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FEBR is a project I've been working on since before the old version of this guild went down. It's was originally going to be an Arena board RP, but with the addition of the TableTop board, I've decided to move it here. And seeing how active the website is now, I'm hoping it actually takes off this time.

Anyone who's played Fire Emblem games can account for the beautiful blend of great stories, beautiful music, vibrant fantasy worlds, and above all, the impeccable gameplay that made the FE series one of the best strategy games period (at least in my opinion lol). The one true flaw that the series has suffered since the multi-player compatible GBA console launched is multiplayer (not including the uninhabited FE11 garbage-online).

Also the typical green and red cavaliers. Seriously...

Fire Emblem: Battle Royale is a player versus player focused strategy rp that combines in-depth rpg elements with intense battles of wits in a chess-like fantasy game. Since it's primarily done in a match-making format, I haven't prepared a story for the game, but players are more than welcome to act out custom stories in a series of grudge matches or pve gametype matches, or just go for the gold by building the most efficient team and playing to win. Primary features of the game include a deeper character creation than other Fire Emblem games, and team-creating, letting players pick classes from the official games and from my own divination to assemble squads of units for battle, shops to buy and sell items and units to and from the game engine or other players, multiple different gametypes for dynamic pvp and pve gameplay such as Deathmatch, Capture the Flag, Survival Modes, etc, and a smooth blend of mechanics from across the official games as well as actual maps to view and battle on to make the best FE experience.

This RP is always accepting new players! Sign up here!
Hidden 10 yrs ago Post by Jerkchicken
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Yes, but how does it work?

What are the mechanics?]

For the adaptation, not the video game.
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The mechanics will actually work almost identically to the video games. I've pulled formulas from the games themselves to use in calculating growth rates, damages, hit percents, and so on. You can use Serenes Forest to view the calculations and other game mechanics available for each game, just click the title on the left of the homepage and each game has their own databases for everything you'd want to know about them.
Hidden 10 yrs ago Post by Jerkchicken
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Which game in particular?
Hidden 10 yrs ago Post by Freeshooter92
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Jerkchicken said
Which game in particular?


I vote Awakening by virtue of it kicking ass. If not that, Sacred stones.

Also, Can I just pick ten knights and Not-Die my way to victory?
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Jerkchicken said
Which game in particular?


The mechanics I'm using are a blend of features from the GBA series (Fire Emblem 6, 7 and 8) and Awakening (13). A majority of the calculations I'm using come from Awakening, and I'll also be using the pair-system from that game. But the exp formula from the GBA games is much easier to work with so I'll be using that one, and the newer games do not feature weapon weight, making weaker weapon types such as Swords less effective, so I'll be bring that GBA feature back as well. There will be skills for every class, and promotion/reclassing will work as it does in Awakening. Character creation will be similar to Awakening as well, with Asset/Flaw being settable, but in FEBR your personal unit will be able to use any one weapon type of your choice, which will dictate your promotion and reclass options. I will also be bringing back Light magic and the Trinity of Magic, the rock-paper-scissors between Anima, Light and Dark magics.

I've also come up with a Command system that allows players to post formatted orders to their units, making it very easy to convey what you want to do with your turn.

Freeshooter92 said
I vote Awakening by virtue of it kicking ass. If not that, Sacred stones.Also, Can I just pick ten knights and Not-Die my way to victory?


You could until my Mage team takes advantage of your low Resistance stat xD.

Also high-level teams will be on average 16 units per player. However, no game rules are set in stone, and players will be allowed to set their own conditions upon the battle such as changing team sizes, creating unique game types, and setting different victory/defeat conditions.
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I'm working on converting my charts and data to a format presentable on this forum. It's still work in progress though, not all of the spriting for things like units, skills and maps are complete. There is enough presentable art to play especially since all the base-class art is complete (since everyone playing starts off at level 1 of course), but we would have to do so while temporarily omitting certain (unannounced) classes of my design, and with only 1 playable map. Having said that I'll probably display these charts in an OOC when I'm done with the conversion, which will be tonight the latest.
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Is the sprite art for the classes really needed though?
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Jerkchicken said
Is the sprite art for the classes really needed though?


Yes because the game is played on an actual map, just like in the videogames.
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I've finished preparing all the necessary information to display how the game will work. I haven't finished making the shop yet, so unless people want to duel with their Lord units only, there isn't a way to buy more units for your team yet. But otherwise I think it's enough to at least read and decide if you can handle it. Wondering if I should post it here or make an OOC.
Hidden 10 yrs ago Post by Freeshooter92
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Hrm... Perhaps we might reduce the size of teams, to make everything work a little smoother? Other than that I'm good, aside from weapon weight. I hated that, it made swords generally the superior weapons because of their light weight.
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Well team size is completley subjective, you can change it between fights as much as you want. It's just that in all fairness, you have to work and earn your way up to a large party of well-built units. You'll start with a custom Lord character of your own creation, and I'll see about letting players start with different combinations of extra units, since FE games almost never start the player with only 1 unit. Otherwise you'll be able to win gold by playing and can use the gold to buy more units.
Hidden 10 yrs ago Post by MercuryHg34
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Count me in, My lord will be the usual (Randal, +Spd/-HP, Sword).

Also, without weight the Axe becomes the OP weapon due to higher average base might. Basically one of the weapon classes will be better than the others one way or another.
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Well, PREPARE TO EAT SHIT!

Lord stats!

Name: Grey!
Weapon: Axe!
Asset: STRONGNESS.
Flaw: WHO NEEDS LUCK!?
Status: BITCHIN'!
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Light said
Well team size is completley subjective, you can change it between fights as much as you want. It's just that in all fairness, you have to work and earn your way up to a large party of well-built units. You'll start with a custom Lord character of your own creation, and I'll see about letting players start with different combinations of extra units, since FE games almost never start the player with only 1 unit. Otherwise you'll be able to win gold by playing and can use the gold to buy more units.


No, I mean larger teams might be harder to manage.
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MercuryHg34 said
Count me in, My lord will be the usual (Randal, +Spd/-HP, Sword).


Freeshooter92 said
Well, PREPARE TO EAT SHIT!Lord stats! Name: Grey!Weapon: Axe!Asset: STRONGNESS.Flaw: WHO NEEDS LUCK!?Status: BITCHIN'!


Looks like the hype is real. In fact, lets have a hypothetical duel right now with these builds. Gimme a few minutes to roll this up.
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YES! If it worked for Hector, it'll work for me!
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Here's the starting stats and growth rates of your two builds. Would you two rather compete at level 1 or should I advance them both all the way to lvl 20 promoted units?

https://docs.google.com/spreadsheet/ccc?key=0AmvyDLWGA9fIdGI5Szc4NzFZb3UybzVfRExGbUN1aEE&usp=sharing
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LEVEL ONE. I AM THE MAGIKARP OF DOOM.
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you forgot to give access
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