IC Thread is here!Welcome to Castle Emblem! Where saving the world is not important and grandiose plots won't include your guys!
Instead, in Castle Emblem, you will help a certain young lady reclaim and rebuild her ancestral home, dealing with shady organizations, feuding noblemen and plain ol' bandits in the meanwhile!
Lorebits &
Regional Map1.3 Player HandbookMemory Magic v0.1, replaces Call Magic provided by HandbookAlchemy + Alchemist class and its promotionsHandbook 1.3 changes by Haspen (mostly):-Two Affinity rolls made by GM; Player chooses one of them.
-Characters start at Trainee classes; characters joining in later chapters will have their levels rolled from Trainee classes as if they started around Prologue chapter.
-Personal Skills change: Weapon QL saving, MOV bonus, and +5 HP healed via staves are no longer allowed.
-When the Handbook says 'Your Choosen Weapon (S)', FEF treats it as 'Your Choosen Weapon Subcategory (S)', for the sake of simplicity.
-Equipment slots are 5 for everyone regardless of their CON.
-You die when your KO counter reaches 0 and only then.
-Gold is party shared.
-Perform grants 2 XP.
-Hit and Crit rolls are separated.
-Effective Damage is x3. Crossbows deal x2 vs Flying.
-Sleeping units always wake up when hit.
-People who use staves/performances autoequip a weapon if they have it in their inventory and can use it.
-Automated Weapon Rank Progression: When you reach Level 10 in First Class, you choose one subcategory, either already ranked or from general category, and it gains 1 Rank up. The same happens when you reach Level 10 in Promoted Class.
-Class Skills are changed/removed in several classes, look into spoiler below for full listing.
-Equipment: Performance items and Staves do not have WT, and they do not have item-specific Hit (all have base Hit equal to 30)
-Dark Magic, Druidic subcategory:
'Triumps': Weapon Triangle advantage (no +1 DMG due to ->) AND Effective Damage against their specified target.
'Loses': Weapon Triangle penalty.
-Performances: Dancers can perform only one unit at range 2, Bards can perform only 2 units at adjacent tiles. Lore Masters perform depending on their First Class.
Terrain:-Click here for terrain&weather explanationsSupport Bonus Values:-Hit and Evasion: bonuses now give 1.5 or 3 points (depending on support), while Critical and Dodge bonuses are reduced to 2.5, DMG and D/R remain as they are cuz:
-Supports now grant bonus to both DEF and RES.
-Character Skills banned: Corrosion, Diasrm, Discipline, Provoke, Reinforce, Stillness, Weapon Saver.
-Character Skills changed: Awareness (only cancels Character and Class skills), Daunt (penalties are reduced to -5), Gamble (halves %Hit, doubles %Crit), Nullify (Protects only from one 'Effective' category; you choose it at character creation. Nullify is now a Free skill), Renewal (1 HP regen per 5 Max.HP).
-Activation % Nerf: Only the base stat is counted with no extras (for example, %SPD for Meteor, %LCK for Miracle and so on).
NEW:
Free Character Skills:
--Blossom: Gives +5% to all Progression rates, and it can raise them above normal limit (Example: 105% for HP). Those 5% cannot be re-distributed in any way.
--Talented: The player can choose a third Preferred Stat different than the one used by his character class. If this Preferred Stat overlaps with Preferred Stat of First or Promoted Class upon promotion, the player is allowed to change his Third Preferred Stat.
--Serenity: Grants +10 Evasion and Dodge to all Allies in 3 tile radius.
--Sol: %SKL chance of recovering HP equal to half damage done in an attack or counterattack.
--Ignis: %SKL chance of adding half the MAG/STR to your STR/MAG based attack, respectively.
Cost Character Skills:
--Luna: %SKL chance of ignoring half the respective defensive stat when making an attack or counterattack.
--Meteor: %SPD chance to deliver 3 more consecutive attacks. These attacks will not roll for Critical, will not deal Effective damage, nor they will be able to fire up other skills like Adept, and do not stack with Brave weapons. The weapon's QL will be reduced for each of Meteor's hit.
