Post by Nap1400 on Nov 4, 2013 18:50:41 GMT -8
Well, let's see what we got here.
See, I've been thinking ever since the last attempt went down that I might want to DM an RP based on Fire Emblem. What I was thinking was to mix up elements and classes from a bunch of the games, as well as make some classes up. Let's see what we can get down.
Story:
I'll be straight here: I'm not good at writing backstories. I'm mostly here for the actual fighting and supporting and stuff. If anyone is interested who's better at writing than stories than I am, I'd appreciate it. The thing I'd like to emphasize, though, is that this entry is separate from all other continuities. It doesn't take place on Archenea, Jugdral, Elibe, Tellius, or either of the continents Sacred Stones and Awakening are from. If someone is good at making up names for a continent and countries please do something for that. Thank you.
Playing the Role:
How I think this will work in the actual play is that we'll have people create bios and stuff, choose their classes, and I'll act as the Random Number Goddess. I will calculate the stats that will determine the actual damage and chance of a hit you get when you engage an enemy and roll a few numbers to determine if it does hit. (For the record, this will be done using the Blazing Sword method of averaging two numbers) Now, here is a roadblock. I'm not quite sure how to create a map so it can go on the forum and display everyone's units. If anyone has a way to do that, please let me know. If we can find a way, we'll use that; if not, we can just abandon the map and just go for regular roleplay like most things here.
Statistics:
The real meat of this thing. I'll do all the number calculating, but if you must know how this works, here are the equations.
Damage=(Strength or Magic Stat+Might of Weapon)-(Defense or Resistance of Enemy)
Hit Percent=(Hit Rate of Weapon+Skill+Luck)-(Speed of Enemy+Luck of Enemy)
Critical Chance=(Skill/2+Weapon Critical Chance+5)-(Luck of Enemy)
Numbers can be affected by support bonuses.
The weapon triangle and magic triangle will be in play with this system. Swords beat Axes, Axes beat Lances, and Lances beat Swords with weapons; Light beats Dark, Dark beats Anima, Anima beats Light with magic. A weapon that beats another will gain 1 hit point of damage and have 15% added to their hit rate, while a weapon that loses to another will lose 1 hit point of damage and suffer a 15% penalty to their hit rate.
In addition, if a unit has at least 5 more points of speed than its enemy, it will attack twice. Speed penalties won't be in play with this role play.
In Regards to Units:
Individual units have their own growth rates that affect what stats are more likely to increase than others. You will always increase in at least one stat unless you capped a few, so rest easy. If the numbers don't work in your favor, I'll give a stat to you. In your bio you can list growth rates in percentages for each stat (HP, Strength, Magic, Defense, Resistance, Skill, Speed, Luck) with these restrictions: the rate may be no more than 70% and the rates may add up to a number no bigger than 300. Choose your rates wisely. It can be the death of you if you don't.
Speaking of death, I'd like for permadeath to be in place for this role play. That means if your character's HP hits zero, they're GONE. Forever. That said, I can see how that can be frustrating for someone who wants to participate in this, so I think what I'll do to compromise is that I'll give everyone three "lives" so to speak. If their character dies, they can create another one to replace them as long as they aren't too similar to the one that died. If they lose three characters, though, sorry. Three strikes, you're out. If a Lord dies, it would be a game over, which would be annoying. I'll say that if a Lord dies the map must be restarted with all living units in tact.
Skills
Skills in this will be based on the Awakening system, with one exception: you won't be able to reclass into anything that isn't in your own class branch, so don't expect to get Galeforce on every unit imaginable here. You can equip up to 5 skills at a time, and each skill will be acquired at level 1 and 10 of a base class and 5 and 15 of a promoted class. Unique classes will gain skills at 1 and 15. The skill gained will be based on the class it comes from. The full list will be told once they're all made.
Supports
It wouldn't be Fire Emblem if it didn't have supports, now would it? (Unless you're playing an Archenea game, but let's not get into that) This support system will be based off of Awakening--you can support with as many characters as you like and will be receive bonuses in gameplay if you fight with them, but you may only gain an S rank support with one person-the one you get hitched with. As such, I'm going to ask that we try to balance out the male-to-female ratio in this roleplay, even if it means we have to have a few GIRLs in here.
