FrozenWrath

After War Fire Emblem X: A New Beginning

Jun 17th, 2017
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  1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2. Characters
  3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  4. - - - - - - - - - - - - - - -
  5. Allies
  6. - - - - - - - - - - - - - - -
  7. Elle (Bride) Age 16, Earth Affinity.
  8. Skills: Derring-do, Aptitude, Underdog
  9. A really up-and-to-it kid that also descended from a person wielding a Wyrmscourge. Also thinks her grandfather is old, and that Flauros sucks. Not that the latter matters, because she's not gonna recover from that battle any time soon. But then she did, and now she has become Death, Destroyer of Horses. The most simple-minded.
  10.  
  11. Rowan Silestor Du Gallentia, First Son of His Excellency Lord Gallentia (Malig Knight) Age 19, Dark Affinity.
  12. Skills: Noble Executioner (read: not Chivalry), Tantivy, Lunge
  13. Stuck-up noble brat from Argentum who is most likely not a Wyvern Rider, but an edgelord with the power of DARK MAGICS. Also enjoys making really long and elaborate speeches. The edgiest.
  14.  
  15. Tawn (Swordmaster) Age 19, Light Affinity.
  16. Skills: Bushido, Duelist's Blow, Vantage
  17. Some noble guy from Argentum that's bros with Rowan, somehow. Also, they're literally Eliwood and Hector, nice one, you guys, but you can't fool me. Taught by not just any Shannan Swordmaster, but a man named Asia, making him the most weeb... and hot-blooded! The crittiest. Probably.
  18.  
  19. Alecksandra (Thief) Age 23, Thunder Affinity.
  20. Skills: Opportunist, Steal, Locktouch
  21. Another farmgirl, but this time, she really liked to steal, so she decided to steal. Also, she decided that she really likes bows, so she decided to use bows. That's pretty Robin Hood, right? May possibly have a tragic backstory. Most likely to rearrange people's bags.
  22.  
  23. Elaine (Mage Knight) Age 19, Light Affinity.
  24. Skills: Lily's Poise, Resistance +2, Demoiselle
  25. Another girl with a tragic backstory, she also happens to be really nice, which is a stark contrast to literally everyone else in the party. The least likely to commit murder (to my heart)... probably.
  26.  
  27. Fali (Pegasus Knight) Age ?, Fire Affinity.
  28. Skills: Mischevious, Relief, Darting Blow
  29. Another extremely snarky girl, and if not for Elaine, would make the playable girls all snarky as fuck. But no, she's a Pegasus Knight, we guess. Most likely to make a remark, if Alecksandra doesn't steal the spotlight.
  30.  
  31. Katarin(a) (Priestess) Age 16(?), Wind Affinity.
  32. Skills: Piety, Resistance +2, Focus
  33. A chick who somehow hid in rubble without anyone noticing, she also worships the Twin Dragons of Shan. No, Tawn, she's not a manakete, manaketes are extinct. I'm serious. Confirmed to have the most pockets.
  34. Because I'm sure nobody looks at this (unless Tawn does out of spite), I'll dump it here. The Wyrmscourge known as Valefar is a rather powerful sample of Light Magic that has the unfortunate drawback of literally fizzling out after a rather disappointingly short distance, in most circumstances, though there are records of it being used at distances greater than point-blank range. Garth's use of it as "Fist" is only one of its possible manifestations, and Katarin's use of Valefar is another, if Katarin actually learned how to use it, she theoretically could use it at longer ranges, though for now, this is a pipe dream, so she is limited to liberally using her hand to transmit Light Magic into someone's head. Or, you know, through a sword.
  35.  
  36. Chance (Dark Flier) Age 19, Thunder Affinity.
  37. Skills: Coordinator, Relief, Darting Blow
  38. An extraordinarily plucky young lass that happened to meet Elle. Despite encouraging her to try training, it ended up being more along the lines of "run across the entirety of Aurelia and Kae trying to find the others". The quietest. (May or may not have had some feelings for Elle.)
  39.  
  40. Irving (Sword Paladin) Age 20, Fire Affinity.
  41. Skills: Aim to Please, Discipline, Elbow Room
  42. A de-horsed (and then re-horsed) Cavalier, this unfortunate fellow is merely a genius of the highest caliber in the comedy scene, such that he has concocted the greatest act yet: A pair of chivalrous knights, one of green and gentle demeanor, and the other of red and serious voice. Unfortunately, his partner in this ploy is a terrible one, and is more after the money it will bring, over the smiles it would cause.
  43.  
  44. Miltiades (Lance Paladin) Age 21, Ice Affinity.
  45. Skills: Aim to Be, Discipline, Elbow Room
  46. Irving's also-de-horsed (and then re-horsed) companion and close friend, he was actually really into the whole acting business, but the consecutive failure in finding any in Kae actually got to him, and now he's concerned about money. Mostly because he probably burned through both their nest eggs, trying to keep them alive.