General:
-Levitation affects only flat terrain penalties to MOV/Evasion (on swamps, desert, etc). It does not affect Weather penalties.
Trainee Classes
All of the special Trainee skills nixed. They're just... no. The only that remain are Perform, Lockpick, and Rider's Mount-related skill.
Mage Trainee: Starts with Anima, Dark or Light magic.
Rider Trainee: Starts with one mount (Horse, Pegasus, Wyvern); this choice affects the promotion path.
Thief Trainee: Has 5 MOV instead of 4.
First Classes:
Archer:
'Sidearm' nixed, they gain 'Huntsman': Enemies targeted by Archer receive 10 less Evasion from Evasion-boosting Terrain.
Bandit:
'Mountain Walk' changed: Allows to cross Mountains, which behave like Hills; Hills cost 2 MOV instead of 1; Cliffs can also be crossed and count as Forests for the Bandit. 'Raid' does not grant extra DMG. 'King of the Mountain' nixed. Bandit can promote to Warrior or Berserker.
Bard:
'Play' affects only 2 adjacent allies. 'With a Little Bit' nixed.
Dancer:
'Dance' affects only 1 ally at 2 tiles range. 'Boundless Stamina' nixed.
Fencer:
All Class Skills nixed, they receive 'Pillar Dance': Doubled Evasion from Pillars (+30), which cost no MOV to move onto.
Fighter:
'Clear a Path' nixed.
Knight:
Lances and Lances subcategories only. 'Armored' reduces physical damage equal or under Knight's DEF+4 to 0.
Mage:
'Nature Spirits' changed: Grants extra CON equal to Mage's STR.
Mercenary:
'Inspiration' now grants +10 Hit to all allies in 3 tile radius. 'Get Your Weight On' nixed.
Monk:
No changes.
Myrmidon:
'Leaf on the Wind' grants Evasion bonus equal to MAGx3, and caps at +30. 'En Passant' nixed.
Nomad Bow Knight:
No changes.
Pegasus Rider:
'Cloud Walking' only affects Weather penalties to MOV. 'Magic Sink' nixed.
Pirate:
'Deflect' nixed.
Priest:
'Self-Healing' heals HP equal to Priest's MAG/2.
Scavenger:
Adds +50 Gold to Party Gold per each enemy killed by the Scavenger. 'Power of the Underdog' nixed. Weapon Subcategories raised to C.
Shaman:
'Ancient Resolve' changed to 'Ancient Gamble': +50% MAG (rounded down) during the attack, but upon miss damages the Shaman instead. Also, an attack with Ancient Gamble will have its final Hit rate no higher than 85.
Social Knight Cavalier:
Weapon Subcategories raised to C.
Soldier:
'Spear Wall' replaced by 'Anti-Cavalry': +5 DMG against all Horseback units. This bonus is applied at the end of damage calculations (after armor, criticals etc).
Spy:
'Ambush' nixed. Weapon Subcategories raised to C. Gains 'Poisoned Weapon' Active skill; the Spy can spend his/her turn on applying Poison status to his/her currently equipped weapon. Each attack that hits an enemy also Poisons the enemy (for the usual 5 turns). Poisoned Weapon wears off after 5 successful hits.
Thief:
'Overdeveloped Sense of Self-Preservation's name is too damn long, and is nixed.
Troubadour:
Both skills nixed.
Wyvern Rider:
'Wyvern Scales' now grant +5 RES against Fire subcategory of Anima.
Promoted classes:
Assassin:
'Critical Eye' nixed. Their Weapon Categories are Sword and Bow at C, and respective Subcategories at A.
Battle Mage:
'Jump' and 'Imbue Arrow' nixed. Battle Mage receives 'Ignis' Character Skill upon promotion; if they already had Ignis before, they can choose 1 another Free Character Skill instead.
Berserker:
'Berserker Barrage' nixed.
