whenever possible.
  130. -Rex-Avaz's official military, the Sancturan army, is small but very powerful, possessing only the most skilled and hardened of warriors. With Aishas help and their own desert combat training, the city-nation has proven to be nigh impossible to conquer, conventionally speaking. The army takes care to never engage an enemy on unfavorable terms, and focuses on mobility and ranged combat. With Aisha's help, they are able to move through the dunes with little effort. It is considered impossible to outmaneuver the Sancturan army in an open field within Rex-Avaz's borders, thanks to their 'blessed hooves', Aisha's blessing.
  131. -Sanctuary is the only truly large city in the entire country and there are few cities in general.
  132. -The Fire and Wind gods are considered by the Rexians to be enemies of Aisha and are hated by the general populace, even the dissenters, as some of them blame Aisha's methods of governing on her ancient battle with those two entities as well.
  133. -Aisha is almost never seen by those who do not personally know her. Instead she speaks through a small legion of maidens.
  134. -Aisha's maidens are the countrys most beloved women. Men who manage to wed them are given great honor, respect, and to some degree, power. Her maidens are chosen by her in person during her very rare appearances.
  135. -The Sancturan military has very few ranks only containing: Infantryman, Lieutenant, Captain, General, and Commander in that order. There is only one commander allowed at a time, and gaining a single rank in the military takes years or amazing feats of character, strength, or intelligence. Aisha has also been known to freely give rank to those she favors.
  136. [/spoiler]
  137. [/spoiler]
  138. [spoiler=NONHUMANS:]
  139. Below are several links to the extra races in RotE and useful information about them.
  140. Avians and Dark Avians
  141. The Fallen
  142. Dragons(pending ...)
  143. [/spoiler]
  144. [spoiler="The Major Gods:"]
  145. Lord Wrath:
  146. A punisher of the wicked. Somewhat harsh in all manner of judgement, and hostile to that which is not in subjection to him. Wrath has the appearance of a human and appears that way in modern art. He is actually known as a god of justice, rather than an 'angry deity'. The term 'Wrath' comes from his manner of dealing with matters, which is often quite destructive. During the end of the Legendary Rebellion, he put down all resisting vasili and destroyed entire countries as well as all knowledge of the weapons that were used during that time period.
  147.  
  148. Lady Mercy/Mother Mercy:
  149. The forgiver of sins. Unusually kind for such a powerful being, and somewhat lenient. Sustains light magic in the world granting it to her followers. Mercy has the appearance of an Avian and is always depicted that way. She is known as a goddess of empathy. During the end of the Legendary Rebellion, she saved all those who were deemed worthy from Wrath's destruction.
  150.  
  151. Nature/Mother Nature:
  152. The Earths leading caretaker. Apathetic to all but the Earth itself. She sustains anima magic in the world and boasts unlimited control over it. Nature has the appearance of a dragon and is depicted as such in all but Ursium. In Ursium, she is seen as a humanoid figure with dragon wings, a contrast to Mercy in some ways. She is also seen as a strong advocate of mortality and life cycles. Following the Legendary Rebellion, she restored the world and returned it to its proper state.
  153.  
  154. Truth/Lord Truth:
  155. The keeper of knowledge and god of consolidation. Understands some of the most complex and complicated of matters. Sustains all dark magic in the world allowing lesser minds to wield it. Truth has the appearance of a crystal winged wisp but is sometimes personified by artistic individuals as an elderly man or sometimes a multi-eyed humanoid. After the end of the Legendary Rebellion, he began to reeducate the masses by sharing his knowledge of the previous war and how to prevent it from happening again.
  156. [/spoiler]
  157. [spoiler="The Minor Gods:"]
  158. Also known as 'Vasili'(plural for 'Vasilus'). Detailed information is listed in the RotE section under the 'about me' tab in my profile.
  159. Known Vasili list: Vasili are listed in a certain order. Those who have have done more 'publically' post-rebellion are higher on the list, while those with only notable activities during or before the rebellion are lower.
  160. Aisha
  161. Nyx
  162. Isolde
  163. Cosmos
  164. Rai-Ryu
  165. Obelisk
  166. Thanatos
  167. Phoenix
  168. Griffin
  169. Leviathan
  170. Luminous
  171. Lilith
  172. Alexandros
  173. [/spoiler]
  174. [/spoiler]
  175. [spoiler="1.3 Sardius Map"]
  176. Areas not named are places that will be named if they become relevant. They've been made transparent to avoid standing out too much. Places not marked on the map can be made to contain new settlements as long as it is a plausible location. Already named locations are there for plot, backstories, and route convenience. Country names and capital cities have white borders to help distinguish them from other labels (Country labels are also larger than the rest).
  177. [spoiler='Normal Map']
  178. Sardius%20V9%20background_zpsbcenoi6f.pn
  179.  
  180. [/spoiler]
  181. [spoiler='Territory Map']
  182. Country%20borders%20V9_zpssuhsr33r.png
  183.  
  184. [/spoiler]
  185. [/spoiler]
  186. [spoiler="1.4 Dice, Stats, & Combat (MUST READ)"]
  187. Combat in RotE is fought by two or more groups. Each takes actions during its own phase (aka 'Turn'). Phases are divided into three types. Player Phase: where player characters perform their actions, Enemy Phase: where enemies perform their actions, and Other Phase: where neutral or allied forces perform their actions, and all in that order. The Other Phase only happens if NPCs are taking part in combat which normally isn't the case. The Player Phase ends when the next phase is started by a GM (manually), or when the allotted number of battle posts are made by the party (automatically). A single battle post is used up each time a PC takes a standard action, such as attacking, defending, healing, or using items. Moving between the backline, siege range, and center field does not count as an action. The Enemy Phase ends when all active enemies have performed actions, or is ended manually. The Other Phase ends the same way.
  188.  
  189. During the Player Phase, PCs may attack, move, heal, use items, change weapons, or defend others. A PC can only perform one standard action and one bonus action per Player Phase. The number of actions that can be taken per Player Phase is determined by the allotted battle posts. Bonus actions, as well as certain standard actions do not cost battle posts. See specific actions to learn more about their use and type.
  190. During the Enemy Phase, PCs must wait while the enemy performs their actions. They are unable to counter during this time. Non-battle posts can be made during that time, however.
  191. During the Other Phase, PCs must wait while the neutrals or allies perform their actions. They are unable to act during this time. Non-battle posts can be made during that time as well.
  192.  
  193. ATTACK:
  194. To launch an attack, pick an opponent and roll a set of three dice. These dice are in order from left to right as follows.