  47.  
  48. - - - - - - - - - - - - - - -
  49. Others
  50. - - - - - - - - - - - - - - -
  51. Royle (Paladin) Age 23, Heaven Affinity.
  52. Skills: Immobilize (from Agares), Rend Heaven
  53. A Federation officer, he's after Wyrmscourges, and will likely interrupt your Wyrmscourge search, as well. All things considered, you want a Wyrmscourge, he wants a Wyrmscourge, the rebels in Kae want a Wyrmscourge. Really makes you think. The most likely to stomp flowers after plucking them.
  54.  
  55. Sarai (Axe Armor) Age 24, Dark Affinity.
  56. Skills: Diplomancy (can be talked to)
  57. Someone who really doesn't want to fight, despite all her "muh loyalty" speaking. Having fought Royle before, she also seems to have lost 50% of her will, because that meant losing two years' worth of effort on killing a man who didn't die.
  58.  
  59. Naberius, Oris, Mana, and Paimia (Children) Age 10, Light Affinity.
  60. Skills: NPC (can be rescued, even against their will)
  61. Four children residing at the border of Kae. Naberius is the hot-headed one (and the leader), Oris and Paimia are the reasonable, and Mana was supposed to be the quiet and cute one. They all await their recently-vanished caretaker, but don't worry, Naberius is the bro, and can fend off a few bandits.
  62.  
  63. Rina (Wyvern Rider) Age 21, Ice Affinity.
  64. Skills: Familial Bonds, Tantivy, Lunge
  65. Also nobility, she's the eldest of three sisters, and considers herself highly. Attempts to cheer on others, and occasionally dislikes having to lead. It's hard work, especially when everyone's so inexperienced, and fixated on her... wyvern. The least patient (?).
  66.  
  67. Rika (Wyvern Rider) Age 19, Anima Affinity.
  68. Skills: Familial Bonds, Tantivy, Lunge
  69. Middle sister of House Medon, her anger over being the middle sister is taken out by fighting anyone, and I mean ANYONE. Doesn't matter how much she hurts. Also occasionally is seen feeding her wyvern proper feed, instead of non-standard feed. The most intense.
  70.  
  71. Riri (Wyvern Rider) Age 17, Heaven Affinity.
  72. Skills: Familial Bonds, Tantivy, Lunge
  73. The last member of the Medon crew, prefers to read over actual fighting. Magic greatly fascinates her, and the Shockstick's specially commissioned. With a little bit of her dad's money to help. The most optimistic.
  74.  
  75. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  76. Inventory
  77. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  78. As I don't care for considering inventory space or useless stuff like that, this page will likely consist of items received throughout chapters.
  79.  
  80. Prologue: Flauros (* Lance, 6 Might, 65 Hit, 0 Critical, 1-2 Range)
  81. Chapter 1: A replacement girl(s).
  82. Chapter 2: Drive Wheel Sword (Dorinken, aka a Brave sword), Discontent Staff, Iron Yumi from Fates, Sanic, and I guess Barbatos.
  83. Chapter 3: Speedwing, Dracoshield
  84. Chapter 4: Concoction x2, Elixir, Medicinal Syrup, Fist (actually Valefar), and the warmheartedness of the children.
  85. Chapter 5: Replacement girls, the Irving-Miltiades Troupe, Vassago, Physic
  86. Chapter 5x: Angelic Ring, Furtur, Shax
  87.  
  88. If you're Deltan or Tawn, and were crazy enough to scroll down, please don't tell anyone that it's here. I want to see how many players are wondering about it.
  89. The reason why Furtur was flying around is a similar reason to why everyone knows how their Wyrmscourges work, and their names- A part of the wielder's will is imprinted onto the weapons, due to their extremely magical nature, and it turns out that this will can guide any successors, and should those have a sufficiently strong enough will, can further imprint onto these weapons, causing the Wyrmscourge to grow in strength. It just turns out that Furtur had A LOT of its previous owner's will put into it, to the point where it could replicate its owner, save for the part where it was corporeal, talked, or existed, really. I actually intended for it to be seen by anyone wielding a Wyrmscourge, but deemed that too spooky, and as such, you all got a flying Lightning Sword. (Side note, it also knew its Combat Arts.)
  90.  
  91. The reason why Shax had three weapon types was that except instead of invoking power from any sort of place, it pulls magic out of its dragon materials, meaning it outputs a more powerful spell, and is fairly malleable, in terms of magic-shaping.
  92. Maybe I should explain how magic works in this setting, because I sure didn't do that earlier.
  93.  
  94. Spellcasting involves the use of ambient and inherently unstable magic currents in the atmosphere. While it cannot be refined or stabilized, incantations written in magic-augmented ink can attract and direct currents, in a manner similar to water going through a funnel. Though the use of more stable pockets of magic is possible, those tend to not produce the same potency as the aforementioned process.