Bishop:
'Revitalize' nixed. Sanctuary grants extra DEF and RES to Bishop's allies at 3 tile radius based on Bishop's DEF and RES, both divided by 4 (this caps at +5).
Bounty Hunter:
'Omni-Weapon' does not allow the use of Staves, Performances or class-specific weapons. 'Steal Weapon' does not work on Boss units, and the limit on steal-able weapon's WT is equal to Bounty Hunter's CON+1.
Commander:
Commander's Anima ranks are D for general and B for Subcategory. Commander starts with 3 Orders he/she can use from the beginning, and these Orders influence all allies in 2 tile radius till the next Player Phase. Move Order grants +2 MOV, Attack Order grants +10 Crt and +2 base DMG, and Defense Order grants +10 Dodge and +2 DEF and RES. These might be modified later.
Crusader:
'Mission from God' nixed. 'Heroic Light's bonus DMG extends to Monster classes also, and is added after normal damage calculations (armor, critical etc).
Dancing Blade:
'Sword Wall' nixed.
Druid:
Call Magic replaced by Memory Magic (link is available at the beginning of this post).
Duke Knight:
'Hot Start' nixed.
Enchanter:
'Enchant' does not work on enemy Performers and Boss units, and has Range of 1. 'Song of My People' nixed.
Falcoknight:
'Back Line Sweep' nixed.
General:
Gains Axes at C and Axe Subcategory at A upon promotion.
Great Knight:
'War Horse' lets the Great Knight to cross Hills as if it were a Forest (+2 MOV), and Mountains as Hills (+4 MOV). 'Momentum' nixed.
Hero:
'Rough and Tumble' and 'Sword and Shield' nixed. Hero receives 'Charisma' Character Skill upon promotion; if they already had Charisma before, they can choose 1 another Free Character Skill instead. 'Lend Me Your Strength' requires 3 Allies at 3 tile radius, and grants +10 Hit, Evasion, Crit and Dodge to the Hero.
Holy Guard:
All skills nixed. Instead, Holy Guard gains 'Protective Charms' that boost Holy Guard's RES by 5 whenever he/she enters combat against enemies using Dark or Light tomes. Holy Guards also use Light magic instead of Anima magic.
Inquisitor:
'Last Rites' nixed. 'Benediction' can be called to land Hits or Evade an attack, and the first attack on the Map that would otherwise bring Inquisitor's HP below 0 will lower it to 1 instead (this is separate from Miracle Character Skill, and triggers after it, if present).
Lore Master:
Call Magic replaced by Memory Magic (link is available at the beginning of this post). 'Dance, Magic Dance' nixed.
Magic Knight:
'Spear and Magic Weapon' and 'Critical Eye' nixed, instead Magic Knights have 'Enchanted Weapon' which gives them extra DMG based on their STR/2.
Master Spy:
All Traps variants are replaced by Flying Knives: they deal 15 DMG, bypassing victim's DEF (units with Armored, that is Knight and its promotions, receive only 5 DMG). Master Spy can place up to 5 such Traps per Map, and the Master Spy can dismantle the Trap he/she placed before, and place it again somwhere else (this does not use up the 5 use limit). Units with Pegasus/Wyvern do not trigger the Trap (unless they are dismounted), and units with Levitation have only 50% chance to trigger the Trap. Furthermore, Master Spy can see 'hostile' Traps at 8 tile radius and disarm them after moving to an adjacent tile - the discovery of such a trap will be announced and shall stop the processing of Player Character's actions, allowing them to be modified to account for the presence of the Trap.
Mountain Warrior:
THIS CLASS IS REMOVED. Instead, Bandit can promote to Warrior or Berserker.
Nomad Field Healer:
'Medicine Man' requires 200 Gold for Vulnerary and Antidotes, and 600 for Concoctions. However, if the Nomad Healer is adjacent to a friendly Alchemist, the cost to make Vulneraries, Antidotes and Concoctions is reduced by 1/4 (to 150, 150 and 450 gold, respectively), and Elixirs reduced by 1/3 (to 2000 gold).
