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Garryl
2012-02-06, 11:11 PM
I promised my players I'd post this in a more permanent forum, and it's about time I do it. Everything will be in a bit of a jumble initially until I sort it out. Which I am, slowly but surely, doing.

Index

This post: Index. (http://www.giantitp.com/forums/showpost.php?p=12673276&postcount=1)
Post 2: Character creation overview. (http://www.giantitp.com/forums/showpost.php?p=12673285&postcount=2)

Basic Character and Stats
Chassis
Promotions
Stat Caps

Post 3: Talents and Skills. (http://www.giantitp.com/forums/showpost.php?p=12673293&postcount=3)

Activation
Skill
Talents

Post 4: Items and weapons. (http://www.giantitp.com/forums/showpost.php?p=12673301&postcount=4)

Weapons

Weapon Specifications
Weapon Special Qualities

Non-Weapon Items

Battle Items
Laguz Items
Accessories
Miscellaneous Items
Crafting Materials


Post 5: Traditional weapons. (http://www.giantitp.com/forums/showpost.php?p=12673310&postcount=5)

Axes
Lances
Sword
Bows
Daggers
Fire
Thunder
Wind
Light
Dark
Dance
Staff
Siege Weaponry

Post 6: Unusual weapons. (http://www.giantitp.com/forums/showpost.php?p=12673326&postcount=6)

Unarmed
Whips
Earth
Sound
Water
Rod
Chant
Tactics
S-Rank Weapons
Legendary Weapons

Post 7: Item crafting and reforging. (http://www.giantitp.com/forums/showpost.php?p=12673335&postcount=7)

Crafting Materials
Crafting
Reforging

Post 8: Laguz characters. (http://www.giantitp.com/forums/showpost.php?p=12673349&postcount=8)

Laguz Characters and Stats
Chassis and Transformation
Laguz-Specific Talents
Promotions
Stat Caps
Strikes

Post 9: Unused. (http://www.giantitp.com/forums/showpost.php?p=12673356&postcount=9)
Post 10: General game rules. (http://www.giantitp.com/forums/showpost.php?p=12673362&postcount=10)

General Rules
Turn Structure
Movement and Actions
Terrain
Supports
Conditions
Fog of War
Experience and Levels
Bonus Experience

Post 11: Unused. (http://www.giantitp.com/forums/showpost.php?p=12673369&postcount=11)
Post 12: Unused. (http://www.giantitp.com/forums/showpost.php?p=12673376&postcount=12)
Post 13: Variant rules. (http://www.giantitp.com/forums/showpost.php?p=12673384&postcount=13)

Variant Weapon Levels and Experience
Variant Affinities

Post 14: Game-specific rules. (http://www.giantitp.com/forums/showpost.php?p=12673395&postcount=14)

Sand Beneath the Waves

Post 15: Reserved for really good measure. (http://www.giantitp.com/forums/showpost.php?p=12673409&postcount=15)


Last update: Wed., Jan. 1, 2014

Garryl
2012-02-06, 11:12 PM
Post 2: Character creation overview.

See GFFE - Character Creation Rules (https://docs.google.com/spreadsheets/d/1UVzm0-wmSSps9B7K4whJvT-u7ZKfYVzOYaKt-5xO1Pc/edit?pref=2&pli=1#gid=434465629) on Google Drive for a work-in-progress character generator (make a copy of it for you to edit; it works with other online sheets, so an offline download may not work).

Character Creation Rules
You make the character. You make the class. You even make the abilities.

You have 50 base points and 350 growth points to spend to create your character. Conversion rates are given below, along with the minimums and maximums for the various initial stats and growths. You must also select the eventual promotion bonuses at character creation. The class names are up to you, so pick something you like.

Maximums and minimums are only at character creation. Benefits from growths, promotions, items, and other effects can (and likely will) exceed these limits. See stat caps for more information.

If you leave over any base or growth points at character creation or promotion, even fractional amounts, you can apply them to your subsequent promotions.

Stat Descriptions



StatsBase Stat CostStat Growth Cost
HP0.5 base points per 1 HP (min 10, max 30)2.5 growth points per 5% HP (min 20%, max 100%)
Str1 base point per 1 Str (min 0, max 10)5 growth points per 5% Str (min 5%, max 75%)
Mag1 base point per 1 Mag (min 0, max 10)5 growth points per 5% Mag (min 5%, max 75%)
Skl1 base point per 1 Skl (min 0, max 10)5 growth points per 5% Skl (min 5%, max 75%)
Spd1 base point per 1 Spd (min 0, max 10)5 growth points per 5% Spd (min 5%, max 75%)
Lck1 base point per 1 Lck (min 0, max 10)5 growth points per 5% Lck (min 5%, max 75%)
Def1 base point per 1 Def (min 0, max 10)5 growth points per 5% Def (min 5%, max 75%)
Res1 base point per 1 Res (min 0, max 10)5 growth points per 5% Res (min 5%, max 75%)



Additional Stats and OptionsCost[/td][/tr]
Con0.5 base points per 1 Con (min 4, max 20)
Move10 growth points per 1 Move (min 3, max 7)
Capacity5 growth points per 5 Capacity (min 10, max 35)
Weapons10 growth points per Weapon (min 1, max 3)
Advanced Weapon Use3 points if you learn to use one or more advanced weapons.
Talents (T1)1 base point and 5 growth points per Tier 1 Talent (min 1, max 3)


HP - Maximum Hit Points: This represents your character's health. You begin each map with your full maximum hit points. Taking damage reduces your remaining hit points. If your hit points are reduced to 0, your character dies.

Str - Strength: This represents how physically strong your character is. Each point of strength increases the damage you deal with physical attacks by 1.

Mag - Magic: This represents how talented your character is at manipulating magical energies. Each point of magic increases the damage you deal with magical attacks by 1.

Skl - Skill: This represents how skilled your character is in accurately striking enemies in combat. Each point of skill increases your chance to hit with any attack by 2% and your chance to perform a critical hit by 0.5%. Many special abilities rely on your skill to function.

Spd - Speed: This represents how agile your character is. Each point of speed reduces the chance for you to be hit by any attack by 2%. Additionally, if your speed is at least 4 points greater than the speed of an opponent you attack or who attacks you, you will get an extra attack at the end of combat. Particularly heavy weapons may reduce your effective speed in combat if your constitution is too low.

Lck - Luck: This represents how lucky your character is. Each point of luck increases your chance to hit with any attack by 1%, reduces the chance for you to be hit by any attack by 1%, and reduces the chance for enemies to perform critical hits against you by 1%.

Def - Defense: This represents how well your character can defend against physical attacks. Each point of defense decreases the damage dealt to you by physical attacks by 1.

Res - Resistance: This represents how well your character can defend against magical attacks. Each point of resistance decreases the damage dealt to you by magical attacks by 1.

Con - Constitution: This stat determines which characters you can shove or carry, and how heavy a weapon you can wield before suffering penalties to your combat speed. Each point of constitution reduces the penalty to your speed from heavy weapons by 1, to a minimum penalty of 0.

Move: This stat determines how many spaces your character can move each turn. Open terrain costs 1 point of movement per space moved, but more difficult terrain may cost more movement per space depending on your movement type.

Capacity: Determines how many special abilities you can learn. Most special abilities can only be learned from scrolls found throughout the game. Special abilities can grant a variety of benefits, depending on the ability in question.

Weapons: You can only use weapon types that you have access to. Different weapons have different advantages and disadvantages. Your first weapon proficiency at character creation is at rank D, all others are at rank E.

Advanced Weapon Use: If you use advanced weapons, you must pay 3 additional base stat points. This cost must be paid only once, no matter how many weapons you can use. Advanced weapons are generally more powerful and are usually part of one or more weapon triangles, giving them bonuses and penalties that can be used tactically against other weapons on the same triangle.

Talents: No two people are perfectly alike. Talents represent unusual talents and skills your character possesses. Initially, your character can only possess tier 1 talents, but as she grows and develops her skills, she can gain more powerful talents.



Additionally, you must choose one of the following chassis options, as indicated below.


Normal

Requires: None
Limitations: None
Benefits: None
Movement Type: Land (Normal)
Combat Type: Normal
Special: Rescue, Shove


Skirmisher

Requires: Move 5
Limitations: total growth points to spend reduced by 5
Benefits: None
Movement Type: Land (Swift)
Combat Type: Unarmored
Special: Rescue, Shove


Armored

Requires: Con 6
Limitations: maximum Move -2
Benefits: grants +10 additional growth points to spend
Movement Type: Land (Armored)
Combat Type: Armored
Special: Rescue, Shove


Mounted

Requires: Con 8, Move 5
Limitations: maximum Capacity -10
Benefits: maximum Move +1, grants +5 additional growth points to spend
Movement Type: Land (Mounted)
Combat Type: Mounted (Horse)
Special: Aid, Canto, Rescue


Airborne (Pegasus)

Requires: Con 6, Move 5
Limitations: maximum Capacity -10
Benefits: maximum Move +1, grants +5 additional growth points to spend
Movement Type: Flying
Combat Type: Flying, Winged
Special: Aid, Canto, Rescue


Airborne (Wyvern)

Requires: Con 8, Move 5
Limitations: maximum Capacity -10
Benefits: maximum Move +1, grants +5 additional growth points to spend
Movement Type: Flying
Combat Type: Dragon, Flying
Special: Aid, Canto, Rescue


Mechanical (Normal)

Requires: Con 8
Limitations: maximum Capacity -10, maximum Move -1, total growth points to spend reduced by 10, cannot change to or from this chassis at promotion
Benefits: immune to Disease, Poison, and Sleep, grants +2 additional base points to spend
Movement Type: Land (Normal)
Combat Type: Mechanical
Special: Shove


Mechanical (Heavy)

Requires: Con 8
Limitations: maximum Capacity -10, maximum Move -3, cannot change to or from this chassis at promotion
Benefits: immune to Disease, Poison, and Sleep, grants +2 additional base points to spend
Movement Type: Land (Armored)
Combat Type: Armored, Mechanical
Special: Shove


Mechanical (Quadruped)

Requires: Con 10, Move 5
Limitations: maximum Capacity -20, total growth points to spend reduced by 5, cannot change to or from this chassis at promotion
Benefits: immune to Disease, Poison, and Sleep, grants +2 additional base points to spend
Movement Type: Land (Mounted)
Combat Type: Mechanical, Mounted
Special: Aid, Canto, Shove


Mechanical (Airborne)

Requires: Con 10, Move 5
Limitations: maximum Capacity -20, total growth points to spend reduced by 5, cannot change to or from this chassis at promotion
Benefits: immune to Disease, Poison, and Sleep, grants +2 additional base points to spend
Movement Type: Flying
Combat Type: Flying, Mechanical, Winged
Special: Aid, Canto, Shove


Requires: You must meet these requirements at character creation to select this chassis.

Limitations: You must respect these limitations when creating a character with this chassis. These alter your options at character creation.

Benefits: You gain these benefits when creating a character with this chassis. These alter your options at character creation, typically by increasing the maximum amount of a stat or option you can gain, or by granting additional base or growth points. Chassis options do not generally directly add to your stats.

Movement Type: This indicates how and how well your character moves around the battlefield. Flying characters soar through the skies and ignore the movement penalties of terrain, but also cannot reap its defensive benefits. Lightly-armored land-bound characters can move through difficult terrain more easily, while armored and mounted characters are hampered by even simple obstacles.

Combat Type: This indicates how your character is armored in combat. This has little effect in and of itself, but some weapons cause increased damage to certain combat types. For example, winged combatants are particularly vulnerable to bows, and dragons are vulnerable to lightning.

Special: Most characters have basic special abilities that they can use.

Aid: Characters with this ability use 20 - their constitution score in place of their actual constitution score when determining whether or not they can rescue or shove a unit. This improves to 25 - the character's constitution after the first promotion (Tier 2), and to 30 - the character's constitution after the second promotion (Tier 3).
Canto: Characters with this ability can move both before and after taking their turn, instead of only before. Their total movement is unchanged, but they can divide it between before and after their turn. See the Canto special ability for more details.
Rescue: Characters with this ability can be rescue and protect their allies and other friendly units, pulling them out of harm's way. A character with this ability can only rescue units that have constitution scores no higher than 2 points lower than the rescuer, and only if neither the rescuer or the rescued unit is already carrying a unit. Flying and mounted units can never be rescued with this ability, regardless of their constitution. See the Rescue special ability for more details.
Shove: Characters with this ability can push other units around the battlefield. In place of their normal action, the character can push one adjacent unit 1 space directly away, as long as that unit's constitution is no greater than the shover's constitution plus 1. See the Shove special ability for more details.



Promotions

You promote automatically upon gaining enough experience to rise to level 21 of your class, instead becoming level 1 of your promoted class. You do not gain the normal level up growths for this level, instead gaining the benefits of promotion. Certain items can also be used to promote a character at lower levels without having to acquire the necessary XP, skipping any intermediary levels (and their growths).

Unlike at character creation, growth points gained on promotion cannot be spent on stat growths.

1st promotion (Tier 2)
15 base points, 35 growth points


StatsBase Stat Cost
HP0.5 base points per 1 HP (min 0, max 6)
Str1 base point per 1 Str (min 0, max 3)
Mag1 base point per 1 Mag (min 0, max 3)
Skl1 base point per 1 Skl (min 0, max 3)
Spd1 base point per 1 Spd (min 0, max 3)
Lck1 base point per 1 Lck (min 0, max 3)
Def1 base point per 1 Def (min 0, max 3)
Res1 base point per 1 Res (min 0, max 3)



Additional Stats and OptionsCost
Con0.5 base points per 1 Con (min 0, max 10)
Move10 growth points per 1 Move (min 0, max 2)
Capacity5 growth points per 5 Capacity (min 5, max 15)
Weapons10 growth points per Weapon, or 5 growth points with existing synergy (min 0, max 3)
Advanced Weapon Use3 points if you can use one or more advanced weapons but could not previously.
Talents (T1)1 base point and 5 growth points per Tier 1 Talent (min 0, max 1)
Talents (T2)2 base points and 10 growth points per Tier 2 Talent (min 1, max 2)
Change Chassis2 base points if you change your chassis option



2nd promotion (Tier 3)
25 base points, 45 growth points


StatsBase Stat Cost
HP0.5 base points per 1 HP (min 0, max 10)
Str1 base point per 1 Str (min 0, max 5)
Mag1 base point per 1 Mag (min 0, max 5)
Skl1 base point per 1 Skl (min 0, max 5)
Spd1 base point per 1 Spd (min 0, max 5)
Lck1 base point per 1 Lck (min 0, max 5)
Def1 base point per 1 Def (min 0, max 5)
Res1 base point per 1 Res (min 0, max 5)



Additional Stats and OptionsCost
Con0.5 base points per 1 Con (min 0, max 10)
Move10 growth points per 1 Move (min 0, max 2)
Capacity5 growth points per 5 Capacity (min 5, max 15)
Weapons10 growth points per Weapon, or 5 growth points with existing synergy (min 0, max 3)
Advanced Weapon Use3 points if you can use one or more advanced weapons but could not previously.
Talents (T1)1 base point and 5 growth points per Tier 1 Talent (min 0, max 1)
Talents (T2)2 base points and 10 growth points per Tier 2 Talent (min 0, max 1)
Talents (T3)4 base points and 20 growth points per Tier 3 Talent (min 1, max 1)
Change Chassis2 base points if you change your chassis option



Weapons: At promotion, you can gain new weapon proficiencies above and beyond your existing ones. New weapon proficiencies are granted at rank E for the first promotion and rank D for the second promotion. If you are already proficient with at least one weapon type with which your new proficiency has a synergy, the cost of gaining proficiency with that weapon type is reduced. If at least one of your existing synergy proficiencies is at S rank or better, you gain one additional rank with your new proficiency (rank D for the first promotion or rank C for the second promotion).

Advanced Weapon Use: If you learn to use advanced weapons upon promotion, you must still pay the 3 base point surcharge. Characters who have already paid that cost do not need to pay it again.

Change Chassis: You can change your chassis on promotion. You must meet the requirements of a chassis to select it, and the limitations and benefits of the old chassis are replaced by those of the new one, affecting your options for the promotion.



Stat Caps

Each stat has a maximum that it cannot pass. Any excess stat gains are lost. Your caps depend on your tier. Stats not listed have no caps and can increase indefinitely.

