THIS ROLEPLAY IS ALWAYS OPEN TO JOIN! Simply create a character to join, there's no being denied admission to the game!
Fire Emblem: Battle Royale is a player versus player focused strategy rp that combines in-depth rpg elements with intense battles of wits in a chess-like fantasy game. Since it's primarily done in a match-making format, I haven't prepared a story for the game, but players are more than welcome to act out custom stories in a series of grudge matches or pve gametype matches, or just go for the gold by building the most efficient team and playing to win. Primary features of the game include a deeper character creation than other Fire Emblem games, and team-creating, letting players pick classes from the official games and from my own divination to assemble squads of units for battle, shops to buy and sell items and units to and from the game engine or other players, multiple different gametypes for dynamic pvp and pve gameplay such as Deathmatch, Capture the Flag, Survival Modes, etc, and a smooth blend of mechanics from across the official games as well as actual maps to view and battle on to make the best FE experience.
FEBR Statistics v1.1.3The OOC can be used to create your Lord character, shop for items and units, and organize matches with other players and prepare for battle. Use the spreadsheet linked above to organize your character and army.
F.A.Q
Is FEBR still open to new players?
Yes! This roleplay is always open and everyone from Fire Emblem experts to newcomers can join! Simply Fill out the Character Sheet below!
How do I know what the best weapon and asset/flaw choices are?
It's mostly dependent upon preference. Think about how you would want to play a character in an MMO or other fantasy-rpg genre game. Chances are you can build something similar in this. Be sure to check the skills and growth rates of the classes so you know which ones you want to invest time in. Pick your weapon based on the skills/character role you want, and then pick asset/flaw in a way that compliments that build idea. Use your Asset to augment the more important stats or cover a weakness, and use your Flaw to give up a stat that would be useless to your build either way.
How do I get more units for my army?
Additional units must be purchased at the Shop (see "shop" tab in FEBR Statistics spread sheet). When you buy a unit, you pay the price of the class they start as, and you also must buy two reclass options for that unit, which each cost 1/10 the regular price of that class. Additionally, new units do not come with any weapons or items, you must buy those from the shop. You can clearly state who the purchase is for if you want that item to be directly put into their inventory. If you don't specify who the item is being purchased for, it will be sent to you Convoy, which can be seen in your player stats spreadsheet.
Do I have to buy reclass options for my units? What if I don't plan on reclassing them?
The reclass purchases ARE mandatory, they are imperative to making the unit you buy able to function in the game properly. They won't be allowed in combat without reclass options. I can't disclose what exactly reclass options are used for other than the obvious being classes the unit can reclass to, but I can assure you that it is nessessary for the unit to play.
Speaking of payment, how much gold do I start with for buying units and items?
Every player starts with 30,000 gold to spend on whatever you want. Keep in mind what ranked weapons your units can use at the moment. Also note that while this seems like a lot, you won't be earning such high amounts per-game. This huge budget is just for getting started.
Does my Lord start with equipment or must I spend some of my starting gold to outfit myself too?
Your Lord (aka Avatar, My-Unit, personal unit, etc) comes packed with one Vulnerary, one generic D-ranked weapon of the weapon type you selected (Iron weapons and their equivalents in magic), and one Void Seal. These three items are free of charge, but buying more/other items will cost you gold.
What's a Void Seal? Why do I get one for free when it's 10,000 gold in the shop?
The Void Seal is a very special class-changing item. It can only be used by your personal unit, and when used, it completely resets the unit. Name, sex, appearance, initial weapon, asset/flaw, stats, classes and skills are all reset to a blank-slate level 1 Lord. You can use this powerful tool to try a different Lord build, and using the Void Seal does not alter the rest of your units, your items, or your game records, letting you stay "in the game". BE CAREFUL, there's no un-doing the use of a Void Seal! And you only get one free seal. Each one you wish to use afterwards will set you back a large sum of 10K.
Do I have to write personalities and biographies for my Lord and other units?
The short answer is no, you don't HAVE TO. There is simply no story/plot/campaign of my design to be used in FEBR. However, some players have chosen to write these character developing devices anyway, and write series of dialogues to go along with the battles they play in. This is completely ok to do, but will have absolutely no impact on your performance in-game.
Will there be more content in the future?
Indeed there will. Future updates are on the way, so look forward to more classes, weapons, gametypes, maps, and much more!
