CHARACTER'S CURRENTLY INVOLVED IN CIARAN'S STORY
MUST BE HERE UNTIL JEFF FIXES THINGS.
Maidens of Realia is a game of my own creation using the rules, engine, and mechanics of the well-known Nintendo/Intelligent Systems game Fire Emblem. However, instead of one player controlling the entire army, players create a player of their own creation and control that character alone, cooperating with the other players in order to work effectively towards a common goal. First before one begins, they need to create their own character.
First, you must decide on what class you want your character to be. A character's class is character's identity on the battle field. Their class dictates what weapons they can use, what their initial stats will start off as, and what promoted classes they can become. Promoted classes all have their own unique mastery skills they can use should their character come into contact with a certain item. Promoted classes also have a set stat limit called a cap. A unit's stats cannot exceed the cap, so keep that in mind when creating your character.
Once you choose a class, you then have 25 points that you are allowed to distribute over the unit's stats. Each unit has a total of 12 different stats.
HP: Just as it sounds it dictates how much damage you can take before being KO'ed.
STR: Strength not only dictates how strong physical attacks are, but also determines how well your character can handle the weight of their weapon.
MAG: Magic is the same as strength, except for magical attacks. Some physical weapons use nothing but Magic when determining their strength.
SKL: Skill dictates how accurate you are with your weapon and how likely you are to strike a critical blow.
SPD: Speed determines how well you can dodge attacks, as well as if you will be able to strike twice in one turn. Of course high speed means nothing if a heavy weapon slows you down.
LUCK: Luck affects a lot of various aspects, but mostly it prevents others from being able to land a critical blow on you. Don't discredit this stat.
DEF: Every point in Defense negates a point of the enemy's Strength.
RES: Every point in Resistance negates a point of the enemy's Magic.
These are the only skills you can use those 25 points in. There are four other stats that each unit has.
LEVEL: A unit's level. When an unpromoted unit his level 21, they promote and go back to level 1. A promoted unit cannot gain any more levels at level 20.
EXP: A unit's experience. It always takes 100 EXP to go up a level.
MOV: Movement shows how many unhindered spaces a character can traverse in one turn.
CAP: Capacity shows how many points a character can use to learn different skills.
After that has been done, the creator must must then determine their character's growth rates. Growth Rates show how likely it is for a stat to go up when a unit levels up. Each person is allowed 300 points as a base amount of points they can distribute. I may award additional points based on various other aspects, such as playing other old games of mine. Each stat must have five growth points alloted to it at least, with the exception of HP, which needs a minimum of thirty. From that point on, you can put your points into whatever stats you feel like.
Instead of using all 300 points in growth rates, one can also spend their points on additional levels and skills. Each level will cost 10 points, and allow you to add 3 additional points to your starting stats. Each skill will cost twice as much as it's CAP level costs.
On later levels, in order for one to keep up with the higher levels, I may award people bonus levels. However, if one gives themselves additional levels at the beginning, and I was planning on awarding people bonus levels, I will increase the amount of bonus levels awarded even higher than my original plan. Case in point, I was planning on just having Catalina start the first game at level 3. Her creator decided to give her 2 extra levels. Because of that, I increased the amount of bonus levels from 2 to 4, so she started at level 7.
Just remember what your class specializes in. If you do not, you might find yourself in a world of hurt later in the game.
Once your character has been created and added into the game, you can start playing!
The game is broken up into various chapters and are designed to tell a large overlapping story. Each chapter goes in this order:
ITEM TRADING/SUPPORT CONVERSATIONS: Before the chapter begins, feel free to trade items freely with all other players. People who qualify can also begin support conversations. More on those later.
ITEMS: Each person can carry 4 weapons and 4 normal items. Each item has a different effect, so look on the statistics page to see what they do. Weapons and items all have different statistics that one should be aware of.
NAME - Self-explanitory
PRICE - This is how much it costs to buy this weapon. Sell-back rates may vary from this.
USES - How many times you can use a an item before it disappears from your inventory.
RANK - The level of the weapon. If your weapon rank is not high enough, you can't use that weapon.
RANGE - How many spaces away you can use your weapon.
WEIGHT - How heavy a weapon is. If a weapon is heavier than your strength, it will slow you down.
MIGHT - This stat shows how strong a weapon is. This stat is added directly to your STR when determining total strength.
ACCURACY - How likely it is that you will land your strike.
CRIT - How likely it is that you will do a critical blow.
LIST - When you use a staff, how much experience you get from the use.
NOTES - List additional information about the weapon.
WEAPON TRIANGLES: Certain weapons have an advantage over other weapons. A weapon with an advantage will do additional damage and have higher accuracy. A weaker weapon will have less strength and will more likely miss. The exception are "reaver" weapons, which reverse and multiply the effect by 2.
Here are the three triangles.
Sword beats Axe, Axe beats Lance, Lance beats Sword
Fire beats Wind/Ice, Wind/Ice beats Thunder, Thunder beats Fire
Anima beats Light, Light beats Dark, Dark beats Anima
ATTACKING WITH STAFFS
You cannot attack directly with a staff. However if a staff user is attack directly, they are allowed to counter-attack, just like in FE10.
