Avatar of Corporal Lance
  • Last Seen: 7 yrs ago
  • Old Guild Username: Corporal Lance
  • Joined: 11 yrs ago
  • Posts: 417 (0.11 / day)
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    1. Corporal Lance 11 yrs ago

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7 yrs ago
Current They all laughed at Billy Joe and his accent until he drew his Holy Adjudicator bathed in light and fire. The "I Reckon-ing" was upon them.
6 likes
7 yrs ago
Burn the land, boil the sea... K-I-S-S-I-N-G?
2 likes
7 yrs ago
"I wonder why my shirts have holes toward the bottom?" I think to myself, wrapping my shirt around another twist-off bottle cap for leverage.
5 likes
7 yrs ago
Feelin' like a newb again
9 yrs ago
Man, Zelda can be SCARY when you learn how to use her. Dem heels doe...

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Most Recent Posts

Okay I had an idea consenting Folly. Right now it is broken and he needs a sufficiently skillful smith to repair it, trouble is, the metal is hard to work with so he can't just repair it at the local smithery. He will fight with an iron sword for now. I did use a different link to the greatsword, still broken? It works fine for me.


That'd be fine with me, if you wanted to have it masterfully forged later I'd be cool wit dat. Greatsword is still broken, though.

Added Branded under Races, adjusted the wording of skill rank cost that @Eklispe pointed out was confusing.

@Crimson Raven Link on the Greatsword is still broken for me, just in case you made an attempt at a fix. "Terror" is a pretty powerful skill, so expect modest bonuses instead of game-changing ones. The opposite of Pi, I'm completely fine with Nosferatu as it's decently common in Awakening but am totally against giving any starting character something like a Killing Edge, especially a specially crafted one. In this game we're using overall craftsmanship of a weapon to determine its value, and Killing Edges are already well-forged weapons. You can keep Folly, I'll let that go, if you agree to it being forged down. As in it was broken at some point and is now weaker as a result and on par with other starting weapons. I'm also pretty okay with a Greatsword that has latent power but is essentially just a hunk of iron at the beginning, as other players will be acquiring awesome gear as they progress you'll just "unlock" your weapon's latent potential. Backstory on the Raith brothers is good, I like Marcone's personality, points are good.

@Eklispe I like your character, and if you wanted to have "Quality over Quantity" give another point in another skill I'd let you. This is because players can already have one flat point in a skill as their Class Feature if they choose to do so, so I wouldn't want you to get screwed over for having a neat feature.

As a general notice to all, keep in mind to have your characters' starting weapons fairly simple. You'll get the cool stuff later on as you play, and if you start with a mysterious axe forged from the souls of tigers and drinks blood to gain strength you don't really have anywhere to go but down, do you? Stats and cool features don't mean much anyway, they're just a way to gauge character ability against each other, what everyone is good at and known for and what they should probably be doing on the battlefield.

I get on my flight at 1245 tomorrow, so after I get off tonight I probably won't be on until Sunday sometime.

I need to go ahead and add Branded to the Races at some point. Also agree with Pi that half-Manakete shouldn't be a thing. Anyone with a Manakete in mind go ahead and add both myself and Penultimate_Pi to the same message to enhance your chances of one of us seeing it.

@Crimson Raven, @Sagittarius hit the nail on the head. 14 points is plenty for the beginning, and the Great Knight and Dread Fighter-type classes are ultimately advanced classes anyway. You can either have that Class Feature or that extra weapon proficiency, but not both. Also, there are 5 skills listed under Class Creation: Strength, Constitution, Agility, Skill, and Mentality. Give it another read, I haven't modified the post in any way.

@AquaAzura I like the character concept, she sounds like she'd fit the "entitled noble" role pretty well! Lotta potential for character growth there. I'm going to go ahead and take the Class Feature for "increased damage reduction against weapon attacks at the cost of mobility" but ultimately different from the main stats.

@EisenhornPicture's still broken for me just in case you made a try at a fix. I also like him as well, Calev's got a real "team player" vibe going on. One issue, though: you've one skill rank too many. You can add a single skill rank or keep that cool Class Feature, but not both. This is just me, but I'd prefer it if you kept the Class Feature because it's pretty original and a neat concept. But that's up to you.

@EklispeSorry, but you're a little off. It's not the cost for increasing skill ranks, but what the skill ranks cost flat out. So that D would cost you two points, but to get to C won't cost you 3 more points, just 1 more point. 3 points is the total cost of a C rank. Like if you wanted to go from C to B, it'd cost you a grand total of 1 point. You're thing with the weapon is spot on, though, choosing to be proficient in only one weapon will give you 15 points to start over 14.

Everyone else, I'll be in and out for the next few weeks. I found out today that my brother's in the hospital with sepsis so I'm getting on a plane on Saturday to go visit him. It's not gonna be fun.
Hey there. Y'all know me, I'm Corporal Lance, and here we're going to be presenting a little Interest Check for Fire Emblem. I'll keep things in brief, but I'll outline things a tad.