  95. Each aspect of magic (Anima, Light, and Dark) are based in different ways to attract magic. Anima magic uses the fickle spirits of nature to conjure forces of nature. Dark Magic, better referred to as Elder Magic by some, channels currents of magic through one's soul, which may simply make it rush through one's soul, and assail the enemy with raw magic. Light Magic relies on belief, but only a truly resolute caster may bring out its true power.
  96. Much of this knowledge of magic comes from before the Post-Calamity era, as magic research facilities were among the first of the manaketes' targets, in their rampage against mankind.
  97.  
  98. Because I have no better place to dump all this, I'll put it into this pastebin, which is surely a great idea.
  99.  
  100. Magic, or something:
  101. Involves use of ambient and inherently unstable magic, often literally pointing it at things. More stable pockets of magic don't tend to be as powerful.
  102. Magic used to be substantially further researched Pre-Calamity, but all that shit lost post-Calamity, because guess what the manaketes targeted first in their quest to eliminate mankind.
  103. Ink/incantations probably medium to invoke and focus magic (read: funnel it into a single direction).
  104. Anima is nature (unstable, because it's nature), Light is belief (unstable, because not enough faith in people to use it well), Dark is soul (unstable, because human souls are really unstable).
  105.  
  106. Country Data
  107. [9:33 PM] Flamy: During the year 0079 of the period known as the Post Calamity calendar, the land known as Kioun has been split into four separate "countries", though they are more or less merely parts of land with a still-recovering governing body watching over them.
  108. [9:33 PM] Flamy: The southern country, Aurelia, is home to rolling hills and plains, once regarded as an main contributor in agriculture before the Calamity. Also notable are the nomadic tribes roaming and hunting upon the plains, which many a higher-class Kionan regard as "subhumans".
  109. [9:33 PM] Flamy: North of Aurelia is Argentum, a land dotted by several mountain ranges and snow, making the place ideal for both pegasi, a rather as-of-yet unstudied flying variation of the horse, and wyverns, large scaled creatures believed to have been descendants of dragons, alike. Their high speed and hardiness to weather is prized among Argentans, and many ride them, though the practice of doing so is known only to those within the country, presumably an ancient tradition. A historian attempting to learn more about it was threatened by a local "with the point of an especially wickedly sharp spear; I had thought myself to be accosted by a man wielding a Wyrmscourge".
  110. [8:35 PM] Flamy: The western desert of Kae is home to mercenaries just as much as it is thieves. Though towns and such have been rare, after the Calamity, they are rarer still, though the mercenary-based anarchy proves to still hold strong, to this day, and there can be quite a few treasures to be found in Kae... if one is willing to make the journey.
  111. [8:56 PM] Flamy: To the east lies the island of Shan, which, according to records made by local historians, houses a near-completely preserved body of a dragon from ancient times that is worshipped by many Shannans, and even a few in the mainland. More baffling is the existence of two such preservations. In local religion, both are considered gods: One to have made creation, and the other to have made destruction, so as to continue the cycle of creation. While the religion teaches balance of both, so as to achieve Understanding, and transcend, some extremists regard one dragon greater than the other. In other matters, their weapons manufacturing have produced weapons akin to that of mainland weapons, albeit with some changes, and may be occasionally found among such.
  112.  
  113. ENDINGS
  114. Tawn - King of Hearts
  115. Shortly after the Kaen Conflict, Tawn was invited to a Kioun-wide tournament known as the "Fire Emblem", in which fighters from all across the land would clash with one another in order to determine who was the "Emblem of All Emblems". And so, Tawn set out on a journey unlike any other, and actually got his own anime, "Mobile Fighter G Fire Emblem", which got a dub so popular, more people remember the dub over the original.
  116.  
  117. Rowan Silestor Du Gallentia, First Son of His Excellency Lord Gallentia - Club Ace
  118. Returning to Argentum after the Kaen Conflict, Rowan's incredible fighting prowess was recognized by many, and it was this very prowess that found him participating in the Fire Emblem. He would end up as one of the most popular males in the anime, though many a waifu war had erupted in GameFAQs over the argument of whether Tawn was better off with Rowan, or with Katarin.
  119.  
  120. Elaine - Jack in Diamond
  121. Journeying about the world with Elle, the two found a great deal of sights, yet Elle's tendency to stick her head into trouble resulted in the two of them participating in the Fire Emblem, much to Elaine's dismay. Nonetheless, they managed to find the other four, and form the Shuffle Alliance. After the battle against Dark Dragon, the two settled down in Ram.
  122.  
  123. Fali - Queen the Spade
  124. Fali, for reasons unknown, participated in the Fire Emblem, and appeared as one of Tawn's first opponents, though she appeared to not take the situation very seriously, and lost. However, she would assist Tawn in the final episode by flying him to the core of the Dragon Colony, where Katarin was being used to power its dark machinations.
  125.  