Tier 1 (non-promoted)
HP: 40
Str, Mag, Skl, Spd, Def, Res: 20
Lck: 40

Tier 2 (promoted)
HP: 60
Str, Mag, Skl, Spd, Def, Res: 30
Lck: 40

Tier 3 (double promoted)
HP: 80
Str, Mag, Skl, Spd, Def, Res: 40
Lck: 40

Garryl
2012-02-06, 11:13 PM
Post 3: Talents and Skills.

See GFFE - Talents and Skills (https://docs.google.com/spreadsheets/d/1KGhI1U-H6-RpDqnLasMv8cFNbeMu0aIxSYGnNloMnog/edit?pref=2&pli=1#gid=1727536241) on Google Drive for more up-to-date information.

Activation

Skills and talents can apply their effects at different times.
TODO


Action: This skill or talent must be intentionally used. This takes the activating character's action for his or her turn.
Passive: This skill or talent always applies. Many activated skills have effects that are passive in addition to ones that occur at specific times.
Automatic: This skill or talent only applies under certain circumstances, the details of which are given in the skill's activation effect description. Automatic skills are very similar to passive ones in that while their conditions are met, their effects are always in active.
Chance on event: This skill or talent has a chance of applying when the specified event occurs. See below for more details on events that can trigger skills and talents.



On combat: Whenever this unit enters combat.
On attacking: Whenever this unit would perform an attack. Similar to "on attack", except that "on attacking" is usually reserved for effects that influence the number of attacks to actually be performed, and as such is checked for activation first.
On attack: Whenever this unit performs an attack.
When attacked: Whenever an attack is performed against this unit.
On hit: Whenever this unit hits with an attack it performed.
When hit: Whenever an attack performed against this unit hits.
On crit: Whenever this unit critically hits with an attack it performed.
When crit: Whenever an attack performed against this unit critically hits.
On damage dealt: Whenever this unit deals damage to another unit.
On fatal damage dealt: Whenever this unit deals enough damage to another unit to kill it.
When damaged: Whenever this unit takes damage.
When fatally damaged: Whenever this unit takes enough damage to kill it.
On start of own phase: Whenever the phase of this unit's team begins.
On start of each enemy phase: Whenever a phase of this unit's team's enemy teams begins.
Other events: Some skills and talents trigger when events not covered by the above occur.


Activation Priority
TODO

Notes on attacking and rolling for skill/talent activation:
Roll each set at the same time. Don't apply stat and activation rate penalties caused by skill/talent activations when determining the activation rate and effect of other talents that trigger at the same time. If some skills or talents indicate a priority value in their activation (not in their effect), roll those with the highest priority number first within their section and apply their effects before continuing to ones with lower priority numbers, treating them as priority 0 (thus, activations with negative priority numbers are checked after those with no priority at all).

At start of combat:
- Roll (attacker) on combat and (defender) on combat

Whenever a combatant would make one of their normal attacks (including each bonus attack granted by brave weapons, the Rage condition, and passive and automatic skills and talents):
- Roll (attacker) on attacking (not to be confused with "on attack"). If a skill or talent creates additional attacks, only roll for skills and talents with lower priority "on attacking" activations than the triggering skill or talent that created them for those attacks.

For each attack:
- Roll (attacker) on attack and (defender) when attacked
- Roll hit chances for the attack
- If a hit, roll (attacker) on hit and (defender) when hit
- If a hit, roll crit chance
- If a crit, roll (attacker) on crit and (defender) when crit
- If a hit, determine damage dealt
- If non-fatal damage dealt, roll (attacker) on dealing damage and (defender) when damaged
- If fatal damage dealt, roll (attacker) on damage dealt, (attacker) on fatal damage dealt, (defender) when damaged, and (defender) when fatally damaged


Skills

TODO: Explain what skill are and how you get and use them. Also how to get rid of them.

Capacity
TODO: Explain how each character has a limited capacity determined at character creation, and increasing with each promotion. A character can have a maximum total capacity of skills learned up to his or her capacity. Learning any new skills beyond that limit requires the character to give up one or more skills already known first.

Skill Descriptions
{table=head]Name |Scroll Value |Capacity |Activation |Activation Effect |Passive Effect
Smite |2000 |10 |Action |Shoves target 2 spaces. Only usable on shoveable targets. |Increases effective Con by 3 when shoving.
Wrath |3000 |15 |Automatic |+30% Crit while HP is at or below 50% of max. |Negates enemies' Fortune skill against you.
Fortune |6000 |20 |Automatic |Reduces enemy's crit chance against you to 0. |Negates enemies' Wrath skill against you.
Cancel |2000 |10 |(Skl)% on hit |Prevents target's counterattack against you. |Negates enemies' Vantage skill against you.
Vantage |2000 |10 |(Spd)% on combat |Perform your counterattack before your attacker's attack (Priority 2). |Negates enemies' Cancel skill against you.
Adept |6000 |15 |(Spd)% on attacking (Priority 3) |Attack twice consecutively instead of once. |N/A
Resolve |3000 |15 |Automatic |Skl and Spd are increased by 50% while HP is at or below 50% of max. |N/A
Blessing |1000 |15 |Automatic |Each turn, heals HP equal to your Mag to all adjacent allies. |N/A
Imbue |1000 |15 |((Str + Mag)/3)% on start of own phase |Removes all temporary stat penalties affecting you. |Heals HP equal to your lowest stat each turn.
Renewal |1000 |15 |(Lck/3)% on start of own phase |Removes one negative condition affecting you. |Heals 10% of max HP (rounded down) each turn.
Protect |1000 |20 |(Support lvl * 35)% chance on combat for adjacent supported ally |Redirects attacks against adjacent supported ally to you. |N/A
Savior |2000 |10 |Passive |N/A |Negates penalties to Skl and Spd for rescuing and carrying.
Celerity |2000 |15 |Passive |N/A |Grants +2 Move.
Pass |3000 |15 |(Spd)% when damaged or affected by a trap or hindering terrain. |Ignores damage and effects of traps and hindering terrain. |Can move through enemy-occupied spaces.
Discipline |1000 |10 |Passive |N/A |Doubles normal weapon experience earned.
Paragon |2000 |15 |Passive |N/A |Doubles experience gained.
Blossom |2000 |20 |Passive |When leveling up, roll twice for each stat and take the best roll. |Halves experience gained.
Gamble |1000 |10 |Action |Attack with half normal hit chance, triple normal crit chance. |Increases activation rates of skills and talents by 5%.
Parity |2000 |10 |Action |Attack normally. Negates support, terrain, and skill effects for self and enemy. |Reduces enemy's skill and talent activation rates by 5%.
Flourish |2000 |10 |Action |Attack for half damage. |+50% xp gained for non-lethal attacks.
Counter |2000 |10 |(Skl)% when damaged |Damages attacker for half the damage received. |N/A
Miracle |1000 |5 |(Lck)% when fatally damaged (Priority 5) |Halves damage taken from an otherwise lethal blow. If this makes the damage less than enough for fatal damage, lower priority fatal damage abilities do not trigger. |Critical hits against you when above 1 hp always leave you at at least 1 hp.
Disarm |2000 |10 |(Skl/2)% on hit |Unequips target's weapon. No effect on Strikes or auto-equip weapons. |Negates enemies' Corrosion skill against you.
Corrosion |2000 |15 |(Skl/2)% on hit |Reduces target's weapon's durability by Skl. Salvages destroyed weapons. No effect on durability-less, indestructible, or inherent weapons. |Negates enemies' Disarm skill against you.
Search |1000 |10 |Action |Instantly opens an adjacent cache. |Increases chance to find scraps by 10%.
Daunt |2000 |5 |Passive |N/A |Lowers Hit and Crit of all enemies within 1-3 by 5.
Pavise |2000 |20 |(Skl)% when hit |Reduces damage taken to 0. |N/A
Nullify |3000 |15 |Passive |N/A |Negates enemies' effectiveness properties against you.
Ego |1000 |10 |Passive |N/A |Immune to Berserk, Panic, and Silence.
Id |1000 |10 |Passive |N/A |Immune to Disease, Poison, and Sleep.
Super-ego |1000 |10 |Passive |N/A |Immune to Doom, Petrify, and Stun.
Stillness |4000 |15 |Passive |N/A |Dramatically reduces the chance for enemies to attack you over other allies.
Shade |2000 |5 |Passive |N/A |Reduces the chance for enemies to attack you over other allies.
Provoke |3000 |5 |Passive |N/A |Increases the chance for enemies to attack you over other allies.
Dispel |2000 |15 |Automatic |Negates enemies' temporary stat bonuses against you in combat. |N/A
Nihil |3000 |20 |Automatic |Negates enemies' skills against you in combat. |N/A
Void |10000 |40 |Automatic |Negates enemies' talents against you in combat. |N/A
Stun |8000 |20 |(Skl/2)% on hit |Stuns target. |N/A
Flare |8000 |20 |(Skl)% on hit |Halves target's Res. |N/A
Sol |8000 |20 |(Skl)% on hit |Heals equal to damage dealt. |N/A
Astra |8000 |20 |(Skl/2)% on attacking (Priority 2) |Attack 5 times consecutively, each attack dealing half damage. |N/A
Luna |8000 |20 |(Skl)% on hit |Halves target's Def. |N/A
Colossus |8000 |20 |(Skl)% on hit |Adds Con to damage. |N/A
Deadeye |8000 |20 |(Skl/2)% on attack |Attack has Always Hits weapon property and causes Sleep. |N/A[/table]



Talents

Talents are special skills that differentiate your character from others. They come in 4 tiers, each more powerful and versatile than the last. A character of any level can have tier 1 talents, but only promoted characters can have tier 2 talents, and only double promoted characters can have tier 3 talents. Tier 4 talents are reserved for special situations, but may be available to characters who have reached the maximum level of 20 in their double promoted class.

Mechanically, talents are a lot like skills, although they never consume capacity and can never be removed. Talents can only be gained through character creation and promotion, not from scrolls.

You can make your own talents if you wish. Try to keep them in line with the power of the sample talents given here. I reserve the right to veto anything that is out of line, but as the goal is to let players customize their characters further than just stats and weapons, I would much rather work with you to make something appropriate to your ideas rather than just ban something outright.



Tier 1 Talents:

These are relatively simple, basic abilities. They shouldn't be too powerful. Try to balance them around 3-5 stat points or a 5 capacity skill, depending on how situational they are or how well they scale at later levels. What you put in (1 base point and 5 growth points) should be roughly what you get out, albeit in a different, more interesting form.

{table=head]Name |Activation |[b]Activation Effect |Passive Effect
Aim |Automatic |+10 Hit and +5 Crit if you haven't moved since the beginning of your last turn. |--
Autocoagulate |Action |Use a healing chant, staff, tactic, or tome on yourself. All such healing and mending only does 1/2 its normal amount. |--
Bloodthirst |(Str)% chance on hit |Heal 1/2 damage dealt with a physical or enchanted weapon. |--
Bravery |Passive |-- |Gain +1 Str for every 5 HP missing.
Burning Spirit |Action |Attack and ignore the weapon triangle, but -1 Def, -1 Res, and -15 Avoid in that combat. |--
Capture |Action |Attack deals 1/2 damage. If it is a killing blow, steals all stealable items and grants gold based on the target's level. |--
Crit +5% |Passive |-- |Increases your chance to perform a critical hit by 5%.
Diehard |Automatic |When HP is at or below 0, Move is reduced to 0. |You die when your hit points reach 20% below 0 instead of 0.
Distract |Automatic |After attacking an enemy, the next ally (other than yourself) to attack that enemy this phase gets +15 Hit and +2 Attack for that combat. |--
Fervor |Action |May elect to increase Hit by 10 and Attack by 2, while decreasing Avoid by 20 for one turn. |--
Glow |Passive |-- |Sight range increased by 4. Also reveals fog of war within 0-1 for non-allies.
In Body In Mind |Passive |-- |Use 2/3 of Str in place of Mag when using magical weapons.
Infiltrator |Automatic |If you end your movement on a trapped space, you disarm the trap instead of triggering it. |Sight range increased by 1.
Lone Wolf |Automatic |Gain +5 Avoid for every adjacent enemy. |--
Mind Over Body |Passive |-- |Use 2/3 of Mag in place of Str when using physical weapons.
Mountaineer |Passive |-- |Gain the Climb movement type, allowing movement through mountain tiles.
Mug |Action |Attack deals 1/2 damage. Steals a random stealable item if it deals damage. |--
Pack Horse |Passive |-- |Inventory size doubled.
Pillage |Action |Destroys a visitable house, village, or structure. Grants gold and scraps based on the contents. |Attacks deal double damage to destructible terrain.
Quick Recovery |Automatic |Heal 10% of max HP at the beginning of each turn. |--
Salvage |Automatic |Gain scraps from broken items. (Scraps can be combined to create new items or boost existing ones.) |Increases chance to find scraps from defeated enemies by 10%.
Siphon Life |(Mag)% chance on hit |Heal 1/2 damage dealt with a magical or kinetic weapon. |--
Spring Attack |Passive |-- |Half of any unused movement can be used after your action.
Steel Wall |Automatic |Every time an enemy deals damage to you, your Def is increased by a cumulative 10%. Resets each turn at the beginning of your phase. |--
Strike of Righteous Vitality |(Str)% chance on hit |Heal adjacent allies for 1/4 damage dealt with a physical or enchanted weapon. |--
Swimmer |Passive |-- |Gain the Swim movement type, allowing movement through water tiles.
Thievery |Action |Allows stealing and lock-picking. |--
Twin Link |Passive |-- |Gain permanent Spirit Link with another character with this talent. (Damage taken is evenly split between members of the same link.) Both characters must select each other. This talent must be chosen at character creation, and the linked character cannot be changed.
Volley |(Skl)% chance on hit |Deal 2/3 Skl damage after an attack, reduced by Def. |--
Wall-walker |Automatic |Gain the Flying movement type while within 1-2 of a cliff, ledge, or wall. |--
Wanderer's Gait |Passive |-- |Gain the Swift movement type, allowing for more efficient movement through difficult terrain.
Wind Shield |Automatic |+3 Def and Res against Bow, Sound, and Wind weapon triangle type attacks. |--[/table]


Tier 2 Talents:

These are more powerful abilities that Tier 1 talents. They can start to be powerful and more complex. Try to balance them around 10 to 15 capacity skills. What you put in (2 base points and 10 growth points) should be roughly what you get out, albeit in a different, more interesting form.