  195. 1: Hit Die 2: Damage Die 3: Skill Die
  196. All three dice are rolled together. The Hit die is added to the character's skill to determine whether or not an attack will hit. The Damage die is added to the character's attacking power or might (mt) to determine the damage dealt. The Skill die determines whether or not a critical hit, lethal hit, or auto-hit occurs.
  197. Auto-Hit: This happens when the hit die and the skill die numbers match (x,y,x would be an auto-hit for example). The attack will not miss regardless of the target's evasion.
  198. Critical Hit:
  199. This happens when the damage die and the skill die roll the same number (y,x,x would be a critical hit). The mt of the incoming attack is doubled after defenses are applied.
  200. Lethal Hit:
  201. This happens when all three dice roll the same number (x,x,x). The mt of the incoming attack is tripled after defense is applied. When a lethal hit is rolled, auto-hits are also activated. Only one may be applied though. The attacking character may choose to use the lethal hit (which must be calculated and is not necessarily guaranteed to hit) or the auto-hit(which will automatically hit but will cause only normal damage, having overridden lethal hit).
  202. Defeating an opponent normally yields at least 5 points. More depending on how much stronger the opponent is.
  203. Here are what the CoyoteCode rolls ought to look like.
  204. http://puu.sh/hbAW8/7eb8ce29b2.jpg
  205. http://puu.sh/hbB1p/b033578cd9.png
  206.  
  207. MOVE:
  208. Moving is a standard action that allows the unit to move into an adjacent zone. The three zones are Backline, Centerfield, and Siege. A unit cannot move from Backline to Siege or vice versa. Moving does not take up a battle post.
  209.  
  210. HEAL:
  211. To heal oneself or an ally, the PC need only apply a healing item such as a vulnerary to themselves or another unit, or use a healing staff. When healing with items, the target must be within the same combat team. A character cannot attack or defend while healing. For staff use, refer to the items list for specific staff traits. Staff wielders cannot heal themselves without items. Healing and other staff use grants 2 points per use. Note: When a character's only action taken(excluding 'free actions') is the use of a vulnerary, vulnerary+, elixir, or antidote on themselves, that action is not counted against the battle post limit.
  212.  
  213. ITEM USE:
  214. Using an item counts as a standard action. When a unit uses an item on themself, it will not cost a battle post, however, if they use one on another unit, it will.
  215.  
  216. EQUIP: (Change Weapons)
  217. Changing your equipped weapon is a bonus action that can only be done before an attack. If done by itself, it is a standard action, but does not cost a battle post.
  218.  
  219. DEFEND:
  220. Defending allows one unit to force attacks aimed at another unit onto themselves. There are few restrictions on when units can perform a defend, and defending only works within combat teams normally. To defend a unit in the combat team, simply designate a defend target during the player phase. While defended, any attack or counter the enemy makes against the defended unit is instead launched at the defender. Defending takes up their action for that phase. Defending units gain 3 points if they successfully route an attack without being KOd. They receive 1 point if they defend for a full turn without being attacked. Defends can be initiated regardless of the target's range.
  221.  
  222. Player Phase Eg:
  223. A Defends B
  224. B Attacks C
  225. C's counterattack targets A instead of B
  226. A Counters C
  227.  
  228. Enemy Phase Eg:
  229. A Defends B (during the Player Phase)
  230. C attacks B but the attack targets A instead of B
  231.  
  232. -If a defending character KO's an enemy, the defendee receives the kill points while the defender receives their normal defending points.
  233. -A defender cannot be defended by another unit while defending.
  234. -A single character may only be defended by up to two other characters at a time.
  235. -One unit can only defend another if they are at the same range (eg: an ally at siege distance can't be defended by a unit that also isn't at siege distance). Units with the 'Reach' skill bypass this rule.
  236. -People planning on defending regularly should consult with the people they plan on defending to discuss dice rolling. It can be done by either party but ought to be discussed a little in advance.
  237. -Only one character can be defended at a time without special items.
  238.  
  239. STATS: (MUST READ)
  240. [spoiler]
  241. Stats are the building blocks of characters determining their strengths and weaknesses. There are eight stats each has a different purpose.
  242. HP (Hit Points):
  243. Hit points determine a character's overall durability. When hit points reach zero, the character is removed from combat. A character's raw hit points multiplied by three determines the total HP they have.
  244. STR and MAG (Strength and Magic):
  245. Strength determines a character's physical attack power. When attacking with a physical weapon a character's strength determines the minimum amount of damage dealt. Strength target's an opponent's defense stat.
  246. Magic determines a character's magical attack power. When attacking with a magical weapon a character's magic determines the minimum amount of damage dealt. Magic targets an opponent's resistance stat. Magic not only determines magical damage but healing amount.
  247. SKL (Skill):
  248. Skill determines a character's accuracy. When attacking, a character's skill has is multiplied by 1.25 and then that result is added to the hit die roll to give a total number which determines whether or not an opponent is hit with an attack.
  249. SPD (Speed):
  250. Speed determines two things in combat. The first is a character's evasion rate. The Second is attacking speed. When defending, a character's speed determines whether or not the character avoids the incoming attack. When attacking a character's speed determines whether or not the character launches a follow up attack.
  251. Attack Speed Rules:
  252. If an attacker's speed is at least twice the amount of the opponents speed, they can if they so choose launch an additional attack following the opponents counter.
  253. If an attacker's speed is at least four times the amount of the opponents speed, they can if they so choose launch up to two additional attacks. Both additional attacks must be done after the opponent's counter.
  254. LCK (Luck):
  255. Luck increases evasion rates. Simply add luck to the speed stat to get a unit's evasion number.
  256. DEF and RES (Defense and Resistance):
  257. Defense determines a character's ability to defend against physical attacks. When defending, a character's defense determines how many points are subtracted from the attackers attack power. Defense cannot subtract from magical attacks.
  258. Resistance determines a character's ability to defend against magical attacks. When defending, a character's resistance determines how many points are subtracted from the attackers attack power. Resistance cannot subtract from physical attacks.
  259. [/spoiler]
  260.  
  261. WEAPONS AND ITEMS: Weapons and Items can aid in combat by providing sometimes tide turning effects on combat. There are different weapons and items available and more will be made available as time goes on. There are different ranks for items that determines their price and also different types of items for different situations. There are also advantages and disadvantages to wielding certain weapons against others. These are the two triangles.
  262.  
  263. Weapon Triangle:
  264. Swords hold advantage over Axes
  265. Axes hold advantage over Lances
  266. Lances hold advantage over Swords
  267.  
