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!
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. ___________________________________________________________________________________
Poison Strike: Learned at level 10 After attacking an opposing unit that has yet to attack this unit, this turn, and if the opposing unit survived the attack, this unit may roll their SKILL. If the roll is successful, this unit deals an additional 5 damage.
-Damage dealt by Poison Strike ignores defense. -Damage dealt by Poison Strike can not down an enemy, their health will drop to one instead. ___________________________________________________________________________________
Seal resistance: leaned at level 1 After hitting an opposing unit, that unit receives -6 to their resistance.
-The reduction is applied, even if no damage was dealt. -The defending unit's resistance recovers at the start of the next round. ___________________________________________________________________________________
Berserk: Learned at level 10 After making an attack, this unit may roll under their SKILL. If the roll is successful, then they may make a second attack. The second attack deals half damage. -This skill must be announced before it is used. -This skill can only be used twice-per-battle. -Failing the roll still counts as using the skill. ___________________________________________________________________________________
Adrenaline: Learned at level 10 This unit may reduce the damage from an attack by half if they roll under their skill.
-This skill must be announced before it is used. -This skill can only be used once-per-battle. -Failing the roll still counts as using this skill. -This skill can be called after being hit by any enemy, even if the hit would down you. ___________________________________________________________________________________
Duelist's blow: learned at level 1 When attacking an opposing unit that hasn't attacked this unit, this turn, this unit receives +15 to their avoidance when the opposing unit attacks this unit. ___________________________________________________________________________________
Vantage: Learned at level 10 When this unit's health is reduced to below their maximum value, they rise to the top of the turn order.
-They keep their turn order until this turn ends. Next turn, they take their place at the top. ___________________________________________________________________________________
Crit+5: Learned at level 10 When equipped, this unit receives +5 to their critical hit chance. ___________________________________________________________________________________
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. ___________________________________________________________________________________
Sky Knight The sky knight is a mounted physical mounted combat class that comes in two variations. Those wielding spears are slightly stronger, faster, and having better magical defense. However, sword wielders are more accurate, have better physical defense, and are a bit more healthy than their brother variation. While not having high combative skills, sky knights are used for utility. They are used to rescue people in hard to reach places and take people far distances in short times.
Spear Variation HP 16 STR 3 MAG 0 SKL 5 SPD 7 DEF 2 RES 6 Weapon: Spear Type: Beast unit, Flying unit, Mount unit
Sword Variation HP 17 STR 3 MAG 0 SKL 6 SPD 6 DEF 3 RES 5 Weapon type: Sword Type: Beast unit, Flying unit, Mount unit
Sky knight skills
Darting Blow: Learned at level 1 When attacking an opposing unit that hasn't attacked this unit, this turn, this unit receives +5 to their speed. ___________________________________________________________________________________
Camaraderie: Learned at level 10 When this unit is fighting alongside allies, this unit recover 5 health points at the start of their turn.
-Does not take into effect when the first round has begun. -Camaraderie loses its effect if all allies are downed. ___________________________________________________________________________________
Inspired: Learned at level 10 When fighting alongside allies, this unit receives +10 to their hit and avoid.
-Inspired loses its effect if all allies are downed. ___________________________________________________________________________________
Seal Defense: leaned at level 1 After damaging an opposing unit, that unit receives -6 to their defense. -The defending unit's resistance recovers at the start of the next round. ___________________________________________________________________________________
Dexterous Hands: Learned at level 10 After making an attack, this unit may roll under their SPEED. If the roll is successful, then they may make a second attack. The second attack deals half damage. -This skill must be announced before it is used. -This skill can only be used twice-per-battle. -Failing the roll still counts as using the skill. -The second attack can not trigger critical attacks. ___________________________________________________________________________________
Figure Eight: Learned at level 10 This unit may may roll their skill. If the roll is successful, then opponents attacking them receive -25 to their HIT and this unit deals five less damage.
-This skill must be announced before it is used. -This skill can only be used twice-per-battle. -Failing the roll still counts as using this skill.
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