{table=head]Name |Activation |[b]Activation Effect |Passive Effect
Aromatic Poultices |Action |Use a healing staff, tactic, or tome on all adjacent allies. All such healing and mending only does 1/4 its normal amount, rounded up. This counts as only a single use of the weapon. |--
Augury |Action |Reveals the next (Lck)/4 random numbers to be used to determine combat results. |Reveals the positions (although not the types or statistics) of all units on the map shrouded by fog of war.
Aura of Despair |Passive |-- |Adjacent enemies suffer a -2 penalty to Skl, Spd, and Lck.
Aura of Grace |Passive |-- |Adjacent allies gain a +2 bonus to Skl, Spd, and Lck.
Aura of Might |Passive |-- |Adjacent allies gain a +2 bonus to Str, Mag, Def, and Res.
Aura of Pain |Passive |-- |Adjacent enemies suffer a -2 penalty to Str, Mag, Def, and Res.
Burrow |Passive |-- |Ignore the movement penalties of crawlspace and rubble tiles. Can also move through enemy occupied spaces at +2 movement cost per occupied space.
Crit +10% |Passive |-- |Increases your chance to perform a critical hit by 10%.
Divine Grace |Passive |-- |Gain +2 Lck for every 7 HP missing.
Duel |(User's remaining HP - Enemy's attack speed)% chance on end of combat |Instantly initiate combat again with the same target. |--
Feel No Pain |Automatic |Attacks with weapons with Might 8 or lower deal 5 less damage to you. |--
Feint |(Skl)% chance on combat |Reduce opponent's Skl and Spd by 5 for the combat. (This may allow you to double attack.) |--
Ferocity |(Skl)% chance on hit |Deal double damage on an attack. |--
Flashstep |Action |Teleport a number of spaces up to your remaining movement. You can move through otherwise impassable spaces this way, terrain does not hinder your movement, and you only trigger traps in your ending space. Consumes any remaining movement. |--
Great Performer |Action |-- |Use a chant or dance that normally affects only one ally on two allies, each on opposite sides of you at the same distance. |--
Great Reach |Passive |-- |Your maximum range with lances is increased by 1. This cannot increase your maximum range to more than 2.
Guard |(Skl)% chance on hit |Enemy's next attack this combat deals no damage. |--
Heat Wave |Action |Attack with maximum range increased by 1. Your weapon's might is halved and its triangle type becomes Fire for this combat. |--
Horizon Shot |Passive |-- |Your maximum range with bows is increased by 1. This cannot increase your maximum range to more than 3.
Knockback |(Str%) chance on end of combat |If you hit at least once this combat, shove your target back one space away from you. Opponents pushed into occupied or impassable spaces aren't moved. |--
Lethal Riposte |Automatic |+20 Crit when making counterattacks. |--
Litany of Despair |(Mag)% chance on hit |Put a curse on the target. That unit loses 10% HP per turn until it has only 1 HP left or until end of map, whichever comes first. Any unit that heals or cures a victim of this curse also suffers the curse. |--
Point Blank Shot |Passive |-- |Your minimum range with bows is reduced by 1. This cannot reduce your minimum range to less than 1.
Pyrokinesis |Action |Perform a magical attack. Might 7, Hit 85, Crit 0, Weight 5, Range 1-2, Fire triangle type, effective against Beast. |--
Rapid Strike |Passive |-- |Your extra attacks from high speed come before all other attacks in combat instead of after. (Priority 3.)
Resonant Armor |Automatic |You cause 1 resonance to your attacker whenever you are hit. |--
Shield Bash |(Def)% chance on hit |Deal Str/2 + Def damage after an attack, reduced by Def. |--
Silencer |(Crit chance/2)% chance on hit |Instantly kill target. Bosses and other powerful enemies are immune to this effect. |--
Skirmish |Automatic |Gain a bonus to Spd equal to the distance you moved since the beginning of your turn. Lasts until your next turn. |--
Storm Call |Action |Perform a magical attack. Might 6, Hit 80, Crit 5, Weight 6, Range 1-2, Thunder triangle type, effective against Dragon. |--
Triangle Attack |Automatic |While in a triangle formation around the target with at least two other allies with this talent, all non-critical hits deal damage as though they were critical hits. |--
Vortex |Action |Perform a magical attack. Might 6, Hit 90, Crit 0, Weight 4, Range 1-2, Wind triangle type, effective against Flying. |--[/table]


Tier 3 Talents:

These are even more powerful abilities that Tier 2 talents. They can break all sorts of rules and grant tremendous benefits. Try to balance them around 20 to 30 capacity skills. What you put in (4 base points and 20 growth points) should be roughly what you get out, albeit in a different, more interesting form.

{table=head]Name |Activation |[b]Activation Effect |Passive Effect
Arrowstorm |Action |Attack all units within range of your Bow once without being countered. Cannot be used after moving and consumes any remaining movement. |--
Blink Strike |Action |Teleport up to 1 space plus 1/2 your remaining movement in a straight line, ending in a visible, passable, unoccupied space. You can move through otherwise impassable spaces this way, terrain does not hinder your movement, and you only trigger traps in your ending space. Perform a magical attack with Might equal to your Spd, Hit 100, Crit 0, Weight 0, and the Always Hits, Area Attack (Half 0-0), and Uncounterable properties against each enemy moved through. Consumes any remaining movement. Must have at least 2 movement remaining. |--
Bloodmist |Automatic |Any killing blows you make heal you equal to the damage done, excluding overkill damage, and add that much to your next attack's Might and Crit. |--
Force of Will |(Skl + Missing HP)/2% chance on combat |Double your Skl, Spd, and Lck for one combat. |--
Holy Power |Automatic |When attacking, heal a random ally within 0-2 for Skl% of damage done. When healing, damage a random enemy within 1-2 for Skl% of healing done (this is not an attack). |--
Instill Madness |Action |Grants the Rage condition to self or an adjacent ally. (Rage grants an extra attack in combat before normal attacks for 2 turns, but halves Def and prevents the use of staves, dances, and similar support weapons.) |--
Ira |(Skl)% chance on hit |Adds Def to damage and stuns enemy for 1 turn. (Stunned units cannot move, but can otherwise act normally.) |--
Master Performer |Action |Use a chant or dance that normally affects only one ally on all allies within range. |--
Shadow Dash |Action |Teleport up to 1 space plus 1/2 your remaining movement in a straight line, ending in a visible, passable, unoccupied space. You can move through otherwise impassable spaces this way, terrain does not hinder your movement, and you only trigger traps in your ending space. Perform a physical attack with Might equal to your Skl, Hit 100, Crit 0, Weight 0, and the Always Hits, Area Attack (Half 0-0), and Uncounterable properties against each enemy moved through. Consumes any remaining movement. Must have at least 2 movement remaining. |--
Thunderous Charge |Action |Move up to your remaining movement only towards a target. Terrain does not hinder your movement. At the end of your movement, you may perform an attack against that target. If you moved 5 or more squares this way, you gain +5 Str and +5 Spd until your next turn. |--
Two Weapon Fighting |Action |Attack and choose a second weapon with the same range as your equipped weapon and lower weight. Add its Might to your Skl. (Skl)% chance of making an attack with the secondary weapon after attacking with the first. Lasts until your next turn. |--[/table]


Tier 4 Talents:

Tier 4 talents sit on the knife's edge of breaking the game. They should feel like crazy awesome super stuff. Tier 4 talents are the ultimate abilities of final bosses, and the 11th hour superpowers of the heroes that fight them.

{table=head]Name |Activation |[b]Activation Effect |Passive Effect
Great Aether |(Skl)% chance when attacking (Priority 1) |Attack 7 times. The first attack heals you equal to the damage dealt. The second ignores half of the target's Def and Res. The remaining 5 attacks each deal half damage. |--
Guardian Pact |Automatic |While above 1 HP, damage taken from any given attack or effect is limited to half your current HP. |Immune to negative conditions and stat penalties.
Limit Break |Passive |-- |Ignores stat and level caps. Ignores limitation effects (such as from Guardian Pact).
Perfect Strike |Passive |-- |Your attacks have the Always Hits property. Activation rate of all "Chance on hit" and "Chance on attack" skills and talents is doubled.[/table]

Garryl
2012-02-06, 11:15 PM
Post 4: Items and Weapons.

Items and weapons are important tools.

See GFFE - Item Data (https://docs.google.com/spreadsheets/d/1zRWkRS4jZzrN41DxNX3NHykuA6re2EqVXlo4sOj5Rto/edit?pref=2&pli=1#gid=1727536241) and GFFE - Weapon Data (https://docs.google.com/spreadsheets/d/1mgLmSf87TLNxgjDwOgurtokfXab2mc4nD0Yj-qHopNc/edit?pref=2&pli=1#gid=1727536241) on Google Drive for more up-to-date information, including items, weapon, and entire weapon categories (Mind and Soul magic) not present here.

Weapons
Weapons are what you use to attack with.

Weapon Specifications

Damage Type: Weapons can be one of four types, which determines how damage is calculated for their attacks.

Physical: Physical weapons use their wielder's Str to determine damage, reduced by their target's Def.
Magical: Magical weapons use their wielder's Mag to determine damage, reduced by their target's Res.
Enchanted: Enchanted weapons use their wielder's Str to determine damage, reduced by their target's Res.
Kinetic: Kinetic weapons use their wielder's Mag to determine damage, reduced by their target's Def.


Advanced: Some weapons are designated as advanced weapons. These are usually more powerful that non-advanced weapons. As a result, characters must pay an increased cost to learn to use them. See the section on character creation for more details.

Primal: Some weapons are designated as primal weapons. These are weapons for which Laguz have an affinity. As a result, Laguz characters can more easily learn to use them. See the section on character creation for more details.

Support: Some weapons are designated as support weapons. They cannot be used to attack. They can be used to counterattack as Range 1 physical weapons, but this does not consume durability.

Weapon Triangle: Most weapons function along one or more weapons triangles, gaining an advantage when employed against foes wielding certain weapon types, but a suffering a disadvantage when used against others. Fighting with triangle advantage grants +1 Might and +15 Hit for the weapon with advantage. Fighting with triangle disadvantage grants -1 Might and -15 Hit for the weapon with disadvantage. Weapon triangles advantages and disadvantages usually come in threes, where the first weapon type has advantage over the second, the second has advantage over the third, and the third has advantage over the first.

Weapon Synergy: Most weapons have synergy with one or more other types of weapons. Proficiency with one weapon type makes it easier to gain proficiency with synergistic weapons. As a result, characters pay a reduced cost to learn to use them. See the section on character creation for more details.


Weapon Special Qualities

Always hits: Attacks with this weapon never miss if their chance to hit is greater than 0.

Area attack: Attacks with this weapon target a specific space, rather than a character. They deal full damage within the indicated range of the target space, and reduced damage further away, as indicated. Area attacks never double attack, nor can they benefit from skills, talents, or other effects that grant additional attacks.

Auto-equip: Weapons with this property will automatically be equipped if you are disarmed or the character's weapon breaks, even in the middle of combat. If a character has multiple weapons with this property, the first one in their inventory will be equipped.

Cannot crit: Attacks with this weapon can never crit. Such attacks always have a crit chance of 0.

Causes resonance: Targets damaged by a weapon with this property gain 1 point of resonance. Resonance disappears at a rate of 1 point per turn, starting 1 turn after the last point was added.

Causes condition on hit: Targets hit by this weapon gain the indicated status effect. This applies on all hits, even if the attack deals no damage.

Costs hp: Each combat in which the wielder attacks with this weapon, he or she loses the indicated number of hit points. This loss of hit points is not damage. The hit point loss occurs before the wielder's first attack in combat, and only occurs once regardless of the number of attacks made. If the wielder does not have enough hit points to survive after the hit point loss, he or she does not lose hit points, but is unable to attack with the weapon.

Double attack: Makes two consecutive attacks for every attack that would normally be made. Each attack has its own chance of triggering skills and talents.

Effective: Might is doubled against units with the indicated combat types. A weapon that is both effective and ineffective against a given target uses its normal Might.

Enhances attacks: These weapons enhance an existing weapon, usually one that scales with weapon rank. Entries marked with a '+' or '-' sign modify the base weapon's values. Other entries replace them.

Fixed damage: A hit with this weapon always deals damage equal to its Might, ignoring Str, Mag, Def, and Res. Critical hits and other effects that modify the final damage dealt still apply normally. Weapon triangle advantage or disadvantage, weapon effectiveness or ineffectiveness, and other effects that modify the weapon's effective Might still affect the final damage.

Grants skill while equipped: While this weapon is equipped, the wielder gains the listed skill or skills. Such skills do not count against the wielder's capacity.

Ignores wielder's Magic: Attacks with this weapon do not add the wielder's Str or Mag to damage. Used for magical and kinetic weapons only, but is functionally identical to "ignores wielder's Strength" even if the weapon becomes physical or enchanted.

Ignores wielder's Strength: Attacks with this weapon do not add the wielder's Str or Mag to damage. Used for physical and enchanted weapons only, but is functionally identical to "ignores wielder's Magic" even if the weapon becomes magical or kinetic.

Indestructible: Rendered unusable, but not destroyed, when reduced to 0 durability remaining.

Ineffective: Might is halved (rounded down) against units with the indicated combat types. A weapon that is both effective and ineffective against a given target uses its normal Might.

Inherent: Inherent weapons are a part of the character who uses them. They are automatically gained by anyone who can use them, do not take inventory space, and can never be lost, destroyed, traded, sold, or otherwise removed from the character's inventory.
Weapon that are both learned and inherent are not gained automatically, but otherwise functions as an inherent weapon once gained rather than a learned ability.

Learned: Once gained, a learned "weapon" becomes a permanent ability of the character, rather than an item. Learned weapons do not take up inventory space and are not equipped, and thus cannot be used to counterattack. Using a learned weapon requires the user to unequip any equipped weapons. Learned weapons are commonly gained through special scrolls.

May cause condition: The weapon performs a special, non-damaging attack. If it is successful, it inflicts the indicated status effect upon the target.

Performs an attack: Using this weapon performs an attack of the indicated type, just like attacking normally with a weapon. All normal combat modifiers and effects apply, including the potential for extra attacks. If the weapon's description indicates specific weapon parameters (Might, Hit, Crit, Weight, special properties, etc.), the attack uses those. Otherwise, the attack uses the weapon's normal parameters.

Reaver: While equipped, weapon triangle advantage and disadvantage is reversed for both the wielder and anyone in combat with him or her. Further, the bonuses and penalties for weapon triangle advantage or disadvantage are doubled. The effects of two reaver weapons brought into combat together by opposing wielders stack, returning the weapon triangle to normal and quadrupling the weapon triangle bonuses and penalties.

Scales with weapon rank: These weapons naturally improve through practice. For each rank above E, the weapon's stats improve as noted in the table, to a maximum rank of S. These weapons never lower their wielder's Speed due to their weight. Instead, they only upgrade to the most powerful version that does not slow the wielder.

Uncounterable: Attacks with this weapon cannot be countered.

Usable while transformed: Laguz can use these weapons while transformed. Normally, Laguz can only use their Strikes while transformed.

Xp: Experience granted for using the weapon's special ability, as opposed to attacking or countering with it normally. Some staves, rods, and other special weapons indicate normal combat xp, which means that they grant the same amount of experience that attack (and possibly dealing damage or a killing blow) normally would have done against their target.



Non-Weapon Items
Non-weapon items include consumables, accessories, crafting materials, and miscellaneous objects. Some items have multiple uses and function as multiple types.

You can have up to one accessory equipped at a time. Equipping an accessory does not count as, nor does it interfere with, equipping a weapon. Accessories grant various benefits, as listed in their descriptions, while equipped. Having an accessory equipped does not affect its durability.

You can use a consumable as your action for the turn after moving. Using a consumable item reduces its remaining uses by 1. If this reduces the item's remaining uses to 0 or less, it is destroyed.

Legend

Name: The item's name.

Uses: The maximum number of times the item can be used before it is permanently destroyed. Akin to durability for weapons. An entry of "--" indicates that the item does not lose remaining uses when used, and is always considered to have full uses remaining.

Value: The item's value. Items can usually be bought for their value and sold for half as much (or proportionally less if the item has less than its maximum remaining uses).

Accessory Effect: The effect granted by the item when equipped as an accessory. Entries of "--" or "N/A" indicate that the item cannot be equipped as an accessory.

Use Effect: The effect grants by the item when used as a consumable. Entries of "--" or "N/A" indicate that the item cannot be used as a consumable.


Battle Items

NameUsesValueAccessory EffectUse Effect
Vulnerary3300N/AHeals 10 HP.
Potion3600N/AHeals 20 HP.
Concoction31200N/AHeals 40 HP.
Elixir33000N/AHeals 20 + max HP.
Anitotxin3450N/ARemoves Poison.
Remedy3750N/ARemoves Disease.
Panacea31500N/ARemoves all negative conditions.
Draught31050N/ARemoves temporary stat penalties.
Pure Water3900N/ARemoves Immolation. Gain Ward for 7 turns. (Res increased by 7. Effect decreases to 0 over the duration of the effect.)
Stone Salve3750N/AGain Petrification for 3 turns. (+10 Def, but unable to act or counter.)
Poison Coating31200N/AGrants "Causes Poison on hit" to a weapon in your inventory for 3 turns. (20-Skl)% chance to Poison yourself.
Shine Barrier1800N/ARenders an unoccupied adjacent space impassable to all movement modes for the remainder of the map.
Spectre Card153000N/APerforms a magical attack against the target. Might 5, Hit 100, Crit 0, Range 1-2, Weight 5.
Demon Card104000N/APerforms a magical attack against the target. Might 7, Hit 100, Crit 0, Range 1-2, Weight 7.
Reaper Card55000N/APerforms a magical attack against the target. Might 10, Hit 100, Crit 0, Range 1-2, Weight 10.
Torch5500Increases sight range by 1.Increases sight range by 4 for 4 turns. Effect decreases by 1 each turn. Also reveals fog of war within 0-1 for non-allies while in effect.
Siege Weapon Kit1By weaponN/ASets up a siege weapon in your space.
Chest Key1300N/AOpens an adjacent chest.
Door Key150N/AOpens an adjacent door.
Skeleton Key1400N/AOpens an adjacent chest or door.
Key Ring52000N/AOpens an adjacent chest or door.
Shovel5100N/AOpens an adjacent cache.
Mine Sweeper51500N/ADisables a trap in an adjacent space.