Nomad Trooper Ranger:
'Master of the Plains' only grants +2 MOV bonus. 'Untouchable' nixed.
Paladin:
'Holy Shield' nixed.
Rogue:
'Detect Trap' allows Rogue to see traps at 4 tile radius and disarm them after moving to an adjacent tile.
Sage:
Call Magic replaced by Memory Magic (link is available at the beginning of this post).
Saint:
'Staff Mastery' nixed. Instead, they receive 'Serenity' Character Skill upon promotion, and if they already had Serenity, they can choose 1 other Free Character Skill.
Samurai:
'Critical Eye' and 'Iaijutsu' nixed. 'Musou' is now changed: grants +1 AS, +2 DMG and +5 Crt per 10HP under maximum.
Sentinel:
'Shield Wall' only grants bonus DEF to allies. 'Retaliation' nixed.
Shadow Sword:
'Shadow Strike' triggers only if Shadow Sword is on Pillar tile. 'Magic Hunter' bonus RES raised to +4.
Sniper:
Can choose between 'Long Arm' (+1 to max.range for Recurve and Longbow subcategories), or 'Sure Shot' (final Hit rate is guaranteed to be at least 85, no matter the enemy's evasion). 'Sure Shot' replaces Archer's 'Huntsman' skill.
Summoner:
'Critical Eye' nixed. Soldier Phantom loses 'Shield Wall', Samurai Phantom loses 'Iaijutsu', Water and Bone Dragons renamed to Serpents. All Phantoms have CON equal to their respective classes; Death Knight has 12 CON, Serpents 16 CON.
Swashbuckler:
'Sea Fighting' grants a flat +2 AS and +2 STR bonus as long as Swashbuckler is standing at any Water terrain (Sea, River, even Ford tiles) and during Ship maps. 'Perfect Balance' and 'Grog Soaked Blade' nixed.
Swordmaster:
'Faster than Eye' nixed.
Valkyrie:
Valkyrie have Horseback if they promote from Troubadour, and Pegasus if they promote from Pegasus Rider. 'Anti-Magic' grants +8 RES against Ailment staves (effectively lowering enemy chance by 40%).
Wanderer:
'Bargain' nixed, they gain 'Secret Lore' instead: Wanderers know the exact location of Desert Treasures and Secrets, if any are present on the map.
Warrior:
'You Spin Me Right Round' nixed.
Wyvern Hunter:
'Pierce' can trigger during any attack, at %SKL chance, negating enemy's DEF as a result.
Wyvern Knight:
'Dragon Heart' nixed, they gain 'Dragon Scales' instead: +5 RES against all Anima magic and the Wyvern Knight receives only 2x damage from Bows instead of usual 3x. This skill replaces 'Wyvern Scales'.
Player Character List:Compared to normal FEFs, this List will be
highly fluid; lack of activity will get you booted fast while new retainers/mercenaries/servants will take your place.
For the Prologue chapter, we need 5 noble-born or at least non-commoners; loyal guards, chamber maidens, distant relatives, field scholars, etc, who would be
stupid brave enough to accompany a noblewoman and a host of hardworking peasants to a ruined castle in middle of nowhere.
1. Stephen Reglos, Performer Trainee (Shoruke)2. Anna Candar, Rider Trainee (S34N1C)3. Myrdwyn Callaghan, Rider Trainee (KingMurdoc)4. Camille Rhys, Priest Trainee (Gaterhyme)5. Soren Varan, Swordsman Trainee (Twinwolf)Further additions will occur after the Prologue; the settlement of Argaven Keep will continue to grow, easily attracting traveling mercenaries, adventurers and people looking to call this place their new home.
Later on:Castle and village building! Besides the chapters filled with regional scheming and plotting, there will be minor maps to help the Argaven village prosper; from clearing out an old ruin, through securing a trade route, to thwarting bandit raids on the farmlands. This in turn will allow the village to get new merchants, attract powerful NPCs and even allow for various services to be offered to the player cast.
Recruitment for PROLOGUE ONLY currently open!