  126. Katarin - Entrusted Disciple
  127. Following Tawn in his journey throughout the Fire Emblem, Katarin got into a great many shouting matches with Tawn, usually in regards to their opposing views on matters. Eventually, during the final battle, Tawn confesses his love for her, which releases her from the Dark Dragon's core, allowing for the both of them to unleash the Heaven-and-Earth LOVE-LOVE Crusher to finish the Dark Dragon once and for all.
  128.  
  129. Alecksandra - Black Joker
  130. Though she returned home, and helped the people in her town through infiltrating local bandits' forts, in a most mysterious turn of events, she found herself with an invitation to the Fire Emblem. Only mentioned throughout the first half of the series, she appears in the last quarter of the series, having hidden herself to advance by avoiding all possible combat, and reveals that the Fire Emblem was a ploy to concentrate all the Wyrmscourges into one place.
  131.  
  132. Elle - Ecstatic Villager
  133. Discontent as always with idling about, Elle decided to join the Fire Emblem on a whim, after being confronted by a mysterious messenger carrying the invitation. Though she was a relevant part of the Fire Emblem, she would not participate in the final battle.
  134. (yes elle's was super-improvised on the last part)
  135.  
  136. Irving's Script (unused)
  137. Miltiades: "Ho there! Might you be in need of assistance?"
  138. Irving: "We would be gallant knights, riding on horses, but A, someone stole our horses, and B, my comrade here seems to have misplaced his lance, so really, we're more like a pair of glorified mercenaries."
  139.  
  140.  
  141. okay so i was gonna have a thabes-like postgame dungeon in the temple thing, but production cuts forced me to end this campaign prematurely so i guess here you guys go
  142.  
  143. What lies beneath Solomon's Grave...
  144. What remains of intricate stonework lies in ruins before you. Elegance, reduced to nothing. Excellence, all but gone. And yet... outside, no such signs remain.
  145. Your Wyrmscourges feel... on edge. It is an indescribable sensation of their very essence reaching out to you in warning.
  146.  
  147. A voice, simultaneously seemingly in your ear, and then not, rings about the room. "Underneath these sands of flame, we start our work in earnest: To reuse the remains of Manaketes for a new purpose. Initial projects went rather poorly. Some suggested the use of Manakete bones in magic foci, such as ink and staves, as Manaketes had high magical potential. Material was lacking. Yet... we had many of our fellow men as assistants, excavators, and researchers."
  148.  
  149. Four legs. The vague shape of wings. A slender, yet muscled body. Marred by the signs of decay. Your mind jumps to the word "dragon", but yet... their very bodies reek of undeath.
  150. A voice rings out in the halls. "Aleister, one of our more... bold researchers, proposed that we attempt recreating dragons, using the remains of Manaketes. Of course, fearing a cessation of funding by the Federation, the team rejected his plans, yet we could not help but wonder if we could achieve the same results as our predecessors, before the calamity..."
  151. "We succeeded. And did so much more."
  152.  
  153. A surge of power runs through all of you. The true power of the Wyrmscourges awakens, in the face of its true foe!
  154.  
  155. also the kids (specifically naberius and mana) would be here
  156. Wo Dao (Naberius) (* Sword, 10 Might, 80 Hit, 45 Critical, 1 Range) When attacking a Manakete-type unit, critical hits deal quadruple damage.
  157.  
  158. Agares (Inert) [* Lance, 8 Might, 80, 0 Critical] Grants wielder "Lunge" skill. When attacking a Manakete unit, reduce their Movement to 0 for a turn on hit.
  159. Agares (Awakened) [* Lance, 13 Might, 80 Hit, 0 Critical] Grants wielder "Lunge" skill. When attacking a Manakete unit, reduce their Movement to 0 for a turn on hit.
  160. Agares (Full Power) [* Lance,
  161.  
  162. Barbatos (* Club, 8 Might, 65 Hit, 5 Critical, 1 Range) Resistance +2.
  163. Old-Fashioned Iron Yumi (E Bow, 9 Might, 70 Hit, 0 Critical, 2 Range) Effective against Fliers.
  164. Dorinken (D Katana, 7 Might, 75 Hit, 0 Critical, 1 Range) A very heroic-feeling sword. Effective when used by a Justice-type class.
  165. Hotter'n Elfire (D Anima/Fire, 8 Might, 80 Hit, 0 Critical, 1~2 Range) Probably actually an Elfire.
  166. Discontent Staff (D Staff, 5 Might, 60 Hit, 0 Critical, 1 Range) When used on ally, heal for (Might + Magic) HP. When used on enemy, perform a magical attack. Counterattack as normal with staff.
  167. Blue Spear (D Lance, 9 Might, 75 Hit, 0 Critical, 1 Range) Speed +1, but Defense and Resistance -1.
  168.  
