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Hidden 11 yrs ago Post by Mystyltainn
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The world of Balance. A fantastical world filled with magic and mayhem, where there's always something to do and somewhere new to explore. Monsters roam the lands even while the people pave their roads, and many travelers find their hands full simply staying alive out in the wilds. How does one even survive the many dangers of the realm...?

Enter the mercenaries. Vagrant sellswords and wandering mages, mercenaries engage in all sorts of activities, whether it be protecting merchants along their trade routes, killing bandits for the local lord, or even doing the odd job around town; all for a good amount of coin, of course. Where there's a job to be done, expect them to be there, money pouches held open at the ready.

Our story, in particular, focuses on a certain group of mercenaries, the Greywood Company to be exact. Although they were once a proud group of veteran problem solvers, their ranks have been thinned, lately, and indeed, only a few of their number remain. Still, their current leader has yet to give up hope, and has recently started a recruiting drive to bolster their man-power. And although many of their veterans are now long gone, the remaining members still cling to the hope that they will once again be able to make a name for themselves in this world.

However, even as the Company hang up their recruitment flyers, a dark wind stirs in the east. Monster activity is at an all time high, and reports of a Red Sun hanging high in the sky over certain parts of the world worry many who hear the news. There are rumors of a higher power orchestrating all of this recent chaos, but any attempts to discern that power's source has been met only with disappointment. The wind steadily makes its way west to the Lion's Coast, and whether they know it or not, the Greywood Company is fated to get swept up in it all...

Will our heroes in the Company rise above the growing turmoil and help save the world from this mysterious darkness? Or are they bound to failure, just another casualty to something far greater?

Well, looking at them now, they probably need a little help...
Alright, OOC time! I'll put information on the world and some more in-depth mechanics of the game here, so be sure to give all this a read when you have the time.

World Map:


This'll be where most of the action takes place.

Races: (Shamelessly ripping images from Class of Heroes, I don't think I could compile all the races just from digital art >.>)











Locations for Reference:

















In-Depth Mechanics:

Hidden 11 yrs ago Post by Krauxis
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Hopefully everything's in order here. Decided to try a bit stranger combination for my class, and thanks to your mechanics, I think it might have worked out pretty well.
Name: Maria Thorne
Age: 17
Race: Human
Appearance: Click

Personality: Earnest and hardworking, Maria is the very picture of a knight. Despite her great number of failures, she continues to fervently try her best to protect and assist everyone around her. Although most often these attempts end in disaster, she is always the first person to take up the torch when somebody else needs a favor or advice. On the battlefield, she often attracts attention for her innocent appearance and clumsiness, and many people question how she can even ride her wyvern without falling off. Still, she has usually proven to be reliable and trustworthy, repeatedly trying something until she succeeds. She is a stalwart friend to everyone in the company, even if they don't feel the same way, and she would gladly ride to the rescue of anyone who does not like her.

Class: Wyvern Knight

Stats:
HP - 26
Str - 6
Mag - 0
Skl - 2 (5)
Spd - 1 (3)
Lck - 2
Def - 14 (4)
Res - 3
Mov - 6F

Armor Type: Heavy
Shields: Tower Shield
Mount: Wyvern
Affinity: Ice

Weapon Skill:
Lances - E
Daggers - E


Feats/Abilities:
Heavy Stander
Inspiring Presence


History: Maria has a history of sloppy service with the standing armies of various countries, despite her young age. She has accrued a lot of worldly knowledge and experience because of this, though among those who have known her, she is a person best avoided. To the Generals she has served under, all of them would say that she possesses a great deal of hidden potential, but her clumsiness is too dangerous in the heat of battle, and many thought that she would have gotten herself killed already.

