Welcome to Warriors of Lor, the newest virtual reality MMO from Idasoft. Using the latest in virtual reality technology, you'll be able to experience the world of Lor in the most detailed and immersive MMO experience in History! Control your character like your own body with the power of the Living Dream System! Explore a vast world full of magic, monsters and heroism! Play today, enter the ultimate fantasy!
And for those of you who enter here... No escape.
IC Thread!Welcome ladies and gentleman to my second foray into GMing a FEF game! I will be eschewing the standard swords and sorcery setting to instead run a game within a game. Players take on the role of people living in the near future of 2047, where truly immersive virtual reality has hit the market, and these same players will become stuck inside the first MMO to take advantage of the situation, Warriors of Lor. This campaign will be doing some things that haven't been explored in FEFs before, including enemy units consistently having class, character and personal skills in the case of human opponents. Non-human NPC enemies will not have skills except in the case of bosses, as is the norm.
As such, this is unlikely to be a good introductory game for those new to FEF. This is gonna be a tough one. Additionally, due to the nature of the game, any player who has to drop, for any reason, will NOT be allowed back into the game. Please do not apply if you cannot make a reasonable attempt to stick to the game.
This is the handbook we'll be using- version 1.3There is a significant list of changes to this however. Roughly in order of their appearance in the book:Exp for VRFEF:
Note that landing hits and defeating enemies are BOTH counted for exp.
Being in combat against an enemy who is at least Normal strength: 1 EXP
Being targeted by ailment staves or hostile dances: 0 EXP
Hitting an Enemy: 0-5 Exp, based on enemy level.
Clearly inferior-0, Weak-1, Normal-3, Strong-4, Superior-5
Killing an enemy: 3-8 Exp, based on enemy level.
CI-3, W-4, N-5, S-5, Sup-8
Killing a boss will always give 10 EXP.
Staff exp is 100 / (Maximum Quality of the Staff), rounded down. Example: Heal has 30 uses. 100/30=3.3333333 etc. Heal grants as much exp as striking a normal strength enemy.
Ailment staff experience is given a +2 bonus. If the attempt misses, the total exp gained is halved.
After promotion to final class, all staves experience is penalized by 2, to a minimum of one.
For purposes of Exp, when promoted units face unpromoted units or vice versa, the promoted unit is treated as if their total level was 2 higher.
Clearly Inferior Enemies: Mooks at PTL-1 or lower, human units at PTL-2 or lower.
Weak enemies: Mooks at PTL, human units at PTL-1.
Normal enemies: Mooks at PTL+1-2, human units at PTL or PTL+1
Strong Enemies: Mooks at PTL+3-4, human units at PTL+2-3
Superior Enemies: Mooks at PTL+5 or higher, human units at PTL+4 or higher.
Note that allied units will never contribute to the EXP pool
At character creation, if a player chooses to put two points into HP, they will receive three instead.
In the event replacement players are added after the party reaches first class, they will have trainee levels rolled for them.
The promotion from Trainee to first class doesn't grant +5% to any growths.
Performers will not be available for play.
Awareness is Cost again. Sorry.
Disarm is Cost instead of Free.
Daunt reduces the hit, evade, and critical of enemies in range by 5, not 10.
Wyverns are no longer Vulnerable to Wind Magic. They are still vulnerable to bows and thunder magic.
Provoke will not be made available due to issues with the setting.
Stillness will not be made available due to issues with the setting.
You may not base your personal skills on your own Equipment: I.E. When equipped with Slashing subcategory weapons... Is not viable. However, you may base your personal skill based on enemy equipment if you wish.
Proximity based skills must be triggered by at least three units within three spaces, rather than one unit.
The +5 HP restored effect can only be used in conjunction with healing that effects YOUR character, or with medicine. Example- +5 HP restored from staves, +5 HP restored from medicine used on this character, +5 HP restored to targets when this character uses medicine, +5 HP restored from regenetarive effects if x condition is fulfilled etc.
To avoid shenanigans, multiple skills that provide the same benefit will not be allowed UNLESS the triggers are mutually exclusive. Ex. +10 crit when fighting soldier and their promotions and +10 crit when fighting knights and their promotions is invalid, since that's +20 crit against generals. +10 crit when fighting soldiers and their promotions and +10 crit when fighting mercenaries and their promotions would be allowed. Skills with similar benefits (taking 10 hit/eva along with 15 hit and +50% support bonuses) is allowed.
Being mounted/dismounted is not a viable trigger.
Being Outdoors/Indoors is not a viable trigger.
Only Thief and Rider Trainees get their class special as Trainees. This removes the stipulation of the other classes losing an ability when they change class.
Archers do not get the Sidearm ability.
