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Fandom Fire Emblem: Divinity - Mechanics

Kyero

Three Thousand Club



Leveling Up, Experience, and Realism








In this RP, there will not be an EXP mechanic or a Leveling Up mechanic. From past experience trying to make calculations part of the RP overcomplicates things and makes posting a chore rather than a pleasure. So we won’t be dealing with numbers.


Instead, we’ll be dealing with what I call the Realism System. I know, genius naming scheme right?


This Realism System is based around the idea that, despite the fact that this takes place in a fantasy setting, the laws of physics and hard work still apply. This means that no double jumping, wall jumping or wall running, triple back flips, or moon jumps will be tolerated. Another aspect of realism which will be mandated is that adrenaline is not an excuse for sudden turn arounds in combat. If you’re in a fight, adrenaline is already flowing. It’s an unconscious and instantaneous reaction to fight or flight situations, and it cannot just be triggered when you want an escape from an unpleasant situation. If you try to use adrenaline as an excuse to suddenly win a fight that looks like you’re about to lose, I will have some choice words for you and you are not going to like them.


The application of this Realism System also means that nobody will be a genius or a prodigy. Such individuals are so rare they’re not worth noting as part of the general population. They’re special, and nobody in this RP will have the luxury of being one such individual. Basically, a genius or a prodigy is an excuse to get away with a subtle form of God-Modding, and that ain’t happening.


Nobody will be a “master” of their weapon while they’re in their 20’s. Instead, if you want to be a “master”, your character will have to be at least in their mid 40’s, if not early 50’s. Mastery over weapons takes time, dedication, trial and error, and failure upon failure in practical applications.


There’s a saying in martial arts, and indeed all walks of life involving mastery over a difficult set of skills: “A master has failed more times than the student has ever tried.”


This applies to this RP as well as real life, so if you want to be a master, your character needs to be old enough to reflect the reality that it comes with time, patience, and dedication to the craft on a level that students and would-be masters have not even come close to. No exceptions. No allowances.


Now, to that end, there is more you need to know:


* Physical Units - All physical units are expected to adhere to this rule: Training for combat using a real weapon begins at age sixteen, no exceptions. If you want some hand to hand self defense or using training weapons like blunt sticks carved to look like a sword before that age, then that’s fine. But no society with half a brain would ever train children in the art of real weaponry. This RP isn’t going to make reaching mastery of your weapon easy. Oh, and don’t think I don’t see the potential “loop hole” inherent in this caveat. Even if you train with a weapon early, your skill with it by the time you’re in your 20’s is still only going to be what’s considered “average”. This RP world makes true “mastery” an art all to itself, and whatever skill you’d like your character to have will be considered rudimentary. Wandering warriors, mercenaries, bounty hunters and the like will all have skill comparable, if not greater, than your own no matter how you structure your training history or biography.


Nice try though.


* Magical Units - Magical units fall into the same rule: Training begins at age sixteen, and no earlier. And this time, there is no caveat or loop hole to exploit. Nobody even allows a potential mage in to see which element they best adhere to until the age of sixteen. More on this mechanic later.


Thank you!





Currency








We work on the typical Gold (G) system in this RP. One gold coin is basically one dollar. So if you have a coin purse of 200 Gold, then you have $200. Very typical, very easy to understand.


And that’s all for currency!


Simple!





The Laguz








The Laguz in this RP are exactly the same in basic form and generalized capability as in Fire Emblem: Path of Radiance. The Taguel of Fire Emblem: Awakening are Laguz in every sense of the word, but because I have a soft spot for the term Laguz, and am using Laguz weaponry in this RP, we’ll be using that term instead of Taguel.


Now, what make the Laguz unique in this RP is how I am handling their ability to transform. They are capable of taking a humanoid form which usually comes with at least two traits of their animal form. It’s typically the ears, tail, and eyes which are the most commonly shared traits between the two forms. Their animal form varies in size between species, and between individuals per species.


Now, for the more gritty details of the Laguz:


* Transformation - The transformation from humanoid (which is their base form) to their animal form takes energy, and maintaining the animal form also takes energy. In Fire Emblem: Path of Radiance, their ability to remain transformed was demonstrated in a transformation gauge. I won’t give you a transformation gague, but I will mandate that a Laguz can only remain transformed for a maximum of thirty minutes at a time before their energy runs out, and this is for Laguz who are in prime condition. For Laguz who are still young, bullish, or in training, or exhausted from travel or prior combat, transformation time is significantly less, at between five to fifteen minutes at a time at most depending on their reserves of stamina.