She signed on to the Greywood Company fairly recently as just another job, but has become an extremely loyal member over time, because they never shunned her due to her shortcomings. At least, not maliciously. It seems as though she may have found her own place in the world among their ranks, and she would gladly serve for the rest of her life if they let her. To the old boys in the Company, she is like a devoted little sister to everyone.
Hidden 11 yrs ago Post by Rethel34
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Name: Shivian Edgebolt

Age: 26

Race: Human

Appearance

Personality: Shivian is a man of few words. The most he will usually says is to correct those who mistake him as a woman, due to his long hair, at which point he will simply explain that his physical design is very much masculine, with the exception of his beautiful hair. He's not one to get angry often, and seems to have no interest in romance. He is often calm in the midst of battle, sometimes even appearing laid-back. He moves with a serene grace in battle that seems very much like he is dancing.

Class: Myrmidon

Stats:
HP - 20
Str - 6
Mag - 1
Skl - 7
Spd - 8
Luk - 4
Def - 4
Res - 3


Armor Type: None

Shield: None

Affinity: Thunder

Weapon Levels:
Sword - E
Dagger - E


Abilities:
Adept
Danger Reflex


Inventory:
Slim Sword
Slim Sword
Vulnerary


Hidden 11 yrs ago Post by Asura
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Name: Adrianna

Age: 18

Race: Elf (+2 Magic +2 Speed)

Appearance:


Personality: Quite contrary to the stigma that all 'dark' mages are hex touting demon worshipers who take pleasure in the suffering of others and spend their time muttering to themselves darkly, Adrianna is a fountain of bubbly joy and excitement. A bright eyed idealist who sees the world at large as her oyster. The amount of energy she exudes can be quite sickening at times, but her good nature and natural moral makes her an excellent addition to the company. She isn't without fault however. She's quite avaricious, the peddler in her blood still quite strong. In fact, she only joined the company in the hopes of making her fortune by selling her spells out to the highest bidder. In combat, she's arrogant. Taunting her opponents and flaunting her magical skills, often leading her to danger when she messes up a particular incantation.

Class: Dark Mage

Stats:

HP - 20
Str - 0
Mag - 10 (8)
Skl - 5
Spd - 6 (4)
Lck - 3
Def - 7 (5)
Res - 5

Armor Type:
Medium: +2 Def, 5 Mov

Shields: None

Mount: None

Affinity: Dark

Weapon Skill:

Daggers: E
Dark Magic: E

Feats/Abilities:

Deep Reserves;
Magic Flare;

History:
Hidden 11 yrs ago Post by Alkeni Synair
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Name: Ziria Del'Crae

Age: 25

Race: Human

Appearance:



Personality: Ziria is a cold and emotionally distant woman. Not out of any grim or foreboding persona she uses to deliberately drive people away – though she does have that, and it does tend to drive people away – but because she fundamentally has problems understanding other people and their behavior. In modern/earth terms, she would be diagnosed as having Asperger's syndrome, but in the here and now, she is simply considered 'odd', to say the least, and generally seen as downright unpersonable. History, Magic and her Pegasus (and pegasi in general) are her primary interests, and when she finds people who share those interests, she can be quite an excellent conversationalist, easily enthused by the subject matter. Her emotional detachment also gives her a more distant view of the issue of death, and she has trouble really caring unless its someone she knows or gives a crap about, or, occasionally, a sort of writ-large death toll she conceptualizes as an intellectual problem. While neither immoral or even amoral, she puts pragmatism first more often than not.

Class: Dark Pegasus Knight

Stats:
HP - 20
Str - 0
Mag - 8
Skl - 5
Spd - 5
Lck - 3
Def - 3
Res – 3
Mov – 9

Armor Type: None

Shields: None

Mount: Pegasus

Affinity: Dark

Weapon Skill: Daggers – E; Dark Magics - E

Feats/Abilities:
Deep Reserves - Ziria's long experimentation and theoretical work into the nature of magic, both while in training and while with the company have given her the ability to stretch her magical power farther than most.
Necromancy - Ziria has never had any qualms at using the dead bodies of her foes to protect her or advance her interests in a battle.