Laguz Items

NameUsesValueAccessory EffectUse Effect
Olivi Grass3750N/AGrants 15 TP.
Laguz Stone33000N/AGrants 30 TP and transforms you (if applicable).
Laguz Gem15000N/AYou can transform and remain transformed regardless of your TP. Effect lasts for the remainder of the map.
Satori Sign13000N/ACan be reforged as a weapon. Permanently modifies your Strike with the reforged effect. Using a new Satori Sign negates the last.
Feral Formula33600N/AGrants 30 TP and transforms you (if applicable). Gain Rage and Berserk until you revert to your normal form. While this effect lasts, you will not attack other Laguz under the effects of Feral Formula.


Accessories

NameUsesValueAccessory EffectUse Effect
Knight Ward--15000Increases Def and Res by 2 and Spd growth by 30%. Armored and Mounted chassis only.N/A
Health Band--4000Increases HP growth by 10%.N/A
Fighter Band--4000Increases HP and Str growths by 5%.N/A
Power Band--4000Increases HP and Mag growths by 5%.N/A
Raider Band--4000Increases HP and Skl growths by 5%.N/A
Paladin Band--4000Increases HP and Spd growths by 5%.N/A
Spy Band--4000Increases HP and Lck growths by 5%.N/A
Soldier Band--4000Increases HP and Def growths by 5%.N/A
Heron Band--4000Increases HP and Res growths by 5%.N/A
Strength Band--4000Increases Str growth by 10%.N/A
Blackguard Band--4000Increases Str and Mag growths by 5%.N/A
Archer Band--4000Increases Str and Skl growths by 5%.N/A
Dragoon Band--4000Increases Str and Spd growths by 5%.N/A
Dancer Band--4000Increases Str and Lck growths by 5%.N/A
Wyvern Band--4000Increases Str and Def growths by 5%.N/A
Crusader Band--4000Increases Str and Res growths by 5%.N/A
Magic Band--4000Increases Mag growth by 10%.N/A
Monk Band--4000Increases Mag and Skl growths by 5%.N/A
Troubadour Band--4000Increases Mag and Spd growths by 5%.N/A
Acolyte Band--4000Increases Mag and Lck growths by 5%.N/A
Shaman Band--4000Increases Mag and Def growths by 5%.N/A
Mage Band--4000Increases Mag and Res growths by 5%.N/A
Skill Band--4000Increases Skl growth by 10%.N/A
Thief Band--4000Increases Skl and Spd growths by 5%.N/A
Sword Band--4000Increases Skl and Lck growths by 5%.N/A
Knight Band--4000Increases Skl and Def growths by 5%.N/A
Witch Band--4000Increases Skl and Res growths by 5%.N/A
Speed Band--4000Increases Spd growth by 10%.N/A
Shadow Band--4000Increases Spd and Lck growths by 5%.N/A
Lance Band--4000Increases Spd and Def growths by 5%.N/A
Pegasus Band--4000Increases Spd and Res growths by 5%.N/A
Luck Band--4000Increases Lck growth by 10%.N/A
Dervish Band--4000Increases Lck and Def growths by 5%.N/A
Priest Band--4000Increases Lck and Res growths by 5%.N/A
Defense Band--4000Increases Def growth by 10%.N/A
Juggernaut Band--4000Increases Def and Res growths by 5%.N/A
Resistance Band--4000Increases Res growth by 10%.N/A
Chaos Band--8000Increases HP growth by 5% and Str, Mag, Skl, Spd, Lck, Def, and Res growths by +2%.N/A
Health Bracer--6000Increases max HP by 7.N/A
Fighter Bracer--6000Increases max HP by 3 and Str by 1.N/A
Power Bracer--6000Increases max HP by 3 and Mag by 1.N/A
Raider Bracer--6000Increases max HP by 3 and Skl by 1.N/A
Paladin Bracer--6000Increases max HP by 3 and Spd by 1.N/A
Spy Bracer--6000Increases max HP by 3 and Lck by 1.N/A
Soldier Bracer--6000Increases max HP by 3 and Def by 1.N/A
Heron Bracer--6000Increases max HP by 3 and Res by 1.N/A
Strength Bracer--6000Increases Str by 2.N/A
Blackguard Bracer--6000Increases Str and Mag by 1.N/A
Archer Bracer--6000Increases Str and Skl by 1.N/A
Dragoon Bracer--6000Increases Str and Spd by 1.N/A
Dancer Bracer--6000Increases Str and Lck by 1.N/A
Wyvern Bracer--6000Increases Str and Def by 1.N/A
Crusader Bracer--6000Increases Str and Res by 1.N/A
Magic Bracer--6000Increases Mag by 2.N/A
Monk Bracer--6000Increases Mag and Skl by 1.N/A
Troubadour Bracer--6000Increases Mag and Spd by 1.N/A
Acolyte Bracer--6000Increases Mag and Lck by 1.N/A
Shaman Bracer--6000Increases Mag and Def by 1.N/A
Mage Bracer--6000Increases Mag and Res by 1.N/A
Skill Bracer--6000Increases Skl by 2.N/A
Thief Bracer--6000Increases Skl and Spd by 1.N/A
Sword Bracer--6000Increases Skl and Lck by 1.N/A
Knight Bracer--6000Increases Skl and Def by 1.N/A
Witch Bracer--6000Increases Skl and Res by 1.N/A
Speed Bracer--6000Increases Spd by 2.N/A
Shadow Bracer--6000Increases Spd and Lck by 1.N/A
Lance Bracer--6000Increases Spd and Def by 1.N/A
Pegasus Bracer--6000Increases Spd and Res by 1.N/A
Luck Bracer--6000Increases Lck by 2.N/A
Dervish Bracer--6000Increases Lck and Def by 1.N/A
Priest Bracer--6000Increases Lck and Res by 1.N/A
Defense Bracer--6000Increases Def by 2.N/A
Juggernaut Bracer--6000Increases Def and Res by 1.N/A
Resistance Bracer--6000Increases Res by 2.N/A
Order Bracer--10000Increases max HP by 3 and Str, Mag, Skl, Spd, Lck, Def, and Res by 1.N/A
Knight Ring--8000Grants Canto while equipped.N/A
Hide Shield--7000Negates effective against Beast properties towards user.N/A
Wing Shield--7000Negates effective against Winged properties towards user.N/A
Storm Shield--7000Negates effective against Dragon properties towards user.N/A
Spirit Shield--7000Negates effective against Spirit properties towards user.N/A
Cog Shield--7000Negates effective against Mechanical properties towards user.N/A
Heavy Shield--7000Negates effective against Armored properties towards user.N/A
Riding Shield--7000Negates effective against Mounted properties towards user.N/A
Sky Shield--7000Negates effective against Flying properties towards user.N/A
Small Shield--7000Negates effective against Unarmored properties towards user.N/A
Full Guard--10000Negates all effectiveness properties towards user.N/A


Miscellaneous Items

NameUsesValueAccessory EffectUse Effect
Skill Scroll1By skillN/ATeaches you a skill. Each scroll is for a different skill.
Blank Vellum1500N/ATakes on the properties of a skill you remove, allowing it to be learned by another character instead of being lost forever.
Seraph Robe18000Increases max HP by 3.Permanently increases max HP by 7. Subject to stat caps.
Energy Drop18000Increases Str by 1.Permanently increases Str by 2. Subject to stat caps.
Spirit Dust18000Increases Mag by 1.Permanently increases Mag by 2. Subject to stat caps.
Secret Book18000Increases Skl by 1.Permanently increases Skl by 2. Subject to stat caps.
Speedwings18000Increases Spd by 1.Permanently increases Spd by 2. Subject to stat caps.
Lucky Coin18000Increases Lck by 1.Permanently increases Lck by 2. Subject to stat caps.
Dracoshield18000Increases Def by 1.Permanently increases Def by 2. Subject to stat caps.
Talisman18000Increases Res by 1.Permanently increases Res by 2. Subject to stat caps.
Statue Fragment15000Increases Con by 1.Permanently increases Con by 2. Subject to stat caps.
Boots116000Increases Move by 1.Permanently increases Move by 2. Subject to stat caps.
Arms Scroll18000N/AGrants 50 weapon experience with currently equipped weapon.
Training Scroll110000N/AGrants 100 experience.
Master Seal110000N/AImmediately promotes level 10+ Tier 1 characters.
Master Crown120000N/AImmediately promotes level 10+ Tier 2 characters.
Red Gem--5000N/AN/A. Sell it for money or use it for crafting.
Blue Gem--10000N/AN/A. Sell it for money or use it for crafting.
Silver Gem--20000N/AN/A. Sell it for money or use it for crafting.


Crafting Materials

NameUsesValueAccessory EffectUse Effect
Recipe Scroll1By recipeN/ATeaches a crafter a set of recipes. Each scroll is for a different set of recipes.
Master's Hammer--5000N/AN/A. Required by crafters to reforge weapons with new abilities.
Bronze Scrap--80--N/A. Used for crafting. Salvaged from bronze and slim weapons.
Iron Scrap--120--N/A. Used for crafting. Salvaged from iron, venin, and low end thrown weapons.
Steel Scrap--200--N/A. Used for crafting. Salvaged from steel, effective, killer, reaver, and midrange thrown weapons.
Silver Scrap--400--N/A. Used for crafting. Salvaged from silver, brave, and top end thrown weapons.
Truesteel Scrap--5000--N/A. Used for crafting. Salvaged from legendary weapons.
Weak Anima Essence--100--N/A. Used for crafting. Salvaged from basic and el- anima tomes.
Weak Energy Essence--100--N/A. Used for crafting. Salvaged from low end staves, low end rods, and basic and el- energy tomes.
Weak Primal Essence--100--N/A. Used for crafting. Salvaged from basic and el- primal tomes.
Strong Anima Essence--200--N/A. Used for crafting. Salvaged from arc- and siege anima tomes.
Strong Energy Essence--200--N/A. Used for crafting. Salvaged from midrange staves, midrange rods, and arc- and siege energy tomes.
Strong Primal Essence--200--N/A. Used for crafting. Salvaged from arc- and siege primal tomes.
Powerful Anima Essence--400--N/A. Used for crafting. Salvaged from top end anima tomes.
Powerful Energy Essence--400--N/A. Used for crafting. Salvaged from top end staves, top end rods, and top end energy tomes.
Powerful Primal Essence--400--N/A. Used for crafting. Salvaged from top end primal tomes.
Essence of Magic--1000--N/A. Used for crafting. Salvaged from legendary staves, rods, and tomes.
Restorative Sample--100--N/A. Used for crafting. Salvaged from healing items and staves.
Transformative Sample--100--N/A. Used for crafting. Salvaged from miscellaneous items and rods.
Venom Sample--150--N/A. Used for crafting. Salvaged from antitoxins and venin weapons.
Alchemical Sample--500--N/A. Used for crafting. Salvaged from powerful items and silver weapons.
Ruby Dust--600--N/A. Used for crafting. Made from red gems. Used to reforge weapons with midrange effects.
Sapphire Dust--1200--N/A. Used for crafting. Made from blue gems. Used to reforge weapons with high end effects.
Diamond Dust--2400--N/A. Used for crafting. Made from silver gems. Used to reforge weapons with the most powerful of effects.

Garryl
2012-02-06, 11:16 PM
Post 5: Traditional weapons.
This post covers weapons common to most Fire Emblem games.

The following weapon types are considered advanced weapons. Advanced weapons require additional training to use (represented by costing most characters 3 base points).
AxesLancesSwords
FireThunderWind
DarkLight

These weapons are involved in the following weapon triangles.
Axe>Lance>Sword>Axe
Fire>Wind>Thunder>Fire
Dark>Anima Magic>Light>Dark

Legend

Weapon Name: The weapon's name.

Rank: The minimum proficiency rank required to use the weapon.

Range: The weapon's minimum and maximum range. A single number indicates that the minimum and maximum range are the same. Some weapons express their maximum range as a function of the wielder's Str or Mag scores.

Mgt: The weapon's might. This is the base amount of damage dealt by each attack with the weapon.

Hit: The weapon's base hit chance.

Crit: The weapon's base critical hit chance. An entry of "--" indicates that attacks with the weapon can never critically hit.

Wgt: The weapon's weight.

Durability: The maximum number of times the weapon can be used before it is permanently destroyed. Akin to uses for consumable items. An entry of "--" indicates that the weapon does not use durability when used, and is always considered to have full durability remaining.

Value: The weapon's value. Weapons can usually be bought for their value and sold for half as much (or proportionally less if the weapon has less than its maximum remaining durability).

Triangle Type: The effective weapon type that this weapon uses to determine triangle advantage or disadvantage. While this is the same as the weapon's type in most cases, some special weapons function as different weapon types. An entry of "--" indicates that the weapon does not count as any weapon type for weapon triangle purposes.

Special: The special effects, if any, granted by the weapon when equipped. See the list of Weapon Special Qualities for more details.


Axes

One of the three most common types of weapons, axes are powerful melee weapons, but are heavy and inaccurate.
Axes are physical weapons. They use their wielder's Str to determine damage, reduced by their target's Def.
Axes are advanced weapons.
Axes have a triangle advantage against lances, but have a disadvantage against swords.
Axes have synergy with lances, swords, and unarmed combat.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Training AxeE1275--8501000AxeCannot crit. Grants triple weapon xp.
Bronze AxeE1685--740320AxeCannot crit.
HatchetE14905630450Axe
Iron AxeE18800845450Axe
Hand AxeE1-276001120620Axe
Steel AxeD1117001335700Axe
HammerD11070515201340AxeEffective against Armored.
PoleaxD11070514201340AxeEffective against Mounted.
Venin AxeD15650940520AxeCauses Poison on hit.
Killer AxeC110703011301590Axe
Short AxeC1-2955013152025Axe
SwordreaverC11170512152025AxeReaver.
Bolt AxeB1-21075012253750ThunderEnchanted. (Deals damage using Str, reduced by Res.) Uses Thunder weapon triangle. Effective against Dragon.
Brave AxeB11070013304950AxeDouble attack.
Silver AxeA11575011202240Axe
TomahawkA1-21260013156450Axe


Lances

One of the three most common types of weapons, lances are balanced melee weapons, with reasonable accuracy, damage, and weight.
Lances are physical weapons. They use their wielder's Str to determine damage, reduced by their target's Def.
Lances are advanced weapons.
Lances have a triangle advantage against swords, but have a disadvantage against axes.
Lances have synergy with axes, swords, and bows.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Training LanceE1180--7501000LanceCannot crit. Grants triple weapon xp.
Bronze LanceE1590--640400LanceCannot crit.
Slim LanceE13955530480Lance
Iron LanceE17850745600Lance
JavelinE1-266501020600Lance
Steel LanceD1107501235910Lance
Heavy LanceD1975513201300LanceEffective against Armored.
HorseslayerD1975512201300LanceEffective against Mounted.
Venin LanceD14700740440LanceCauses Poison on hit.
Killer LanceC1975308301500Lance
Short SpearC1-2860012151950Lance
AxereaverC11075510151950LanceReaver.
Brave LanceB1975012304800LanceDouble attack.
Thermal LanceB1-2980010253750FireEnchanted. (Deals damage using Str, reduced by Res.) Uses Fire weapon triangle. Effective against Beast.
Silver LanceA1148009202160Lance
SpearA1-21165012156000Lance


Swords

One of the three most common types of weapons, swords are light, accurate melee weapons, but deal low damage.
Swords are physical weapons. They use their wielder's Str to determine damage, reduced by their target's Def.
Swords are advanced weapons.
Swords have a triangle advantage against axes, but have a disadvantage against lances.
Swords have synergy with axes, lances, and daggers.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Training SwordE1085--5501000SwordCannot crit. Grants triple weapon xp.
Bronze SwordE1395--440360SwordCannot crit.
Slim SwordE121005330540Sword
Iron SwordE15900545495Sword
Iron BladeD19700940800Sword
BoomerangD1-24800820760Sword
Steel SwordD188001035840Sword
ArmorslayerD1780511201260SwordEffective against Armored.
LongswordD1780510201260SwordEffective against Mounted.
Venin EdgeD13750540400SwordCauses Poison on hit.
Steel BladeC11260014301410Sword
Killing EdgeC1880306301350Sword
LancereaverC188058151800SwordReaver.
Brave SwordB1780010304500SwordDouble attack.
ChakramB1-2665010153300Sword
Wind EdgeB1-278508253750WindEnchanted. (Deals damage using Str, reduced by Res.) Uses Wind weapon triangle. Effective against Winged.
Silver SwordA1128507201800Sword
Silver BladeA11565011203000Sword


Bows

The ranged weapon of choice for many armies, bows are balanced ranged weapons, with reasonable accuracy, damage, and weight. Characters trained to use bows also learn how to aim and fire siege weapons.
Bows are physical weapons. They use their wielder's Str to determine damage, reduced by their target's Def.
Bows are not involved in any weapon triangles.
Bows have synergy with daggers, lances, and tactics.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Training BowE1180--5501000BowEffective against Flying. Cannot crit. Grants triple weapon xp.
Bronze BowE2590--440400BowEffective against Flying. Cannot crit.
Bronze CrossbowE1-2101000840600BowEffective against Flying. Ignores wielder's Strength. Cannot crit.
Iron BowE26850545540BowEffective against Flying.
Iron CrossbowD1-2161000945900BowEffective against Flying. Ignores wielder's Strength.
Steel BowD297501035980BowEffective against Flying.
Venin BowD23700540440BowEffective against Flying. Causes Poison on hit.
LongbowD2-356508201800BowEffective against Flying.
Killer BowC2975306301410BowEffective against Flying.
Steel CrossbowC1-222100014351500BowEffective against Flying. Ignores wielder's Strength.
Brave BowB2875010304650BowEffective against Flying. Double attack.
Composite LongbowB2-3760011153000BowEffective against Flying.
Solar BowB1-288008253750LightEnchanted. (Deals damage using Str, reduced by Res.) Uses Light weapon triangle. Effective against Spirit.
Silver BowA2138007202000BowEffective against Flying.
Silver CrossbowA1-230100011204000BowEffective against Flying. Ignores wielder's Strength.