* Physical Strength - The Laguz are, naturally, much more powerful than a human being in their animal form. However, in human form, they are comparable in every way to a human. There is no way to confirm that a Laguz in humanoid form is inherently stronger than a human of equivalent size, but the laws of physics would suggest that they retain relatively the same amount of muscle mass and therefore relatively the same amount of physical strength.


* Stamina - Whether in humanoid or animal form, a Laguz’s stamina outshines a human being’s by a fairly wide margin. For comparison, the average healthy human male can run a mile in around 7.5 to 10 minutes. A Laguz of equal size could run the mile in around 3 minutes.


* Speed - Due to relatively equivalent muscle mass in humanoid form, there is little difference between the speed at which a Laguz and human being can move. However, once in animal form, the speed of a Laguz increases drastically making it almost impossible for a human being to keep pace with a transformed Laguz. But that’s if you’re in a footrace. If you’re in combat, they move fast, but it’s no trouble to watch and look for an opening to attack and at least put up a fight. But the chances of you defeating a Laguz one on one are slim to none once they’ve transformed. If they want you dead, you will in all likelihood be killed.


* Durability - Even in human form, a Laguz has incredible durability. They can withstand a lot of physical pain and continue to push forward through the thick of battle. They are very, very tough, however the avian species are the most susceptible to injury for obvious reasons.


The following table with the list of species has information pertaining to the average cases. I’ll use the Cats as an example. The average height range for a female is 5’ 2” - 6’ 1”. Their average weight, depending on their height, is between 120 lb. - 160 lb. (Oh, and all of the weight sections are based on pounds, so if you grew up with scientific method with kilograms and such, use a conversion calculator).


Now, before we get to the list of species used in this RP, you may be wondering what it takes for a Laguz to transform, yes? After all, some games required the use of a specific stone to transform, while others (like Path of Radiance and Radiant Dawn) did not.


The good news is that I will only require a specialized stone for one species: the Dragons (and yes, Dragon Laguz are the same as the Manakete from other games). The bad news is that it’s a moot point, as the Dragon Laguz are not playable. Sorry. They’re just too powerful to be fair for player use.


Every other species on this list is playable though, and none of them require anything special. You just have to make sure that you adhere to all the rules of realism. That means your Laguz will get tired, they will be susceptible to ailments, magic, and general injury, and they will be capable of being defeated if the odds turn against them, especially if things go bad in a hurry.


More good news though! I have included more tribes of Laguz than you’ve ever seen before or will ever see again in a Fire Emblem RP (most likely, though it’d be awesome if I turned out to be wrong!)


So, on to the list of species:





Species Size Female Size Male Weight Female Weight Male
Cat 5’ 2” - 6’ 1” 5’ 9” - 6’ 6” 120 - 160 180 - 260
Panther 5’ 3” - 6’ 1” 5’ 6” - 6’ 4” 120 - 150 150 - 220
Cheetah 5’ 5” - 6’ 3” 5’ 9” - 6’ 6” 120 - 190 160 - 240
Wolf 5’ 5” - 6’ 2” 5’ 9” - 6’ 6” 130 - 165 180 - 240
Tiger 5’ 7” - 6’ 3” 5’ 10” - 6’ 9” 140 - 190 200 - 320
Lion 5’ 9” - 6’ 5” 6’ 1” - 7’ 4” 140 - 180 200 - 340
Bear 5’ 6” - 6’ 4” 5’ 10” - 7’ 4” 140 - 210 180 - 340
Kangaroo 5’ 3” - 6’ 0” 5’ 7” - 6’ 5” 110 - 180 140 - 240
Baracuda 5’ 5” - 6’ 0” 5’ 9” - 6’ 5” 120 - 180 160 - 250
Shark 5’ 2” - 5’ 10” 6’ 0” - 7’ 3” 100 - 170 200 - 300
Alligator/Crocodile 5’ 6” - 6’ 4” 6’ 2” - 7’ 5” 130 - 210 210 - 360
Anaconda 5’ 9” - 6’ 5” 6’ 2” - 7’ 8” 150 - 220 200 - 380
Raven 4’ 9” - 5’ 8” 5’ 2” - 6’ 0” 90 - 140 135 - 180
Falcon 5’ 4” - 6’ 0” 5’ 7” - 6’ 4” 120 - 160 160 - 200
Hawk 5’ 5” - 6’ 2” 5’ 9” - 6’ 7” 130 - 170 160 - 250
Eagle 5’ 8” - 6’ 4” 6’ 0” - 6’ 10” 140 - 180 180 - 260
Black Heron 5’ 0” - 6’ 0” 5’ 4” - 6’ 4” 100 - 160 130 - 200
White Heron 5’ 2” - 6’ 2” 5’ 4” - 6’ 4” 100 - 165 130 - 200
White Dragon 5’ 7” - 6’ 3” 6’ 2” - 7’ 9” 160 - 200 220 - 350
Red Dragon 5’ 8” - 6’ 7” 6’ 4” - 8’ 2” 160 - 230 240 - 380
Black Dragon 5’ 10” - 6’ 8” 6’ 4” - 8’ 0” 165 - 240 220 - 340