History: Ziria was born to nobility in the Jaris Confederation, and always considered an odd child, due to her difficulty in interfacing with the emotions of others. When it was discovered that she had magical talent, at the age of 6, her wealthy parents, at wits end of what to do to her, sent her off to live with distant relatives in Elentielle. She trained in the basics of magic and magical theory, but over time, found herself being drawn – at least in terms of her interests – to 'Dark' Magic. While not banned in Elentielle, Dark Magic was always a bastard stepchild to Light and Anima magic, and she was shunned to the edge of the scholarly and academic world within the city and its schools of magical study. Which was just find with her. When she was 18, she grew tired of the stiffling environment within the city and finally left it, taking a not-insubstantial sum of money with her (her parents had continued to pay for her upkeep over her time in Elentielle) and traveled east, towards the mountains, intending to eventually travel to the Old World Ruins, where her mentor had traveled the year before.

Along the way, however, Ziria was captured by bandits and her money taken. Initially she was going to be sold into slavery – or perhaps just used by the bandits as a 'plaything' – but they found out she was a noble in the Jaris Confederation, and decided to hold her to ransom. Among the other captives of the bandits was a black Pegasus foal, captured by the bandits as it wandered down from its mountain home, and they intended to sell it for a mountain of gold.

Unfortunately for the bandits, they had stolen a number of family heirlooms belonging to a very wealthy man, who had hired the Greywood Company to get them back. During the attack, Ziria managed to use her magic to break out of her cage, and rescue the Pegasus as well. Impressed by her magical skill during the fighting, the company offered her a position, and Ziria, with little in the way of options short of going to a home she barely remembered (and what she remembered, she didn't like) or returning to the stiffing academic environment of Elentielle, decided to take the offer, using her time with the company as 'field work', in experimenting on the various magical principles she had studied or theorized.

The Foal, which she named Satyana, grew up under her care, and she managed to get some of the other pegasus riders within the company to help her learn how to ride a Pegasus, as well as to train Satyana, and she has been riding Satyana into battle for three years now.

With the company facing hard times, Ziria has considering that it may be time to take her work elsewhere. She's kept the fact that she's considering leaving the company quiet for the time being.
Hidden 11 yrs ago Post by Mystyltainn
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Lookin' pretty good, guys. In other news, I changed some stuff since I last posted listed here:

- Elves now give +2 to Mag instead of +1 to Mov.
- Healthy Constitution now heals 10% each turn instead of 5%.
- Heavy Stander area of effect will go up as you level. Still working on how much, exactly.
- Healing magic is now going under Light Magics instead of Staves. There will be both attack and healing spells.
- Added 'Deep Reserves' as a feat, increasing your spell charges by 1.5x
- Added the Races section to the OOC

@Rethel: Adept would be fine, though I'd probably change it somehow to make it where you attack three times or something. Vantage is OP, though, I'd have you change it to something else, or we could rework that into something else, as well. >.>

Adept - You have a new Spd chart for attacks. 3 Spd over your opponent is still another hit at half damage, but now you only need 5 Spd to full double, and 7 Spd over your opponent will let you get in a third attack at half damage.

We can work with that, or if you have any other ideas, just let me know.

Also, one of my friends will be joining us. I know I said I wouldn't accept any more, but yeah. >.>
Hidden 11 yrs ago Post by Rethel34
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Hm. I was trying to use the FE9/10 skills...but I can see your point, I guess. I'll find something else...

EDIT: I found that Vantage was changed in Radiant Dawn to be slightly less powerful. Instead it was activated by a Speed% chance. So what if we changed it to if my char is 5 or 6 points faster, I would attack first? Or is that still overpowered?
Hidden 11 yrs ago Post by Asura
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Why not just use the Awakening version? Since you basically described Vantage+ (from Lunatic+ mode)
Hidden 11 yrs ago Post by Rethel34
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Because Awakening's Vantage+ (or Path of Radiance's Vantage) is too OP. We're looking for something like Awakening's simple Vantage skill, or Radiant Dawn's version of Vantage.

