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[OOC] Swords Beneath the Starlight
02-13-2020, 05:34 AM
(This post was last modified: 03-17-2020, 07:17 AM by Protoman.)
In a land long shattered,
a realm forgotten by the gods,
will the light of hope be rekindled?
Or will the flames fall to ash?
Welcome to Swords Beneath the Starlight! This is a play-by-post forum game based on the Fire Emblem franchise and using the bay12 Fire Emblem forum game ruleset as a source of inspiration (though I plan on deviating in certain areas, especially the class system). In this game, you will be playing as one of a band of refugees brought together by circumstance, a band of nobodies thrust onto center stage by the machinations of fate. Will you bring hope back to your despairing homeland? Or will you watch as the last light is consumed by the dark?
For those unfamiliar, Fire Emblem is a series of turn-based tactical role playing games centered on unique units with unique strengths and weaknesses and a permadeath system. In this system, each player will control their own individual unit rather than having one person run the whole show. There will be battles, and between the battles there will be an opportunity for the story to advance, along with your characters. Unlike in the Fire Emblem series, there will be no singular main character around whom the whole world turns. Your characters and their collective choices will determine the fate of the realm, for better or for worse.
This will be my first time running this sort of thing, so I'll be looking for active feedback in order to make adjustments as we go along. I thank you in advance for being understanding!
If you're still here, I imagine you're interested in how character creation works! Below I will list the classes available to your character, along with an application guideline in order to get started. Let's begin!
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Trainee ClassesIn general, trainee classes are the 'baby' classes. They start out very weak, and need to be protected and to participate in combat before they can advance into proper fighters. This is where you'll begin!
Novice - All around the world, hotheaded youths dream of becoming brave swordfighters. It's easy to see why: Swords are heroic and versatile weapons, capable of blindingly quick slashes and great, devastating swings both. The novice is unskilled, untempered, and weak, but as they learn their weapon's strengths, they will quickly grow into one of three sorts of warrior: the bold, brawny mercenary, the quick, graceful myrmidon, or the quiet, sneaky thief.
Journeyman - The lumberjack taking up arms to defend their village; the peasant rushing into battle with the only tool available to them; the foolhardy youngling hoping to make it as a bandit: all sorts of folk can be a journeyman, so long as they walk the path of the axe. A mighty weapon, perfect for smashing through anyone who stands in your way, the axe would be a perfect weapon were it not so heavy and slow. Journeymen are still clumsy with these great hunks of metal and wood, but as they grow, they will advance into one of three classes: the skilled, well-balanced fighter, the surprisingly nimble pirate, or the burly, brawny bandit.
Lancer - The lance is a weapon commonly seen in the hands of infantry and cavalry alike the world over, and it's easy to see why: it's a well-balanced, easy-to-use weapon with none of the strengths or weaknesses of the axe or the sword. Its mechanics are simple: point and thrust. It demands very little to use. All the same, those who dedicate themselves to the path of the lance can rise from mere chaff, utilizing the weapon in ways green recruits can hardly comprehend. As the lancer walks down this path, they'll find themselves advancing along the path of the heavily armored knight, the skillful, diligent soldier, or mounting a horse to become a cavalier.
Rider - Some people dedicate themselves to learning a weapon; others a school of magic. The rider is dedicated to learning to understand their companion. As a rider, you begin somewhat weaker than most units, and your options for advancement are somewhat limited: while most classes have three options for advancement, you only have two. However, you come with a massive boon: you have been given a horse, a loyal friend to the very end, who you may count on to bring you through combat at all times. Your specialization is mobility, and through that mobility, you'll find your way forward. The rider gets to choose one of two weapons to start with: either the lance, through which they'll grow into the mighty cavalier, or the bow, which will guide them down the path of the quick, ranged nomad.