  169. Fist (* Light, 0 Might, 75 Hit, 15 Critical, 1-2 Range)
  170. Valefar (Inert) [* Light, 3 Might, 75 Hit, 15 Critical, 1 Range]
  171. Valefar (Awakened) [* Light, 4 Might, 85 Hit, 15 Critical, 1 Range]
  172. Valefar (Full Power) [* Light, 7 Might, 85 Hit, 30 Critical, 1-2 Range] When attacking a Manakete unit,
  173.  
  174. Vassago (Inert) [* Bow, 10 Might, 60 Hit, 0 Critical] Effective against flying units. Attack Speed +3 when initiating combat.
  175. Vassago (Awakened) [* Bow, 12 Might, 80 Hit, 5 Critical] Effective against flying units. Attack Speed +4 when initiating combat. Double bonuses to damage dealt.
  176.  
  177. Furtur (Inert) [* Sword, 15 Might, 80 Hit, -10 Critical] Movement = 7. Deals Magic-based damage. Wielder's Magic not used in damage calculation.
  178. Furtur (Awakened) [* Sword, 16 Might, 85 Hit, -5 Critical] Movement = 7. Deals Magic-based damage. Wielder's Magic used in damage calculation. Effective against Dragon units.
  179. Furtur (Full Power) [* Sword, 16 Might, 95 Hit, 10 Critical] Movement = 8. May inflict either Strength-based or Magic-based damage. Wielder's Magic and Strength used in damage calculation. Effective against Dragon units. When battling a Manakete unit, quadruple Might, instead.
  180.  
  181. full power variations here
  182. Barbatos Lupus Rex (* Club, 13 Might, 75 Hit, 15 Critical, 1 Range): Take 3 less damage from magic attacks while equipped. When attacking a Manakete-type enemy, is treated as a Sword, and gains 7 Might and 15 Critical.
  183. Dantalion Perfect Cowl (* Sword, 11 Might, 75 Hit, 30 Critical, 1 Range): Movement +2 and Defense +4 while equipped. When attacking a Manakete-type enemy, gain 1 Might for Movement wielder has.
  184. LORE TIME: It is said that this oddly-shaped sword had the capability of being used as a handheld shell-firing cannon, but this mechanism is far beyond the capabilities of today's research, so instead, the trigger can be pulled to make the blade generate a shockwave. With good timing, this Wyrmscourge is a lethal weapon, even against humans.
  185. Furtur (Full Power) [* Sword, 16 Might, 95 Hit, 10 Critical] Deals Magic-based damage. Wielder's Magic and Strength used in damage calculation. Effective against Dragon units. When battling a Manakete unit, quadruple Might, instead.
  186.  
  187. GM Notes on Frere Nero:
  188. Taught by Master Asia (duh).
  189.  
  190. Bael (** Sword, 1 Range, 8 Might, 80 Hit, 20 Critical) A Brave weapon. When initiating battle, may move to opposite side of defending unit.
  191. "Here it comes! The School of the Undefeated of the East's special technique!"
  192. /me turns into a spinning ball of energy, barreling through the battlefield! Any units he moved through take 15 damage. This can be lethal!
  193.  
  194. Chance was originally going to be based on a mechanic in SD Gundam G Generation Overworld that allowed a unit to take multiple actions, provided they killed a unit. I realized this was broken in time, but couldn't change her stats.
  195. She did, however, have the Personal Skill "Coordinator", which I'm surprised none of you asked me about. It was basically Triangle Attack for any fliers + her.
  196. The Wyvern Trio was originally Pegasus Knights! Surprising, I know. Not really.
  197.  
  198. other fun stuff
  199. [8:07 AM] Flamy: Do I call the final boss any of the following: Domon, Kyoji, or a variation on "Black Brother".
  200. [8:27 AM] WhiteKnight: Last one
  201. [8:30 AM] Flamy: Alright, time to think of a good one.
  202. [12:10 PM] Flamy: I'm tempted to use Schwarzer Bruder, but French gives me "Frere Noir", which is pretty okay, until you hit "noir".
  203. [12:11 PM] WhiteKnight: Mix languages
  204. [12:14 PM] Flamy: Not a bad idea.
  205. [12:15 PM] Flamy: Trueblade of the Western Wind, Frere Nero.
  206.  
  207. [7:53 PM] Flamy: Final battle idea: Lone Trueblade. Dainslief barrage interrupts mid-battle, with wyvern sisters taking the bullet. Explosion from Wyrmscourge concentration kills the Dainslief operators. Objective becomes "fire 4 Dainsliefs into the BBEG in the same turn".
  208. [7:54 PM] WhiteKnight: RIP wyverngal friends
  209. [7:54 PM] WhiteKnight: but man that TB better be strong to put up an apparent threat
  210. [7:54 PM] Flamy: I originally wrote "sacrifice their lives", but then realized "meh, maybe I want them to live".
  211. [7:55 PM] WhiteKnight: on the one hand, FE
  212. [7:55 PM] WhiteKnight: on the other hand, you coward
  213. [7:55 PM] Flamy: If I give you an ambiguous selection, I can decide for sure later.