This also means that I'd like to work the children system into this as well. If you get married, you and your "spouse" can create a new character that has growth rates and stats based on both your growth rates and stats. How it works in story will probably vary depending on how this roleplay works out, but if someone writes this I'd like for them to incorporate this system without time travel. Please. I'm begging you. Time travel never works out well.
Now for the classes.
Base Classes
Lord--A unit of royalty. Usually acts as one of the other classes in all but name, most of the time being the Mercenary class. Specializes in one type of weapon, but when promoted can use another one of the same subset. (Physical Lords can use another physical weapon, while magic Lords can use another magic weapon or staff) The class of the promoted Lord is unique to that unit. (Blade Lord is unique to Lyn, Dread Fighter is unique to Alm, stuff like that. If you're a Lord, be creative.) Obviously a limited class because it's, well, royalty. First come first serve with this one. Almost always uses a sword in one form or another. Comes with the skills Dual Strike+ and Charm.
Cavalier--A mounted physical unit. Usually acts as a balanced unit that has the bonus of good mobility and the ability to act after an attack, but is weak to weapons that kill horses. Can use swords and lances. Promotes to either Paladin or Great Knight. Comes with the Skills Discipline and Outdoor Fighter.
Knight--An armored physical unit. The typical strong-but-slow archetype seen in every video game ever. Has low mobility and low resistance, but superior defense and good strength. Can use lances. Promotes to either General or Great Knight. Comes with the Skills Defense +2 and Indoor Fighter.
Bow Knight--A mounted physical unit. An archer that has good mobility but is weak to weapons that beat horses. Has pretty balanced stats overall otherwise. Can use bows. Promotes to either Ranger or Griffon Rider. Need ideas for Skills.
Fighter--A physical unit that's male-only. Typically has high HP and strength, but lacks in defensive stats and skill. The stats aren't usually extreme like Barbarians, though. Can use axes. Promotes to either Warrior or Hero. Comes with the Skills HP+5 and Zeal.
Mercenary--A physical unit. A jack-of-all-trades unit that doesn't really specialize in anything. Can use swords. Promotes to either Hero or Ranger. Comes with the Skills Armsthrift and Patience.
Soldier--A physical unit. Similar to the Mercenary with the difference being the weapon they use. Can use lances. Promotes to either the Halberdier or Magefighter. Comes with the Skills Veteran and Solidarity.
Archer--A physical unit. Usually has stats more modified towards defense and/or speed than strength due to the type of class they are. Can use bows. Promotes to either Sniper or Ranger. Comes with the Skills Skill+2 and Prescience.
Myrmidon--A physical unit. A samurai-like fighter that focuses on speed and skill. Usually can't pack a punch or take a punch, but they can avoid those punches. Can use swords. Promotes to either Swordmaster or Assassin. Comes with the Skills Avoid +10 and Vantage.
Barbarian--A physical unit. A ruthless fighter that specializes in sheer strength and HP, but lacks in defenses and evasion. Can use axes. Promotes into either Berserker or Warrior. Comes with the Skills Despoil and Gamble.
Thief--A physical unit. Not really meant for combat since they have low defense and HP, but can be used to annoy enemies since they're fast and skilled. Have higher mobility than other footsoldiers and can pick locks. Can use swords. Promotes into either Trickster or Assassin. Comes with the Skills Locktouch and Movement+1
Pegasus Knight--A flying physical unit exclusive to females. Has high speed, skill, and resistance, but low defense, making them better for beating magic units. Weak to bows and wind magic. Can use lances. Promotes into either Falcon Knight or Dark Flier. Comes with the Skills Speed+2 and Relief
Wyvern Rider--A flying physical unit. Has high strength, speed, and defense, but low resistance. Weak to bows and wind magic. Can use axes. Promotes into either Wyvern Lord or Griffon Rider. Comes with the Skills Strength+2 and Tantivity.
Priest/Cleric--A healing unit, with males being priests and females being clerics. Cannot attack, and has low defense and HP, but typically has high resistance. Can use staves. Promotes into either Bishop or War Monk/Cleric. Comes with the skills Miracle and Healtouch.
Troubadour--A mounted healing unit exclusive to females. Basically clerics on horses with better mobility. Promotes into either Valkyrie or Mage Knight. Comes with the Skills Resistance+2 and Demoiselle.
