While passing by the guild building to check on available jobs, you notice a new paper pinned to the board. Curious, you approach the paper and read it to yourself.
Manhunt:
A suspicious figure has been reported skulking about various villages within the kingdom at night. The town Watches have investigated, but have been unable to apprehend or identify the suspect. The guild has now been given the task to find this man and bring him in. If interested, sign sheet and report to Lady Isadora's office within the guild building at noon tomorrow for more information.
Expected Danger Level: C Recommended Team Size: 3 Reward: 15k (5k each)
You take a moment to consider signing your name to participate or just keep walking by...
Posted: Wed Jun 12, 2013 8:13 pm
The Game
This is a new idea I'm testing out. For the first game, it will be small to test it out and see if I completely screwed up or not. The idea is that it will function like a boardgame, sort of like D&D, but hopefully much less complicated.
Entering It's free to enter. If you want to play, PM me your character along with your two realistic reclass options. Certain characters I already know. For this one, only the first 3 people will get in, but if all goes well, I will be doing another longer one with 5 people.
Procedure 1. The members participating will choose one of their characters to play as. This is not canon, but it is a semblance of canon, so guild member characters only. That character will be using their class. If 2nd tier, the character will be brought to the closest matching 1st tier for the game. 2. I will determine through RNG the order in which players take their turns. When it is your turn, you will roll one 4-sided die to determine how many spaces you move. Please make sure to dictate the number space you are moving to. - Classes with the celerity skill must state that they are using that skill to replace their regular movement die and will be unable to use another skill afterwards. 3. I will then post for the tile event, revealing what surprise awaits you on that space. You will either run into a trap, find a random item, or have nothing happen at all. - There are 30 items you can get, 10 of which are weapons your class uses. For cavaliers, you will choose the one weapon you want. - Traps will vary in danger 4. After the tile event, you have the option of: Attacking, Trading, Using an item, Using a skill. You can only do one. State that your turn is done at the end of the post. - To do a normal attack, roll one 10-sided die. The result will be the base amount of damage you do to an enemy. Don't forget to add on the damage modifier of your class and weapon for the total damage. - To do a skill, please state clearly that you are performing said skill and then proceed accordingly as the skill dictates. You can only use one skill per turn. (That does not mean per movement roll) - To trade, you must be 0-1 spaces away from somebody. The person you are trading has the ability to send one of their items to you as well, if you can consult with them before trading. Do not wait to talk to them, you will hold up the game. - To use an item, please state clearly what item you are using and make sure you are capable of using it. 5. The next player will then take their turn and the game will proceed until the boss is defeated.
Reward There is individual victory, but the goal is to work together, as you can die without help. The gold reward listed in the first post is the actual prize in gaia gold. You don't get your 5k if you die and it will be split up to the survivors.
Knight (Cavalier, Nomad) - Celerity: Roll 10-sided die for movement instead of 4-sided - Canto: Roll another 4-sided die Damage Modifier: +6
Armorknight - Pavis: Take less damage from next round of enemies' attacks - Guard: Takes all damage from friendly unit of choice 0-1 spaces away Damage Modifier: +9
Myrmidon - Pursuit: For attack, roll two 6-sided dice to attack instead of one 10-sided die - Astra: For attack, roll five 6-sided dice and divide the combined number in half, rounding up (EX:1+4+3+1+2=11 > 11/2=5.5 > 5.5=6) Damage Modifier: +4