  214. [7:55 PM] Flamy: I'd like to kill them, though.
  215. [7:55 PM] Flamy: That sounds fun.
  216. [7:56 PM] Flamy: I could be symbolic, and shit.
  217. [7:56 PM] Flamy: "When mankind has no common enemy to fight, he will fight against himself."
  218. [7:56 PM] WhiteKnight: if they've been used with some frequency you'd better give the players something back for their investment though
  219. [7:56 PM] WhiteKnight: imagine if one of them were S-ranked
  220. [7:56 PM] WhiteKnight: but then again nobody wanted to A-rank our friend the hero
  221. [7:56 PM] Flamy: Oh, no, they left the party-- nah they went for domon and smugager
  222. [7:57 PM] WhiteKnight: oh
  223. [7:57 PM] Flamy: lilac was p open about s-ranking smugager tho
  224. [7:57 PM] Flamy: like right after c support
  225. [7:57 PM] WhiteKnight: whew
  226. [7:57 PM] Flamy: same
  227. [7:58 PM] WhiteKnight: would they have stayed if someone A or S ranked that particular sister though
  228. [7:59 PM] Flamy: It was that, or "they come to your rescue if you A-ranked them".
  229. [7:59 PM] Flamy: Alternatively, all the unimportant NPCs sacrifice their lives.
  230. [7:59 PM] WhiteKnight: WHEW
  231. [7:59 PM] Flamy: Miltiades, Irving, Chance...
  232. [7:59 PM] WhiteKnight: FLAMY TOMINO
  233. [8:00 PM] WhiteKnight: next thing you know Elle will stick her restored wyrmscourge into an Big Zamsleif and the whole planet will die
  234.  
  235. [8:18 PM] WhiteKnight: you should do something really silly
  236. [8:19 PM] WhiteKnight: like nullifying crit damage... but making them drop an energy drop
  237. [8:19 PM] WhiteKnight: don't do this
  238. [8:19 PM] WhiteKnight: i keep saying you should like i'm your boss
  239. [8:19 PM] Flamy: Sounds like Oris' WS. :^)
  240. [8:19 PM] WhiteKnight: nani?!
  241. [8:19 PM] Flamy: >implying any of the children have physical weapons on them
  242. [8:20 PM] WhiteKnight: the children *are* the WS's
  243. [8:20 PM] Flamy: Really makes you think.
  244. [8:20 PM] Flamy: Did Frere Nero save them from the ruins of the lab?
  245. [8:20 PM] Flamy: Or did he simply name them after the Wyrmscourges?
  246. [8:21 PM] WhiteKnight: one of these things is not like the others
  247. [8:21 PM] Flamy: Perhaps the children were experimented upon, as their minds, bodies, and souls were easily meldable, compared to that of adults.
  248. [8:21 PM] Flamy: They themselves appear to not benefit directly from the fruit they gather.
  249. [8:22 PM] Flamy: And few villages are to be seen, if any.
  250. [8:23 PM] Flamy: Being modified humans would explain why the boys/girls look so similar to one another.
  251. [8:24 PM] Flamy: Along with their rather... foreign hair colors.
  252. [8:26 PM] WhiteKnight: will they have to fight the children? : (
  253.  
  254. [8:30 PM] Flamy: Man, I wonder what bullshit I'd give the children in a postgame fungeon.
  255. [8:30 PM] Flamy: 1~5 Range PK Strike.
  256. [8:30 PM] Flamy: Nah, 1~3 PK Thunder.
  257. [8:32 PM] Flamy: Can use on the other children to launch them.
  258. [8:32 PM] Flamy: Deals flat MGT if done this way.
  259. [8:32 PM] Flamy: Inflicts no apparent harm on the children, however.
  260. [8:32 PM] Flamy: Somehow.
  261. [8:34 PM] WhiteKnight: PK Flash, 1-5, charge, MT=8* turns charged, 1 aoe beyond target after 1 charge, 2 after 3, 3 after 5
  262. [8:34 PM] WhiteKnight: PSI magnet: PK SPELLS WILL IGNORE RES AND HEAL
  263. [8:35 PM] Flamy: oh god
  264.  
  265. WAY the fuck back but
  266. [8:15 PM] Flamy: go sleep wk
  267. [8:46 PM] Flamy: Alright, @Neo New WhiteKnight Kai Ni III. Dorinken (D Katana, 3 Might, 75 Hit, 0 Critical, 1 Range) Hero Weapon.