Monk--A magic unit. Compared to others, monks have better speed and skill, but have lower magic power, resistance, defense, and HP. Can use light magic. Promotes into either Bishop or Shaman. Need ideas for Skills.
Mage--A magic unit. Mages are jacks-of-all-trades compared to other magic units, but have the typical low defense and HP weakness all mages have. Can use anima magic. Promotes into either Sage or Magefighter. Comes with the Skills Magic+2 and Focus.
Druid--A magic unit. Druids are the glaciers of the magic archetypes, having comparatively high HP and defense and good magic power, but low speed and skill. Can usedark ELDER magic. Promotes into either Shaman or Sorceror. (No, that's not a typo for those of you who played the GBA games. Shamans are different here.) Comes with the Skills Hex and Anathema.
Dancer--A unique unit. This character isn't meant to fight. They're meant to dance and allow units to attack again once they've already used a turn. As such, their defenses and strength is low, but their speed, luck, and skill are. Can use swords, but not well. Cannot promote, but can reclass into a Myrmidon. Comes with the Skills Luck+4 and Special Dance. There can only be one of this unit. Like the Lords, first come first serve.
Beast--A unique unit. These units fight in beast form, whatever that might mean for the character. They do physical damage that ignores the weapon triangle. Stats tend to be relatively balanced. Cannot promote, but can reclass into the Thief.
Dragon-A unique unit. These units fight in dragon form, letting them spew fireballs that can hit up close or ranged, doing magic damage that ignores the magic triangle. Stats tend to be relatively balanced. Cannot promote, but can reclass into the Wyvern Rider.[/spoiler]
Promoted Classes
Promoted Lord--This one I'm giving a bit of leeway on. If you're a Lord, describe what type of Lord you will be when you promote. You may gain access to one additional weapon to specialize in, as long as it's in your weapon type. Don't just say "good at everything" though. If you do, I'll be the judge of that with my not-so-random numbers in that case. Give a good description of your strengths and flaws. You may name the class whatever you want.
Paladin--An experienced mounted physical unit. Paladins are a direct upgrade from the Cavaliers that have superior movement and good, balanced stats. Can use lances and swords. Comes with the skills Defender and Aegis.
Great Knight--A mounted, armored physical unit. Basically what happens when you cross a General with a Cavalier. Good defense, poor resistance. Can use axes, lances, and swords. Comes with the skills Luna and Dual Guard+.
General--A heavy armored unit. Generals are the very definitions of "tanks" in the Fire Emblem universe. They have superior strength, defense, and good HP, but extremely low resistance, speed, and movement. Can use axes and lances. Comes with the skills Rally Defense and Pavise.
Warrior--A master physical unit. These tend to be a team's typical HP soakers, since theirs is unparalleled. They also have good strength, but low defense, resistance, and luck. Can use axes and bows. Comes with the skills Rally Strength and Counter.
Hero--A master physical unit. If the Mercenary is the jack-of-all-trades, the Hero is the master of all. Don't specialize in anything in particular, but they're good in everything. Can use swords and axes. Comes with the skills Sol and Axebreaker.
Ranger--A master physical unit. Pretty much an upgraded Bow Knight with superior mobility. Has balanced stats overall. Can use bows and swords. Comes with the Skills Rally Skill and Bowbreaker.
Halberdier--A master physical unit. They have slightly better stats than the Hero to compensate for their lack of weapon versatility. Can use lances. Comes with the skills Lancefaire and Aggressor.
Magefighter--A master unit who can use both physical and magic weapons. Has relatively balanced stats overall. Can use lances and anima magic. Need ideas for Skills.
Sniper--A master physical unit. A pro shot who boasts excellent skill and has good defensive stats. Can use bows. Comes with the skills Bowfaire and Galeforce.
Swordmaster--A master physical unit. Basically if a Myrmidon snorted crack and took meth simultaneously. Has superior skill and good speed, has better defensive stats than Assassins. Can use swords. Comes with the skills Astra and Swordfaire.
Assassin--A master physical unit. What happens when thieves suddenly gain the ability to fight. Has excellent speed, strength, and skill, but lacks in defensive stats. Can use swords and bows. Comes with the skills Silencer and Pass.