Flyer - While the Rider travels swiftly across the earth, the Flyer... flies. These fragile units speed through the air, annoying any terrain that may slow them down, and strike while the iron is hot - or they will, once they're strong enough. The flyer may choose one of two mounts: the nimble, magic-resistant pegasus, or the powerful, decently-armored wyvern. The choice you make will lock you into an advancement path for either of them. It will take some time for you and your mount to grow into your roles, but once you do, you will be a force to be reckoned with!
Scout - The front lines are chaotic, hectic, and scary. Some would prefer to attack from afar. Be it out of cowardice, prudence, or a mere affinity for the bow, the scout hangs back from the fray, supporting their allies with indirect strikes. They are frail and fragile, and their attacks don't pack the same wallop as a close range strike. They may be weak now, but give it time, and the scout will advance quickly into one of three classes: the rapid, mounted nomad, the reclusive forest-dwelling hunter, or the swift, accurate archer.
Scholar - Some prefer to study esoteric and arcane arts. These folk - fragile as any, and weak to boot - must call on another form of strength to bolster them. Some choose the conventional anima magic - a sort of magic which evokes the forces of nature to fight on one's behalf. Others delve into more obscure texts, summoning the power of the Old Dark to destroy their opponents. As a scholar, you're still weak, but you're learning how these things work. You may choose either anima or dark magic. Your choice will send you down the path of either the spell-slinging mage, or the dark-stalking ritualist.
Acolyte - The acolyte is a servant of all that is righteous. Invokers of the gods, these clerics use holy magics to protect their friends or smite their foes. Beware, though: they're about as fragile as the scholar, and ending up on the wrong end of a sword is a real danger. As an acolyte, you must choose to either wield healing staves, or holy light magic. Depending on your choice, you'll advance into either being a gentle cleric who heals the wounds of the sick, or a steadfast monk, bringing light down upon your foes.
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Base ClassesIn time, you'll advance into a base class! I'll keep the descriptions here short, since you have an idea of what's going on from the last section.
SWORD USERS
Mercenary: Some treat swordplay as sport; others, an art. The mercenary treats it as a tool. Focused on great, hacking attacks, and decently balanced stats, the mercenary is here to get the job done, whatever that job may be. They can advance into the Hero, gaining an extra melee weapon and even more bulk, or the Vanguard, a staff-wielding commander whose ability to heal and buff their comrades compliments their bulk nicely.
Myrmidon: Only few understand that the sword is not merely a weapon - it is an extension of yourself. The myrmidon is a quick, skillful warrior, one who has dedicated themselves to swordplay as a way of life. It's not always clear what lies at the end of their path, but should it come to arms, one might expect a trail of bodies in their wake. They can advance into the swift Swordmaster or the deadly Assassin - a specialist who has found meaning in the sword, or in killing. The former is a specialist, dedicated to their weapon first and foremost; the latter a pragmatist who has learned to use the bow as well.
Thief: Not all who wield a blade are here to fight. Some just want to survive. The thief is better suited to the shadows than the frontlines, and while their speed helps them, their frailty is unmatched among other melee units. However, not all is lost: they're able to use their various tools to pop open doors and chests that your other party members cannot without a key, and their quick fingers can snatch goods from their enemy before anyone even notices they're there. These dastards can advance into the Assassin and become true dealers of death, or ply their trade with even more skill and become the graceful Rogue.
AXE USERS
Fighter: Too many use the axe like it's a blunt instrument, swinging with wild abandon. It takes a real expert to know how to slice them with the sharp end. The fighter is, much like the mercenary, here to deal blows and take them. Unlike the brigand, the fighter doesn't forsake speed and skill for just destructive power; you have to swing hard, and you have to land it. They come equipped with reasonable defenses so they can make it out alive. The fighter can advance into the level-headed warrior, mastering more weapons all the while, or turn into the Barbarian, taking up the bow and putting their skill to use at close and long ranges both.