  268. [8:47 PM] Neo New WhiteKnight Kai Ni III: a quick katana
  269. [8:47 PM] Neo New WhiteKnight Kai Ni III: shit for mt but BRAVE
  270. [8:47 PM] Flamy: it's a brave sword :^)
  271. [8:47 PM] Neo New WhiteKnight Kai Ni III: if you had weapon arts in your game it might be even more op
  272. [8:47 PM] Neo New WhiteKnight Kai Ni III: boy i can't wait for emblem games to use weapon arts
  273. [8:50 PM] Flamy: yee
  274. [8:50 PM] Flamy: fe4 remake when
  275. [8:50 PM] Neo New WhiteKnight Kai Ni III: FE4 remake with weapon arts
  276. [8:50 PM] Neo New WhiteKnight Kai Ni III: all the holy weapons lose between 18 and 12 MT
  277. [8:50 PM] Neo New WhiteKnight Kai Ni III: then their final arts recoup the difference
  278. [8:50 PM] Neo New WhiteKnight Kai Ni III: just like Scendscale and the Falchion fully forged
  279. [8:50 PM] Flamy: does valkyrie staff prevent dying instead
  280. [8:51 PM] Neo New WhiteKnight Kai Ni III: i know the falc wasn't 30 mt in gaiden sssh
  281. [8:51 PM] Neo New WhiteKnight Kai Ni III: i just noticed it's awfully high with scendscale...
  282. [8:51 PM] Neo New WhiteKnight Kai Ni III: hmm, maybe it would
  283. [8:51 PM] Neo New WhiteKnight Kai Ni III: or maybe it would revive... and get THREE charges per repair
  284. [8:51 PM] Neo New WhiteKnight Kai Ni III: and it would also be called Blaggi's Turnwheel
  285. [8:51 PM] Neo New WhiteKnight Kai Ni III: and in gen 2 you'd find the missing cogs for it scattered throughout jugdral
  286. [9:21 PM] Jeanne D'Code: I considered ripping that one rapier ability from Echoes, but being able to never miss on a killing blow is...
  287. [9:21 PM] Jeanne D'Code: ...nah. Very nah.
  288. [9:22 PM] Flamy: ^
  289. [9:22 PM] Neo New WhiteKnight Kai Ni III: good thing the ai will never use it on you
  290. [9:22 PM] Flamy: ai never use combat artes
  291. [9:26 PM] Neo New WhiteKnight Kai Ni III: but imagine if they did
  292. [9:26 PM] Neo New WhiteKnight Kai Ni III: imagine getting tigerstance'd
  293. [9:27 PM] Neo New WhiteKnight Kai Ni III: or Ward Arrow'd
  294. [9:27 PM] Neo New WhiteKnight Kai Ni III: not so hot now, are you Delthea?
  295. [9:29 PM] Flamy: not so tough any more
  296. [9:30 PM] Flamy: i blame kusoge for this idea
  297. [9:30 PM] Flamy: Discontent Staff (D Staff, 5 Might, 60 Hit, 0 Critical, 1 Range) When used on ally, heal for (Might + Magic) HP. When used on enemy, perform a magical attack.
  298. [9:30 PM] Neo New WhiteKnight Kai Ni III: except because she's promoted she silver swords you to death
  299. [9:30 PM] Flamy: why not ladyblade
  300. [9:30 PM] Neo New WhiteKnight Kai Ni III: mae has it
  301. [9:30 PM] Flamy: or is that on the bae of baes that is mae
  302. [9:30 PM] Flamy: yee
  303. [9:30 PM] Neo New WhiteKnight Kai Ni III: i mean optimally delthea should have a mage ring
  304. [9:31 PM] Flamy: tru
  305. [9:31 PM] Neo New WhiteKnight Kai Ni III: you already have celica and probably others if you want to mix magic and phys
  306. [9:31 PM] Neo New WhiteKnight Kai Ni III: anyways
  307. that staff is WAY Too versatile
  308. [9:31 PM] Flamy: yee
  309. [9:31 PM] Flamy: i might make it physical
  310. [9:31 PM] Neo New WhiteKnight Kai Ni III: hold up
  311. [9:31 PM] Neo New WhiteKnight Kai Ni III: 1 range
  312. [9:31 PM] Flamy: but you can't- yeah
  313. [9:31 PM] Neo New WhiteKnight Kai Ni III: what's the def on this staff girl
  314. [9:32 PM] Flamy: 6 Defense, 11 Resistance.
  315. [9:32 PM] Flamy: Guess what she's killing, guess what she'll get killed by.