Trickster--A master unit who can both physically attack and heal. Thieves that are better suited for magic swords than physical swords. Can use swords and staves. Comes with the Skills Lucky Seven and Acrobat.
Falcon Knight--A master flier. A Pegasus Knight on a unicorn. Has the roughly the same stats as a Pegasus Knight but better. Can use Swords and Lances. Need ideas for Skills.
Dark Flier--A master flier. A Pegasus Knight with a black Pegasus and that can use magic. Has the stats of a Pegasus Knight plus a magic boost. Can use lances anddark elder magic. Need ideas for Skills.
Wyvern Lord--A master flier. An upgraded Wyvern Rider that specializes in physical stats. Has good strength, speed, and defense, but low resistance. Can use lances and axes. Comes with the Skills Quick Burn and Swordbreaker.
Griffon Rider--A master flier. A new mount for either a Wyvern Rider or Bow Knight that has balanced stats overall. Can use bows and axes. Comes with the skills Deliverer and Lancebreaker.
Bishop--A master magic unit. Either a healer that can attack now or an attacker that can heal now. Has the stats of a Monk but better. Can use light magic and staves. Need ideas for Skills.
War Monk/Cleric--A master unit that can deal physical damage and heal. Isn't the strongest unit in the world, but can hold their own in defenses. Can use axes and staves. Comes with the Skills Rally Luck and Renewal.
Valkyrie--A master mounted magic unit. Acts like a Bishop but with weaker stats to compensate for superior movement. Can use light magic and staves. Comes with the Skills Rally Resistance and Dual Support+.
Mage Knight--A master mounted magic unit. See above, replace Bishop with Sage and light magic with anima magic. Need ideas for Skills.
Shaman--A master magic unit. An offensive unit that otherwise has relatively balanced stats overall. Can use light magic anddark elder magic. Need ideas for Skills.
Sage--A master magic unit. Basically a Mage with better overall stats. Can use anima magic and staves. Comes with the Skills Rally Magic and Tomefaire.
Sorceror--A master magic unit. A druid with better overall stats and the ability to heal. Can usedark elder magic as well as staves. Comes with the skills Vengeance and Tomebreaker.
With that said, I'd like to get your guys' inputs on some of the missing skills and help with story. And if there's anything else you can see needing improvement, go ahead and tell me. I'm a bit of a newbie to DMing, so any help would be appreciated.
This will carry over to V3 when it comes back up.
See, I've been thinking ever since the last attempt went down that I might want to DM an RP based on Fire Emblem. What I was thinking was to mix up elements and classes from a bunch of the games, as well as make some classes up. Let's see what we can get down.
Story:
I'll be straight here: I'm not good at writing backstories. I'm mostly here for the actual fighting and supporting and stuff. If anyone is interested who's better at writing than stories than I am, I'd appreciate it. The thing I'd like to emphasize, though, is that this entry is separate from all other continuities. It doesn't take place on Archenea, Jugdral, Elibe, Tellius, or either of the continents Sacred Stones and Awakening are from. If someone is good at making up names for a continent and countries please do something for that. Thank you.
Playing the Role:
How I think this will work in the actual play is that we'll have people create bios and stuff, choose their classes, and I'll act as the Random Number Goddess. I will calculate the stats that will determine the actual damage and chance of a hit you get when you engage an enemy and roll a few numbers to determine if it does hit. (For the record, this will be done using the Blazing Sword method of averaging two numbers) Now, here is a roadblock. I'm not quite sure how to create a map so it can go on the forum and display everyone's units. If anyone has a way to do that, please let me know. If we can find a way, we'll use that; if not, we can just abandon the map and just go for regular roleplay like most things here.
Statistics:
The real meat of this thing. I'll do all the number calculating, but if you must know how this works, here are the equations.
Damage=(Strength or Magic Stat+Might of Weapon)-(Defense or Resistance of Enemy)
Hit Percent=(Hit Rate of Weapon+Skill+Luck)-(Speed of Enemy+Luck of Enemy)
Critical Chance=(Skill/2+Weapon Critical Chance+5)-(Luck of Enemy)
Numbers can be affected by support bonuses.