“Class” System And Weapons








So, are you wondering why the word “class” is in quotes in the title?


Allow me to explain!


There are no classes in this game!


I have learned through past experience that trying to design classes in FE RP’s only leads to complications and inconsistencies in logic and perceived purpose. It also leads to disappointment because there’s always that one person who says “Aw! My favorite class from *insert game title here* isn’t in it!”


You are what you are in this RP, and it is as simple as that meaning you can tailor your character however you want!


I will entrust my players to build their characters around their primary weapon type, sculpting their character’s respective fighting styles and lifestyles to suit the intricacies of their choice weapon in whatever manner the see fit. However, I will be monitoring your posts to make sure that if you shift from one version of your weapon to another, such as going from a Bronze Sword to a Steel Sword, the weight of the weapons will be different, meaning your character will have to take time to train (likely only a few days in that particular instance) to acclimate themselves to the changes in weight, length, and material. But changing from something like an Iron Sword to a Killing Edge will basically be picking up an entirely different weapon. Nothing about the two weapons is the same save for the fact that they’re both considered “swords”.


Does this mean that, since I used the words “tailor your character however you want,” that you can have a weapon user who also uses a Heal Staff?


The answer: Absolutely you can!


If you want a lance fighter who can also use a Heal Staff when the need arises, have at it!


Now, a few things to know about the table below, and I’m open to discussing the addition of weapon names not currently on the list:


First, the weapons marked in bold are special “super” weapons in their weapon category, and will have to be discovered during the course of the RP before they can be used. As well, these special weapons may be reserved before the RP begins if it happens to be your favorite weapon. These reservations for the super weapons will be on a first come first served basis, so if you want it you have to contact me ASAP! If a super weapon is taken by another player before you have the chance to petition for its use, then tough cookies. Weapons chosen by players will be marked with an ‘*’ sign, such as Ragnell in the Sword category as I chose to take that sword for myself as it’s my favorite weapon and I’m a selfish bastard that way. ;D


One last thing is this: we will be treating the respective weapon’s strengths in the same manner as most FE games do. Bronze is the weakest material, followed by Iron, Steel, and finally Silver. The weapon triangles are in effect, meaning that swords have an advantage over axes, axes over lances, and lances over swords due to weapon design, weight, and overall capability given all inherent weaknesses.


Weapons which are not detailed as being made of these materials abide the following rules:


* Killer Weapons - Designed for precision and lethal blows make them dangerous, but fragile. These weapons break easily when used in direct combat with another or when used against heavily armored foes. Bottom line: they’re weak to other weapons and armor, but deadly when aimed at soft spots.


* Venin Weapons - Coated in poison, they are good for hit and run tactics when you are facing a fighter more skilled than you are. Like the Killer weapons, they are fairly fragile and will break if they engage weapons which are heavier than they are or if they are used against heavily armored weapons.


* Brave Weapons - The games make these weapons able to attack twice, but in this RP they are simply lighter in weight meaning they’re easier to use with more speed and control. But it doesn’t mean you can strike twice per every enemy’s one. Not if they’re skill is anywhere near yours.


* Ranged Weapons - Weapons other than bows designed for range are designed either to be thrown, such as the axes, knives and lances, or used with a kind of magical energy wave like the Wind Edge sword. These weapons are going to be physically weaker, as they’re designed for indirect combat, meaning that fighting with them in close quarters is very dangerous and not a good idea. Keep your distance.