  316. [9:32 PM] Neo New WhiteKnight Kai Ni III: she kills wizards
  317. [9:32 PM] Neo New WhiteKnight Kai Ni III: fighters orko her
  318. [9:33 PM] Flamy: wait wait wait hang on
  319. [9:33 PM] Flamy: okay so
  320. [9:33 PM] Flamy: monk boss
  321. [9:33 PM] Flamy: with a Wyrmscourge tome
  322. [9:33 PM] Flamy: he casts fist
  323. [9:33 PM] Flamy: resident light mage user uses tome
  324. [9:33 PM] Flamy: uses shining finger
  325. [9:33 PM] Flamy: y/n
  326. [9:33 PM] Neo New WhiteKnight Kai Ni III: YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYy
  327. [9:34 PM] Neo New WhiteKnight Kai Ni III: make him/her promote into an echoes priestess, somehow get shining finger sword
  328. [9:34 PM] Flamy: let's do this
  329. [9:34 PM] Neo New WhiteKnight Kai Ni III: also
  330. [9:34 PM] Neo New WhiteKnight Kai Ni III: have a gender swap chapter
  331. [9:34 PM] Flamy: god no
  332. NEW MESSAGES
  333. [9:35 PM] Neo New WhiteKnight Kai Ni III: he he he he he
  334. [9:35 PM] Neo New WhiteKnight Kai Ni III: do you think big boss would do it
  335. [9:35 PM] Flamy: ... if he had as much mechafaggotry as i did
  336. [9:36 PM] Jeanne D'Code: I still ain't beaten Birthright yet
  337. [9:36 PM] Jeanne D'Code: I am compelled to 100% the supports
  338. [9:36 PM] Jeanne D'Code: Just because I can
  339. [9:37 PM] Jeanne D'Code: So I'm at like chapter 21 or some shit
  340. [9:37 PM] Neo New WhiteKnight Kai Ni III: you're not gonna go through conquest and rev over a couple years next, are you
  341. [9:37 PM] Jeanne D'Code: I will play Conquest in the easiest difficulty possible as a speed run
  342. [9:37 PM] Jeanne D'Code: Or I'll skip it and just play Rev
  343. [9:38 PM] Neo New WhiteKnight Kai Ni III: P H O E N I X M O D E
  344. [9:38 PM] Jeanne D'Code: I ain't all that good at these games
  345. [9:39 PM] Jeanne D'Code: My best gaming boons are my mechanical analytics and sheer persistence
  346. [9:39 PM] Jeanne D'Code: Being persistent don't mean shit if all my units are dead
  347. [9:39 PM] Neo New WhiteKnight Kai Ni III: this isn't shadow dragon
  348. [9:40 PM] Neo New WhiteKnight Kai Ni III: which gives you generics if you're under the deployment limit
  349. [9:40 PM] Neo New WhiteKnight Kai Ni III: but yeah PHOENIX MODE BABY
  350. [9:40 PM] Jeanne D'Code: And FE doesn't leave any real imagination to analyze mechanics. I mean, I can kinda figure out where the AI is gonna move units, but it seems random at times
  351. [9:41 PM] Flamy: Blue Spear (D Lance, 9 Might, 75 Hit, 0 Critical, 1 Range) Speed +1, but Defense and Resistance -1.
  352. [9:41 PM] Neo New WhiteKnight Kai Ni III: witch AI is fucking magical
  353. [9:41 PM] Flamy: I'm amazing.
  354. [9:41 PM] Neo New WhiteKnight Kai Ni III: other enemies even in other games may try to prioritize surviving unless there's no escape route
  355. [9:41 PM] Neo New WhiteKnight Kai Ni III: but they always always always go for kills
  356. [9:42 PM] Jeanne D'Code: Like Heroes' AI will always beeline for my healer if they're exposed, followed by anyone they have advantage against, followed by anyone they're in range to attack, followed by passing turn or moving depending on the class
  357. [9:43 PM] Jeanne D'Code: It's simple, but effective because of how cramped the space is(edited)
  358. [9:43 PM] Neo New WhiteKnight Kai Ni III: oh right, no counterattacks is also a priority
  359. [9:44 PM] Neo New WhiteKnight Kai Ni III: kill > no counter > most damage > ?????
  360. [9:44 PM] Flamy: but gaiden always puts out counterattacks
  361. [9:44 PM] Neo New WhiteKnight Kai Ni III: fe in general my mansky
  362. [9:44 PM] Flamy: ... which sucks, because i really would rather saber not murder everything after i press start
  363. [9:44 PM] Neo New WhiteKnight Kai Ni III: you know how many times I've had haar swarmed by hand axes and javelins
  364. [9:44 PM] Neo New WhiteKnight Kai Ni III: too many
  365. [9:45 PM] Jeanne D'Code: My brother had that problem a lot
  366. [9:45 PM] Flamy: and alm can't subdue on counterattack
  367. [9:45 PM] Jeanne D'Code: "Local Enemy Unit Walks Into Saber; Wakes Up Dead Next Morning"
  368. [9:46 PM] Neo New WhiteKnight Kai Ni III: my head hurts
  369. [9:46 PM] Flamy: Go sleep, Weissy-chan.
  370. [9:46 PM] Neo New WhiteKnight Kai Ni III: no i mean
  371. [9:46 PM] Neo New WhiteKnight Kai Ni III: "wakes up dead"
  372. [9:46 PM] Neo New WhiteKnight Kai Ni III: now that's a headline
  373. [9:46 PM] Neo New WhiteKnight Kai Ni III: everyone wants to see the woke dead man
  374. [9:46 PM] Flamy: Who don't?
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