  268. Magic Triangle:
  269. Anima holds advantage over Light
  270. Light holds advantage over Dark
  271. Dark holds advantage over Anima
  272.  
  273. Triangle Effects:
  274. Having the advantage in the weapon triangle will grant +2 to hit. Having the disadvantage causes -2 hit.
  275. Having the advantage in the magic triangle will grant +2 to mt. Having the disadvantage causes -2 mt.
  276.  
  277. ZONES AND RANGE: There are three zones at which a unit can act. Backline, Centerfield, and the Siege. Unless otherwise specified, all units (allies and enemies both) begin battles in the Centerfield. Depending what type of weapon a unit is using, they can only attack enemies in certain zones.
  278.  
  279. Melee:
  280. While you're using a melee weapon, enemies counter whenever attacked unless unable to (stunned, etc).
  281. Ranged:
  282. While using a ranged weapon, enemies may only counter once every other turn, or with a ranged weapon of their own.
  283. Siege:
  284. While using a siege weapon, you can only attack targets that are in a different zone than the one you're currently in. You can be countered (when able) by others who also have siege weapons.
  285. Bows:
  286. Regular bows incur a -2 penalty to Def and Res while in use. When using a bow, a character may launch their first attack on an enemy combat team without suffering any counters. Future attacks on any member of an enemy team that has already been engaged after the start of the battle will always take counters normally.
  287. (In depth explanation: Enemy combat teams are made up of 2,3, or 4 units. An archer may attack an enemy of their choosing. The first attack they launch won't be countered, but all future attacks on anyone in the same team as their initial target will counter. In order to not be countered again, an archer must target a member of another enemy combat team that he nor his team members have not yet engaged or been engaged by.)
  288. Bows will always take counters against other bows, ranged, or siege weapons however(when applicable).
  289.  
  290. COMBAT TEAMS:
  291. PCs can form teams made up of either two or three units. Combat teams have the following benefits in battle:
  292. Any unit in the same team as a healer may be healed with 100% of their magic instead of only 75%.
  293. Any unit in the same team may be defended by any other unit on the team regardless of class.
  294. Teams of two gain an automatic bonus of 5 points per battle.
  295. Team members may use items on each other(unless otherwise noted).
  296.  
  297. Combat Team Points: Within a combat team a kill will generate 5 points for each member on the team (or 3/10 depending on level advantage) while damaging an enemy without defeating them will generate 1 point, any kind of staff use will generate 2 points for each member on the team, and defending will generate 3 points for every member on the team if successful, and 1 point if the defendee and defender are not attacked over the course of the defend.
  298.  
  299. BEHAVIORS:
  300. Enemies and NPCs have them. Behaviors are rule sets used to determine how an enemy or NPC acts during their turn. Below are the current behaviors and a brief once over of what they'll mean on a given unit. As a general rule, all enemies will act in exact order going from the top of the enemy list on down.
  301. Passive: This is default, and simply means an opponent won't act on their turn. Instead they'll only counter attacks when able. (Being default, this one is never marked when by itself. A unit with no behavior listed is Passive)
  302. Aggressive: Will prioritize any unit that last damaged them, and in lieu of any attackers will seek out active threats on the field. Will heal themselves or allies when able if hp falls to half or below. Aggressives will not string together more than two attacks onto the same target.
  303. Defensive/Defending X: This is placed on units that are dedicated to protecting combat team members(the former possessing a bulwark and the latter protecting a specific unit). They will only defend applicable units and are otherwise passive. Defending units will only treat themselves if their target isn't endangered and only do so when at half hp or lower.
  304. Subvert: Will target anyone they can reasonably handle, prioritizing the 'weakest' units of all active enemies. Subversive units will only prioritize their attackers instead of weaker units if that attacker inflicted damage during a combat round. Subversive units will coordinate attacks if they have the same priority target and will string together as many attacks as necessary. They will treat their injuries at half hp or below or heal others if able.
  305. Erratic: In-character behavior and plot dictate the actions of erratic enemies, and do not adhere to the rules of any of the other behaviors. Generics never use this behavior; it is strictly for Bosses and mini-bosses.
  306.  
  307. Behaviors can be tagged onto each other to demonstrate more specific goals:
  308. Eg: Defending-Aggressive
  309. That behavior means the unit will defend until it no longer has any applicable targets, and then take on the aggressive behavior, OR will automatically switch to aggressive behavior if certain conditions are met.
  310. Eg: Aggressive-Subvert or Subvert-Aggressive
  311. This special combination means that a unit may switch back and forth between Aggressive and Subvert behavior throughout the battle.
  312.  
  313. Active Threats:
  314. From most threatening to least threatening, active threats to an enemy/NPC unit include units that have damaged them, units that are in the same zone as them, units that have KO'd allies, units that damaged allies, units that used staves, units that defended other units, and units that have taken no direct action. In certain instances, targets will be picked based on the unit's preference.
  315.  
  316. -The purpose of Behaviors is to A: Allow the GMs to know what to expect from units that we aren't controlling so that whoever is running them can't sneak in a sudden change or perform any shenanigans and B: Let the rpers know what to expect from enemies in general so they can form better strategies(though that is more or less a courtesy).
  317. -These may be updated or amended from time to time, but no one running a stat battle can do so without these in use.
  318.  
  319. ARENA RULES:
  320. Arena tournaments are stat competitions that allow PCs to earn points outside of normal combat. Killing is against the rules, and enemies are presented according to party point averages. Specific teams fought are determined by RNG and the surviving teams move onto the next round.
  321.  
  322. Turns:
  323. Player Phase, Enemy Phase, and Other Phase do not come into play during Arena battles, though counters still do. Turn orders are one unit per team, meaning one team will have a member act first, and then the opposing team will have a member act. The order of team actions is decided by the team's members, or the GMs running the 'AI' teams. Team orders determine the exact order units act in(Top to bottom).
  324.  
  325. Example:
  326. TA1
  327. TB1
  328. TA2
  329. TB2
  330. TA3
  331. TB3
  332. (repeat until battle ends)
  333.  
  334. In the event two PC teams encounter one another, the team to act first will be determined either by choice method or randomly.
  335.  
  336. Points:
  337. No points are granted during Arena competitions for healings, defends, or KO's. No points are lossed for being defeated during the round.
  338. If a team loses a round, each team member loses 5 points.
  339. If a team wins a round, each member will gain 5 points during regular rounds, 10 points during semi-finals, and 15 during the finals.
  340. Points earned in tournaments do not increase the total point average.
  341.  