The Knight ability Hold the Line is modified to the following: Hold the Line: Passive. Whenever an enemy enters a space adjacent to the unit with this ability, their remaining MOV is reduced to 0.
Knights may choose from Sword, Axe, and Lance only.
Myrmidons do not get En Passant.
Scavengers do not get Power of the Underdog.
Shaman class skill is changed to: Ancient Gamble: Once per map, the character with this skill may choose to move as many points from the CON to their MAG as desired. At the beginning of their next turn, one point of MAG is transferred back to CON. On the following turn, two points are transferred, etc, until the stats return to their original values.
Spies get either swords or bows at C specific D general, either dependent on what trainee they promote from or which they choose if they start as spies.
The Thief special Overdeveloped Sense of Self Preservation is changed to allowing the Thief to spend any remaining movement they have after using their Steal special or using the lockpick action.
Scavengers, Spies and Thieves all get the Vision special. Vision also adds 50% to their chance to discover hidden items. Vision also alerts the character to traps.
Hidden Items are items placed on a map, but not visible to players. If a unit enters a space where a hidden item can be found, they have a LUK% chance to discover it.
Troubadours get D rank specialization, rather than C.
Assassin weapon rank is S for specialization, B for general for whatever the character had as a spy.
Bishops do not gain Sanctuary.
Bounty Hunters can steal as many weapons per battle as their Level/5, minimum 1.
Hot Start is removed from Duke Knights.
Momentum is removed from Great Knights.
Aura of Vitality restores 5 HP instead of 1/5 max HP.
Medicine Man now has a cost of 100 gold for making vulneraries.
Sentinels do not gain Retaliation.
Swordmasters do not gain Faster than the Eye.
Wyvern Knights no longer gain the Armored Class Skill.
Critical Eye is removed from Wyvern Hunter, Mountain Warrior, and Inquisitor.
Supply Line Healing only goes out 3 spaces and only heals 5 points.
Separate rolls will be made for hit and crit.
Thunder Magic as a whole is only effective against wyverns.
Fire Magic is not effective vs. Undead.
Whenever a character is equipped with Ward, they get +3 DEF/RES vs undead type enemies.
Units may not pile into forts.
There is no limit to the number of times a player may be snatched from the jaws of death.
Status counters will count down at the beginning of the unit's phase, with the sole exception of Death counters, which will continue to update at the end of a phase.
Poison functions more similarly to how it did in version 1.2: 1-5 damage at the beginning of the Player Phase, and damage from poison can down or even kill you.
Items that are acquired using the STEAL command are DROP tagged for the rest of the battle. Being reduced to a dying state will remove all DROP tagged items and place them in your attacker's inventory. If the enemy team does not have a Merchant/Supply Line, this does mean that items can potentially be lost. Items acquired through the DROP tag mechanic lose their DROP tag.I realize this is a long list, but you shouldn't need to address it very often. So that's good.
Example Player Character Sheet!Obviously for those who have played FEF before, some explanation is required here.
Skills: These refer to a set of non-combat skills that a player sharpens and improves as they advance through the world of Warriors of Lor. They start with none of these. The only one important to gameplay is the Perception skill. Perception allows characters to view the visible portion of any character's stat sheet, friend or foe. Players will not start with it, but the skill will be maxed out for them early on for story reasons. All other skills will be pure roleplay fluff.
Some things however will always be invisible to players (within the game. You? On the other side of the computer screen? You can still make use of this information), including statistical growth rates (including your own), affinities, supports, and the biography. This means that, even if you have support, in character you may not make use of that specific information. Note that I will not cry foul play for taking an in character action in battle using this information, though other players may react to it. Determining after a period of time that something is overriding the system (such as landing a crit that would be impossible if not for support) is allowed and expected. What your characters do with that information at that time is up to them.
Player Characters:1.
Xanmyral: Xoddahs: Shaman -> Summoner2.
Swordstar: Riona Darkstar: Thief3.
PowderMiner: Peter Mok Vasar: Monk -> Inquisitor4.
Lucus Casius: Gecko Lord: Archer -> Sniper5.
GiglameshDespair: CircuitGrrl: Sister->Saint6.
Serious Concentrate: Stein of the 1000 Eyes: Fighter7.
USEC_Officer: Root Node: Soldier8.
F.O.E.: Myzen: Wyvern Rider-> Wyvern Knight9.
Twinwolf: FlyingHigh: Pegasus Rider10.
zomara0292: Quartus: Pirate11.
kj1225: Sol: Cavalier12.
Sentient Bowtie: Hajime: MyrmidonNotable NPCs:Recycling Bin:1.
adwarf: Sir Hedgehog: Soldier Trainee -> Knight -> GeneralParty Gold: 370