Mercenary - Sol: For attack, roll 6-sided die instead of 10-sided die and heal self for amount of damage dealt - Patience: Do no attack this turn, do double damage next turn Damage Modifier: +6
Fighter - Rally Strength: Adds damage modifier to friendly melee unit of choice 0-3 spaces away for their next attack - Counter: Deals back half of damage received from adjacent enemies Damage Modifier: +8
Barbarian - Gamble: For attack, roll 20-sided die and take that amount of damage from targeted enemy unit's next attack - Wrath: Deal double damage when under half health Damage Modifier: +8
Archer - Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away - Deadeye: For attack, roll three 4-sided dice and put enemy to sleep, thus preventing them from attacking Damage Modifier: +5
Thief - Locktouch: Open doors and chests - Steal: Steal offhand item or weapon from enemy Damage Modifier: +1
Pegasus knight - Pursuit: Pursuit: For attack, roll two 6-sided dice to attack instead of one 10-sided die - Celerity: Roll 10-sided die for movement instead of 4-sided Damage Modifier: +3
Wyvern Rider - Stun: For attack, roll three 4-sided dice and stun enemy for one turn, thus preventing them from attacking - Canto: Roll another 4-sided die Damage Modifier: +7
Mage - Rally Magic: Adds damage modifier to friendly magic unit of choice 0-3 spaces away for their next attack - Focus: Do no attack this turn, do double damage next turn Damage Modifier: +4
Dark Mage - Lifetaker: For attack, roll 6-sided die instead of 10-sided die and heal self for amount of damage dealt - Vengeance: For attack, roll normal 10-sided die, but deal (unit's Max HP - Current HP)/2 extra damage (EX: 10/20HP=10 extra damage > Roll a 6 > 6+10=16) Damage Modifier: +3
Light Mage - Sacrifice: Reduce own health to recover friendly unit of choice's health and restore status 0-1 spaces away - Renewal: Heal self Damage Modifier: +4
Troubadour - Healtouch: Heals friendly unit 0-1 spaces away - Celerity: Roll 10-sided die for movement instead of 4-sided Damage Modifier: +0
Dancer/Bard - Perform: Allows friendly unit of choice to move out of turn. Move order goes back to normal after invigorated unit finishes their move. - Special Performance: Roll 4-sided die. Friendly unit of choice takes less damage and deals more damage in next round for die result. Damage Modifier: +0
Manakete/Dragon - Boon: Friendly units 0-1 spaces away recover their condition - Ire: For attack, roll three 6-sided dice Damage Modifier: +7
Taguel/Wolf/Cat/Tiger/Lion - Quickclaw: Deals back half of damage received from non-adjacent enemies - Roar: For attack, roll three 4-sided dice and inflict enemy with fear, thus preventing them from attacking Damage Modifier: +6
Raven/Hawk - Maelstrom: Deals back half of damage received from non-adjacent enemies - Shriek: Do not attack and instead inflict fear status on enemy unit of choice 0-3 spaces away, thus preventing them from attacking Damage Modifier: +5
Items
Items 1. Herb (Heals 5 health, 1 use) 2. Vulnerary (Heals 10 health, 1 use) 3. Concoction (Heals 15 health, 1 use) 4. Elixir (Heals 20 health, 1 use) 5. Pure Water (Take 5 less damage from magic users for one round- meaning until next turn, 1 use) 6. Antitoxin (Cures poison, 1 use) 7. Door Key (Opens door, 1 use) 8. Chest Key (Opens chest, 1 use) 9. Seraph Robe (Permanently adds +5 total health, 1 use) 10. Energy Drop / Spirit Dust (Permanently adds +2 to damage modifier, 1 use) 11. Dracoshield / Talisman (Permanently adds +2 to defense modifier, 1 use) 12. Boots (Permanently adds +2 to movement- Instead of using 4-sided die to move, you will now use a 6-sided die. If using the celerity skill, you will use a 12-sided die, 1 use) 13. Second seal (Change classes into one of the two options you submitted) 14. Iote's Shield (Protects fliers against arrows- bows will no longer do double damage to flying unit) 16. Disarm (Teaches the disarm skill. Disarm selected enemy unit of their equipped weapon) 17. Provoke (Teaches the provoke skill. Passive: Provoke all surrounding enemies to attack you instead of others, if they are in range of you) 18. Shade (Teaches the shade skill. Passive: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked) 19. Shove (Teaches the shove skill. Shove friendly unit of choice 0-1 spaces away one space forward if possible- cannot pass enemies) 20. Smite (Teaches the smite skill. Smite friendly unit of choice 0-1 spaces away two spaces forward if possible- cannot pass enemies)