  342. Participation:
  343. PCs and NPCs alike may participate in Arena competitions, however only NPCs with a level equal to or lower than the highest leveled PC may fight with or against Main Party participants in the competition.
  344.  
  345. -Arenas are held in areas determined by the GMs. Suggestions are welcome but only GMs can confirm Stat Arenas with point gains.
  346. -Arena matches have a set turn limit of 10 (a turn being completed after each member of a team has acted). When the turn limit is reached, the team with the highest total hp is declared the winner.
  347. -At the start of team battles, each team may use a single 'free defend' action. Specifically, both teams may assign a single character to start the battle off defending an ally or the entire team if applicable. They take their next turn normally.
  348. [/spoiler]
  349. [spoiler="1.5 Classes (MUST READ)"]
  350. Each of the classes has its own innate ability, weapon proficiencies, starting stats, promotions, and promotion bonuses.
  351.  
  352. Cleric: A member of the clergy, renowned for their incredible healing talents.
  353. Faith: These holymen and women are capable of healing 1.25 more health to others, and are not affected by team restrictions.
  354. Starting Stats: HP: 3 STR: 0 MAG: 4 SKL: 3 SPD: 3 LCK: 3 DEF: 0 RES: 4
  355. Bishop promotion bonus
  356. +1 MAG, +1 SKL +2 RES
  357. Saint promotion bonus
  358. +2 MAG, +1 SKL, +1 RES
  359. Proficiencies: Light/Staves
  360. Conviction: Once every three phases, an entire combat team may be healed to full health at once. (Requires a healing staff)
  361. Holy Shield: As a standard action, the Cleric can use Holy shield, reducing all damage received by their team by half for one turn. It can be used once every three turns.This lasts until the following turn. The cleric gains 3 points per use.
  362.  
  363. Troubadours: Traveling scholars, of many magical schools.
  364. Raise: May revive fallen members with 25% of their maximum hp. It can only be used once every 3 turns. Raised characters do not recover lost points. The troubadour earns three points with each use.
  365. Starting Stats: HP: 3 STR: 0 MAG: 4 SKL: 3 SPD: 4 LCK: 2 DEF: 0 RES: 4
  366. Chaplain promotion bonus
  367. +1 MAG, +3 RES
  368. Mage Knight promotion bonus
  369. +1 MAG, +3 RES
  370. Proficiencies: Light/Anima/Staves
  371. Raise+: Allied units are now revived at 75% hp.
  372. Swift Raise: Can revive units every other turn bringing the fallen up by 25% of their maximum health.
  373.  
  374. Mage: Adept magic users.
  375. Overcast: May reduce STR, SKL, SPD, LCK, DEF, or RES by up to 4 points and to no less than 0, and add that same amount to MT. MAG is used as the bolstered stat instead of MT for all instances other than attacking and countering. This effect lasts until the beginning of their next turn(including EP and OP). Overcast can only be used every other turn.
  376. Starting Stats: HP: 3 STR: 0 MAG: 5 SKL: 4 SPD: 3 LCK: 2 DEF: 1 RES: 2
  377. Sage promotion bonus
  378. +2 MAG, +1 SKL, +1 SPD
  379. Archsage promotion bonus
  380. +2 MAG, +1 SKL, +1 SPD
  381. Proficiencies: Anima/Staves
  382. Overcast+: 4 point cap is increased to 8.
  383. Diffusion: May reduce MAG by up to 4 points and add that same amount to any other stat excluding hp once every other turn. This effect lasts until the beginning of their next turn(including EP and OP).
  384.  
  385. Shaman: Elder magic users.
  386. Nosferatu: When attacking with dark magic, the wielder may convert half of the damage they cause into hp to heal themselves. This may be done once every other phase and may not exceed existing enemy hp.
  387. Starting Stats: HP: 3 STR: 0 MAG: 6 SKL: 3 SPD: 3 LCK: 1 DEF: 1 RES: 3
  388. Druid promotion bonuses
  389. +2 MAG, +2 RES
  390. Necromancer promotion bonuses
  391. +2 MAG, +2 RES
  392. Proficiencies: Dark/Staves
  393. Siphon: Now all of the damage caused by the attack is converted to hp.
  394. Dark Healing: When Nosferatu is used, the damage dealt may be used to heal any allied units. The total amount healed cannot exceed half of the damage dealt. (if you have siphon the half damage restriction no longer applies to dark healing)
  395.  
  396. Soldier: Versatile lance wielders.
  397. Steadfast: While HP is at 50% or below, Hit/AS increase by 25% and a crit +2 modifier is granted. May activate multiple times in battle.
  398. Starting Stats: HP: 3 STR: 3 MAG: 0 SKL: 4 SPD: 3 LCK: 2 DEF: 4 RES: 1
  399. Halberdier promotion bonuses
  400. +1 HP, +2 SKL, +1 SPD
  401. Sentinel promotion bonuses
  402. +2 STR, +1 SKL, +1 SPD
  403. Proficiencies: Lances
  404. Wrath: Now activates whenever the unit is not at maximum health.
  405. Resolve: When health falls to 50% or lower, MT/Def increase by 25%.
  406.  
  407. Magicians: Expert magic users who specialize in counterspells.
  408. Counterspell: Immediately deals 50% of their MAG in direct damage to an enemy any time one begins an attack against them, but must roll for accuracy. Normal counters may still occur, but Counterspell can only activate when a normal counter is also possible. It can also activate while the magician is defending.
  409. Starting Stats: HP: 4 STR: 0 MAG: 4 SKL: 4 SPD: 3 LCK: 1 DEF: 2 RES: 2
  410. Warlock promotion bonus
  411. + 2 MAG, +1 SKL, +1 SPD
  412. Sorcerer promotion bonus
  413. +1 MAG, +1 SKL, +2 SPD
  414. Proficiencies: Dark/Anima
  415. Strong Counter: Counterspells now deal full magic in damage.
  416. Precise Counter: Counterspells now hit automatically.
  417.  
  418. Knight: Heavily armored combatants.
  419. Bastion: Defense increases by 50% (rounded up) while the unit is defending.
  420. Starting Stats: HP: 4 STR: 4 MAG: 0 SKL: 3 SPD: 2 LCK: 1 DEF: 5 RES: 1
  421. General promotion bonuses
  422. +2 HP, +2 DEF
  423. Marshall promotion bonuses
  424. +2 HP, +2 DEF
  425. Proficiencies: Swords/Lances/Axes
  426. Barrier: Resistance now also increases by 50% (rounded up) while the unit is defending.
  427. Stalwart: While active, become immune to all ailments and raw stat reducing weapons. Lasts for one turn. Can only be used every other turn. Existing ailments are not removed but are ignored for that turn. This is a free action.