But if I can't have Vantage, I might go with a skill like Shade (which decreases the chances of my character being attacked if there is another of my allies within the enemy's range) or just use Myst's Blinding Speed.
Hidden 11 yrs ago Post by Asura
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I know, that's why I suggested the normal kind. Losing most of your health seems a good way to activate a skill. ;p
Hidden 11 yrs ago Post by Rethel34
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Oh, okay. I misread. x_x
Hidden 11 yrs ago Post by Asura
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I'm so conflicted between Deep Reserves + Magic Flare or Magic Flare + Bloodlust
Hidden 11 yrs ago Post by Krauxis
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Yussssss... First pre-beta balance patch and I'm already getting buffed. Keep it coming
Hidden 11 yrs ago Post by Aegis1650
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Name: Marduke Cobblestone

Age: 34

Race: Dwarf

Appearance:

Personality: Marduke is steadfast and headstrong, he cares deeply for honor and takes slights and grudges very seriously.

Class: Stone guard

Stats:
HP: 24 (24.5) +5 from Dwarf (for point allocation, to help me remember.)
Str: 8 (6)
Mag: 4
Skl: 1 (4)
Spd: 2 (4)
Luk: 2
Def: 13 (4)
Res: 3

Heavy armor
Tower Shield
No mount

Affinity: Earth

Axes-E
Elemental/Anima magic-E (specializing in earth, will only and can only use earth, it's all he knows, ya know, Dwarfy)
Daggers-E

Feats/abilities:
Armsman
Healthy constitution

History:
Marduke is a typical dwarf, very stereotypical, he's fond of family, fond of friends, and fond of ales, liqueurs, and generally anything and everything being sold at a tavern.
He grew up within his clan, the cobblestones, a family named such for their prodigious fighting talents, being both impressively strong, and having tremendous constitution, as well as having a particular gift. The Cobblestones are very in-tuned with the earth, and have found they can manipulate it, much to the degree of others who use magic to achieve the same feats, but through their conection from that witch they came. They served as a clan as the guardians of their town, Ragnak (located deep in the mountains north of Frosthelm Pass, where the two moiuntainranges meet and end), using their skill at arms and unique ability to protect their people and their interests. Mardukes formal training, comes from his father, who was trained by his father, and so on all the way up the Cobblestone ancestry, and one day, Marduke with teach his son. Dwarves, a fairly xenophobic lot and very isolationist, usually pay the world no mind, unless the world is paying them mind, but this is where Marduke is different from his kin, he cares about the happenings of the world, he recognizes that what affects the world, affects his town and her people. So to this end, he has left his Ragnak, to seek a meaningful existence elsewhere, defending the relative peace of the world, to prevent the peace from ending and dragging Ragnak down with it. To this end, he has met with the Greywood Company, a seemingly ungainly bunch of mercenaries, far from peace lovers, and yet, he found a certain draw to him, almost as though the earth was shifting, creating a gentle incline pushing him towards it, far be it from Marduke to argue with the ground at his feet, he allowed it to guide him, and he enlisted in with them, hoping the ground he trusts and fights with hasn't led him astray.

Hows it look?
Hidden 11 yrs ago Post by Venom
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Question, Would you allow the Sage/Warrior monk. Or do you prefer pre-class change character? I am also assuming that I was still able to establish a character as I voiced interest prior. If not I will not q.q over it. But this seemed really cool in its early concept I hope You will allow me.
Hidden 11 yrs ago Post by Mystyltainn
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@Rethel: I'd be fine with a 50% HP Vantage. I'll try and think of some other ways to proc it, and if you get any other ideas just let me know. EDIT: Actually just thought of a pretty good one, how about if the attack would do more than a third of your current HP? Kinda like a danger sense. Let me know what you think.

@Aeigis: Looks pretty good. As for the HP thing, I'm taking it you put 3 points into it? The +5 from Dwarf is just a flat bonus, but since you put 3 points in you would actually get 4.5 more HP from that (rounded down), bringing you to 29 (29.5). And since you're using elemental magic, could you specify which element you'd like to specialize in? I was going to make it so that your rank in elemental magic only counted for your specialized element, all the other ones would count as one rank lower. You can choose from fire, ice, wind, lightning, and earth.

@Venom: Name your class however you want, as long as you follow the character-building rules, we'll be fine. And yes, everybody who expressed their interest in the Interest Check is considered as having a spot reserved for them. =w=

New Changes! Well, some new feats. Have a list:

Adept - Your attacks have a new Spd chart. 3 Spd over your enemy still gives you another half attack, but you now only need 5 Spd over your enemy for a full double, and 7 Spd over your enemy gives you an additional third attack at half damage.