* Reaver/Cleaver - Weapons with the “reaver” or “cleaver” names are designed specifically to take down other weapon types. In the case of the Sword Breaker sword, it’s folded steel material and the blade itself is thick and weighted, strong enough to break another sword when it strikes the flat of the enemy blade with enough force. The Lancereaver sword is serrated and has a special grip on the guard which can catch the shaft of an enemy lance, allowing the sword wielder to grab the shaft itself and pull the lance combatant into range for a free handed sword strike which they’ll basically be able to do nothing about unless they drop their lance. The other “reaver” and “cleaver” weapons work in the same way.


* Laguz Weapons - Designed specifically using serrations and coated with a waxy substance that reacts negatively with the Laguz’s blood, these weapons are highly dangerous for Laguz characters to face off against. One scratch which breaks the skin can turn into a raging infection in less than two minutes, taking them out of the battle until the infection is dealt with by a healing staff.

Physical Weapons







Sword Axe Lance Bow Knife
  • Trainer
  • Bronze Sword
  • Slim Sword
  • Iron Sword
  • Iron Blade
  • Steel Sword
  • Steel Blade
  • Silver Sword
  • Silver Blade
  • Rapier
  • Wo Dao
  • Killing Edge
  • Venin Edge
  • Brave Sword
  • Armorslayer
  • Laguzslayer
  • Wyrmslayer
  • Wind Edge
  • Storm Sword
  • Tempest Blade
  • Short Sword
  • Long Sword
  • Sol
  • Greatsword
  • Sonic Scord
  • Sword Breaker
  • Lancereaver
  • Levin Sword
  • Flame Sword
  • Falchion *
  • Vague Katti
  • Mercurius
  • Alondite
  • Ragnell *
  • Trainer
  • Bronze Axe
  • Iron Axe
  • Iron Poleax
  • Steel Axe
  • Steel Poleax
  • Silver Axe
  • Silver Poleax
  • Brave Axe
  • Bolt Axe
  • Killer Axe
  • Laguz Axe
  • Tomahawk
  • Venin Axe
  • Hammer
  • Fiendcleaver
  • Hand Axe
  • Hatchet
  • Hauteclere
  • Urvan
  • Tarvos
  • Trainer
  • Slim Lance
  • Bronze Lance
  • Bronze Greatlance
  • Iron Lance
  • Iron Greatlance
  • Steel Lance
  • Steel Greatlance
  • Silver Lance
  • Silver Greatlance
  • Venin Lance
  • Javelin
  • Spear
  • Laguz Lance
  • Killer Lance
  • Heavy Spear
  • Horseslayer
  • Brave Lance
  • Axereaver
  • Flame Lance
  • Dragonspike
  • Wing Spear
  • Wishblade
  • Gradivus
  • Gungnir
  • Gáe Bolg
  • Trainer
  • Bronze Bow
  • Bronze Longbow
  • Iron Bow
  • Iron Longbow
  • Steel Bow
  • Steel Longbow
  • Silver Bow
  • Silver Longbow
  • Killer Bow
  • Laguz Bow
  • Dragon Arrow
  • Towering Bow
  • Brave Bow
  • Crossbow
  • Aqqar
  • Arbalest
  • Taksh
  • Lughnasadh
  • Parthia
  • Bronze Knife
  • Bronze Dagger
  • Iron Knife
  • Iron Dagger
  • Steel Knife
  • Steel Dagger
  • Silver Knife
  • Silver Dagger
  • Stiletto
  • Kard
  • Beast Killer
  • Venin Blade
  • Throwing Knife
  • Peshkatz
  • Baselard


One thing to note about the bold “special” weapons. They are what we will refer to as Blessed weapons, having been forged by the Gods themselves and placed in the Mortal World awaiting the day their Chosen warrior will take them up when the world is threatened. They are the God’s failsafe, if you will, as they will be unable to assist the Mortal World directly for reasons which will become clear during the course of the RP.


This also means that the existence of the weapons is a secret from the Mortal Realm. The only reason our characters will eventually come to know about them is… well, that would be telling.


You’ll find out!