  428.  
  429. Archer: Skillful bow users.
  430. Snipe: May always bypass defenders and may also target siege users at 50% hit if they are equipped with a bow or ranged weapon. (whips do not count)
  431. Starting Stats: HP: 3 STR: 3 MAG: 0 SKL: 5 SPD: 4 LCK: 3 DEF: 1 RES: 1
  432. Sniper promotion bonuses
  433. +2 SKL, +1 SPD, +1 LCK
  434. Marksman promotion bonuses
  435. +2 SKL, +1 SPD, +1 LCK
  436. Proficiencies: Bows
  437. Precision Shot: Once every three turns, an attack can be turned into an autohit. Precision Shot ignores autohit immunities. Can be used in conjunction with Snipe and Stun Shot.
  438. Stun Shot: Once every three turns, a stun shot can be used. If the attack hits, the target cannot act during their next turn. Cancels out defends and can be used in conjunction with Snipe and Precision Shot.
  439.  
  440. Monks: Talented magic users who can temporarily cripple enemies.
  441. Stun Counter: When an enemy initiates an attack, monk may roll a stun counter for accuracy. If the roll is equal to or higher than their attacker's evade, the enemy is stunned for one turn. The stun counter is rolled after the enemy's initial attack.
  442. Starting Stats: HP: 3 STR: 0 MAG: 4 SKL: 5 SPD: 4 LCK: 1 DEF: 1 RES: 2
  443. Adept promotion bonus
  444. +1 MAG, +1 SKL, +1 DEF, +1 RES
  445. Savant promotion bonus
  446. +1 MAG, +1 SKL, +1 DEF, +1 RES
  447. Proficiencies: Dark/Anima/Light
  448. Hinder: Stun counters reduce AS and Evade by 25% for one turn.
  449. Expose: Stun counters reduce Defense and Resistance by 25% for one turn.
  450.  
  451. Cavalier: Mounted combatants.
  452. Charge: Once per phase, when an enemy is KO'd by this unit, a second opponent may be attacked as a free action.
  453. Starting Stats: HP: 4 STR: 3 MAG: 0 SKL: 4 SPD: 3 LCK: 1 DEF: 3 RES: 2
  454. Paladin promotion bonuses
  455. +1 HP, +1 STR, +1 SKL, +1 SPD
  456. Great Knight promotion bonuses
  457. +1 HP, +1 STR, +1 DEF, +1 RES
  458. Proficiencies: Swords/Lances/Axes
  459. Stampede: The once per phase restriction is now twice per phase.
  460. Bull Rush: During a Charge, MT and Hit increase by 25% for the duration of the round.
  461.  
  462. Mercenary: Combat experts for hire.
  463. Valiant Stance: As bonus actions, the mercenary may activate Valiant Stance, which increases Mt, and Hit, by 25% at the start of the player phase, or deactivate it. Each player phase stats are boosted costs 20% of their HP; it will deactivate automatically if further use will reduce HP to 0.
  464. Starting Stats: HP: 4 STR: 4 MAG: 0 SKL: 4 SPD: 3 LCK: 2 DEF: 2 RES: 1
  465. Hero promotion bonuses
  466. +1 HP, +1 STR, +1 SKL, +1 SPD
  467. Vanguard promotion bonuses
  468. +1 HP, +1 STR, +1 SKL, +1 DEF
  469. Proficiencies: Swords/Axes
  470. Heroic Stance: AS and Def may also be increased along with Mt and Hit.
  471. Recovery Stance: HP is healed by 10% with each use. HP loss is nullified.
  472.  
  473. Myrmidon: Masterful sword wielders.
  474. Vantage: Always attacks first in a combat round and may launch all possible attacks and counters consecutively.
  475. Starting Stats: HP: 3 STR: 3 MAG: 0 SKL: 5 SPD: 5 LCK: 2 DEF: 1 RES: 1
  476. Sword Master promotion bonuses
  477. +2 SKL, +2 SPD
  478. True Blade promotion bonuses
  479. +2 SKL, +2 SPD
  480. Proficiencies: Swords
  481. Keen Edge: Gains a permanent +1 or -1 skill die modifier.
  482. Astra: May launch up to five consecutive attacks on an enemy in a single combat round. The MT of the attacks is halved(before rolls), and Astra may only be used once every three turns. It must be activated at the start of the combat round and negates the myrm's regular doubling and tripling for that round.
  483.  
  484. Fighter: Strong axe wielding warriors.
  485. Cleave: Every other turn, fighters may attack defending units ignoring the defenders defense(or resistance) stat entirely.
  486. Starting Stats: HP: 5 STR: 5 MAG: 0 SKL: 2 SPD: 3 LCK: 2 DEF: 2 RES: 1
  487. Warrior promotion bonuses
  488. +1 HP, +1 STR, +1 SKL, +1 DEF
  489. Reaver promotion bonuses
  490. +2 STR, +2 SKL
  491. Proficiencies: Axes/Bows
  492. Cleave+: Phase restrictions are lifted and defenders' defense may always be ignored.
  493. Sunder: Defenders are now always automatically hit. (This overrides amulets)
  494.  
  495. Barbarian: Fearsome axe fighters who gains strength from felling enemies.
  496. Rage: After KO'ing an enemy, the barbarian gains +1/-1 on the skill roll modifier which lasts until the end of the barbarian's next turn.
  497. Starting Stats: HP: 5 STR: 5 MAG: 0 SKL: 2 SPD: 4 LCK: 2 DEF: 1 RES: 1
  498. Berserker promotion bonus
  499. +2 STR, +1 HP, +1 SPD
  500. Marauder promotion bonus
  501. +2 STR, +1 HP, +1 SKL
  502. Proficiencies: Axes
  503. Rage+: The bonus is now +2/-1
  504. Fury: The bonus now lasts an additional turn and can stack with previous bonuses.
  505.  
  506. Thief: Swift agile rogues.
  507. Backstab: When attacking an enemy an ally has already attacked during that turn, the thief's Mt increases by 35% of their STR stat for that combat round.
  508. Starting Stats: HP: 3 STR: 2 MAG: 0 SKL: 5 SPD: 5 LCK: 3 DEF: 1 RES: 1
  509. Rogue promotion bonuses
  510. +2 SPD, +2 LCK
  511. Assassin promotion bonuses
  512. +2 SPD, +2 LCK
  513. Proficiencies: Swords
  514. Mug: The thief may launch a single attack and steal an item from the enemy target's item slot. A stolen item must be placed into the item slot, or Large Pack. Cannot double while mugging and the unit can be counterattacked when possible.