Pirate: The sea be a cruel mistress - but you don't need to have been on a boat to become a pirate! This scurvy dog is a fast, brutal powerhouse, dedicated to dealing (or trying to deal) as much damage as is possible as quickly as possible. In terms of style, one might relate them to a myrmidon - but while the myrmidon will snark that you have to land the hits to do damage, the pirate would remark that you have to get through the enemy's armor for it to matter. Unskilled, wild, and excitable, the pirate can refine their skills and learn a thing or two from the Myrmidon to become the salty Sea Scourge, or they can say 'fuck it' and get an even bigger axe, becoming the Berserker.
Brigand: If a pirate might accurately be described as 'unrefined,' the Brigand is as raw as it gets. Big, lumbering brutes swinging big, towering axes to deal massive blows - assuming they can actually connect. But hey, if you can't land a hit, you just need a bigger weapon to swing with, right? (Don't tell them they're wrong, they don't like that.) The brigand can either take up the bow to launch projectiles with equal abandon, becoming the Barbarian, or just scream really loud and become the mighty, crit-heavy Berserker.
LANCE USERS
Knight: A stalwart, heavy-armored unit focused on holding the line above all else. Though they lack in speed, these fellows are immovable by common means. That said, their armor acts as an arcane conduit, making them rather susceptible to magic, so watch out!
Soldier: ‘Spears are the weapon of the peasantry’ - so say the arrogant nobles in their hallowed halls. They have little to say when their fine cavalry charges are met by a wall of spears. It takes someone divorced from their impractical classism to recognize the true power of an individual with a spear. The soldier is a well balanced unit, competent in defense and offense both, playing off their weapon’s well-balanced practicality to hold their own in combat. They can take up armor to become the defensive General, or further focus on the ‘peasant’ way of fighting to become a Sentinel - a fighter who would strike true fear in the hearts of those who dismiss the powerful polearm.
Cavalier: [See Riding Units]
BOW USERS
Archer: Quick, precise, and skilled, the Archer fights from afar. While their fellow bow-users might decide to use the bow to supplement their fighting style, the archer treats the bow as a way of life. They are competent in using the bow in all situations - no gimmicks required! Can promote into a Sniper or a Bow Knight.
Nomad: [See Riding Units]
Hunter: Many bow-users are competent in the hunt, but only those who bring hunting onto the battlefield can become Hunters. While the Nomad specializes in the open plains, the Hunter makes their home in the woods. These sneaky fighters aren’t as good in straight battles as archers, but excel at utilizing rough terrain to make the odds uneven. Where cavalry fear to tread, the hunter makes their home... Can promote into a Ranger or Guerilla.
RIDING UNITS
Cavalier: Valiant riders seeking to prove themselves on the field of battle, Cavaliers ride forth! Capable of using a second weapon in addition to the lance that come naturally to them, the Cavalier is versatile, swift, and strong. Their biggest weakness and their greatest strength is their four-legged companion, as their horse is vulnerable to certain weapons and travels more slowly in rough terrain. Can promote into a Paladin or a Great Knight.
Nomad: Swift and deadly, the Nomad combines mobility with range to bring terror to the open field. While they're fairly fragile, they're exceedingly hard to catch, and should the volley be followed by a swift offensive maneuver from one's allies, they should get out scot-free. Can promote into the Ranger or the Bow Knight.
FLYING UNITS
Pegasus Knights: Dancing like feathers in the wind, Pegasus knights ride their majestic mounts through the fray. Delicate, but quick and strong, armies the world over use these winged warriors as the most mobile sort of shock cavalry, to strike quickly at the enemy’s weakest units before flying back to safety. The blessed Pegasus is very resistant to hostile magic, but lacks in physical defense - they must rely on their speed and mobility to avoid enemy counterattack. These battlers can Takes extra damage from arrows! Can promote into a Falco Knight or a Valkyrie.
Wyvern Riders: The terror of land and sky, the Wyvern Rider takes advantage of its huge, bulky mount to lock into melee and see the enemy broken. Swinging into battle with daring confidence and heavy armor to back it up, the Wyvern Rider fears only two things: the sting of magic, the zip of the arrow, and their own unfortunate lack of speed. Can promote into a Wyvern Knight or a Wyvern Lord.