The weapon triangle and magic triangle will be in play with this system. Swords beat Axes, Axes beat Lances, and Lances beat Swords with weapons; Light beats Dark, Dark beats Anima, Anima beats Light with magic. A weapon that beats another will gain 1 hit point of damage and have 15% added to their hit rate, while a weapon that loses to another will lose 1 hit point of damage and suffer a 15% penalty to their hit rate.
In addition, if a unit has at least 5 more points of speed than its enemy, it will attack twice. Speed penalties won't be in play with this role play.
In Regards to Units:
Individual units have their own growth rates that affect what stats are more likely to increase than others. You will always increase in at least one stat unless you capped a few, so rest easy. If the numbers don't work in your favor, I'll give a stat to you. In your bio you can list growth rates in percentages for each stat (HP, Strength, Magic, Defense, Resistance, Skill, Speed, Luck) with these restrictions: the rate may be no more than 70% and the rates may add up to a number no bigger than 300. Choose your rates wisely. It can be the death of you if you don't.
Speaking of death, I'd like for permadeath to be in place for this role play. That means if your character's HP hits zero, they're GONE. Forever. That said, I can see how that can be frustrating for someone who wants to participate in this, so I think what I'll do to compromise is that I'll give everyone three "lives" so to speak. If their character dies, they can create another one to replace them as long as they aren't too similar to the one that died. If they lose three characters, though, sorry. Three strikes, you're out. If a Lord dies, it would be a game over, which would be annoying. I'll say that if a Lord dies the map must be restarted with all living units in tact.
Skills
Skills in this will be based on the Awakening system, with one exception: you won't be able to reclass into anything that isn't in your own class branch, so don't expect to get Galeforce on every unit imaginable here. You can equip up to 5 skills at a time, and each skill will be acquired at level 1 and 10 of a base class and 5 and 15 of a promoted class. Unique classes will gain skills at 1 and 15. The skill gained will be based on the class it comes from. The full list will be told once they're all made.
Supports
It wouldn't be Fire Emblem if it didn't have supports, now would it? (Unless you're playing an Archenea game, but let's not get into that) This support system will be based off of Awakening--you can support with as many characters as you like and will be receive bonuses in gameplay if you fight with them, but you may only gain an S rank support with one person-the one you get hitched with. As such, I'm going to ask that we try to balance out the male-to-female ratio in this roleplay, even if it means we have to have a few GIRLs in here.
This also means that I'd like to work the children system into this as well. If you get married, you and your "spouse" can create a new character that has growth rates and stats based on both your growth rates and stats. How it works in story will probably vary depending on how this roleplay works out, but if someone writes this I'd like for them to incorporate this system without time travel. Please. I'm begging you. Time travel never works out well.
Now for the classes.
Base Classes
Lord--A unit of royalty. Usually acts as one of the other classes in all but name, most of the time being the Mercenary class. Specializes in one type of weapon, but when promoted can use another one of the same subset. (Physical Lords can use another physical weapon, while magic Lords can use another magic weapon or staff) The class of the promoted Lord is unique to that unit. (Blade Lord is unique to Lyn, Dread Fighter is unique to Alm, stuff like that. If you're a Lord, be creative.) Obviously a limited class because it's, well, royalty. First come first serve with this one. Almost always uses a sword in one form or another. Comes with the skills Dual Strike+ and Charm.
Cavalier--A mounted physical unit. Usually acts as a balanced unit that has the bonus of good mobility and the ability to act after an attack, but is weak to weapons that kill horses. Can use swords and lances. Promotes to either Paladin or Great Knight. Comes with the Skills Discipline and Outdoor Fighter.
Knight--An armored physical unit. The typical strong-but-slow archetype seen in every video game ever. Has low mobility and low resistance, but superior defense and good strength. Can use lances. Promotes to either General or Great Knight. Comes with the Skills Defense +2 and Indoor Fighter.
Bow Knight--A mounted physical unit. An archer that has good mobility but is weak to weapons that beat horses. Has pretty balanced stats overall otherwise. Can use bows. Promotes to either Ranger or Griffon Rider. Need ideas for Skills.
Fighter--A physical unit that's male-only. Typically has high HP and strength, but lacks in defensive stats and skill. The stats aren't usually extreme like Barbarians, though. Can use axes. Promotes to either Warrior or Hero. Comes with the Skills HP+5 and Zeal.