  515. Disarm: Activated during combat; the enemy cannot counter for the duration of the round. Can be used once every 2 turns.
  516.  
  517. Bard: Musical Magicians who can empower their allies.
  518. Empower: As bonus actions, the bard may activate Empower, which increases a single simplified stat (Mt, Hit, As, Evd, Def, or Res) across the entire party by 1, switch which stat Empower is increasing, or deactivate it. Each player phase Empower is in use costs 20% of their HP; it will deactivate automatically if further use will reduce HP to 0. The effect wears off immediately if the Bard exits the field or is KO'd.
  519. Starting Stats: HP: 3 STR: 0 MAG: 2 SKL: 5 SPD: 5 LCK: 3 DEF: 1 RES: 1
  520. Virtuoso promotion bonuses
  521. +2 SPD, +2 LCK
  522. Rhapsodist promotion bonuses
  523. +2 SPD, +2 LCK
  524. Proficiencies: Light/Anima/Dark/Staves
  525. Fervor: The chosen stat is now increased by 2 points.
  526. Vigor: 2 separate stats can now be increased at once.
  527.  
  528. Horseman: Horse mounted survivalists.
  529. Canto: Can perform two actions per phase following these restrictions: Atk/Item, Def/Item only.
  530. Starting Stats: HP: 4 STR: 3 MAG: 0 SKL: 5 SPD: 5 LCK: 1 DEF: 1 RES: 1
  531. Ranger promotion bonuses
  532. +1 STR, +2 SKL, +1 SPD
  533. Trooper promotion bonuses
  534. +1 STR, +2 SKL, +1 SPD
  535. Proficiencies: Swords/Bows
  536. Canto+: May perform two actions per phase. The only restrictions are no duplicates: Eg: Atk/Atk.
  537. Hit & Run: If an attack hits, evasion increases by 25% until the start of the next turn. Evade increases only once regardless of doubles, etc.
  538.  
  539. Pegasus Knight: Sky riding warriors.
  540. Miracle: When hp reaches 0, the pegasus knight may remain standing with 1 hp once per battle with no point loss.
  541. Starting Stats: HP: 4 STR: 3 MAG: 0 SKL: 3 SPD: 5 LCK: 2 DEF: 1 RES: 2
  542. Falcon Knight promotion bonuses
  543. +2 SPD +1 LCK, +1 RES
  544. Seraph Knight promotion bonuses
  545. +2 SPD, +1 LCK, +1 RES
  546. Proficiencies: Swords/Lances
  547. Miracle+: When activated, the unit loses no hp from the initial attack and subsequently cannot be KO'd until the beginning of their next turn.
  548. Renew: When activated, the unit's health is fully restored. Only activates once per battle.
  549.  
  550. Wyvern Rider: Drake riding warriors.
  551. Savior: May defend any unit that is not classified as an enemy, even if they are not within the same combat team (this includes npcs on the field).
  552. Starting Stats: HP: 4 STR: 5 MAG: 0 SKL: 3 SPD: 3 LCK: 1 DEF: 4 RES: 0
  553. Wyvern Knight promotion bonuses
  554. +1 HP, +2 STR +1 DEF
  555. Wyvern Lord promotion bonuses
  556. +1 HP, +2 STR +1 DEF
  557. Proficiencies: Swords/Lances/Axes
  558. Vigilance: Defending becomes a bonus action.
  559. Reach: Ranged rules no longer apply and enemies may now be attacked or countered at any range.
  560.  
  561. Mage Fighter: A mage skilled in both weaponry and magic.
  562. Versatile: May shift up to 5 points from strength into magic, and vice versa, before attacking. The change lasts until the beginning of the mage fighter's next turn.
  563. Starting Stats: HP: 3 STR: 2 MAG: 2 SKL: 3 SPD: 3 LCK: 3 DEF: 0 RES: 4
  564. Dark Knight promotion bonus
  565. +1 SPD, +1 LCK, +2 RES
  566. Grand Master promotion bonus
  567. +1 SPD, +1 LCK, +2 RES
  568. Proficiencies: Dark/Anima/Swords/Lance/Staves
  569. Versatile+: Maximum point shift cap increased to 10.
  570. Reinforce: Resistance can also be transferred to either strength or magic, maximum 5 points of resistance.
  571. [/spoiler]
  572. [spoiler="1.6 Points, Leveling, Weapons, and Equipment (MUST READ)"]
  573. POINTS: Points are used for purchasing stats and items. They're regularly accumulated in stat combat by various means. Unless circumstances are special, a unit gains 5 points per kill, and 10 if the unit is at least three levels stronger. Units only gain 3 points for defeating enemies three levels weaker than them, and only 1 point for enemies six levels weaker. 1 point is awarded for damaging an enemy, but failing to defeat them (Damage points). Damage points are only awarded if the enemy is no more than three levels weaker than the attacking unit. When a unit has points, they can spend them on levels or items. If a PC is defeated in combat during the player phase, they will lose 5 points. Points are never lost for being defeated on any other phase.
  574.  
  575. BATTLE AVERAGE: PCs below the battle average automatically gain the average instead of their total after the battle is concluded.
  576. LEVEL UPS: When enough points are accumulated, a unit can purchase a level up for a price outside of battle. When a unit levels up, they can increase any three stats by one point each. No more than one stat point can be applied to any given category per level up. Below is the cost for each individual level up.
  577. Tier prices
  578. [spoiler]
  579. TIER1:
  580. lvl2: 60
  581. lvl3: 70 (130)
  582. lvl4: 80 (210)
  583. lvl5: 90 (300)
  584. TIER2: 100 (400)
  585. lvl2: 100 (500)
  586. lvl3: 110 (610)
  587. lvl4: 115 (725)
  588. lvl5: 120 (845)
  589. TIER3: 125 (970)
  590. lvl2: 125 (1095)
  591. lvl3: 135 (1230)
  592. lvl4: 140 (1370)
  593. lvl5: 150 (1520)
  594.  
