Alright, finally everything is more or less in order.
Anyway, time for this thread to have some life! I'm going to be running a test game, a test of both my house rules (to see how they change typical play, which I assume is heavily for reasons stated below) and to cut my teeth, so to speak, with a single map FEF. More may follow suit if things look promising, either one map scenarios or maybe a full on game, should time be allowing.
Ruleset: 1.3 Rulebook with Below Changes/Additions
House rules: http://pastebin.com/1Rkcm8SmAlchemy rules won't be in effect, due to not being finished. I wouldn't suggest taking the alchemy or blacksmith skills, since they won't come into effect.
ICImportant rules to note in short:- Every unit keeps their class skill
- Healing items have echos of healing, similar to pure water
- There is a pure water-like item for every stat.
- Shoving, swapping, restacking stackable items, general quality of life stuff.
- Being downed works differently, you're downed an amount of turns dependent on a stat that decrements each time downed, to a minimum of one, with the starting and maximum amount of points a base of 3, with an additional 1 every 5 CON.
- Critical hits work like they did in 1.2, in that they're incorporated into the hit roll.
-- This is mainly to just test the feature, as we've never had a game with it included as such.
- There's a new class that people are free to pick, the tactician.
-- They're basically the green mage, so to speak. They can use staffs, all three branches of performances, and make NPCs smarter if they're in range of Tasik.
EDIT: Sorry Dark
- Split Progression between MAG and STR gives benefits, for every 10% progression in both, you gain an extra 5% progression to use as you wish (respecting progression caps, that is).
I will be taking an nth number of people, largely dependent really on how many want to do a short one map jaunt. New players, old hands, whichever feel the want to play. If you need help with chargen, just ask, I or someone else will be happy to help out.
- First class only, I will level the character up to level eight before the map.
- For items, you can either pick a D rank (non class) weapon and a vuln, or you can pick two E rank weapons and a vuln. The second E rank weapon can be swapped for a vuln, or if you want you can swap the E rank and the vuln for a concoction or a stat boosting item (listed in the house rules, under items).
- Affinity will be done as usual, I'll roll two and you may pick. If I roll the same affinity twice though, you get to pick, just to be different.
- Example sheet below.
- You may start with a C rank support. These must be chosen before affinity is rolled (I will hold off until either you choose or abstain).
Name: Magnus Fredrick
Class: Mage
Affinity: -
Character Specific Skill: Fortune
- Personal Fault: Danger Close: If in combat at melee range, -2 DEF
- Personal Skill: Fire Afar: When in combat at range two, +2 MAG
-- Personal Skill: Fuel for the Flame: When 3 enemies are within 3 spaces of this unit, +2 SPD
Weapon Proficiencies: Fire (C), Anima (D)
Progression spent: 330/330%
HP: 21 (60%)
STR: 2 (00%)
MAG: 6 (70%)
SKL: 5 (70%)
CON: 5 (---) + 2
AID: 4 (---)
LCK: 2 (10%)
DEF: 0 (30%)
RES: 5 (30%)
SPD: 4 (70%) + 2
MOV: 5 (---)
Inventory:
Name Type ( ) Rng Wt Mt Hit Cr Ql
Blaze Fire (D) 1-2 10 8 70 0 30
Vulnerary Misc (-) - - - - - 3
Heals 10 HP for 3 rounds. Amount healed halved each round.
Name:
Class:
Affinity: -
Character Specific Skill:
- Personal Fault:
- Personal Skill:
-- Personal Skill:
Weapon Proficiencies:
Progression spent:
HP: (%)
STR: (%)
MAG: (%)
SKL: (%)
CON: (---)
AID: (---)
LCK: (%)
DEF: (%)
RES: (%)
SPD: (%)
MOV: (---)
Inventory:
Name Type ( ) Rng Wt Mt Hit Cr Ql
Since this is a test map, I'll also show the map before hand. All enemies with multiples of them are level 9, unique enemies are leve 10, the boss (the tactician on the throne) is level 11. You'll start at level 8 and go from there, as said above in the Signup spoiler. As a note, you'll eventually get 6 NPCs helping you out on the map, all but one being level 8 trainees that don't level. None of them use staffs.
The scenario is simple: kill or disable the tactician in some way.
Fluff: You're mercenaries hired on to take care of an upstart. A company of old soldiers, once mercenaries like you, took over a keep and have been using it as a base of operations to impose a toll on the surroundings roads, protection money from nearby villages, and generally being a nuisance. They don't really care how you do it, long as they all leave.
You'll start here --------------------------^
Plains/Carpet/Cobble/Wood/Road: 1 MOV to enter
Light Green Forests: +1 DEF/RES, +15 EVA; 2 MOV to enter, 4 MOV for Supply Line/Horseback
Dark Green Forests: +2 DEF/RES, +20 EVA; 3 MOV to enter, Supply Line/Horseback units cannot enter
Tan Hills: +2 DEF/RES, +20 EVA; 3 MOV to enter, Supply Line/Horseback units cannot enter
Cliffs: +2 DEF/RES, +20 EVA OR +4 DEF/RES, +30 EVA for Mountain Walk; 5 MOV to enter, only units with flying or Mountain Walk may enter
Pillars: +1 DEF/RES, +15 EVA; 2 MOV to enter, 4 MOV for Supply Line/Horseback
Thrones: +2 DEF/RES, +20 EVA; 3 MOV to enter, Supply Line/Horseback units cannot enter
Rivers: -2 DEF/RES, -20 EVA OR +1 DEF/RES, +15 EVA for Water Walk; 5 MOV to enter, Supply Line/Horseback cannot enter, 2 MOV for units with Levitation or Water Walk
Fords: -1 DEF/RES, -15 EVA for Non-Water Walk; 2 MOV to enter, 4 MOV for Supply Line/Horseback, 1 MOV for units with Levitation or Water Walk
Walls: Impassible
Cracked Walls: Impassible; Destructible, 10 DEF, 10 RES, 50 HP
Doors: Impassible; Destructable, 5 DEF, 0 RES, 50 HP; +3 DEF, +1 RES for every connected door tile beyond the first.
I already have two applicants (Swordstar and BMM42) who are playing a Fencer and a Nomad respectively.
Current Accepted Applicants:
Shirou; NomadBlake; FencerFerrum; KnightErik Gilles; MonkAdrianne Echran; TroubadourAlessa; ThiefDany; Archer