Saturday, May 21, 2016

Futsuo

Futsuo is Shin Megami Tensei I's protagonist, and the reason why this is a Shin Megami Tensei and Fire Emblem fangame rather than just a Fire Emblem fangame. He's somehow been transported to Arachnea, and his main mission is to get the hell out of there.

Stat-wise, he's a carbon copy of Mercenary Kris from Mystery of the Emblem. Same bases, same growths.

Like any good Shin Megami Tensei protagonist, Futsuo has the power to negotiate with enemy demons. In this situation, though, it's a bit different. The Scout skill has a 75% chance to successfully KO an enemy demon. Should it be successful...

Futsuo learns those skills! Forever. The top skill window is magic-based skills (under the DSP/Mag menu), while the bottom window is the Extra skills (DSP/Ext). The latter are physical skills with either no cost or a SP cost, while the former are magic skills with an MP cost (except for Scout, which is there so it's affected by Silence).

Level 10 brings Futsuo his next skill - Attack Stance. Its most basic effect is giving another unit +10 Hit.

Far more importantly, however, is that it gives the target a new skill to use for the next five turns - Dual Strike. It works exactly like a regular attack. However, Futsuo chips in, adding half the damage he would regularly do to the total damage dealt.

Another team-up skill, Mag Team, is added; it does the same, but using both the user's and Futsuo's Mag.

Level 25's skill is Inspiration. Like Charisma, it's an aura skill - one that raises everyone else's Str, Mag, Def, and Res by 10%. Unlike Charisma, though, it's an equippable skill, so people who aren't Futsuo can still use it.

Raising Futsuo to level 35 gives him access to Demonic Pact. This cuts his max HP in half, but raises his Hit, Avoid, Critical, and Crit Evade by 30 each. Both effects only last three turns.

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