Mercenary--A physical unit. A jack-of-all-trades unit that doesn't really specialize in anything. Can use swords. Promotes to either Hero or Ranger. Comes with the Skills Armsthrift and Patience.
Soldier--A physical unit. Similar to the Mercenary with the difference being the weapon they use. Can use lances. Promotes to either the Halberdier or Magefighter. Comes with the Skills Veteran and Solidarity.
Archer--A physical unit. Usually has stats more modified towards defense and/or speed than strength due to the type of class they are. Can use bows. Promotes to either Sniper or Ranger. Comes with the Skills Skill+2 and Prescience.
Myrmidon--A physical unit. A samurai-like fighter that focuses on speed and skill. Usually can't pack a punch or take a punch, but they can avoid those punches. Can use swords. Promotes to either Swordmaster or Assassin. Comes with the Skills Avoid +10 and Vantage.
Barbarian--A physical unit. A ruthless fighter that specializes in sheer strength and HP, but lacks in defenses and evasion. Can use axes. Promotes into either Berserker or Warrior. Comes with the Skills Despoil and Gamble.
Thief--A physical unit. Not really meant for combat since they have low defense and HP, but can be used to annoy enemies since they're fast and skilled. Have higher mobility than other footsoldiers and can pick locks. Can use swords. Promotes into either Trickster or Assassin. Comes with the Skills Locktouch and Movement+1
Pegasus Knight--A flying physical unit exclusive to females. Has high speed, skill, and resistance, but low defense, making them better for beating magic units. Weak to bows and wind magic. Can use lances. Promotes into either Falcon Knight or Dark Flier. Comes with the Skills Speed+2 and Relief
Wyvern Rider--A flying physical unit. Has high strength, speed, and defense, but low resistance. Weak to bows and wind magic. Can use axes. Promotes into either Wyvern Lord or Griffon Rider. Comes with the Skills Strength+2 and Tantivity.
Priest/Cleric--A healing unit, with males being priests and females being clerics. Cannot attack, and has low defense and HP, but typically has high resistance. Can use staves. Promotes into either Bishop or War Monk/Cleric. Comes with the skills Miracle and Healtouch.
Troubadour--A mounted healing unit exclusive to females. Basically clerics on horses with better mobility. Promotes into either Valkyrie or Mage Knight. Comes with the Skills Resistance+2 and Demoiselle.
Monk--A magic unit. Compared to others, monks have better speed and skill, but have lower magic power, resistance, defense, and HP. Can use light magic. Promotes into either Bishop or Shaman. Need ideas for Skills.
Mage--A magic unit. Mages are jacks-of-all-trades compared to other magic units, but have the typical low defense and HP weakness all mages have. Can use anima magic. Promotes into either Sage or Magefighter. Comes with the Skills Magic+2 and Focus.
Druid--A magic unit. Druids are the glaciers of the magic archetypes, having comparatively high HP and defense and good magic power, but low speed and skill. Can use
Dancer--A unique unit. This character isn't meant to fight. They're meant to dance and allow units to attack again once they've already used a turn. As such, their defenses and strength is low, but their speed, luck, and skill are. Can use swords, but not well. Cannot promote, but can reclass into a Myrmidon. Comes with the Skills Luck+4 and Special Dance. There can only be one of this unit. Like the Lords, first come first serve.
Beast--A unique unit. These units fight in beast form, whatever that might mean for the character. They do physical damage that ignores the weapon triangle. Stats tend to be relatively balanced. Cannot promote, but can reclass into the Thief.
Dragon-A unique unit. These units fight in dragon form, letting them spew fireballs that can hit up close or ranged, doing magic damage that ignores the magic triangle. Stats tend to be relatively balanced. Cannot promote, but can reclass into the Wyvern Rider.[/spoiler]
Promoted Classes
Promoted Lord--This one I'm giving a bit of leeway on. If you're a Lord, describe what type of Lord you will be when you promote. You may gain access to one additional weapon to specialize in, as long as it's in your weapon type. Don't just say "good at everything" though. If you do, I'll be the judge of that with my not-so-random numbers in that case. Give a good description of your strengths and flaws. You may name the class whatever you want.
Paladin--An experienced mounted physical unit. Paladins are a direct upgrade from the Cavaliers that have superior movement and good, balanced stats. Can use lances and swords. Comes with the skills Defender and Aegis.