Swords 21. Iron Sword (+1) 22. Steel Sword (+2) 23. Silver Sword (+3) 24. Brave Sword (+2, add one die roll) 25. Armorslayer (+2, effects armor) 26. Wyrmslayer (+2, effects dragon) 27. Levin Sword (+3, range 0-2) 28. Killing Edge (+2, double damage) 29. Tree Branch (-2) 30. Soothing Sword (+2, heals for damage inflicted)
Lances 21. Iron Lance (+1) 22. Steel Lance (+2) 23. Silver Lance (+3) 24. Brave Lance (+2, add one die roll) 25. Horseslayer (+2, effects horse) 26. Heavy Spear (+2, effects armor) 27. Javelin (+0, range 0-2) 28. Killer Lance (+2, doubles damage) 29. Log (-2) 30. Spear (+2, range 0-2)
Axes 21. Iron Axe (+1) 22. Steel Axe (+2) 23. Silver Axe (+3) 24. Brave Axe (+2, add one die roll) 25. Hammer (+2, effects armor) 26. Halberd (+2, effects horse) 27. Hand Axe (+0, range 0-2) 28. Killer Axe (+2, doubles damage) 29. Ladle (-2) 30. Tomahawk (+2, range 0-2)
Dark Tomes 21. Flux (+1) 22. Tendril (+2) 23. Goetia (+3) 24. Waste (+2, add on die roll) 25. Fenrir (+3, inflicts fear) 26. Mire (+3, range 3-10, 1 use) 27. Eclipse (halves HP, range 3-10, 1 use) 28. Ruin (+2, doubles damage) 29. Nosferatu (+2, heals for damage inflicted) 30. Poison (+1, inflicts poison)
Light Tomes (all effect revenant) 21. Lightning (+1) 22. Shine (+2) 23. Divine (+3) 24. Aura (+4) 25. Book of Naga (+4, effects dragon) 26. Purge (+3, range 3-10, 1 use) 27. Purify (+2, restores status at start of turn) 28. Radiance (+0, doubles damage) 29. Dim Glow (-2) 30. Shimmer (+1, inflicts blind)
Staves (+ goes towards healing modifier) 21. Heal (+5) 22. Mend (+10) 23. Physic (+5, range 1-5) 24. Unlock (Opens door, range 1-2, 1 use) 25. Restore (Restored condition of friendly unit of choice) 26. Rescue (Brings friendly unit of choice to your space, range 1-5, 1 use) 27. Warp (Teleports friendly unit of choice 0-1 spaces from you to any space within 1-5 range, 1 use) 28. Sleep (Inflicts sleep status on enemy unit of choice for 3 turns, 1 use) 29. Berserk (Inflicts berserk status on enemy unit of choice for 3 turns causing enemy unit to move towards/attack closest unit, 1 use) 30. Fear (Inflicts fear status on enemy unit of choice for 3 turns causing enemy unit to retreat for movement roll without attacking or using skills, 1 use)
Stones 21. Beaststone+ (+4) 22. Dragonstone+ (+4)
FAQ Please PM me questions if you have them
1) I checked the status and I see there is no Burn in it. Why is there no Burn in there? And if adding Burn, what will the damage or losing turn be? Burn will make an appearance, but not in this first game. It will work the same way as poison, losing 2 hp per turn for 5 turns.
2) I see that there is no Heron in the class list, will the Heron class be similar to the Cleric/Priest or to the Dancer/Bard? I didn't bother making a heron class because there was no need. We don't have a functioning heron unit and the one heron OC we have wouldn't be able to reclass to one since grey herons don't use galdrar. If there did become a need for me to make one, it would function mostly as a dancer/bard, but one of its skills would likely heal or restore status- I'd have to research the FE10 skills for heron.
3) I also see no Lord and Soldier in it. Will they be added in the next game if the game is success? I neglected to make a soldier class by faulty memory and also the fact that choosing skills for the class would be more difficult. I looked at the Villager class skills, but neither seemed workable for this game format. I will eventually be adding in soldier, but not for this game. (Sorry Ephraim, my bad)
As for Lords, this is nothing different then how they already function in FEF RP. They go to their closest related class (Ex: Roy is a mercenary, Ephraim is a soldier, etc)
Posted: Tue Jun 18, 2013 4:38 pm
As the time came, three guild members found their way to Lady Isadora's office within the guild building.
Kieran, the knight, who was also a part of Learania's armed forces.
Lance, the thief, leader of his own mercenary group.
Aruna, the 'cleric', who worked at the Hostess Club as a waitress.