  595. Total: 1520
  596. [/spoiler]
  597. Tier specifics (Can be used to keep track of stat point totals)
  598. [spoiler]
  599. Tier1: (start off with 20 stat points distributed depending on chosen class.)
  600. lvl1: 20
  601. lvl2: 23
  602. lvl3: 26
  603. lvl4: 29
  604. lvl5: 32
  605. 20 stats at level 1 with an additional 3 stat points per level with a total of four level ups. (+12) Total=32
  606. Tier2:
  607. lvl1: 36
  608. lvl2: 39
  609. lvl3: 42
  610. lvl4: 45
  611. lvl5: 48
  612. 36 stats at level 1 with an additional 3 stat points per level with a total of four level ups. (+12) Total=48
  613. Tier3: (no human or player characters can reach beyond tier 3 level 5)
  614. lvl1: 52
  615. lvl2: 55
  616. lvl3: 58
  617. lvl4: 61
  618. lvl5: 64
  619. 52 stats at level 1 with an additional 3 stat points per level with a total of four level ups. (+12) Total=64
  620. [/spoiler]
  621. There are tiers beyond 1, 2, and 3 but only very powerful non-human GM units and GM approved units will fall into them.
  622. SLOTS: Any given player character can only carry up to two normal weapons, one special weapon, one normal item, one special item, and a book item for a total of six items. Any item considered a special weapon is both weapon and magic triangle neutral unless otherwise noted.
  623.  
  624. Weapon 1: Any weapon weapon that relies on str or mag to deal damage.
  625. Weapon 2: The same rules as Weapon 1 however a player character may not normally carry two matching weapon types (swords/lances/axes/tomes/etc). Staves are exempt from this restriction.
  626. Special Weapon: Any weapon that relies on skill(or some other means) to deal damage
  627. Item: Consumables like vulneraries and stimulants.
  628. Special Item: Shields, armor, and other infinite use items.
  629. Book: Contains a special book that enhances stat combat abilities.
  630. [/spoiler]
  631. [spoiler="1.7 Notes (OUGHT TO READ)"]
  632. START OF BATTLE RULES: PCs can begin the battle at normal range or allied siege range.
  633. SECOND, THIRD, & FOURTH CHARACTERS: Approval of extra signups depends largely on the activity level and behavior of the original and/or previous ones.
  634. MULTIPLE PLAYER CHARACTERS: The maximum allowed number of these per rper is currently three for those only rping in one group, and four for those rping in both. You may only sign up one PC per chapter.
  635. NUMBER ROUNDING: Numbers that aren't whole are always rounded down unless otherwise noted and during any calculations, only the final product is actually rounded down.
  636. DICE ROLLING: While I dont personally like necessitating it, theres a dice rolling site that will be used. Roll fudging is more common than I'd like and so to avoid cheating its required to use coyotecode if you're going to participate in stat combat.
  637. http://www.coyotecode.net/roll/
  638. (Invisible castle used to be our primary but it isn't always available. Regardless, that link is also here.)
  639. http://invisiblecastle.com/roller/
  640. SIGN UP EXCEPTIONS: I may allow exceptions to character classes, but its very unlikely without trade offs and will be handled on a case by case basis. As a general rule, getting a different class' skill is not allowed.
  641. MISSED BATTLES: If a party member is not present for a battle(or doesn't act throughout the battle), they will receive the average amount of earned points for the battle.
  642. PERCENTAGES: I found a great, quick, and easy percentage calculator online. This can make getting the numbers you're looking for quick and easy. http://www.onlineconversion.com/percentcalc.htm
  643. GENERIC GUARDS: As a general rule when it comes to generic military grunts and/or security guards, leave the CCing to the GMs. If you'd like to make or use one/several/dozens, ask first(and remember that permission in one instance is not permission in another instance). This will help with preventing shenanigans and such.
  644. [spoiler=SLAYERS:]Slayer weapons are granted bonuses when attacking a unit they are designed for. The available types to choose from are:
  645. Mageslayer: Deals extra damage on Clerics, Mages, Shamans, and Troubadours
  646. Armorslayer: Deals extra damage to Knights, Soldiers, Fighters, and Mercenaries
  647. Rogueslayer: Deals extra damage to Thieves, Archers, Myrmidons, and Barbarians
  648. Mountslayer: Deals extra damage to Wyverns Riders, Pegasus Knights, Cavaliers, and Horsemen
  649. Spellslayer: Deals extra damage to Bards, Monks, Magicians, and Dark Fliers
  650. Wingslayer: Deals extra damage to Avians, Fallen, Dragons, and demons[/spoiler]
  651. STEALING: Once a thief steals an item from an enemy, they become that unit's target during enemy phase if that target has aggressive behavior. If a thief is defeated by the unit it stole an item from in combat, that item is returned to the owner. This only works for the last item stolen, and if the original unit possessing the item is KO'd(or not standing again) before/when the thief is KO'd, the item stays with the thief.
  652. ITEM BOOSTS: Any item that increases stats by a percentage must do so by at least one point, even if the number normally rounds down to zero. If you have an item that increases a stat but the increase is currently zero, it rounds up to one.
  653. GEAR STACKING: No item combinations are calculated together. Items that give new stat totals based on raw stats that would normally overlap each other will all be separate and give individual bonuses. These separate bonuses are then added up for the total bonus.
  654. Eg: Guardian Sword+Shining Shield placed on a unit with 10 strength and 10 defense will add up to 25(10 from the Guardian Sword and 5 from the Shining Shield) defense, not 30(10 from the Guardian Sword which then if stacked with the Shining Shield bonus boosts the bonus from 5 points to 10) defense.
  655. NULLIFICATION: Items that negate/nullify or otherwise render another item useless work from the top down. That means if it nullifies silvers, it nullifies steels as well.
  656. STORAGE: Characters may rent out wagon space for extra items. Each slot used costs a one time fee of 10 gold.
  657. -Only one of each type of equipment slot may be used.(Weapon, Special Weapon, Item, Special Item, Book)
  658. -Items may be exchanged for those in storage at anytime outside of stat battles. The deadline is an opening stat battle post.
  659. [/spoiler]
  660. [spoiler="1.8 Q&A"]
  661. Q: Can I make a custom player character class?
  662. A: No. See Signup exceptions in Notes for details.
  663.  
  664. Q: Can I make a custom non player character class?
  665. A: Within reason, but not without consulting a GM first. If you don't consult us first, we each reserve the right (individually) to veto the final product.
  666.  
  667. Q: Why do we have to start with a specific set of stats?
  668. A: It was that or hard stat caps. This allows for better customization overall while only being a minor nuisance. This is only really going to be an issue for early joiners since anyone joining after Chapter One will most likely be starting at a higher level and therefore have extra stats to distribute.
  669.  