Daggers

Simple, light, and easily thrown, daggers are the weapon of choice for many thieves and scoundrels. Daggers are very light, but are less powerful and accurate than many other weapons.
Daggers are physical weapons. They use their wielder's Str to determine damage, reduced by their target's Def.
Daggers are not involved in any weapon triangles.
Daggers have synergy with swords, bows, and tactics.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Training DaggerE1080--3501000DaggerCannot crit. Grants triple weapon xp.
Bronze DaggerE1290--240280DaggerCannot crit.
Bronze KnifeE1-2180--140320DaggerCannot crit.
Iron DaggerD13855345405Dagger
Iron KnifeD1-22750245450Dagger
Soul DaggerD179050201000SoulUses Soul weapon triangle. Fixed damage.
Venin DaggerD12755340400DaggerCauses Poison on hit.
Venin KnifeD1-21650240440DaggerCauses Poison on hit.
ShivC157510615900DaggerEffective against Unarmored.
Soul KnifeC1-278000201200SoulUses Soul weapon triangle. Fixed damage.
StakeC167010715945DaggerEffective against Spirit.
Steel DaggerC16755735805Dagger
Steel KnifeC1-25650635840Dagger
KardB1675304301290Dagger
Mind DaggerB1138550152100MindUses Mind weapon triangle. Fixed damage.
Rune KnifeB1-246007253750DarkEnchanted. (Deals damage using Str, reduced by Res.) Uses Dark weapon triangle. Effective against Mechanical. Heals user equal to damage dealt.
StilettoB1865108151080DaggerEffective against Armored.
Mind KnifeA1-2137500152400MindUses Mind weapon triangle. Fixed damage.
Silver DaggerA1108055201600Dagger
Silver KnifeA1-297004201700Dagger


Fire

A standard form of anima magic, fire tomes are balanced magic weapons, with reasonable accuracy, damage, and weight.
Fire tomes are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Fire tomes are advanced weapons.
Fire magic has a triangle advantage against light and wind magic, but has a disadvantage against dark and thunder magic.
Fire magic has synergy with earth, thunder, and wind magic.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
EmberE1-2395--230450FireEffective against Beast. Cannot crit.
FireE1-25900340800FireEffective against Beast.
ElfireD1-278505351400FireEffective against Beast.
MeteorC3-109700155975FireEffective against Beast.
ArcfireB1-21080107252500FireEffective against Beast.
Blast WaveB1-24100010103000FireKinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Beast.
BolganoneA1-2127509203000FireEffective against Beast.


Thunder

A standard form of anima magic, thunder tomes are deadly magic weapons, with an increased chance to critically strike, reasonable damage, but poor accuracy and above average weight.
Thunder tomes are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Thunder tomes are advanced weapons.
Thunder magic has a triangle advantage against fire and light magic, but has a disadvantage against dark and wind magic.
Thunder magic has synergy with fire, sound, and wind magic.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
SparkE1-23850330480ThunderEffective against Dragon.
ThunderE1-25805440880ThunderEffective against Dragon.
ElthunderD1-277556351470ThunderEffective against Dragon.
BoltingC3-1096051651000ThunderEffective against Dragon.
ArcthunderB1-21070158252550ThunderEffective against Dragon.
DischargeB1-24100511103100ThunderKinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Dragon.
ThoronA1-21265510203100ThunderEffective against Dragon.


Wind

A standard form of anima magic, wind tomes are accurate magic weapons, with low weight, but below average damage.
Wind tomes are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Wind tomes are advanced weapons.
Wind tomes have a triangle advantage against light and thunder tomes, but have a disadvantage against dark and fire tomes.
Wind magic has synergy with fire, thunder, and water magic.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
BreezeE1-22100--130420WindEffective against Winged. Cannot crit.
WindE1-24950240720WindEffective against Winged.
ElwindD1-269004351330WindEffective against Winged.
BlizzardC3-108750145950WindEffective against Winged.
ArcwindB1-2985106252450WindEffective against Winged.
WindfuryB1-2310009102900WindKinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Winged.
TornadoA1-2118008202900WindEffective against Winged.


Light

A traditional form of energy magic, light tomes are extremely accurate magic weapons, with low weight, but poor damage.
Light tomes are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Light tomes are advanced weapons.
Light magic has a triangle advantage against dark tomes, but has a disadvantage against fire, thunder, and wind magic.
Light magic has synergy with staves.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
FlashE1-21105--030420LightEffective against Spirit. Cannot crit.
LightE1-231000240760LightEffective against Spirit.
ElightD1-259504351400LightEffective against Spirit.
PurgeC3-1078001451000LightEffective against Spirit.
ShineB1-2890106252500LightEffective against Spirit.
AuroraB1-2210008102950LightKinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Spirit.
AuraA1-2108508202950LightEffective against Spirit.


Dark

An uncommon form of energy magic, dark tomes are powerful magic weapons, but have high weight and poor accuracy.
Dark tomes are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Dark tomes are advanced weapons.
Dark magic has a triangle advantage against fire, thunder, and wind magic, but has a disadvantage against light magic.
Dark magic has synergy with rods.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
DuskE1-2485--430510DarkEffective against Mechanical. Cannot crit.
FluxE1-26800540960DarkEffective against Mechanical.
LunaD1-287507351610DarkEffective against Mechanical.
EclipseC3-10106001751100DarkEffective against Mechanical.
CarreauB1-21170109252750DarkEffective against Mechanical.
ShadeB1-25100012103500DarkKinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Mechanical.
FenrirA1-21365011203500DarkEffective against Mechanical.
NosferatuA1-2965011205000DarkEffective against Mechanical. Heals user equal to damage dealt.


Dance

Dancers weave a subtle magic into their performances, inspiring their allies to perform superhuman feats. Dancers are all but defenseless, unable to attack their enemies directly.
Dances are support weapons. They cannot be used to attack. They can be used to counterattack as Range 1 physical weapons, but this does not consume durability.
Dances are not involved in any weapon triangles.
Dances have synergy with whips.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Action DanceE1010001----DanceInherent. Grants ally an extra turn. Does not affect units that have granted or received extra turns this turn. 10 xp.
Shiny BaubleE101000115150DanceAlly's Hit increases by 10 for 1 turn. 12 xp.
Mood RingD101000115225DanceAlly accrues support at double normal rate for 3 turns. 15 xp.
Zirconium BraceletD101000115300DanceAlly's Avoid and Evade increase by 10 for 1 turn. 13 xp.
Strange GemC101000215900DanceAlly's Crit increases by 10 for 1 turn. 17 xp.
Brass RingB1010003151200DanceAlly's Attack increases by 10 for 1 turn. 20 xp.
Quartz CharmA1010004151500DanceAlly's Def and Res increase by 10 for 1 turn. 30 xp.
Safety RingA1010004153000DanceAlly cannot gain negative conditions for 1 turn. 40 xp.


Staff

Staves hold magical potential, which can be released in a number of ways, most commonly healing allies. Staff users are all but defenseless, unable to attack their enemies.
Staves are support weapons. They cannot be used to attack. They can be used to counterattack as Range 1 physical weapons, but this does not consume durability.
Staves have a triangle advantage against earth, sound, and water magic, but have a disadvantage against rods.
Staves have synergy with light magic and rods.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
HealE101000240800StaffHeals Mag + 10 HP to target. 11 xp.
DrainD147506201000StaffPerforms a magical attack and heals user equal to 1/2 damage dealt. Uncounterable. Normal combat xp.
MendD1010004201000StaffHeals Mag + 20 HP to target. 12 xp.
UnlockD1-2010007101500StaffOpens targeted door, chest, or cache. 17 xp.
PhysicC1-(Mag/2)010005153750StaffHeals Mag + 10 HP to target. 22 xp.
RestoreC1010004102000StaffRemoves all negative conditions from target. 20 xp.
WardC1010004152250StaffIncreases target's Res by 7 for 7 turns. Effect decreases by 1 each turn. 17 xp.
HammerneC0-101000731800StaffFully repairs one weapon in target's inventory. Cannot repair other repair-capable items. 40 xp.
RecoverB1010006152250StaffHeals Mag + 20 + target's max HP to target. 17 xp.
SilenceB1-(Mag/2)0800731200StaffMay cause Silence. 30 xp.
SleepB1-(Mag/2)0750731500StaffMay cause Sleep. 33 xp.
BerserkB1-(Mag/2)0700831800StaffMay cause Berserk. 35 xp.
RescueB1-(Mag/2)01000631800StaffTeleports an ally to a traversable adjacent space. 40 xp.
AbsorbA186509102000StaffPerforms a magical attack and heals user equal to 1/2 damage dealt. Uncounterable. Normal combat xp.
WarpA1-(Mag/2)01000557500StaffTeleports self or an adjacent ally to a traversable space in range. 50 xp.
FortifyA1-(Mag/2)01000755000StaffHeals Mag + 10 HP to all allies in range. 60 xp.


Siege Weaponry

Siege weapons are long-ranged emplaced weapons. Once set up, they are very difficult to move. Rather than being held in a character's inventory, siege weapons appear on the map.
Any character capable of using bows can use siege weapons at the same rank.
Siege weapons are never equipped, only used. As such, they cannot be used to counterattack.
Siege weapons are physical weapons. They use their wielder's Str to determine damage, reduced by their target's Def.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Bronze BallistaE3-101280--205500BowEffective against Flying. Ignores wielder's Strength. Cannot crit.
Iron BallistaD3-1020750205750BowEffective against Flying. Ignores wielder's Strength.
Killer BallistaC3-102280202051000BowEffective against Flying. Ignores wielder's Strength.
Steel BallistaB3-10307002051250BowEffective against Flying. Ignores wielder's Strength.
Silver BallistaA3-10406502052000BowEffective against Flying. Ignores wielder's Strength.
CatapultD3-1016100--2052500--Always hits. Area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Cannot crit. Uncounterable. 20 xp.
TrebuchetB3-1026100--2055000--Always hits. Area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Cannot crit. Uncounterable. 25 xp.
CannonA3-1036100--2057500--Always hits. Area attack (Full 0-0, Half 1-2). Ignores wielder's Strength. Cannot crit. Uncounterable. 30 xp.

Garryl
2012-02-06, 11:20 PM
Post 6: Unusual weapons.
This post covers weapons not found in Fire Emblem games.

The following weapon types are considered advanced weapons. Advanced weapons require additional training to use (represented by costing most characters 3 base points).
Whips
EarthSoundWater

The following weapon types are considered primal weapons. Primal weapons are more easily usable by Laguz.
UnarmedWhips
EarthSoundWater
Chant

These weapons are involved in the following weapon triangles.
Strike>Unarmed>Whip>Strike
Earth>Water>Sound>Earth
Staff>Primal Magic>Rod>Staff

Unarmed

An uncommon fighting style, unarmed combat involves a combination of accurate jabs and powerful kicks. Many unarmed combatants use metal gauntlets and boots to enhance the damage they can cause.
Unarmed combat is a physical weapon. It uses its wielder's Str to determine damage, reduced by its target's Def.
Unarmed combat is a primal weapon.
Unarmed combat has a triangle advantage against whips, but has a disadvantage against strikes.
Unarmed combat has synergy with axes.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
UnarmedE-S11.5+1.5R8503+2R----UnarmedInherent. Scales with Unarmed weapon rank. Auto-equip.
Bronze KnucklesE1+0+5--53090UnarmedCannot crit. Enhances Unarmed attacks.
Iron GauntletE1+1+0+0735140UnarmedEnhances Unarmed attacks.
Iron GreavesD1+4-20+01125400UnarmedEnhances Unarmed attacks.
Spiked GauntletD1+2-10+10820440UnarmedEnhances Unarmed attacks.
Steel GauntletC1+3-10+01125500UnarmedEnhances Unarmed attacks.
Blessed Hand WrapsC1-2+2-15+5920560LightEnhances Unarmed attacks. Uses Light weapon triangle.
Claw GlovesB1+4-15+201015900UnarmedEnhances Unarmed attacks.
Steel GreavesB1+6-30+01320880UnarmedEnhances Unarmed attacks.
Zephyr BootsB1-2+4-30+511152150WindEnhances Unarmed attacks. Uses Wind weapon triangle.
Silver GauntletA1+5-5+09151350UnarmedEnhances Unarmed attacks.
Silver GreavesA1+7-25+012151800UnarmedEnhances Unarmed attacks.


Whips

An unusual type of weapon, whips are light, accurate melee weapons, but deal low damage.
Whips are physical weapons. They use their wielder's Str to determine damage, reduced by their target's Def.
Whips are advanced weapons.
Whips are primal weapons.
Whips have a triangle advantage against strikes, but have a disadvantage against unarmed attacks.
Whips have synergy with dances.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Bronze WhipE12100--340280WhipCannot crit.
Supple WhipE111055230450WhipEffective against Unarmored. Ineffective against Armored.
Iron WhipE14950445450Whip
BolaD1-23850720700WhipEffective against Unarmored. Ineffective against Armored.
Steel WhipD17850935770Whip
Circus WhipD168558201300WhipEffective against Beast.
FlailD1780510201400WhipEffective against Armored.
Vampire KillerD178059201200WhipEffective against Spirit.
Spiked ChainC1785306301420Whip
LashC1685109201200WhipEffective against Unarmored.
Riding CropC169058201300WhipEffective against Mounted.
Brave WhipB168509304500WhipDouble attack.
Grappling HookB1-2575010153150WhipEffective against Unarmored. Ineffective against Armored.
Silver WhipA1119007202000Whip


Earth

A common form of primal magic, earth tomes are powerful magic weapons, but have high weight and poor accuracy. Earth magic is favored by Laguz, due to their ability to use it while transformed.
Earth tomes are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Earth tomes are advanced weapons.
Earth tomes are primal weapons.
Earth magic has a triangle advantage against water magic and staves, but has a disadvantage against sound magic and rods.
Earth magic has synergy with fire magic and chants.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
GravelE1-2485--530510EarthUsable while transformed. Cannot crit.
EarthE1-26800640880EarthUsable while transformed.
StoneD1-287508351505EarthUsable while transformed.
AvalancheC3-10106001851000Earth
BoulderB1-211701010252600EarthUsable while transformed.
QuakeA1-21365012203200EarthUsable while transformed.
FissureA1-21155015204000EarthIneffective against Flying. Stuns non-Flying targets for 1 turn on a hit.