Character Creation
Name:
Sex: <dictates the ability to be certain classes, see Classes tab of the Statistics>
Appearance: <Primarily hair/eye color, as these two features WILL be visible on your character model in game. Other features are optional and will not be displayed on the model>
Initial Weapon: <Sword, Axe, Lance, Bow, Anima, Light, Dark or Staff. Pick EXACTLY ONE. No more, no less.>
Asset: <HP, Strength, Magic, Skill, Speed, Luck, Defense or Resistance. Pick EXACTLY ONE. No more, no less. CANNOT be the same as your Flaw.>
Flaw: <HP, Strength, Magic, Skill, Speed, Luck, Defense or Resistance. Pick EXACTLY ONE. No more, no less. CANNOT be the same as your Asset.>
Color: <The order in which you prefer to play team colors out of the following; Blue, Red, Green and Purple. List them from most preferable to least preferable.>
*Consult the Lord and Class tabs in the FEBR Statistics Spreadsheet for the Weapon, Asset and Flaw part of the CS. It is advised that you select your Asset/Flaw in a way that compliments the weapon you choose and the classes/skills you wish to pass your Lord through.
Player StatsAsuraBig Al JeffersonDedonusEternal_FlameFreeshooter92GarethhermjioujiLightMercuryHg34obliqueObloquyOlstedPlatinumSkinkPrettyOddHumanSo BoredTheRpgGamer
MapsArena
Size: Large
Players: 2-4
Gimmicks: None
Arena is a standard sized map made for default and regular gameplay. It supports every game type without favoring sides, and poses no external hazards or unique terrain, making it great for players of all experience levels and games of all sizes.
Crypt
Size: Small
Players: 1-2
Gimmicks: None
Crypt is the epitome of a dismal dark place. An embellishment of the final chapter from Fire Emblem The Sacred Stones, it is designed to compliment Survival games. The narrow paths and tight corners can both help reduce the amount of immediate threats, as well as reduce your running room, making this map an excellent place to make a final stand...
Temple
Size: Medium
Players: 2-4
Gimmicks: Layout Changes
Inspired by the Water Temple from FE The Blazing Sword, Temple is a symmetrical map with a special twist. As the fight drags on, the bridges between the platforms will rise and fall through the water, creating and removing pathways around the map. The bridges change in 4 groups of about 5 or 6 pairs of bridges each, so there will always be a way around the battlefield, but navigating this ever changing terrain will always remain a strategic challenge!
Competitive GametypesIn Competitive mode, players play against eachother in a slew of different gametypes. Most games can be played in teams as well as free-for-alls or duels. Most of the regulations of a gametype including party size and team construction are fluid, and can be changed as agreed upon by the combatants.
All rules are subject to interpretation/rulings by GM's at their discretion.Rout the Enemy
Players: 2-4
Teams: Any
Army Size: Any
Respawn: Off
RtE is the most basic gametype available. It can be played with any number of players in any team formation. The rules are simple and the battles are brutal: slay all enemy units. A player is not eliminated until all units they control are defeated, and the remaining player/team with standing units wins.
Rout the Commander
Players: 2-4
Teams: Any
Army Size: Any
Respawn: Off
In RtC, players must defeat the enemy player's personal unit to claim victory. While killing non-Lord units makes the fight easier, they will not contribute towards winning the match. In team RtC, all the Lords on one team must fall for the other team to win.
Deathmatch
Players: 2-4
Teams: Any
Army Size: Any
Respawn: On
Deathmatch is similar to the Rout gametypes, where killing the enemy is the primary objective. However, in Deathmatch, killing an enemy doesn't remove them from the match, as fallen units will return to the battle field at the end of all phases in a turn. In Deathmatch, the objective is not to wipe out enemy forces, it is to score more kills than your opponent in the limited turn count, or to be the first player/team to score a determined amount of kills.
Capture the Flag
Players: 2 or 4
Teams: 1v1 or 2v2
Army Size: 8 per player
Respawn: On
Additional Rules:
-In one-sided CtF, the defending players(s) always take the first phase.
-The unit must be adjacent to the enemy flag to use the Capture command.
-Units cannot pass through or end movement on an enemy flag, but units that share teams with the flag can.
-Paired units cannot use the Capture command.
-Carrying the flag grants Movement -2.
-The flag carrier cannot attack. They are able to dodge and activate defensive skills, but striking and offensive skills are disabled. Dodging is calculated with a "weapon weight" of zero.
