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!
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So as mentioned before, I'm going back through the skills and classes to get everything up to date. Below, I'll be posting the skills that I have updated. I will be updating this list every so often. When it is completed, we will be moving it to the official character creation threads.
A new thing I'm going for, is offering two skills at level ten. When a character reaches that level, they can pick the skill they like more. This is to offer up a little more diversity and character customization.
I'm not doing these in any chosen order, aside from the fact that Nohr classes are being hit first.
Elbow Room: Learned at level 1 When this unit is fighting in a location with ample space, this unit deals an additional three damage.
Ample space is defined as: A location that someone can easily ride a horse, swing a large weapon with ease, or fit a wagon through without damaging it.
A combat location must make physical sense for this skill to activate. A unit with Elbow Room can not change the combat location to activate this skill, without narrative reason. A unit with Elbow Room can not change the location of a bounty or gate encounter to activate this skill. Ample space examples: An open field, a beach, a city square, a wide path, a large throne room, a spacious building.
Shelter: Learned at level 10 This unit may attempt to protect another unit from damage.
When sheltering an allied unit, the equipped unit must make a SKILL check. If that check succeeds, they have successfully protected an allied unit from damage. If the check is failed, then the allied unit receives half of the damage, while the equipped unit receives the other half of the dealt damage.
-This skill must be called upon to be activated. -This skill can not be called upon to be used on the unit equipped with this skill. -This skill can be called upon before an allied unit is going to be attacked, or immediately after an allied unit has been attacked. -This skill can be called upon during an enemies turn. -This skill can only be activated twice. -Failing the check still counts as activating the skill. -This skill can still be used while defensive supporting an ally.
Outdoor Fighter: Learned at level 10 When fighting outdoors, this unit has it's dodge and hit increased by ten.
-A combat location must make physical sense for this skill to work. -A unit with Outdoor Fighter can not change the combat location to activate this skill, without narrative reason. -A unit with Outdoor Fighter can not change the location of a bounty or gate encounter to activate this skill.
Knights are getting a bit more than simple skills. People have asked about different knight variations. So I've mapped those out as well.
Knight Whether wielding swords, lances, or axes, the knight is a heavily-armored combat physical class. Knights wielding swords are often weaker than their counterparts, but make up for it with faster speed and higher defense. The Ax variation strikes harder, but their heavy weapon leaves them slower and less defensible. The lance wielder is a happy medium between power and defense. Either way, the knight is built to take a physical beating. Magic and its slow speed are this unit's biggest weakness.
Sword Variation HP 19 STR 7 MAG 0 SKL 4 SPD 4 DEF 9 RES 1 Weapon: Sword Type: Armored unit
Lance variation HP 19 STR 8 MAG 0 SKL 5 SPD 3 DEF 8 RES 1 Weapon: Lance Type: Armored unit
Ax variation HP 18 STR 9 MAG 0 SKL 6 SPD 2 DEF 7 RES 1 Weapon: Ax Type: Armored unit
Knight skills
Defense +2: Learned at level 1 As long as a unit has this skill equipped, they have +2 to defense. ___________________________________________________________________________________
Natural Cover: Learned at level 10 When fighting in an outdoor location with natural cover, this unit receives three less damage.
-The damage is reduced after defense or resistance have been applied. -A combat location must make physical sense for this skill to work. -In order for this skill to activate, there needs to be some sort of natural barrier that the unit could hide behind and use to their advantage. -This skill can only be activated while outdoors. -A unit with Natural cover can not change the combat location to activate this skill, without narrative reason -A unit with Natural Cover can not change the location of a bounty or gate encounter to activate this skill.
Examples of natural cover: Large rocks, trees, ditches, and hillsides. ___________________________________________________________________________________
Indoor Fighter: Learned at level 10 When fighting indoors, this unit has it's dodge and hit increased by ten.