Necromancy - Allows you to take spells under the Necromancy school of Dark Magic.

Divine Favor - Allows you to take spells under the Divine school of Light Magic.

As an explanation, Necromantic spells will be mostly summoning and stuff like that. A good example of an E rank spell would be Raise Zombie, which basically summons a meat shield. Higher rank spells might summon spirits with special effects, and such.

Divine spells are mostly buffs. An example of an E rank spell would be Shield, which would raise defense by a small amount for a few turns, gradually growing smaller and smaller (like a Pure Water). You'd still get both offensive and healing spells normally, Divine just gives even more utility.

Also, my own character sheet:

Name: Aventus Bellamonte

Age: 23

Race: Zenka

Appearance:


Personality: Reckless and full of energy, Aventus is not exactly what one would expect from a leader of men. Yet a leader he is, being commander of the Greywood Company, Jaris Branch. Still, even with his carefree nature, his natural charisma lets him perform his duties as commander admirably… most of the time.

In battle, he has an almost one-minded focus on taking out the enemy, and one always sees a wild grin forming on his face when a fight’s about to go down. He’s not really much for strategy, leaving that to his tactical aide, Allietta, and prefers to lead by example, charging to the frontlines with gusto. As for how effective this is, well, let’s just say he hasn’t died, yet...

Class: Hunter

Stats:

HP - 29
Str - 6
Mag - 0
Skl - 2 (3)
Spd - 5
Lck - 8
Def - 7 (4)
Res - 2
Mov - 5

Armor Type: Medium

Shields: Buckler

Mount: None

Affinity: Wind

Weapon Skill:
Bows - E
Daggers - E

Feats/Abilities:

Healthy Constitution
Bloodlust

History: Born and raised in the city of Ark, Aventus has been around forests his whole life, practically breathing pollen while going about with his quaint, city routine. Needless to say, he got rather bored of it.

Convinced that there was something more fun for him to do, out there, Avvy packed his bags and left his home at the tender age of sixteen, looking for adventure and excitement. He found what he was looking for in the Greywood Company, who took him in and worked him to the bone doing this job and that, tirelessly driving him into the ground with constant commissions and requests. Aventus simply worked without complaint, and he loved every second of it.

Fast forward a few years, and the Company is under new management, a fine fellow by the name of Katzenarten Delsei vi Relenia (‘Kat’ for short), but, although he does his duties fine, several mercenaries grumble with discontent. Where had their old leader gone? Why wasn’t she coming back? Why was this rookie, who’d only been with the Company a few years, now the leader of their entire group? All these questions and more rippled through the ranks as more and more people simply jumped ship, figuring they’d have better luck elsewhere.

For although Kat worked hard to fill the shoes of his predecessor (okay, maybe not that hard), the fact of the matter was, he couldn’t fit the bill. He was nowhere near as strong, commanding, or hard-boiled as She was, and the rest of the Company could feel it. Soon enough, only a handful of veterans who actually knew why She left and why Kat was in charge remained, along with the rookies like Aventus who had nowhere else to go.

However, what Kat lacked in strength, he made up for in wit and charisma. Instead of giving up hope as their numbers slowly faded away, he made it a point to expand, sending a trusted few to start up branches of the Company in surrounding towns and cities, which brings us back to Aventus, who was chosen to lead the Jaris Confederation Branch.

Although he’s not too sure why he was chosen, Avvy works at it with the same energy he gives almost everything he does. As of right now, he’s hanging up flyers in the city and looking for a good crew...
Hidden 11 yrs ago Post by Rethel34
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That form of Vantage sounds good to me. Let's go with it. c:
Hidden 11 yrs ago Post by Aegis1650
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Ok, changes made, should have history up today. I'm taking a good amount of artistic liberty with this, since Dwarves are not a part of Fire Emblem as far as I'm tracking or remember.