Sound

A common form of primal magic, sound tomes are versatile magic weapons. They have low damage, but are light and become more deadly the more their target is struck.
Sound tomes are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Sound tomes are advanced weapons.
Sound tomes are primal weapons.
Sound magic has a triangle advantage against earth magic and staves, but has a disadvantage against water magic and rods.
Sound magic has synergy with thunder magic and chants.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
WhisperE1-2195--230420SoundCauses resonance. Lck increased by 1x target's resonance. Cannot crit.
SoundE1-23900340720SoundCauses resonance. Hit increased by 5x target's resonance.
RoarD1-258005351330SoundCauses resonance. Might increased by 1x target's resonance.
EchoC3-107650155900SoundCauses resonance.
ShatterC1-2675511203000SoundCauses resonance. Effective against Armored.
ShriekB1-2875107252400SoundCauses resonance. Crit increased by 3x target's resonance.
Sonic BoomA1-2107009202900SoundCauses resonance. Speed increased by 1x target's resonance.


Water

A common form of primal magic, water tomes are light and accurate magic weapons, but have poor damage. Their magic can also be used to heal others.
Water tomes are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Water tomes are advanced weapons.
Water tomes are primal weapons.
Water magic has a triangle advantage against sound magic and staves, but has a disadvantage against earth magic and rods.
Water magic has synergy with wind magic and chants.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
RainE1-20100--130600WaterCannot crit. Can be used to heal (Mag + 5 HP)/3 to target, and the same amount again next turn. 9 xp.
WaterE1-229502401000WaterCan be used to heal (Mag + 10 HP)/3 to target, and the same amount again next turn. 10 xp.
DrenchD1-249004352100WaterCan be used to heal (Mag + 20 HP)/3 to target, and the same amount again next turn. 11 xp.
MonsoonC3-1067501451200WaterCan be used to heal (Mag + 10 HP)/3 to target, and the same amount again next turn. 20 xp.
TorrentB1-2785106253000WaterCan be used to heal (Mag + 40 HP)/3 to target, and the same amount again next turn. 15 xp.
RiptideA1-298008204000WaterCan be used to heal (Mag + 20 + target's max HP)/3 to target, and the same amount again next turn. 18 xp.


Rod

Rods hold magical potential, which can be released in a number of ways, most commonly debilitating foes. Rod users are all but defenseless, unable to attack their enemies.
Rods are support weapons. They cannot be used to attack. They can be used to counterattack as Range 1 physical weapons, but this does not consume durability.
Rods have a triangle advantage against staves, but have a disadvantage against earth, sound, and water magic.
Rods have synergy with dark magic and staffs.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
WeakenE1-20950240800RodReduces target's Str and Mag by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 11 xp.
DisruptE1-209504401000RodReduces target's Skl by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 11 xp.
MisfortuneD1-20850430750RodReduces target's Lck by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 12 xp.
RevealD1-(Mag/2)010006101000RodReveals fog of war within 0-4 of targeted space for 4 turns. Radius decreases by 1 each turn. 15 xp.
RevertD1-209004201000RodUndoes 1/2 of all healing received and damage done by target in the last 1 turn. Uncounterable. Normal combat xp.
AccelerateC1010003251250RodIncreases target's Move by 3 for 3 turns. Effect decreases by 1 each turn. 18 xp.
FatigueC1-(Mag/2)08008151350RodReduces target's Def and Res by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 20 xp.
ShieldC1010004152250RodIncreases target's Def by 7 for 7 turns. Effect decreases by 1 each turn. 17 xp.
SlowC1-2070010151500RodReduces target's Spd by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 17 xp.
PhaseB101000651500RodTarget can move through occupied spaces for 1 turn. 25 xp.
RageB101000852000RodGrants target Rage. 30 xp.
ReiterateB1-207509202000RodDeals damage equal to the last damage target suffered. This effect cannot crit. Uncounterable. Normal combat xp.
StasisB1-(Mag/2)0750752000RodMay cause Sleep. 33 xp.
EnervateA1-(Mag/2)05001455000RodReduces Def and Res of all targets within range by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 40 xp.
NegateA1-2065011107500RodReduces target's Str and Mag to 0 for 1 turn. Uncounterable. 50 xp.


Chant

Chanters work magic through their songs, producing a variety of unusual effects. Chanters are all but defenseless, unable to attack their enemies.
Chants are not weapons, nor are they even items. They cannot be used to attack, nor can they be used to counterattack. They are not equipped, nor do they take up inventory space.
Chants are not involved in any weapon triangles.
Using a chant requires the chanter to unequip any equipped weapons.
All chanters automatically know the most basic chant of Vigor. Other chants must be learned, most commonly from special scrolls. A chanter who knows a chant can use that chant as often as desired.
Chants have synergy with earth, sound, and water magic.

Weapon NameRankRangeValueTriangle TypeSpecial
VigorE1--ChantLearned. Usable while transformed. Grants ally an extra turn. Does not affect units that have granted or received extra turns this turn. 10 xp.
BlissD1500ChantLearned. Usable while transformed. Ally's Hit increases by 10 for 1 turn. 12 xp.
SorrowD1-2750ChantLearned. Usable while transformed. Reduces target's Hit by 10 for 1 turn. Uncounterable. 12 xp.
BalanceC11000ChantLearned. Usable while transformed. Grants target Spirit Link. (Splits damage taken evenly between self and ally for 1 turn. If multiple allies are affected, damage is split between all of them.) 15 xp.
RequiemC1-21000ChantLearned. Usable while transformed. Performs a magical attack against target Spirit. Might 10, Hit 100, Crit 0, Wgt 4. Has no effect against non-Spirits.
DirgeB1-23500ChantLearned. Usable while transformed. May cause Panic. Might 0, Hit 75, Crit 0, Wgt 0. Uncounterable. 20 xp.
ValorB11500ChantLearned. Usable while transformed. Grants target 30 TP. 22 xp.
RecoveryA15000ChantLearned. Usable while transformed. Heals Mag + target's max HP to target. 25 xp.


Tactics

Tactics is a catch-all term for the various supporting tools and insights that a non-magical combatant can bring to bear. Tacticians are all but defenseless, unable to attack their enemies.
Most tactics are support weapons. They cannot be used to attack. They can be used to counterattack as Range 1 physical weapons, but this does not consume durability.
Tactics are not involved in any weapon triangles.
Tactics have synergy with bows and daggers.

There are two types of tactics: tools and orders.
Tools function similarly to staves and rods. They are support weapons and cannot be used to attack, but can be used to counterattack as Range 1 physical weapons, which does not consume durability.
Orders function similarly to chants. They are not items and cannot be used to attack, nor can they be used to counterattack. They are not equipped, nor do they take up inventory space. Orders must be learned, but once learned can be used as often as desired. Using an order requires the tactician to unequip any equipped weapons.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
BandageE101000340600TacticHeals Str + 10 HP to target. 11 xp.
PoulticeD101000520800TacticHeals Str + 20 HP to target. 12 xp.
Bronze BombD1-(Str/3)10100--631200TacticPerforms a physical, area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Cannot crit. Uncounterable. 16 xp.
CaltropsC101000751000TacticPlaces a trap on an unoccupied adjacent space that Stuns the first non-flying enemy to move through it. Disables any existing traps on that space. 15 xp.
InjectionC1470565550TacticPerforms a physical attack that also causes Disease on hit. Uncounterable. Normal combat xp.
Iron BombC1-(Str/3)171000832100TacticPerforms a physical, area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Uncounterable. 24 xp.
MineB101000951500TacticPlaces a trap on an unoccupied adjacent space that stops the movement of the first non-flying enemy to move through it and deals 10 damage. Disables any existing traps on that space. 22 xp.
Steel BombB1-(Str/3)2510001133300TacticPerforms a physical, area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Uncounterable. 32 xp.
TriageB1010006151800TacticHeals Str + 20 + target's max HP to target. 17 xp.
Weighted NetB1-(Str/3)0800951500TacticMay cause Stun. 31 xp.
Silver BombA1-(Str/3)3410001036000TacticPerforms a physical, area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Uncounterable. 40 xp.
Venin CaltropsA101000852000TacticPlaces a trap on an unoccupied adjacent space that Poisons and Stuns the first non-flying enemy to move through it. Disables any existing traps on that space. 30 xp.

Weapon NameRankRangeValueTriangle TypeSpecial
TrapfinderE1-(Str/3)250TacticLearned. Reveals the locations of all traps within range. 8 xp.
DisableD1500TacticLearned. Disables all traps in an adjacent space. 10 xp.
FocusD1-(Str/3)750TacticLearned. Ally's Lck increases by 5 for 1 turn. 11 xp.
AssaultC1-(Str/3)1250TacticLearned. Ally's Skl increases by 5 for 1 turn. 14 xp.
EgressB1-(Str/3)2000TacticLearned. Ally's Spd increases by 5 for 1 turn. 18 xp.
RallyA1-(Str/3)7500TacticLearned. Heals Str HP to all allies in range. 25 xp.




S-Rank Weapons

S-Rank weapons are some of the most powerful weapons in the world. Impecably crafted, each one can take a master crafter years of work and materials that most people will never even see in their lifetime. However, S-Rank weapons are not unique. While powerful and rare, they can be duplicated by a sufficiently skilled smith or spellweaver.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
SChantLearned. Usable while transformed.
SDance
AhoraS1-(Mag/2)0500155RodA dire curse is held in this rod. May cause Panic to all enemies in range. 60 xp.
BaruchS1-(Mag/2)0100093StaffA potent blessing is held in this staff. Heals Mag + target's max HP to all allies in range and removes all negative conditions from them. 85 xp.
ClarityS11410015540SwordThis simple rapier has no adornments. It feels perfectly balanced, nearly weightless in your hand. +2 Skl, +2 Spd. Always hits.
Double BowS2-3149051030BowA bow with unmatched range. +3 Skl. Effective against Flying. Can counter all attackers, regardless of range.
Drago KatzovS1895101060WhipSimply looking at this vicious whip fills you with fury. Double attack. Gain Rage while equipped.
DreamseekerS1197551330AxeAn ephemeral axe. Its outline seems blurry and indistinct. +2 Str. Effective against sleeping targets.
God HandS1-2+6-20+51530LightHand wraps imbued with divine power. Enhances Unarmed attacks. Uses Light weapon triangle. Has triangle advantage over weapons with lower Weight.
Holy Hand GrenadeS1-(Str/3)451000123TacticPerforms a physical, area attack (Full 0-1, Half 2-3). Ignores wielder's Strength. Uncounterable. 50 xp.
RexaquaS1-2129051030WaterA tome of potent Water magic. +3 Skl. Can be used to heal (Mag + 20 HP)/3 to all allies in range, and the same amount again next turn. 25 xp.
RexauraS1-21210051030LightA tome of potent Light magic. +3 Def. Effective against Spirit.
RexboltS1-21575101230ThunderA tome of potent Thunder magic. +3 Skl. Effective against Dragon.
RexcaliburS1-2149051030WindA tome of potent Wind magic. +3 Lck. Effective against Winged.
RexechoS1-2138051130SoundA tome of potent Sound magic. Causes 3 resonance. Def and Res increased by 1x target's resonance.
RexflameS1-2158551130FireA tome of potent Fire magic. +3 Spd. Effective against Beast.
RexquakeS1-2167551430EarthA tome of potent Earth magic. +3 Res. Usable while transformed.
RexshadeS1-2177051530DarkA tome of potent Dark magic. +3 Mag. Effective against Mechanical.
Spirit ShardS1-2129010010SoulA dagger forged from soul-stuff. +2 Lck, +2 Res. Uses Soul weapon triangle. Effective against Spirit. Repairs to full durability on killing blows. Fixed damage when wielder's Str is less than target's Def.
WishbladeS1-2158051230LanceA spear that brings great fortune to its bearer. +2 Lck. Grants the Miracle skill while equipped.



Legendary Weapons

Legendary weapons are things out of myth and legend. They are weapons, potent in their own right, infused with the power of the deeds for which they have been used and the stories that are told of them. Legendary weapons are unique and cannot be duplicated by any crafter, even the gods themselves.

Most legendary weapons have a small bit of sentience and will within them. They are not intelligent, or even truly conscious or alive, but do choose their wielders to some extent. Those who are selected find that the weapon is as easy and natural to wield as their own hands, while those who are not find the weapon to be as cumbersome and ineffective as a worn training weapon. (Weapons with a rank of "*" can only be used by certain characters, regardless of weapon rank, or even proficiency in some cases.)

Legendary Weapons of Solak
Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
Duality*----------------The legendary tome of Iber, penned by the angels and demons that founded the religion. Alternates between Dark and Light after each attack. Only usable by true followers of the faith who have mastered both Light and Dark magic.
Duality (Dark)*1-22075107----DarkThe legendary tome of Iber's Dark attack. Effective against Mechanical. Heals user equal to damage dealt. Transforms into Duality (Light) after each attack.
Duality (Light)*1-215100107----LightThe legendary tome of Iber's Light attack. Effective against Spirit. Heals each adjacent ally equal to 1/2 damage dealt. Transforms into Duality (Dark) after each attack.
KamateSS1-(Mag/2)0500201--RodIt is death. May cause Doom to all enemies in range. 100 xp.
KaoraSS101000121--StaffIt is life. Returns a slain or defeated ally to life with full HP. 100 xp.
AnsaksieSS21895010----BowStuff...
AshaSS11310059----DaggerStuff... The dagger of a master assassin. Effective against injured targets.
IosaSS12090012200--LanceA lance said to make it's wielder immune to harm. It has surfaced in the hands of both heroes and villains throughout the history of Solak. Immune to Doom and Imminent Death while equipped. Indestructible. Damage taken stops at 1 HP remaining, with the rest subtracted from the weapon's durability if enough remains. Regains 40 durability at the end of each map.
KroteraSS12285014----AxeStuff...
Tor*12375020----SwordA heavy silver blade inlaid with ivory from the tusks of Khan Tor, who united the Laguz clans of Tanar. The sword is believed to carry his spirit. +5 Str. Usable while transformed. TP do not deplete while transformed.

Garryl
2012-02-06, 11:22 PM
Post 7: Item crafting and reforging.

(Still a 1st draft)

See GFFE - Crafting (https://docs.google.com/spreadsheets/d/1PLYAUffSLojFBAkRGMUo4nyohFKVFhsYC4sJceBEvzo/edit?pref=2&pli=1#gid=0) on Google Drive for more up-to-date information (although it's still at a 1st-draft level).

TODO: Be consistent about whether it's scraps or construction materials or crafting materials.
TODO: How do you get scraps?
- Kill enemies. Each enemy has a (...)% chance to drop a single scrap appropriate to its equipped weapon on death. The Salvage talent and the Search skill increase this chance.
- Salvage items. Can be done at base between maps if any character has the Salvage skill or an appropriate crafter is found. Returns up to 1/2 of the scraps used in the item's construction, reduced proportionally to its remaining durability/uses.
- Salvaging in combat. Some skills and talents automatically salvage destroyed items.
- Salvage: When a wielded or used item is destroyed due to running out of uses, 25% of construction materials are returned.
- Pillage: When an item in a visitable location is destroyed, 50% of value as gold and 50% of construction materials are returned. Of course, you don't get to see what the item may be before pillaging.
- Corrosion: When an enemy's weapon is destroyed by making it run out of durability, 25% of construction materials are returned.
- Purchase from a store.
- Find from chests and caches.

Approximate value of Crafting Materials

NameUsesValueDescription
Recipe Scroll1By recipeTeaches your crafter a set of recipes. Each scroll is for a different set of recipes.
Master's Hammer--5000Required by crafters to reforge weapons with new abilities.
Bronze Scrap--20Used for crafting. Salvaged from bronze and slim weapons.
Iron Scrap--50Used for crafting. Salvaged from iron, venin, and low end thrown weapons.
Steel Scrap--100Used for crafting. Salvaged from steel, effective, killer, reaver, and midrange thrown weapons.
Silver Scrap--200Used for crafting. Salvaged from silver, brave, and top end thrown weapons.
Truesteel Scrap--1000Used for crafting. Salvaged from S-rank and legendary weapons.
Weak Anima Essence--50Used for crafting. Salvaged from basic and el- anima tomes.
Weak Energy Essence--50Used for crafting. Salvaged from low end staves, low end rods, and basic and el- energy tomes.
Weak Primal Essence--50Used for crafting. Salvaged from basic and el- primal tomes.
Strong Anima Essence--100Used for crafting. Salvaged from arc- and siege anima tomes.
Strong Energy Essence--100Used for crafting. Salvaged from midrange staves, midrange rods, and arc- and siege energy tomes.
Strong Primal Essence--100Used for crafting. Salvaged from arc- and siege primal tomes.
Powerful Anima Essence--200Used for crafting. Salvaged from top end anima tomes.
Powerful Energy Essence--200Used for crafting. Salvaged from top end staves, top end rods, and top end energy tomes.
Powerful Primal Essence--200Used for crafting. Salvaged from top end primal tomes.
Essence of Magic--1000Used for crafting. Salvaged from S-rank and legendary staves, rods, and tomes.
Restorative Sample--100Used for crafting. Salvaged from healing items and staves.
Transformative Sample--100Used for crafting. Salvaged from miscellaneous items and rods.
Venom Sample--150Used for crafting. Salvaged from antitoxins and venin weapons.
Alchemical Sample--500Used for crafting. Salvaged from powerful items and silver weapons.
Red Gem--5000Sell it for money or use it for crafting.
Blue Gem--10000Sell it for money or use it for crafting.
Silver Gem--20000Sell it for money or use it for crafting.