This game is going to be based within the Fire Emblem world of Elibe, using a simple stat and custom class system that's really more for balance and role identification than anything else. I'm going to be working with @Penultimate_Pi and @JinxLynx to bring this all to the table. More so them than me, because I'm normally not able to post anything more than once a week. If you like Fire Emblem or light medieval fantasy in general, this game is for you. If you also like that feeling of accomplishment that comes with stat progression, then this game is also for you. However, the game will be more about RP than anything else and we're looking to have a group of people to share that story with.

What do you need to know about Fire Emblem to enjoy this game? If you've played any of the games, any at all, then you're set. We won't be going too in-depth or borrowing too heavily from any one game, and the plot will be an original one. Will you need to break out the dice and calculator? No you will not, we're aiming to keep the mechanics of this game simple to keep roleplay as roleplay instead of math class, and encourage custom classes though some examples will be provided. Can you have fries with that shake? Yes. Yes you certainly can. So let's cover the basics, shall we? I'll be going over the rules for play, the game mechanics, and examples of classes to get everyone started. Story and situation will follow, but will be listed here as a placeholder in the meantime. Group size will be determined and people will be accepted when we know what we can handle, but for right now it's up in the air. Casual level, here we go.













I would like to thank both @Penultimate_Pi and @Jinxlynx for helping me put this together... or me helping them put this together and then posting this. Pi came up with the neat little story hook you have there and plotted out a good amount of story, made up the Character Skeleton, and fine tuned the mechanics. I came up with the Class Creation system and a good amount of the mechanics, the Weapons portion, and wrote up and formatted a good amount of this. Jinxlynx came up with the badass name and helped us fine-tune things with suggestions, and all of us pitched in as a group effort with everything else.

Currently we're deliberating who's taking that main GM slot, but in the meantime we're accepting characters! Lessee whatcha got!
Okay, so I have good news and bad news.

The bad news is... I'm freakin' tired, guys. Sorry this took so long, I'm getting stretched thin.

The good news is that I've got the 1st draft up to @Penultimate_Pi and @Jinxlynx.

The other bad news is... you'll all have to wait for them to get online to see if I've done a good enough job that we can continue. We're down to the wire here though, folks. Not too long now.

Sorry I haven't been available, I've been working or sick for the past few days and I had a tabletop session today that I needed prep for.

Interest Check is still being worked on, it's coming along nicely.
While it's good to see people chomping at the bit, hold your horses please, people!

Horse jokes aside, since this isn't really "our" Interest Check I'm going to have to make another one with the mechanics laid bare so that character creation can run smoothly. Let me address a few things first, but I'm going to make an attempt of at least having an Interest Check up sometime tonight. It'll be lacking in story and specifics, just mechanics and rules for the time being. I'll leave the rest to @Jinxlynx and @Penultimate_Pi. So let's get started.

For everyone who has or is about to submit character or class templates, we appreciate the interest but let us lay down the mechanics a bit. Wait until the Interest Check I open up (which will be linked here).

The stat tracking won't be nearly as complex as to go into percentages, and the skills will be more baseline than specific applications in combat and numbers for damage. Think "Class Features". Anyone with training in Staves can heal, but what makes your Wayfarer different from a Cleric, for instance? We'll have examples of this created for the Interest Check, so don't worry if it isn't clear right now.

While we're certainly flattered @Crimson Raven, this won't exactly be a tabletop game. This game will be RP with tracked stats. Mechanics, classes, skills, and all the crunch that comes with tabletop will give way to RP. The RP will rely on mechanics as a baseline instead to judge the capabilities and role of your character. They're there to make sure your Mage with one point in Strength isn't sundering castle walls with a single swing of the sword or your Barbarian with training in Swords and Axes isn't casting decimating hexes with a spellbook. At times these mechanics will decide about how well you would do in a situation that arises, such as deciding who gets across a collapsing bridge first based on Speed or how a swordlock goes with Strength, but we'll throw this all out the window for good RP.

For anyone who would enjoy the crunch, @Light seems to have a pretty solid system that some might enjoy playing with. Sorry Light, but we've already decided on mechanics centered around the game we want to run with simplicity and customization in mind. If you want to start up your own in tandem with those rules I'd be all for helping you out with anything you'd need. Hell, I'd probably join it if you gave me the chance.

Just to give me a chance to breathe and actually do the things I said I'd do, I'll refrain from passing judgement on any introduced characters or skills until they're in the new Interest Check. If anyone has any questions though, feel free to PM me or state so right here. Imma get to work, now.
I've personally been extremely busy, so I'm going to need time to look through what was presented and consult with @Jinxlynx and @Penultimate_Pi on what we want to do. Keep those ideas in mind, though. If I can get a free moment today I'll slap up a separate Interest Check where discussion can take place.

As side note and mention to anyone here, my free time is sparse and divided among a couple of things so I'm never going to be able to check or respond to threads with any kind of quickness.
Depending on group size I'd say that 2 is a good round number. Thoughts, @Penultimate_Pi?
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