Great Knight--A mounted, armored physical unit. Basically what happens when you cross a General with a Cavalier. Good defense, poor resistance. Can use axes, lances, and swords. Comes with the skills Luna and Dual Guard+.
General--A heavy armored unit. Generals are the very definitions of "tanks" in the Fire Emblem universe. They have superior strength, defense, and good HP, but extremely low resistance, speed, and movement. Can use axes and lances. Comes with the skills Rally Defense and Pavise.
Warrior--A master physical unit. These tend to be a team's typical HP soakers, since theirs is unparalleled. They also have good strength, but low defense, resistance, and luck. Can use axes and bows. Comes with the skills Rally Strength and Counter.
Hero--A master physical unit. If the Mercenary is the jack-of-all-trades, the Hero is the master of all. Don't specialize in anything in particular, but they're good in everything. Can use swords and axes. Comes with the skills Sol and Axebreaker.
Ranger--A master physical unit. Pretty much an upgraded Bow Knight with superior mobility. Has balanced stats overall. Can use bows and swords. Comes with the Skills Rally Skill and Bowbreaker.
Halberdier--A master physical unit. They have slightly better stats than the Hero to compensate for their lack of weapon versatility. Can use lances. Comes with the skills Lancefaire and Aggressor.
Magefighter--A master unit who can use both physical and magic weapons. Has relatively balanced stats overall. Can use lances and anima magic. Need ideas for Skills.
Sniper--A master physical unit. A pro shot who boasts excellent skill and has good defensive stats. Can use bows. Comes with the skills Bowfaire and Galeforce.
Swordmaster--A master physical unit. Basically if a Myrmidon snorted crack and took meth simultaneously. Has superior skill and good speed, has better defensive stats than Assassins. Can use swords. Comes with the skills Astra and Swordfaire.
Assassin--A master physical unit. What happens when thieves suddenly gain the ability to fight. Has excellent speed, strength, and skill, but lacks in defensive stats. Can use swords and bows. Comes with the skills Silencer and Pass.
Trickster--A master unit who can both physically attack and heal. Thieves that are better suited for magic swords than physical swords. Can use swords and staves. Comes with the Skills Lucky Seven and Acrobat.
Falcon Knight--A master flier. A Pegasus Knight on a unicorn. Has the roughly the same stats as a Pegasus Knight but better. Can use Swords and Lances. Need ideas for Skills.
Dark Flier--A master flier. A Pegasus Knight with a black Pegasus and that can use magic. Has the stats of a Pegasus Knight plus a magic boost. Can use lances and
Wyvern Lord--A master flier. An upgraded Wyvern Rider that specializes in physical stats. Has good strength, speed, and defense, but low resistance. Can use lances and axes. Comes with the Skills Quick Burn and Swordbreaker.
Griffon Rider--A master flier. A new mount for either a Wyvern Rider or Bow Knight that has balanced stats overall. Can use bows and axes. Comes with the skills Deliverer and Lancebreaker.
Bishop--A master magic unit. Either a healer that can attack now or an attacker that can heal now. Has the stats of a Monk but better. Can use light magic and staves. Need ideas for Skills.
War Monk/Cleric--A master unit that can deal physical damage and heal. Isn't the strongest unit in the world, but can hold their own in defenses. Can use axes and staves. Comes with the Skills Rally Luck and Renewal.
Valkyrie--A master mounted magic unit. Acts like a Bishop but with weaker stats to compensate for superior movement. Can use light magic and staves. Comes with the Skills Rally Resistance and Dual Support+.
Mage Knight--A master mounted magic unit. See above, replace Bishop with Sage and light magic with anima magic. Need ideas for Skills.
Shaman--A master magic unit. An offensive unit that otherwise has relatively balanced stats overall. Can use light magic and
Sage--A master magic unit. Basically a Mage with better overall stats. Can use anima magic and staves. Comes with the Skills Rally Magic and Tomefaire.
Sorceror--A master magic unit. A druid with better overall stats and the ability to heal. Can use
With that said, I'd like to get your guys' inputs on some of the missing skills and help with story. And if there's anything else you can see needing improvement, go ahead and tell me. I'm a bit of a newbie to DMing, so any help would be appreciated.
This will carry over to V3 when it comes back up.