Crafting

AxesValue(of materials)ScrapsEssencesSamplesOther
Bronze Axe320(320)16x bronze
Hatchet450(450)10x bronze, 5x iron
Iron Axe450(450)9x iron
Hand Axe620(620)6x bronze, 10x iron
Steel Axe700(700)7x steel
Hammer1340(1300)11x steel4x weak anima
Poleax1340(1300)10x steel6x weak primal
Venin Axe520(520)6x bronze, 5x iron1x venom
Killer Axe1590(1600)10x steel1x ruby dust
Short Axe2025(2000)14x steel6x strong primal
Swordreaver2025(2000)10x steel4x strong energy1x ruby dust
Brave4950(5000)6x steel, 4x silver3x sapphire dust
Silver Axe2240(2100)8x silver1x alchemical
Tomahawk6450(6000)20x silver10x strong anima2x alchemical

TODO: Update Iron Scrap usage (changed from 40 to 50 value).

LancesValueScrapsEssencesSamplesOther
Slim48012x bronze, 6x iron
Bronze40020x bronze
Iron60015x iron
Hand Axe/Javelin60015x iron
Iron Blade84021x iron
Effective (Armor)130010x steel6x weak anima
Effective (Mount)130010x steel6x weak primal
Venin5109x iron1x venom
Steel8008x steel
Boomerang84021x iron
Steel Blade140014x steel
Killing14008x steel1x ruby dust
Reaver200010x steel4x strong energy1x ruby dust
Short Axe/Short Spear200014x steel6x strong primal
Brave50006x steel, 4x silver3x sapphire dust
Chakram300020x steel10x strong primal
Silver21008x silver1x alchemical
Silver Blade290012x silver1x alchemical
Tomahawk/Spear600020x silver10x strong anima2x alchemical

SwordsValueScrapsEssencesSamplesOther
Slim48012x bronze, 6x iron
Bronze40020x bronze
Iron60015x iron
Hand Axe/Javelin60015x iron
Iron Blade84021x iron
Effective (Armor)130010x steel6x weak anima
Effective (Mount)130010x steel6x weak primal
Venin5109x iron1x venom
Steel8008x steel
Boomerang84021x iron
Steel Blade140014x steel
Killing14008x steel1x ruby dust
Reaver200010x steel4x strong energy1x ruby dust
Short Axe/Short Spear200014x steel6x strong primal
Brave50006x steel, 4x silver3x sapphire dust
Chakram300020x steel10x strong primal
Silver21008x silver1x alchemical
Silver Blade290012x silver1x alchemical
Tomahawk/Spear600020x silver10x strong anima2x alchemical

BowsValueScrapsEssencesSamplesOther


DaggersValueScrapsEssencesSamplesOther


Anima (Fire/Thunder/Wind)ValueScrapsEssencesSamplesOther


Energy (Dark/Light)ValueScrapsEssencesSamplesOther


StavesValueScrapsEssencesSamplesOther


DancesValueScrapsEssencesSamplesOther


Siege WeaponryValueScrapsEssencesSamplesOther


Unarmed WeaponsValueScrapsEssencesSamplesOther


WhipsValueScrapsEssencesSamplesOther


Primal (Earth/Sound/Water)ValueScrapsEssencesSamplesOther


RodsValueScrapsEssencesSamplesOther


ChantsValueScrapsEssencesSamplesOther
N/A

TacticsValueScrapsEssencesSamplesOther


Crafting MaterialsValueScrapsEssencesSamplesOther
Ruby Dust (x5)600 (3000)1x alchemical1x red gem
Sapphire Dust (x5)1200 (6000)2x alchemical1x blue gem
Diamond Dust (x5)2400 (12000)4x alchemical1x silver gem

ItemsValueScrapsEssencesSamplesOther
Vulnerary3003x restorative
Potion6004x weak energy4x restorative
Concoction12006x strong energy6x restorative
Elixir30008x powerful energy9x restorative, 1x alchemical
Anitotxin4503x venom
Remedy7503x restorative, 3x venom
Panacea15004x powerful energy5x restorative, 2x transformative
Draught10503x restorative, 3x transformative, 3x venom
Pure Water9006x strong anima3x transformative
Stone Salve7004x strong primal3x transformative
Shine Barrier8002x silver4x strong energy
Spectre Card30007x weak anima, 8x weak energy, 7x weak primal3x ruby dust
Demon Card40003x strong anima, 5x strong energy, 3x strong primal1x alchemical2x sapphire dust
Reaper Card50002x powerful anima, 4x powerful energy, 2x powerful primal3x alchemical1x diamond dust
Torch5006x weak anima 2x transformative
Chest Key3002x steel1x transformative
Door Key 804x bronze
Skeleton Key4002x silver
Key Ring 200010x silver
Laguz Stone300020x strong primal5x transformative, 1x alchemical
Laguz Gem500010x powerful primal6x transformative2x sapphire dust
Satori Sign 300010x silver5x transformative, 1x alchemical


Reforging

Reforging alters an existing weapon in new and potentially powerful ways. A weapon can only be reforged once. Attempting to reforge the same weapon multiple times only ruins it.

A reforged weapon is slightly more difficult to use than a stock standard weapon. It requires a proficiency rank 1 higher than the base weapon normally does. For example, a Balanced Slim Sword (normally rank E) would require rank D Sword proficiency to use.

TODO: Costs! I have NO idea how to do them!

ReforgingMinimum Base RankSpecial RequirementsWeapon StatisticsSpecial Effects
BalancedE--+10 Hit, -2 Weight--
BlessingE--+3 WeightBeneficial conditions and stat bonuses caused last twice as long as normal. Durability is halved.
Curse SurgeE---10 Hit, +1 WeightStat penalties caused with this weapon are multiplied by 1.5. Durability is halved.
EmpoweredEMagical weapon+1 Might, +10 Crit--
HexingE---10 Hit, +1 WeightNegative conditions and stat penalties caused last twice as long as normal. Durability is halved.
Life SurgeE--+3 WeightHealing caused with this weapon is multiplied by 1.5. Durability is halved.
ParryingE----+2 Def.
PoisonedE---3 MightCauses Poison on hit.
Quick DrawE---1 WeightAuto-equip.
RebukingESupport weapon+2 MightCounterattack as a Range 1-2 magical weapon instead of a Range 1 physical weapon.
RegalE--+3 MightEffective against Armored. Effective against Mounted. Only usable by lords.
RunedE----+2 Res.
SharpenedEPhysical weapon+1 Might, +10 Crit--
TemperedE----Durability is doubled.
TrainingE---2 Might, -10 HitDoes not increase required weapon rank. Grants triple weapon experience.
WeightedE--+4 Might, -10 Hit, +3 Weight--
Armor SlayerD----Effective against Armored.
Beast SlayerD----Effective against Beast.
Bird SlayerD----Effective against Winged.
Cog SlayerD----Effective against Mechanical.
Dragon SlayerD----Effective against Dragon.
ExecutionerD--+10 CritWeapon doesn't lose durability for killing blows.
Horse SlayerD----Effective against Mounted.
MasterworkD--+1 Might, +5 Hit, +5 Crit, -1 Weight--
PreciseD--+15 Hit--
ResonantD----Causes resonance.
Scout SlayerD----Effective against Unarmored.
ShifterD----Usable while transformed.
Spirit SlayerD----Effective against Spirit.
BlastingCMagical weapon-5 Might, +5 WeightArea attack (Full 0-0, Half 1-1). Always hits. Cannot crit. Uncounterable.
EnchantedCPhysical weapon--Enchanted. (Attacks with Str, reduced by enemy's Res.)
Deadly DrawC---1 WeightAuto-equip. Counter-equip. Gains +20 crit during combat if auto-equipped or counter-equipped.
KillerC--+30 Crit--
KineticCMagical weapon--Kinetic. (Attacks with Mag, reduced by enemy's Def.)
Life ReaperC----Heals wielder equal to damage dealt on killing blows. (Does not include overkill damage.)
Rage ReaperC----Grants Rage on killing blows.
ReaverC----Reaver. (Doubles and reverses weapon triangle benefits and penalties.)
Safety ReaperC----Grants Safety on killing blows.
Shield ReaperC----Grants Shield on killing blows.
Ward ReaperC----Grants Ward on killing blows.
Accelerate ReaperB----Grants Accelerate on killing blows.
BerserkingB---5 Might30% chance to cause Berserk on hit after dealing damage.
BraveB---2 MightDouble attack.
PerfectedB--+2 Might, +10 Hit, +10 Crit, -2 Weight--
SilencingB---3 Might50% chance to cause Silence on hit after dealing damage.
SlumberingB---4 Might40% chance to cause Sleep on hit after dealing damage.
SuperiorB----Grants weapon triangle advantage over lower rank weapons.
Action ReaperA----Grants an extra turn on killing blows. Only functions during wielder's phase. Does not function if wielder has already granted or received extra turns this turn.
Reaving SlayerA----Reaver. (Doubles and reverses weapon triangle benefits and penalties.) Effective targets with with weapon triangle disadvantage.
PhalanxA----Grants Spirit Link to self and all adjacent allies while equipped.
Sure StrikeA----Always hits.
True SafetyA----Grants Safety while equipped.
True RageA----Grants Rage while equipped.
AetherSPhysical weapon--Grants the Luna and Sol skills while equipped.
CoronaSMagical weapon--Grants the Flare and Sol skills while equipped.
EclipseSPhysical weapon--Grants the Astra and Luna skills while equipped.
IndestructibleSDurability 5+--Indestructible. Repairs 20% of maximum durability at the end of each map.
LegendaryS--+3 Might, +15 Hit, +15 Crit, -3 Weight--
NovaS----Grants the Astra and Sol skills while equipped.
StellarSMagical weapon--Grants the Astra and Flare skills while equipped.







RisingPheonix's Odyssey of the Nautilus has some interesting weapon ideas (http://www.giantitp.com/forums/showthread.php?t=260351&page=14).
- Fletcher's Woe: removes flying unit weaknesses while equipped, Jessica Only.
- Lifetaker- This weapon doesn't lose a use if used to land the killing blow. It also isn't repaired by harmene staves.
- the power of words, grants +20 Avoid/Hit versus tomes. Scholar only.

Garryl
2012-02-06, 11:23 PM
Post 8: Laguz characters.

Laguz Character Creation Rules

Because Laguz are so dramatically different from normal characters, they use different rules for character creation.

You have 50 base points and 350 growth points to spend to create your character. Conversion rates are given below, along with the minimums and maximums for the various stats and growths.

Maximums and minimums are only at character creation. Benefits from growths, promotions, items, and other effects can (and likely will) exceed these limits. See stat caps for more information.

Stat Descriptions


{table=head]Stats |Base Stat Cost |Stat Growth Cost
HP |0.4 base points per 1 HP (min 15, max 40) |1.5 growth points per 5% HP (min 40%, max 150%)
Str |1.3 base points per 1 Str (min 0, max 8) |5 growth points per 5% Str (min 5%, max 60%)
Mag |1.3 base points per 1 Mag (min 0, max 8) |5 growth points per 5% Mag (min 5%, max 60%)
Skl |1.3 base points per 1 Skl (min 0, max 8) |5 growth points per 5% Skl (min 5%, max 60%)
Spd |1.3 base points per 1 Spd (min 0, max 8) |5 growth points per 5% Spd (min 5%, max 60%)
Lck |0.7 base points per 1 Lck (min 0, max 10) |3 growth points per 5% Lck (min 5%, max 100%)
Def |1.3 base points per 1 Def (min 0, max 8) |5 growth points per 5% Def (min 5%, max 60%)
Res |1.3 base points per 1 Res (min 0, max 8) |5 growth points per 5% Res (min 5%, max 60%)[/table]

{table=head]Additional Stats and Options|Cost
Con |0.5 base points per 1 Con (min 4, max 15)
Move |10 growth points per 1 Move (min 3, max 6)
Capacity |5 growth points per 5 Capacity (min 10, max 35)
Primal Weapons |10 growth points per Primal Weapon (min 0, max 2)
Other Weapons |Unavailable at character creation
Advanced Weapon Use |3 points if you learn to use one or more advanced weapons.
Talents (T1) |1 base point and 5 growth points per Tier 1 Talent (min 1, max 3)[/table]

{table=head]Transformation|Cost
TP at start of map |1 growth point per 1 TP (min 0, max 30)
TP gained per turn |3 growth points per 1 TP (min 2, max 15)
TP gained per combat |2 growth points per 1 TP (min 2, max 15)
TP lost per turn transformed |3 growth points per 1 TP below 10 (min 2, max 10)
TP lost per combat while transformed |2 growth points per 1 TP below 10 (min 2, max 10)
Increased Move while transformed |7 growth points per 1 Move (min 0, max 2)
Increased Con while transformed |0.4 base points per 1 Con (min 0, max 15)[/table]

HP - Maximum Hit Points: This represents your character's health. You begin each map with your full maximum hit points. Taking damage reduces your remaining hit points. If your hit points are reduced to 0, your character dies.

Str - Strength: This represents how physically strong your character is. Each point of strength increases the damage you deal with physical attacks by 1.

Mag - Magic: This represents how talented your character is at manipulating magical energies. Each point of magic increases the damage you deal with magical attacks by 1.

Skl - Skill: This represents how skilled your character is in accurately striking enemies in combat. Each point of skill increases your chance to hit with any attack by 2% and your chance to perform a critical hit by 0.5%. Many special abilities rely on your skill to function.

Spd - Speed: This represents how agile your character is. Each point of speed reduces the chance for you to be hit by any attack by 2%. Additionally, if your speed is at least 4 points greater than the speed of an opponent you attack or who attacks you, you will get an extra attack at the end of combat. Particularly heavy weapons may reduce your effective speed in combat if your constitution is too low.

Lck - Luck: This represents how lucky your character is. Each point of luck increases your chance to hit with any attack by 1%, reduces the chance for you to be hit by any attack by 1%, and reduces the chance for enemies to perform critical hits against you by 1%.

Def - Defense: This represents how well your character can defend against physical attacks. Each point of defense decreases the damage dealt to you by physical attacks by 1.

Res - Resistance: This represents how well your character can defend against magical attacks. Each point of resistance decreases the damage dealt to you by magical attacks by 1.

Con - Constitution: This stat determines which characters you can shove or carry, and how heavy a weapon you can wield before suffering penalties to your combat speed. Each point of constitution reduces the penalty to your speed from heavy weapons by 1, to a minimum penalty of 0.

Move: This stat determines how many spaces your character can move each turn. Open terrain costs 1 point of movement per space moved, but more difficult terrain may cost more movement per space depending on your movement type.

Capacity: Determines how many special abilities you can learn. Most special abilities can only be learned from scrolls found throughout the game. Special abilities can grant a variety of benefits, depending on the ability in question.

Primal Weapons: Laguz characters cannot easily use normal weapons. They generally rely on their Strikes while in a transformed state to attack with, and on Primal Weapons, weapons designed for use by Laguz. Laguz characters can still learn to use normal weapons at promotion. As normal, a Laguz who learns to use advanced weapons must spend an additional 3 base points. This cost must be paid only once, regardless of how many advanced weapons he or she learns to wield.

Talents: No two people are perfectly alike. Talents represent unusual talents and skills your character possesses. Initially, your character can only possess tier 1 talents, but as she grows and develops her skills, she can gain more powerful talents.

