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Fandom Fire Emblem: Crusade Mechanics

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This is the mechanics thread, which will contain anything related to the custom system to be used in the RP. DO NOT POST HERE.

 
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Character Stats
Health - As obvious as it is, this determines how much health your character has, affecting their ability to withstand attacks and last in battles. A character has 50 base health.

Attack - This stat determines the character's physical damage. However, this is only a base stat without factoring in weapon usage, meaning it will be of higher values when a character uses a weapon. A character has 10 base attack.

Magic - This stat determines the character's magical damage. However, this is only a base stat without factoring in weapon usage, meaning it will be of higher values when a character uses a weapon. A character has 10 base magic.

These are bound to increase as the character grows throughout the story, since there will be no leveling.
 
Action Gauge
This is a custom mechanic that will avoid the characters from doing too much, or too few actions in a single post/turn.

The action gauge contains a number of segments that will determine how many times a character can act in a single post. Each action will use up a segment, which may vary based on the character's action. A character has a base of 2 segments in an action gauge, which will increase as the story moves forward.

The following actions will require the use of the action gauge:
Attack - The character attacks a specific target, with or without using their weapon. Deals damage based on their Attack, or Magic stat. Consumes 1 segment.

Defend - The character preemptively defends against an incoming attack, reducing the damage they should receive by 50%. Consumes 1 segment.

Skill - The character uses a skill. Consumes a varied amount of segment(s) based on the skill used.

Item The character uses an item within their inventory. Consumes a single segment.​

The action gauge refreshes after every post.
 
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Combat Rolls
In order to regulate combat, even though this will mostly be PvE, we will be using a customized system that would mimic rock-paper-scissors. Remember that this will only be used for the attacking.

First, let's do it "Fire Emblem" style. Rock will be RED, Paper will be BLUE, and Scissors will be GREEN. This, in turn, would give the result that is RED < BLUE < GREEN < RED, which would easily follow the classic mechanic of FE games, more specifically, the mobile gacha.

Now that we've established that, let's get into the juicy parts.

When a character attacks, first, they must first determine what their color choice - whether it will be a RED attack, a BLUE attack, or a GREEN attack. Once they've decided, they must now use a d6 to roll for their enemy target. Refer to below for results:

1 and 2 - RED
3 and 4 - BLUE
5 and 6 - GREEN​

Finally, determine whether your character's attack lands or not.

Winning will allow your character to deal damage without retaliation, and damage mitigation.
A draw will cancel out each other, which will deal 50% reduced damage to both units.
Losing will make your attack miss, and receive the enemy's counterattack without damage mitigation.


If you are ranged against a melee unit, losing and getting a draw will do nothing.
If you are melee against a ranged unit, losing and getting a draw will do nothing.
 
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Reviving Allies
When a character's health goes below 10% of their maximum, they will be incapacitated. In that state, the character will be unable to commit any action until they are revived. When a character's health goes down to 0 when in the said state, they will die and be removed from the story.

To revive an incapacitated ally, one must use one segment in their action gauge to do such an action. Once revived, the incapacitated character's health will be (10% of max. health + 1), and they can act again.

However, a character can only be incapacitated three times in a single battle. They will be killed off in the fourth instance.
 
Weapons
With the weapon mastery restriction removed, all character are able to utilize any kind of weapon, which are not only limited to axes, lances, swords, etc. Still all weapons will be subjected to the FE weapon tiers(iron, steel, silver, etc.), which are shown below:

Basic Tier
Bronze or Slim - Increases the character's attack by 5.
Fire or Wind or Thunder or Freeze- Increases the character's magic by 5.
Lightning or Flux - Increases the character's magic by 5.
Heal - Restores 8 health to an ally.

Second Tier
Iron - Increases the character's attack by 8.
Killer - Increases the character's attack by 10, and reduces skill costs by 1.
"El"-magic - Increases the character's magic by 8.
Shine or Luna - Increases the character's magic by 8.
Mend - Restores 15 health to an ally.

Third Tier
Steel - Increases the character's attack by 12.
Slayer - Increases the character's attack by 12, and adds 50% damage dealt to a specific unit type.
"Arc"-magic - Increases the character's magic by 12.
Divine or Eclipse - Increases the character's magic by 12.
Recover - Restores 40% of an ally's max health.

Advanced Tier
Brave - Increases the character's attack by 13, and attacks twice with a single segment usage.
Silver - Increases the character's attack by 15.
Bolganone or Rexcalibur or Thoron or Fimbulvetr - Increases the character's magic by 15.
Aura or Fenrir - Increases the character's magic by 15.
Fortify - Fully restore an ally's health.

Legend Tier
Prf/Unique - Increases the character's attack by 15, and adds a special effect.
Legendary/Sacred - Increases the character's attack by 20, and adds a special effect.​

Characters are initially allowed 2 weapons, and both cannot go beyond the second tier. Only one of the two weapons can reach the second tier.

Of course, there is no need to worry about durability.
 
Items
This list is to be updated every now and then.

Consumables
Vulnerary - Restores 10 health. Can only be used 3 times.
Concoction - Restores 25 health. Can only be used 3 times.
Elixir - Fully restores health. Can only be used 3 times.​

Characters are initially allowed 1 single item.
 

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