-A combat location must make physical sense for this skill to work. -A unit with Indoor Fighter can not change the combat location to activate this skill, without narrative reason. -A unit with Indoor Fighter can not change the location of a bounty or gate encounter to activate this skill.
Heartseeker: Learned at level 1 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.
-Heartseeker activates the moment opposing units declare they are going into defensive support. -The initial boost of +10 HIT applies to initial defense support. -The HIT values increase if the opposing units declare guard. -The added HIT values do not stack with the initial +10 boost. -If the opposing units end guard, Heartseeker's ability remains until the start of the next round. ___________________________________________________________________________________
Malefic Aura: Learned at level 10 All enemies, involved in combat, receive an additional 2 damage from all magical attacks.
-This damage increase also applies to friendly fire. -Damage is applied after resistance is applied.
Anathema: Learned at level 10 All enemies, involved in combat, receive -10 to their avoidance and critical avoidance skills. -The bonuses granted assists allies involved in combat.
HP +5: learned at level 1 As long as this skill is equipped, this unit receives +5 to their max HP. ___________________________________________________________________________________
Gamble: Learned at level 10 This skill must be announced before it can be used. Once announced, the next attack this unit makes receives -10 hit, while gaining +10 to their critical hit chance.
-This skill can be activated once-per-opponent. -The skill counts as being called if the attack missed or no critical hit was scored. ___________________________________________________________________________________
Zeal: Learned at level 10 As long as this skill is equipped, this unit receives +5 to their critical hit chance.
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.
-Good Fortune can not be rolled for a turn once the turn has passed. -If, for some reason, a unit is attacked and downed before they had the chance to roll Good Fortune, then they may still do so. ___________________________________________________________________________________
Strong Riposte: Learned at level 10 When attacking a unit that has already attacked this unit, this round, this unit deals an additional three damage. ___________________________________________________________________________________
Patience When attacking an opposing unit that has already attacked this unit, this turn, this unit receives +10 to their HIT. Additionally, the next time that opposing unit attacks this unit again, the opposing unit receives -10 to their HIT.
Locktouch: learned at level 1 Allows units to open locked doors and chests without keys.
-This skill can be used in events, random encounters, gate encounters, and random chests. -This skill can not open doors, chests, gates, ETC, that are specially marked. ___________________________________________________________________________________
Twin Arrows: Learned at level 10 Allows the user to make two attacks during one turn. First attack, -25 HIT. Second attack, -30 HIT and half damage.
-This skill must be announced before being used. -Two different targets may be attacked. -If already capable of attacking twice, Twin Arrows comes into effect on the second attack. -Second attacks caused by Twin Arrows are not capable of dealing critical hits. -Twin Arrows' second attack's damage is halved after applying defense. -This skill can only be used twice-per-battle. ___________________________________________________________________________________
Bow Strain: Learned at level 10 At the cost of -15 HIT, this unit's next attack deals an additional 5 damage.
-This skill must be announced before use. -This skill can only be used twice-per-battle.
Resistance +2: learned at level 1 As long as this skill is equipped, the unit receives +2 to their resistance. ___________________________________________________________________________________
Demoiselle: Learned at level 10 All allied units of the opposite sex receive 2 less damage. ___________________________________________________________________________________
Femme: Learned at level 10 All allied units of the opposite sex receive +10 to their critical hit chance and their AVOID.
Odd shaped: Learned at level 1 If a unit equipped with this skill has their turn set during an odd number in the turn order, they deal and additional 4 damage.
-Turn order is counted from highest speed, being one, to lowest speed. -Each unit after the fastest unit adds one to that number. 1, 2, 3, ETC. ___________________________________________________________________________________
Beastbane: Learned at level 10 The unit's attack deals double damage against beast and horse units.
-This skill only comes into effect when in beast form. ___________________________________________________________________________________
Wyvern riders are a wyvnern-mounted combat physical class that comes in three forms. The sword variation offers better speed and higher defense than its sister variations, but comes with a damage penalty. Lance wielding riders come with a useful balance, while the ax users strike harder. That strength comes with a lack of defense. Either way, this class completely lacks a magical offense and defense. Due to flying on a wyvern, this unit can get to places that are usually impossible to reach for normal units.
