Indignation is a Fire Emblem Roleplay. It takes place within the Outrealms as worlds collide and kingdoms wage an endless war. However, amongst the quarrels of men do the horrors of the Outrealm reach in to kill and destroy. Fight alone or join forces with other warriors as we create dramatic tales or wage war!
We are open to roleplayers of all skill levels. If you are interested in joining, check out the discord chat and meet some of our members. Or if you're ready to jump right in, go ahead and join the site!
After doing some experimenting and tweaking, I think the growth rate system is ready to be live tested. I have chosen the second method of leveling, as shown here: indignation.boards.net/thread/862/alternate-leveling
If you wish to test out the growth rates, you may post below saying that you are interested. There are a few rules to adhere to.
Rules One character-per-player. Use class growth rates from Fire emblem Fates, or 14. If a unit does not have growth rates from Fates, talk to me about it.
Beta information You relevel your character using the new system, up to their current level. Make a separate level up thread, but keep your old one.
Edit your interest post here, when you decide your character's growth rates. Let me know how you set them and tell me what you expect from the way you spread the values. I want to see how they fall in line with what actually happens.
You may opt out of this beta at any point, and you will simply revert to the old leveling system. You will have to reroll any levels gained after starting the beta. However, I ask that you don't drop out because of bad rolls. All levels, good or bad, are extremely helpful for me.
Perks of the new level system No more 1-1, if done properly. Chance to level all stats when leveling.
You will find the guide to the growth rate system below this post. Direct any questions to me.
Some people excel in certain aspects, while failing in others. Some people are a bit more balanced, while others have absolutely nothing special about them. A unit's versatility is determined by a mixture of strategy and luck. That versatility is measured by growth rates.
What are growth rates? Growth rates are numbers, chosen by a player, that directly influences the probability of a unit's statistic growing stronger. Growth rates vary in value, between zero and one hundred. Zero means that there is no chance of that statistic growing, while one hundred means that it will always level. Growth rates come in four distinct tiers.
Values under the first tier must be rolled under in order to level up. Values in the second tier will always level up, being given a D2. Values in the third tier will always level up, being given a solid two. Values in the fourth tier always level up, receiving a solid two. However, if one hundred is rolled, values in the fourth tier receives three points.
How to calculate growth rates When a unit is first created, their growth rates are determined by their player. Each unit is given three hundred points to spread between their statistics. These values may be applied in any order they desire. Example of an easy spread, would be:
Every level, this unit is guaranteed at least one point in magic. Speed is right behind it, with a decent chance of leveling. However, they would need to roll pretty low in order to level health, strength, skill, ans resistance.
Class growth rates Each class has its own growth rate tied to it. These growth rates are added to a unit's unique growth rate. These rates change when a unit changes class, so be aware of that when changing class. Class growth rates can not push a skill beyond one hundred.
Example class growth rates Archer HP: 10 STR: 15 MAG: 0 SKL: 15 SPD: 15 DEF: 10 RES: 0
These rates are tied to a unit for as long as they remain an archer. Notice that the boost in speed pushes it over eighty. That means that this unit is promised at least two points-per-level, one in speed and one in magic. Growth rates are extremely important. Putting preferred skills too high will leave your character anemic. However, spreading points too thin may leave your character uninspired. Think your growth rates through! They can not change after the character is created!
When leveling, all skills are rolled against their own D100. As long as the rolled value is below a skill's growth value, that skill receives D2 points. You can not apply points to failed rolls. Dice are read from left to right. The left most die is HP. The right most die is RES.
Mai
Lv. 6 Witch
Move: D6
[HP 20] [STR 0] [MAG 18]
[SKL 3] [SPD 10] [DEF 4]
[RES 7]
Thunder Tomes: D
Dark Tomes: D
Fire Tomes: E
Wind Tomes: E
Unarmed: E
Dragonstone
Rank E. MT 4, HIT 80
(Ranged weapon)
(Magic weapon. Can use MAG)
(STR +3, MAG +5, SKL +3, SPD +2, DEF +4, RES +3)
Ice Dragonstone,
Rank D. MT 4, HIT 85
Turns into an Ice Dragon.
Deals Ice Damage.
[x2 DMG from Fire Weapons]
(STR +2, DEF +13, RES +9, SKL +7, SPD +3)
Fire Dragonstone
Rank D. MT 6, HIT 80
Turns into a Fire Dragon.
Deals Fire Damage.
(STR +6, DEF +6, RES +4, SKL +3, SPD +2)
Flying Dragonstone
Rank D. MT 4, HIT 85
Transforms into a Wyvern.
Deals Wind Damage.
[x2 DMG from Wind, Arrows]
(STR +1, DEF +6, RES +4, SKL +4, SPD +15)
Magic Dragon
Transforms into a Magic Dragon.
Deals MAG Damage.
[x2 DMG from items that deal double against Magical Units]
(MAG +7, DEF +4, RES +9, SKL +5, SPD -1)
Dragonstone +
Rank C. MT 8, HIT 70
(Ranged Weapon)
Magic weapon. Can use MAG)
(STR +8, MAG +6, SKL +5, DEF +13, RES +9)
"Mhmhmhm... I heard from a little bird of some improvements? Sign me up."
Odd Rhythm: If a unit equipped with this skill has their turn set during an odd number in the turn order, they get +10 to their HIT and the enemy gets -10 to their HIT.
Wyrmsbane: Deals double damage against dragon units as long as the user is in beast form.
>Heartseeker: This unit receives bonuses when attacking opponents in defensive support and guard. +10 HIT on defensive supporting units. +20 HIT for guarding unit. +15 HIT for guarded unit.
I'll try it as well for Chrim. Personal Growth: HP 35%, STR 45%, MAG 0%, SKL 60%, SPD 75%, DEF 45%, RES 40% Total Growth: HP 45%, STR 60%, MAG 0%, SKL 80%, SPD 90%, DEF 50%, RES 50% Class Growth: HP 10%, STR 15%, MAG 0%, SKL 20%, SPD 15%, DEF 5%, RES 10%
Good Fortune At the start of every round, this unit may roll under their SKILL stat. If the check succeeds, then this unit recovers five health points.
Level 06: MERCENARY
[HP 22] [STR 16] [MAG 00]
[SKL 09] [SPD 13]
[DEF 10] [RES 02]
Iron Sword (D), MT 6 @ 85 HIT%
Skill #1 - Good Fortune: Learned at level 1
At the start of every round, this unit may roll under their SKILL stat. If the check succeeds, then this unit recovers five health points.
INDIGNATION is the work of MEG and NVMORE. Any and all content is copyrighted to INDIGNATION.
Copying, altering, or stealing any of the site's content is prohibited.
All of INDIGNATIONS'S characters are the original work of their owners may not be replicated or stolen.
All images and graphics belong to their rightful owners and INDIGNATION does not claim to own any of them.
The skin was created by TIMELAPSE OF WICKED WONDERLAND.