Annnnnnnnnnd, history is up, so, final review?
Hidden 11 yrs ago Post by Venom
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Name: Glenndaugion

Age:2 generations of amber!

Race: Dreamwalker (+2 to Mag and +2 to Lck)

Appearance: (Could you describe the dreamwalkers appearance)

Personality: Wise but somewhat aloof. But somewhat is somewhat of an understatement. Social situations make no sense, and people never say what they intend. He becomes quite obsessive over logic problems and riddles. For obvious reasons hes naturally suspicious of everyone. But its not that he assumes they are bad at heart, he believes deception is a good thing, it means they want to shield you from the light.

Class: Sage

Stats: Your stats. Each character starts out with 30 stat points to distribute between any stat (except Mov), with each stat starting at 0 (except HP, which starts at 20). No more than 8 points put into a single stat, please.

HP - 20
Str - 0
Mag -(10)8
Skl - 4
Spd - 4
Lck - (7)5
Def - 3
Res - 6

Also, remember to add your racial bonuses to your stat totals.

Armor Type: Light

Shields:none

Mount:none

Affinity: Fire

Weapon Skill:
Elemental/Anima magic-E (Lightning)
Light Magics- E
Daggers -E

Feats/Abilities: Divine Favor, Deep Reserves

History: "I was once a happy thought." He smiles "Its funny how many meanings that could have."

He spent a great deal of his time in the Old World Ruins. But strangely enough he doesn't seem weathered, damaged, or even aware that he was there. He would likely still be there but while watching two groups of treasure hunters battle one another, he aided them both....Prolonging the altercation. The groups became aware of him and misinterpreted his genuine concern for a sadistic game. He escaped....But found that the group had spread word of him in a very negative light.

Thus his wandering began. He had no real destination nor reason to go anywhere. Glenn did however have a slight problem, he tends to see social situations as acts of deception where people say a lot but never what they mean...So he helps people. Particularly couples in need, he would read the signs and help them...And tell a noble or two of their adulterous behavior and how it is bad for the happiness they are trying to create...Getting him ran out of cities.

He found acting as a field medic was good for keeping it interesting, AND no one chases you out of town for it. Bringing smiles and relief is enjoyable. Oh and when you agree to sign the parchments or contara cantro? Whatever it was. Don't know why its called Grey Most of its brown...A shurg as he moves on to the next great mystery "Why is it called an orange? Has someone had a blue to compare it to?"

(For your consideration)
Hidden 11 yrs ago Post by Mystyltainn
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@Venom: CS lookin' good. You missed about 10 points with your stats, though. :P As for the appearance of dreamwalkers, think paler skin than usual, with wisp-like hair that almost seems like tendrils of air around their heads. They also float. And could you also specify which element you're specializing in?

New feat:

Danger Reflex (basically Vantage) - If an enemy's attack would do a third of your current HP or more, you attack first.

Also nerfed promoted feat proc chances, they were kinda high and I'll probably have to change them again when we actually start getting them. >.>

Also, here's the new explanation for magic (more specifically, elemental magic). Copy Paste:

4. Magic

Magic will be handled a little differently than in the games. Although you still have a weapon skill for the different types of magic, characters will not actually use tomes to cast, instead learning magic and being able to use them inherently (your weapon skill determines how powerful a spell you can learn). All of your spells will have a set number of charges, and these charges return in between fights (weapons can also be repaired in between fights, though this will cost gold). There will also be a number of utility spells and such you can learn, so keep all this in mind if you want to play a mage. Also, if you use Elemental/Anima magics, you need to choose an elemental specialization. The elements are:

Ice <-> Wind <-> Lightning <-> Fire <-> Earth.

The elements have a relationship with each other, and go from neutral to opposed based on the above (sort-of) diagram. The two elements closest to your chosen are 'Neutral', and you have your weapon skill rank in Anima - 1 in those element. The two elements furthest from your chosen are 'Opposed', and you get your weapon skill rank in Anima - 2 in those elements. For example, if you have C in Anima and specialize in Earth magic, you would have a D in Ice and Fire magics and an E in Lightning and Wind magics.
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