These three, who hardly knew each other at all, were let inside the office to face Lady Isadora, Head of Guild Affairs. With a kind smile, the crew member welcomed the three of them and got straight to giving them the extra information behind their job.
"As you know, a suspicious figure has been reported skulking around various villages. What you don't know is that this suspect has been digging up and stealing corpses. Why? ..We don't know. As stated, the suspect has not yet been able to be identified. Needless to say, these actions are disturbing and rumors are spreading from village to village. People are getting scared. We need this suspect apprehended and brought back to Eyris so we can find out what is going on. We don't know quite what to expect, so the danger level could possibly rise above a C. Be careful, and look after one another. You may depart whenever you are ready."
The three prepared and departed for the the target village. Based on reports, the suspect seemed to be going in a line, hitting up each village along the way. That meant they could guess at which village the suspect would be at next.
Once the three arrived at the village, they didn't have long until the sun set, which meant the suspect would soon be there, if he came at all. With collaboration from the village Watch, they set up a patrol around the village to be on the lookout.
Hours went by, and no suspect came. They were beginning to think it wasn't going to show up. However, as morning was not far off, there was a disturbing shout from one of the Watchmen. The three guildsmen moved out for the direction the shout came from and discovered that the suspect had been seen, but had fled. Anxious not to let their target get away, the guild members took off after it.
They lost track of their target once or twice, but the skills of their party served them well and they eventually managed to track their target to some old ruins and saw it enter a building. With a quick survey of the outside, they realized that there was no other way out. All they had to do was go in.. and get their target.
They decided to go in with the order of Lance, Aruna and then Kieran.
Aruna watched as her drunk companion stumbled into the ruins. She slithered close behind him but only made it 1 tile in. Unfortunately stairs were in her way and it would take her a while to get up them.
Faceless Soldiers generated a random number between
1 and 30 ...
25!
Posted: Tue Jun 18, 2013 8:49 pm
As Aruna slithers on, she...
...finds a restore stave!
Faceless Soldiers Crew
Offline
Ninja_Maiden Crew
Skilled Cleric
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Posted: Tue Jun 18, 2013 8:53 pm
Aruna picked up the Restore staff and held it in her other hand. Not really sure what to do with it at the moment, she ended her phase.
Unfortunately for poor Aruna, Kieran had also been sampling Lance's booze. In fact the two man had turned the stakeout into a bit of a drinking game... which had taken a turn for the worse when Kieran had realized he was leaving out his best friend, Horse. So basically everyone but Aruna was royally smashed including the non-human members.
Wonder if restore staves worked on drunkenness.
In any event Kieran boldly charged forwards, shouting his rank and title in a drunken slur. "Kieran The Great Knight, Royal Crim... no wait... Commander of Learnia's First Mounted Troop and Doom of your Bringer. Hic!"
That was when Kieran started feeling a little woozy, thankfully someone seemed to have pinned some kind of paper to the wall. Not wanting to heave his lunch on the floor he leaned in the saddle and grabbed at it.
Barely managing to avoid falling off of Horse he quickly unrolled it, glanced at the words and declared. "I have no idea what any of this says!.... BLURGH." Using the rare scroll as a napkin he quickly cleaned his face and armour. "Hmmm, I bet this could come in handy later!" He decided, leaning to shove it into a saddle bag.
He managed to get the scroll in the saddle bag, but at the same time fell off his horse and landed on the ground with a thud. Horse not noticing he'd lost his rider canto'd forwards another 4 spaces, with Kieran's ankle still in the strap and so dragging his drunken rider behind him.
He ended his turn flailing on the ground while being dragged to the piller on space 12
The brutishly muscled figure, his appearance currently hidden by a cloak, turned as he heard the sounds of drunken fools enter his hideout. They had come for him. He looked to the mage whose face was also hidden beneath his silly mage hat with an unspoken command to get them. The mage slowly turned and moved to space 25.
Two figures came up from below through secret stairways, both wielding staves. The first lifted his stave and it glowed as it inflicted the berserk status upon Kieran. The other lifted his stave and inflicted the fear status upon Lance. After casting, the glass ball at the tip of both staves shattered. The two men then slouched and stood there, still, never to do a anything more.