ARCANE USERS
Mage: Bringers of destruction who rely on natural magic to dispense of their foes, Mages are strong with all sorts of anima, and have chosen a particular subcategory of anima magic as their expertise: wind, thunder, or fire. Each has its uses, strengths, and weaknesses - wind magic is effective against flying units, and is light, fast; thunder is powerful and can easily land critical hits; and fire is balanced, versatile, and useful in any situation.
Ritualist: There are two types of ritualists: the practitioner of dark arts which oughtn't see the light of day, and the wielder of Elder Magic, a lost art from a bygone era. Either way, dark magic is slow, powerful, and unrelenting. It often comes with an additional effect as well, making it well suited to destroying one's enemies or benefiting oneself.
LIGHT USERS
Cleric: Healers might not be the flashiest members of the team, and they rarely get the glory, but they're absolutely essential to any functioning army. Defenseless, the healer pours holy magic from sacred staves to heal and buff their allies, as well as to bring chaos to the enemy line. A staff user might set an enemy to sleep, or bring a comrade back from the brink of death. Their job might not be glorious, but that only makes it even more important to make sure you thank them for their hard work!
Monk: Evil is out there, and it must be destroyed. Protectors of the weak and slayers of the wicked, monks fight not to do harm, but to prevent it. They fight only because they must.
Advanced Classes: Coming soon!
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Laguz Classes!The Laguz aren't 'classes' so to speak, but are rather several species of intelligent people sporting animal features and the ability to transform into beastlike bodies. The form of Laguz you appear as will be somewhat customizable, but will fall into one of two categories. Beware! A laguz can only remain transformed for so long, and after they revert back to human form, they are incredibly vulnerable to attack, and more or less helpless to respond. In addition, a variety of weapons are made to specifically counter the Laguz. I will probably limit you to one to two laguz in your party, depending on how large it is.
Beast Laguz: Fierce fighters who are physically powerful, these Laguz tear across the ground and fight their enemies with claw and tooth. Can take the form of cats, bears, tigers, lions, and other land mammals, pending GM approval.
Bird Laguz: Swift and solemn, these Laguz travel more easily than their beastly counterparts (on account of flying) but must fear arrows, wind-magic and standard anti-laguz weapons, as all do greater damage to them when they are transformed. Usually appear as ravens, crows, and hawks, but can take other forms pending GM approval.
BASIC LORE NOTES
A series of magical and technological breakthroughs within the Revotrian Republic have created a new god: Progress. His worshipers have embraced the idea that his mighty word must be spread to all corners of the world, that all lands will be beautified by his gentle touch. The Republic is a coastal nation, neighbored by the fractured polities of the Ilyun League - a cluster of agrarian fiefdoms, peasant-republics and city-states incapable of getting along for any goal but to hold off foreign incursion. The Revotrians have looked their way before and always failed. This time, though, they have Progress on their side.
The word of the Revotrian governorship is clear: These lands must be liberated from the backwards traditionalists who would shackle themselves to the past, and beyond that, from the Laguz. "Beastmen," says the Revotrian Consul, "are incapable of moving beyond their ties to the past. It is tragic, but they cannot be trusted to govern themselves." The Laguz make up less than ten percent of the Ilyun population, sticking to the dwindling forests and mountains, and to the Wilds beyond, but they dominate the headlines of the Revotran press. And so they march.
The Ilyun Federation has collapsed. The center of the federation command, Achaim, has been claimed. All is lost.
You are a refugee. Be you an Ilyun running from conquest, a Laguz who flees enslavement, or a Revotrian who understands the monsetrousness of their nations acts, you flee the advancing wall of steel.
All you can do is flee - flee, and hope that something better, someplace better, waits beyond the horizon.
CHARACTER APPLICATION
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AppNAME:
APPEARANCE:
TRAINEE CLASS:
WHERE ARE YOU FROM?:
BIOGRAPHY:
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