Sword Variation HP 17 STR 5 MAG 0 SKL 4 SPD 5 DEF 8 RES 0 Weapon: Sword Type: Dragon unit, flying unit, mount unit
Lance Variation HP 17 STR 6 MAG 0 SKL 5 SPD 4 DEF 7 RES 0 Weapon: Lance Type: Dragon unit, flying unit, mount unit
Ax variation HP 16 STR 7 MAG 0 SKL 6 SPD 3 DEF 6 RES 0 Weapon: Ax Type: Dragon unit, flying unit, mount unit
Wyvern Rider skills
Wyvern Rider's have lost the skill Synergy. It is being removed from the site. We don't know if it will ever be added.
Strength +2: Learned at level 1 As long as this skill is equipped, the unit receives +2 to their strength. ___________________________________________________________________________________
Tantivy: Learned at level 10 When fighting alone, this unit receives +10 to their hit and avoid.
-Tantivy loses its effect if an ally joins the battle. ___________________________________________________________________________________
Bad Blood: Learned at level 10 When fighting without allies, this unit recovers 5 hp at the start of this unit's turn.
-Does not take into effect when the first round has begun. -Bad Blood loses its effect if an ally joins the battle.
Skill +2: Learned at level 1 As long as this skill is equipped, the unit get +2 skill. ___________________________________________________________________________________
Quick Draw: Learned at level 10 When attacking an opposing unit that has not attacked this unit before, this turn, this unit deals +4 damage. ___________________________________________________________________________________
Presceince: Learned at level 10 When attacking an opposing unit that has not attacked this unit before, this turn, this unit receives +15 to their HIT and avoid.
Diviners have had Future Sight removed. It will not be returning. We do not wish to give any class gold earning capabilities.
Magic +2: Learned at level 1 While this skill is equipped, the unit gets +2 magic ___________________________________________________________________________________
Focus: Learned at level 10 When fighting alone, this unit's critical hit chance receives +10.
-Focus loses its effect when an ally joins the battle. ___________________________________________________________________________________
Direction: Learned at level 10 When this unit is fighting alongside allied units, all allied units receive +5 to their critical hit chance.
-If this unit was fighting alone and an ally joins the battle, Direction does not take effect until the next turn. ___________________________________________________________________________________
Potent potion: Learned at level 1 When this unit consumes an HP recovering potion, the potion restores an additional 50% of its recovery effects. ___________________________________________________________________________________
Quick Salve: Learned at level 10 When this unit consumes a potion, they may take another action during their turn. ___________________________________________________________________________________
Field Medic: Learned at level 10 This unit is capable of using potions on allies.
-Potent Potion comes into effect when healing allies. ___________________________________________________________________________________
Evenhanded: Learned at level 1 If a unit equipped with this skill has their turn set during an even number in the turn order, they deal an additional 4 damage.
-Turn order is counted from highest speed, being one, to lowest speed. -Each unit after the fastest unit adds one to that number. 1, 2, 3, ETC. -Damage from Odd Shaped is applied after defense. ___________________________________________________________________________________
Beastbane: Learned at level 10 The unit's attack deals double damage against beast and horse units.
-This skill only comes into effect when in beast form. ___________________________________________________________________________________
Miracle: Learned at level 1 If this unit's health is above one, then they can survive a fatal strike. The strike will leave them with one remaining health point. ___________________________________________________________________________________
Heal touch: Learned at level 10 When this unit is healing an allied unit, they also restore an additional 5 health points. ___________________________________________________________________________________
Rally Defense: Learned at level 10
-This skill must be called upon for it to be activated. This ability increases the defense of allied units by four, for one turn. -Bounties granted do not stack with any other bonus. -The bonus lasts until this unit's next turn. -This skill can only be used twice-per-battle. __________________________________________
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