ROSTER DETERMINATION: Each map only has a certain amount of characters allowed to play on it at once. If you want to play a map, you need to be around to count yourself in for the next roster. This discourages people from not committing to the game, as not participating in multiple maps will cause your character to severely fall behind. This also keeps the maps from becoming far too clustered.
OPENING NARRATIVE: Once the chapter begins, we start with a short story bringing us up to the next conflict.
GAME: Once the game begins, a map will be posted, along with the statistics of all the enemies on the map.
PLAYER TURN: Each player will then move their own character. Unless specified otherwise, the people will move in order of who posted when, so if somebody takes the spot you wanted, tough luck. You can attempt to work it out with them if you really want to. You can always list a second or third choice of action if your first action is prohibited. Generally, here is how people's turns go.
1. Move your unit.
2. Secondary Actions, which include the following:
A. Trading Items
C. Give a Unit to another Unit
D. Dropping a Unit
3. One Primary Action, which include the following:
C. Shoving a Unit 1 space away
D. Rescuing a Unit
E. Entering a House/Shop/Arena
F. Steal if you are a Thief
G. Open a Door/Chest
4. If you are a mounted unit, and did not use up all your movement points, you are then allowed to move again. You are only allowed to move as many spaces as you didn't move before. For example, if you have 7 movement points, and you moved 4 spaces the first time. You can then move 3 spaces now.
When you move a character, you can only move up, down, left, and right. Diagonal movements are not allowed. Well, actually they are, but let me clarify. If you move diagonally, you move one space horizontally, and one space vertically, which costs two movement points. You can move as much as you want in any direction in one turn as long as you have the movement points for them.
Another thing to keep track of on the map is terrain. Terrain can have various effects on the units of the game. For example, a unit standing in a forest gets an additional defensive and evasive boost. However, terrain can also inhibit movement. The same forest space costs two movement points to move onto. That's assuming you are on foot, of course. Mounted units will actually have to use three movement points to go through that panel! Flying units of course are not inhibited by terrain, but they do not get terrain bonuses either, with the exception of healing terrain areas like thrones and forts. The only terrain that flying units cannot cross are interior walls.
Also, if you want to check what would happen if you attacked an enemy unit, ask me, and I'll post the statistics of what would happen if you attacked. That way you can have a more informed idea on what you want to do.
ENEMY TURN: After everybody makes their move, the enemy has their chance to do whatever they desire. They can do everything that you can do on a turn, and are all controlled by me. Of course I'm going to move them as if they were computer controlled, so don't expect them to be extremely smart.
PARTNER PHASE: When any partners move, this is when they do so.
OTHER PHASE: The rest move here.
WINNING OR LOSING: It then goes back to the players. This repeats until the objective is met, or the army loses. The army loses if a certain goal is not met, or a lord dies. At that point the map starts over from the very beginning.
DYING: By the way, unlike other Fire Emblem games, if your character dies, he is not dead for good. However, if your character dies, he or she must sit the next map out.
ENDING DIALOG: This wraps up the chapter before moving on to the next one.
Each unit can have a certain amount of skills to help give them an advantage in battle. There are three types of Skills.
SOLDIER - These skills automatically are assigned to certain classes, and don't use any CAP points.
CIVILIAN - Anybody can use these skills. They just need to use the respective Scroll needed to learn the skill. These skills cost between 5 to 15 CAP points.
MASTERY - When a promoted unit uses an Occult Scroll, they learn their respective Mastery Skill. Each class has a unique Mastery Skill that they can learn. All Mastery Skills cost 20 CAP points.
This is a very important part of any Fire Emblem game. You can gain support levels with you various allies throughout the game. After being in a battle with a character three times, you are allowed to have a support conversation with another person's character. Talk with the other player in private to create the conversation. This is how the conversation should be formatted.
FRED/TED SUPPORT CONVERSATION RANK C
Fred: Hey, I'm Fred.
Ted: Hey, I'm Ted.
Fred: Hi Ted.
Ted: Hi Fred.
That's just the bare minimum, and the conversations are generally much longer, but at least you get the idea. The first time you support with somebody, your support rank goes up to C. After the second time, it goes to B, and the third, A. The level determines how close you are to the characters, and as such the conversations should show that.
Rank C: You just met, and the two of you are now friends/rivals/bitter enemies/something.
Rank B: Your relationship is growing. Tension builds or something like that.
Rank A: This person is now your best friend or lover. If you reach this rank with somebody, the two of you get a special ending together at the end of the game.
Each support uses up one Support Point. Each character has 5 and only 5 support points they can use. That means that you can only reach Rank A with only one person. However, you can spend the points however you want to. If you really want, you can simply spend one point on five different people.
So why even do support conversations? Because it gives you bonuses in battle, of course! If you stand 3 or less spaces away from a character that you have a support rank with, you gain evasive and critical bonuses! Use this fact to your advantage.