  670. Q: Can I make some items?
  671. A: Suggestions for items are always welcome, but they'll have to be treated like all the others in that A: They'll be put into a tier and priced, and B: They'll have to be balanced with the rest of the items. Not guaranteed to be accepted though. A good example of a rejected concept would be something like a weapon that always deals direct damage with no drawbacks. Keep that in mind. Also, there is a huge selection of items already and they cover most aspects as it is. Again, suggestions are welcome, but the complete item list ought to be completely examined before new ideas are brought up. As a final note, AS and SPD increasing items are unlikely to be approved even though there aren't any already.
  672.  
  673. Q: Whats a precision weapon?
  674. A: A precision weapon uses SKL instead of STR or MAG to work out MT. That means when attacking with a skill type weapon, the amount of damage you cause is based on your skill stat, not strength or magic stats. These can be thought of as precision reliant weapons, or simply precision weapons.
  675.  
  676. Q: Can I sign up a non-human character?
  677. A: Dark Avians are the only available non-human race currently for PCs, but others may be accepted as exceptions if we feel the person making the signup is cooperative enough and very familiar with the relevant lore. As a general rule even among exceptions, dragons aren't allowed as PCs (too big).
  678. Q: Can I make a non-human npc character?
  679. A: Yep, but you'll be expected to be on top of any relevant lore. Read the avian, fallen, and (coming soon) dragon articles when you've got the time.
  680.  
  681. Q: Can I start with a ___(item/weapon)?
  682. A: Only if you have enough points to afford it. Note that nothing marked as '(T4)' can be purchased by new sign ups unless it has already been unlocked by one of the PC parties. Everything else is available on signup.
  683.  
  684. Q: How do items get unlocked?
  685. A: Party leaders unlock items in towns, cities, and major ports the groups visit. Typically each relevant stop will see at least a couple of new items unlocked. Items can also be unlocked by beating Challenges.
  686.  
  687. Q: What does ___ stand for(Abbreviations)?
  688. A: RotE: Return of the Emblem, HP:hit points, STR:strength, MAG:magic ,SKL:skill SPD:speed, LUK:luck, DEF:defense, RES:resistance, AS:attack speed, Mt:might(attack power) WT:weapon triangle (D:disadvantage, A:advantage, N: neutral), MT: magic triangle, PC:Player character, NPC:Non player character, IC:In-character, OoC:out-of-character, PP:Player phase, OP:Other Phase/Opening Post/Over Powered, EP:Enemy Phase, GM: GameMaster/GameModerator, CT:combat team, CC:character control (Crowd Control, or CoyoteCode).
  689.  
  690. Q: You keep changing stuff on this post. What gives?
  691. A: Updates will happen irregularly. Best to check back often to remain up to date with rules or keep an eye out for updates in the chat thread.
  692.  
  693. Q: How are battle averages calculated?
  694. A: The current method will be by individual:
  695. Eg: Four characters named Foo, Bar, Baz, and Qux got the following points.
  696.  
  697. Foo: 25
  698. Bar: 30
  699. Baz: 35
  700. Qux: 40
  701.  
  702. The battle average would then be 32.5-->33
  703. Note: .5 or higher rounds up. .4 or lower rounds down.
  704. [/spoiler]
  705.  
  706. 1.9 Sign Ups
  707.  
  708. Sign ups are simple, so simple in fact that they don't even need a spoiler tag. I highly recommend visiting the must read sections before signing up a character first though since not reading them is going to lead to a rejected sign up and you'll see why.
  709.  
  710. Heres the basic sign up template(heavily tampered with by me but still courtesy of Mercakete).
  711.  
  712. Name: (Full works too)
  713. Nickname: (Optional)
  714. Sex:
  715. Age:
  716. Class:
  717. Affinity: (This is strictly flavor and not actually needed for any particular reason)
  718. Weapon proficiency: (This one is required so we know what proficiency your character will be starting with)
  719. Weapon of Choice: (Optional: do they have a specific weapon they like using?)
  720. Inventory: (A character will only have an inventory if they spent their initial points on equipment. If nothing was sold or bought, the character should only have an Iron weapon or basic Tome. These can have custom names if desired but they should be noted as Irons/Tomes)
  721. Raw Stats: (Base stats with nothing else factored in eg: HP:? STR:? MAG:? SKL:? SPD:? LCK:? DEF:? RES:?)
  722. Simplified Stats: (Stats simplified to in-battle specifics)
  723. Occupation: (Optional)
  724. Appearance: (guidelines: eye color, eye size, hair color, hair length/style, skin tone, build; generally what said character wears) (description/picture)
  725. Nature/Disposition: (Optional)
  726. Hometown: (Optional)
  727. Connections: (Optional: list of people this person knows and their relations with them)
  728. Backstory: (Its important that the backstory doesnt conflict with any established canon and is reasonable. Other than that have at it)
  729. Intended Team: (Whether the character is intended for Team Valcyn, or Team Sanctuary)
  730.  
  731. (All optional: But we love mounts)
  732. Mount Name:
  733. Mount Nickname:
  734. Mount Sex:
  735. Mount Species:
  736. Mount Age:
  737. Mound Appearance:
  738. Mount Personality:
  739. Mount Relations:
  740. Mount Backstory:
  741.  
  742. NOTE: Current starting points for newcomers is 887.
  743.  
  744. ACTING GMs
  745. Phoenix
  746. -Cynthia-
  747.  
  748. [spoiler='First Sign up']
  749. (Wanted to try something different than I originally intended happy.gif )
  750. Name: Amon Zeev
  751. Gender: Male
  752. Age: 18
  753. Class: Thief
  754. Affinity: Wind
  755. Weapon proficiency: Swords
  756. Weapon of Choice: Combat Knife
  757. Inventory: Combat Knife
  758. Raw Stats: Starting Stats: HP: 3 STR: 2 MAG: 0 SKL: 5 SPD: 5 LCK: 3 DEF: 1 RES: 1
  759. Simplified Stats: HP:9 MT:2(3 with CK) Hit:5 Evade:8 AS:5 Defense:1 Resistance:1
  760. Points:0
  761. Occupation: Agent
  762. Appearance: [spoiler]AmonZeevbeta-1.png[/spoiler]
  763. Nature/Disposition: Unknown
  764. Hometown: Even he doesn't know, but he grew up in Sanctuary
  765. Connections: Haythem Aziz, Adel Aziz, Lulu Mahmud, and Mansur Mirza
  766. Backstory: Viewable in the character Archive.
  767. [/spoiler]
  768.  
  769. Anyone thinking of signing up a magic user/mage should give V3 canon a once over (just areas relevant to the character).
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