Magic Tomes







Wind Thunder Fire Dark Light
  • Wind
  • Elwind
  • Arcwind
  • Tornado
  • Blizzard
  • Wilderwind
  • Grafcalibur
  • Aircalbur
  • Rexacalibur
  • Excalibur
  • Thunder
  • Elthunder
  • Thoron
  • Arcthunder
  • Bolting
  • Lightning
  • Thunderstorm
  • Superior Jolt
  • Rexbolt
  • Mjolnir *
  • Fire
  • Elfire
  • Arcfire
  • Meteor
  • Bolganone
  • Valflame
  • Nurufire
  • Dying Blaze
  • Cymbeline
  • Rexflame
  • Flux
  • Worm
  • Fenrir
  • Eclipse
  • Nosferatu
  • Gleipnir
  • Naglfar
  • Carreau
  • Verrine
  • Ruin
  • Waste
  • Mire
  • Goetia
  • Imhullu
  • Balberith *
  • Apocalypse
  • Light
  • Ellight
  • Shine
  • Purge
  • Aura
  • Divine
  • Nosferatu
  • Valaura
  • Ivaldi
  • Aureola
  • Creiddylad
  • Book of Naga
  • Thani
  • Rexaura

Heal Staves




Healing Staves in this RP are relatively straight forward. When you use a Healing Staff, depending on the staff’s name and your inherent level of magical potential which I will detail in the following section, your ability to protect and serve your allies will vary.


The following table represents the staves from weakest in potential to strongest in potential. Also, take note of the “durability rating”. That rating is on a 1-10 scale, meaning that the lower the number is, the weaker the staff is and the sooner its magical energies will run out and the staff itself will become useless and need to be replaced or the magical gems recharged:





Name Durability Rating Description
  • Kneader
  • Heal
  • Sleep
  • Silence
  • Mend
  • Barrier
  • Balmwood Staff
  • Kia Staff
  • Elsilence
  • Elsleep
  • Defense
  • Unlock
  • Warp
  • Rewarp
  • Restore
  • Hammerne
  • Physic
  • Catharsis
  • Recover
  • Nightmare
  • Aum Staff
  • Fortify
  • Goddess Staff
  • 1
  • 2
  • 1
  • 1
  • 3
  • 2
  • 5
  • 5
  • 4
  • 4
  • 5
  • 3
  • 5
  • 6
  • 5
  • 7
  • 7
  • 8
  • 7
  • 8
  • 8
  • 9
  • 10
  • Weak Healing Staff
  • Weak Healing Staff
  • Puts enemy to sleep
  • Prevents magic use
  • Moderate Healing Staff
  • Negates magic damage
  • Heals user and ally
  • Free petrified victims
  • Stronger Silence
  • Stronger Sleep
  • Increase ally defenses
  • Unlock chests
  • Warp to nearby location
  • Warp to far away location
  • Restore ally from ailments
  • Restore ally weapon durability
  • Weak long range Healing Staff
  • Strong long range Healing Staff
  • Fully recover’s ally’s vitality
  • Puts many nearby enemies sleep
  • Revive ally from near death
  • Restore all vitality to allies in close proximity
  • Restore all vitality of allies





Magic!!








Thought I’d forgotten about this eh? Well too bad!! I didn’t!


Okay, so enough joking around. Magic is a serious business, so let’s get right down to it.


Magic in this RP takes the form of something similar to what you’ve seen in other role-play games, but not Fire Emblem.


No, this magic system is very different from normal Fire Emblem game mechanics.


In this RP, your ability to control an element is predetermined from the day you’re born. Your body is naturally attuned to a single element, and that is the only element you’ll ever use in your life. There is no training to overcome this harsh reality. You’re either a Wind mage, a Fire mage, Lightning mage, Light mage, or Dark mage. That’s it. One, or none.


The upside is that anyone who has chosen to pursue their magical potential can use a Heal Staff. Mages of any kind can use a Healing Staff on their allies once trained with how to use it.


A Heal Staff, regardless of the type, requires a different energy than the Anima magics which is why any mage can use them. Whereas the Anima magics require Mana, a life force born of the Earth, to function, a Heal Staff of any kind will rely on the magic present in the jewel it comes with. The magical energies within the jewel are a special blend of spiritual energies, different from mana, but which all human beings are attuned to naturally and can use with equal efficiency as they do their chosen Anima magic.


Do you have to use Anima magic to be a Healer? No.


Do you have to be good at healing if you’re an Anima magic user? No.


Is it possible to do both? Yes.


Is it possible to do neither? Yes.


So that’s our magic system. You get one Anima magic to choose from, and if you want Healing magic it’s there for you as well whether you choose an Anima magic or not. Or visa versa.


You’re welcome!
 
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