-The flag carrier must end their turn on their Capture Plate to score the flag.
More akin to action/shooter videogames, CtF is a unique game type for the Fire Emblem scene. Instead of killing off enemy units to win, players must acquire the enemy's flag and carry it to their home base to score points. While high mobility can help you reach the flag, carrying it home won't be as easy. The heavy and over-bearing flag not only limits the holder's ability to move quickly, but they cannot fight if they are carrying the flag! A whole new form of strategy will be needed to orchestrate your victory in this new gametype!
Survival ModesIn Survival, players must work together to fight off npc's. In these gametypes, players will be colored differently to help identify unit ownership, but all players take their turn in the same phase at the same time. The rules for each gametype here are not fluid, and cannot be changed by players.
Risen
Players: 1-4
Teams: 4vGM
Army Size: 16 total among all players.
Respawn: Off
Score Type: Turns
The ghostly horrors that plague the future and present of Ylisse are back again! In Risen, all players must work together to fend off the never ending numbers of Risen enemies. At the beginning, felling the hand-full of weaklings should be easy, but as time passes, more powerful foes will rise in greater numbers, posing a greater challenge in both strength and intelligence. Plan carefully, once every player unit is wiped out, the match is over!
Horde
Players: 1-4
Teams: 4vGM
Army Size: 1 per player
Respawn: On
Score Type: Waves
In Horde, players must still cooperate to fend off npc enemies, similarly to Risen. But unlike Risen, players are under a different set of rules for army size and respawning. Additionally, the enemy receives their reinforcements after all the present enemies have been eliminated instead of every turn, this reinforcement is also when fallen players return to the field. The game ends when all players are eliminated on the same wave.
Beheaded
Players: 1-4
Teams: 4vGM
Army Size: 16 total among all players
Respawn: Off
Score Type: Turns
Beheaded is probably the most unique of the survival modes. Beheaded functions almost identically to Risen except for one factor; Beheaded borrows the effects of the all-too-infamous Skulls from the Halo series! Beheaded must be played with at least three of the ten available skulls active for the match. Each skull you play with will make the match more difficult, but the reward will be all that much sweeter...
Iron: The death of any non-Lord unit causes all player units to sacrifice Exp towards their next level. The death of any Lord unit ends the match.
PExp x3.0
Black Eye: All conventional methods of restoring allied unit's HP (skills, items, staves, etc) are disabled. All attacks (including enemies) restore 1/4 damage dealt.
PExp x2.0
Tough Luck: All enemies have an additional Hit and Avoid +10
PExp x1.5
Catch: All enemies have Range +1
PExp x1.5
Cloud: Fog of War clouds the map, hiding enemies from view. On maps that naturally have Fog, the visibility will be even less than normal.
PExp x1.5
Famine: All player unit's attacks consume double weapon durability. Any points of durability lost this way are restored at the end of the match, including weapons that break.
PExp x2.0
Thunderstorm: All enemy units are advanced class or high level other class.
PExp x2.5
Tilt: Defense is now used to block magic damage. Resistance is now used to block physical damage.
PExp x1.5
Mythic: All enemies have HP +20
PExp x2.0
Blind: All players must announce all Commands for the player phase at once. The map will not update until the beginning of the next player phase.
PExp x4.0
HcSkulls are even more challenging than their regular counterpart, but also more rewarding. HcSkulls cannot be used in tandem with Skulls.
Steel: The death of any player unit ends the match, and causes all player units to sacrifice Exp towards their next level and Support building towards their next level.
PExp x6.0
Beatdown: All methods of healing for player units are disabled. All enemy unit attacks restore 1/2 damage dealt.
PExp x4.0
Black Cat: All enemies have Hit and Avoid +30
PExp x3.0
Clutch: All enemies have Range +2
PExp x2.5
Shroud: Darkness covers the map, hiding enemies and terrain from view. Does not overwrite natural Fog.
PExp x2.0
Drought: All player unit's attacks consume triple weapon durability. Any points of durability lost this way are restored at the end of the match, including weapons that break.
PExp x3.0
Hurricane: All enemies are max-level advanced class or other class with max stats.
PExp x5.0
Topple: Defense and Resistance are randomly selected to protect against any form of damage on each hit.
PExp x2.5
Allegory: All enemies have HP +40
PExp x2.5
Blind: All players must announce all Commands for the player phase at once. The map will not update until the beginning of the next player phase.
PExp x7.0