Transformation: The power of Laguz is unleashed when they transform into their bestial forms. While transformed, a Laguz's Str, Mag, Skl, Spd, Def, and Res are doubled, and Move and Con may also be increased (based on the individual Laguz). HP and Lck are not normally increased while transformed, but tend to naturally be very high. While transformed, Laguz can take advantage of their natural Strikes, but most normal weapons are barred to them. Laguz can only transform when they have at least 30 TP (transform points), and their transformation lasts until ended voluntarily, or until they are reduced to 0 TP. Normally, Laguz can have up to 30 TP at any given time, although some talents modify this.

TP at start of map: You start each map with this many TP, instead of 0.

TP gained per turn: You gain this many TP each turn at the start of the phase in which you act, as long as you begin the phase untransformed.

TP gained per combat: You gain this many TP each time you attack or are attacked while not transformed. You gain one-and-a-half times as many TP as normal (rounded down) if you are unable to counterattack when attacked, but you gain only half as many TP as normal (rounded down) if you initiated the attack.

TP lost per turn transformed: You lose this many TP each turn at the start of the phase in which you act, as long as you begin the phase transformed. If this reduces you to 0 TP, you immediately revert to your normal form. Regardless of anything that does not specifically state otherwise, you always lose at least 2 TP each turn while transformed.

TP lost per combat while transformed: You lose this many TP each time you attack or are attacked while transformed. You lose only half as many TP as normal (rounded up) if you are unable to counterattack when attacked. If this reduces you to 0 TP, you revert to your normal form at the end of the combat. Regardless of anything that does not specifically state otherwise, you always lose at least 1 TP each combat while transformed.



Additionally, you must choose one of the following chassis options, as indicated below.


Normal

Movement Type: Normal
Combat Type: Normal
Special: Rescue, Shove, Transform


Light

Requires: Move >= 5, Con <= 8
Movement Type: Swift
Combat Type: Unarmored
Special: Rescue, Shove, Transform


Heavy

Requires: Con >= 6, Move <= 5
Benefits: grants +10 additional growth points to spend
Movement Type: Armored
Combat Type: Normal
Special: Rescue, Shove, Transform


Flying

Requires: Move >= 5, Capacity <= 25
Benefits: maximum Move 7 instead of 6 at creation
Movement Type: Flying
Combat Type: Flying, Normal, one of Dragon or Winged
Special: Canto, Rescue, Shove, Transform


Requires: You must meet these requirements to select this chassis. These requirements need only be met when you select the chassis; you can ignore them afterwards.

Benefits: You gain these benefits when creating a character with this chassis. These alter your options at character creation, typically by increasing the maximum amount of a stat or option you can gain, or by granting additional base or growth points. Chassis options do not generally directly add to your stats.

Movement Type: This indicates how and how well your character moves around the battlefield. Flying characters soar through the skies and ignore the movement penalties of terrain, but also cannot reap its defensive benefits. Lightly-armored land-bound characters can move through difficult terrain more easily, while armored and mounted characters are hampered by even simple obstacles.

Combat Type: This indicates how your character is armored in combat. This has little effect in and of itself, but some special weapons cause increased damage to certain combat types. Further, winged combatants are particularly vulnerable to bows, and dragons are vulnerable to lightning.

Special: Most characters have basic special abilities that they can use.
Canto: Characters with this ability can move both before and after taking their turn, instead of only before. Their total movement is unchanged, but they can divide it between before and after their turn. See the Canto special ability for more details.
Rescue: Characters with this ability can be rescue and protect their allies and other friendly units, pulling them out of harm's way. A character with this ability can only rescue units that have constitution scores no higher than 2 points lower than the rescuer, and only if neither the rescuer or the rescued unit is already carrying a unit. Flying and mounted units can never be rescued with this ability, regardless of their constitution. See the Rescue special ability for more details.
Shove: Characters with this ability can push other units around the battlefield. In place of their normal action, the character can push one adjacent unit 1 space directly away, as long as that unit's constitution is no greater than the shover's constitution plus 1. See the Shove special ability for more details.
Transform: All Laguz can transform, increasing their combat abilities.



Finally, choose a transformation option. Your choice of transformation will affect your combat type while transformed and what Strikes are available to you.

Transformed Type (gain this combat type while transformed) (choose one):
Animal: Gain Beast type.
Animal (Shelled): Gain Armored and Beast types. Lose Normal and Unarmored types. (Usually, but not required to be, associated with the Heavy chassis.)
Wyvern: Gain Dragon type. (Usually, but not required to be, associated with the Flying chassis.)
Bird: Gain Winged type. (Usually, but not required to be, associated with the Flying chassis.)
Insect: Gain Beast type.
Insect (Carapaced): Gain Armored and Beast types. Lose Normal and Unarmored types. (Usually, but not required to be, associated with the Heavy chassis.)
Dragon: Gain Dragon type.



Talents

Talents are special skills that differentiate your character from others. They come in 4 tiers, each more powerful and versatile than the last. A character of any level can have tier 1 talents, but only promoted characters can have tier 2 talents, and only double promoted characters can have tier 3 talents. Tier 4 talents are reserved for special situations, but may be available to characters who have reached the maximum level of 20 in their double promoted class.

Mechanically, talents are a lot like special abilities, although they never consume capacity and can never be removed. Talents can only be gained through character creation and promotion, not from scrolls.

You can make your own talents if you wish. Try to keep them in line with the power of the sample talents given here. I reserve the right to veto anything that is out of line, but as the goal is to let players customize their characters further than just stats and weapons, I would much rather work with you to make something appropriate to your ideas rather than just ban something outright.

The normal list of talents are available to Laguz characters, as normal. In addition, the following talents are designed specifically for Laguz characters.

Tier 1 Talents

Lasting Transformation: Your transform gauge's maximum increases to 40. You can still transform as normal with 30 or more TP. Passive.
Primal Awakening: You can use primal weapons while transformed, but their Might is halved. Passive.
Tooth and Nail: You can use Strikes normally while not transformed. Passive.


Tier 2 Talents:

Half-Shift: Can transform regardless of your transform gauge. When you transform with less than 30 TP, you only half-shift, increasing your stats by 50% instead of 100%, increasing your TP to maximum, but reducing your TP to 0 when you revert to normal form. Command.


Tier 3 Talents:

Rampage: Add your damage to your transform gauge on killing blows. You heal any excess points. Automatic.




Promotions

You promote automatically upon gaining enough experience to rise to level 21 of your class, instead becoming level 1 of your promoted class. You do not gain the normal level up growths for this level, instead gaining the benefits of promotion. Certain items can also be used to promote a character at lower levels without having to acquire the necessary XP, skipping any intermediary levels (and their growths).

Unlike at character creation, growth points gained on promotion cannot be spent on stat growths.

1st promotion
15 base points, 35 growth points

{table=head]Stats |Base Stat Cost
HP |0.4 base points per 1 HP (min 0, max 10)
Str |1.3 base points per 1 Str (min 0, max 2)
Mag |1.3 base points per 1 Mag (min 0, max 2)
Skl |1.3 base points per 1 Skl (min 0, max 2)
Spd |1.3 base points per 1 Spd (min 0, max 2)
Lck |0.7 base points per 1 Lck (min 0, max 3)
Def |1.3 base points per 1 Def (min 0, max 2)
Res |1.3 base points per 1 Res (min 0, max 2)[/table]

{table=head]Additional Stats and Options|Cost
Con |0.5 base points per 1 Con (min 0, max 6)
Move |10 growth points per 1 Move (min 0, max 1)
Capacity |5 growth points per 5 Capacity (min 5, max 15)
Weapons |10 growth points per Weapon, or 5 growth points with existing synergy (min 0, max 3)
Advanced Weapon Use |3 points if you can use one or more advanced weapons but could not previously.
Talents (T1) |1 base point and 5 growth points per Tier 1 Talent (min 0, max 1)
Talents (T2) |2 base points and 10 growth points per Tier 2 Talent (min 1, max 2)
Change Chassis |Not available to Laguz[/table]

{table=head]Transformation|Cost
TP at start of map |1 growth point per 1 TP (min 0, max 5)
Increased TP gained per turn |3 growth points per 1 TP (min 0, max 3)
Increased TP gained per combat |2 growth points per 1 TP (min 0, max 3)
Reduced TP lost per turn transformed |3 growth points per 1 TP reduced (min 0, max 2)
Reduced TP lost per combat while transformed |2 growth points per 1 TP reduced (min 0, max 2)
Increased Move while transformed |7 growth points per 1 Move (min 0, max 1)
Increased Con while transformed |0.4 base points per 1 Con (min 0, max 10)[/table]


2nd promotion
25 base points, 45 growth points

{table=head]Stats |Base Stat Cost
HP |0.4 base points per 1 HP (min 0, max 15)
Str |1.3 base points per 1 Str (min 0, max 4)
Mag |1.3 base points per 1 Mag (min 0, max 4)
Skl |1.3 base points per 1 Skl (min 0, max 4)
Spd |1.3 base points per 1 Spd (min 0, max 4)
Lck |0.7 base points per 1 Lck (min 0, max 6)
Def |1.3 base points per 1 Def (min 0, max 4)
Res |1.3 base points per 1 Res (min 0, max 4)[/table]

{table=head]Additional Stats and Options|Cost
Con |0.5 base points per 1 Con (min 0, max 6)
Move |10 growth points per 1 Move (min 0, max 1)
Capacity |5 growth points per 5 Capacity (min 5, max 15)
Weapons |10 growth points per Weapon, or 5 growth points with existing synergy (min 0, max 3)
Advanced Weapon Use |3 points if you can use one or more advanced weapons but could not previously.
Talents (T1) |1 base point and 5 growth points per Tier 1 Talent (min 0, max 1)
Talents (T2) |2 base points and 10 growth points per Tier 2 Talent (min 0, max 1)
Talents (T3) |4 base points and 20 growth points per Tier 3 Talent (min 1, max 1)
Change Chassis |Not available to Laguz[/table]

{table=head]Transformation|Cost
TP at start of map |1 growth point per 1 TP (min 0, max 5)
Increased TP gained per turn |3 growth points per 1 TP (min 0, max 3)
Increased TP gained per combat |2 growth points per 1 TP (min 0, max 3)
Reduced TP lost per turn transformed |3 growth points per 1 TP reduced (min 0, max 2)
Reduced TP lost per combat while transformed |2 growth points per 1 TP reduced (min 0, max 2)
Increased Move while transformed |7 growth points per 1 Move (min 0, max 1)
Increased Con while transformed |0.4 base points per 1 Con (min 0, max 10)[/table]


Weapons: At promotion, you can gain new weapon proficiencies above and beyond your existing ones. New weapon proficiencies are granted at rank E for the first promotion and rank D for the second promotion. If you are already proficient with at least one weapon type with which your new proficiency has a synergy, the cost of gaining proficiency with that weapon type is reduced. If at least one of your existing synergy proficiencies is at S rank or better, you gain one additional rank with your new proficiency (rank D for the first promotion or rank C for the second promotion). Unlike at character creation, Laguz characters can learn to use any type of weapon at promotion. They cannot, however, learn to use additional Strikes; those may only be gained at character creation.

Advanced Weapon Use: If you learn to use advanced weapons upon promotion, you must still pay the 3 base point surcharge. Characters who have already paid that cost do not need to pay it again.

Change Chassis: This option is unavailable to Laguz characters.



Stat Caps

Each stat has a maximum that it cannot pass. Any excess stat gains are lost. Your caps depend on your tier. Stats not listed have no caps and can increase indefinitely.

Tier 1 (non-promoted)
HP: 60
Str, Mag, Skl, Spd, Def, Res: 16
Lck: 40

Tier 2 (promoted)
HP: 90
Str, Mag, Skl, Spd, Def, Res: 24
Lck: 40

Tier 3 (double promoted)
HP: 120
Str, Mag, Skl, Spd, Def, Res: 32
Lck: 40






Strikes (TODO: formatting)

Laguz characters rely on their powerful natural Strikes to fight while transformed. Unlike other weapons, Strikes are free to gain. At character creation, you choose a single type of strike to use, which you continue to use and upgrade through the rest of your career.

All Strikes have the following weapon properties:

Auto-equip: Strikes will automatically be equipped if you are disarmed or your weapon breaks, even in the middle of combat. If you have multiple weapons with this property, the first one in your inventory will be equipped.
Inherent: Strikes are a part of the character who uses them. They are automatically gained by the Laguz, do not take inventory space, and can never be lost, destroyed, traded, sold, or otherwise removed from the character's inventory.
Scales with weapon rank: Strikes naturally improve through practice. For each rank above E, the strike's stats improve as noted in the table, to a maximum rank of S. Strikes never lower their wielder's Speed due to their weight. Instead, they only upgrade to the most powerful version that does not slow the wielder.

Except where noted, Strikes are physical weapons.

The following table summarizes the stats of each, starting at rank E. Each strike improves its statistics by the indicated amount for each rank above E. For reference, rank S is 5 ranks above E. While your Strike weapon rank can improve above S (to SS), Strikes only improve to rank S effectiveness. SS rank is only for enhancing your Strikes through crafting.

Strikes can only be used to attack while transformed, but you can continue to counter with them as Range 1 physical weapons even while not transformed, much like Staves. Strikes always use your transformed Con score to determine their effectiveness, even when you are not transformed.

{table=head]Strike |Traditional |Range |Mgt |Hit |Crit |Min Con |Triangle Type |Special
Claw |All |1 |3+2r |95 |5+5r |4+3r |Strike |
Bite |All |1 |5+2.5r |90 |0+1r |5+3r |Strike |
Fang |Animal |1 |5+3r |90 |0+1r |4+4r |Strike |
Tackle |Carapaced, Shelled |1 |5+3r |95 |0 |5+4r |Strike |
Wing |Wyvern |1 |4+2.5r |95 |0 |4+3r |Strike |Can be used while not transformed.
Beak |Bird |1 |3+2.5r |100 |0+2r |3+3r |Strike |
Talon |Bird, Wyvern |1 |5+2.5r |90 |0+1r |5+3r |Strike |
Sting |Insect |1 |4+2r |90 |0+1r |3+3r |Strike |Causes poison for 0+1/rank turns.
Breath |Dragon |1-2 |4+3r |85 |0 |5+4r |Strike |
Gale Breath |Bird, Dragon |1-2 |3+3r |90 |0 |4+4r |Wind |Uses Wind weapon triangle.
Plasma Breath |Bird, Dragon |1-2 |4+3r |85 |0 |5+4r |Fire |Uses Fire weapon triangle.
Storm Breath |Bird, Dragon |1-2 |4+3r |75 |5 |5+4r |Thunder |Uses Thunder weapon triangle.
Magic Breath |Dragon |1-2 |4+2.5r |85 |0 |3+4r |Strike |Magical. (Uses Mag vs. Res.)
Lunar Breath |Insect, Dragon |1-2 |5+2.5r |75 |0 |3+4r |Dark |Magical. (Uses Mag vs. Res.) Uses Dark weapon triangle.
Solar Breath |Insect, Dragon |1-2 |3+2.5r |90 |0 |2+4r |Light |Magical. (Uses Mag vs. Res.) Uses Light weapon triangle.[/table]

Note: Traditional indicates which types of Laguz traditionally use that strike. However, any Laguz can use any strike (although some refluffing may be required).

Garryl
2012-02-06, 11:25 PM
Post 9: Unused (for now).

Garryl
2012-02-06, 11:26 PM
Post 10: General game rules.

For now, just see TheSummoner's rules for everything not covered here.

See GFFE- Terrain (https://docs.google.com/spreadsheets/d/1MMg79d-RabF-SARkhIytvTTDUoiCCs_vwaq7MyA8iok/edit?pref=2&pli=1), GFFE - Terrain Templates (https://docs.google.com/spreadsheets/d/16TZg9QQroFl21ebGAOXMyRn0UEgOpPETkhaDlgi7dhQ/edit?pref=2&pli=1#gid=0), and GFFE - Miscellaneous Rules (https://docs.google.com/spreadsheets/d/1M66e-KcpcgdWLNQRQgI1BuSj3padipnkrSk8O6W_aSU/edit?pref=2&pli=1#gid=0) on Google Drive for more up-to-date information.

Turn Structure


Global Turn: Divided into phases. This is what the turn number refers to. Also referred to as a "round".
Phases: Each global turn is divided into a number of phases, once for each distinct faction or team. All units of a given faction get to take their turns and actions during their faction's phase.
Unit Turn: Each unit or character can take her turn during her faction's phase. Units can take their turns in any order within the same phase, and that order can differ from round to round. During a unit's turn, it can move and then take an action (movement cannot be performed after an action nor split between before and after without special abilities like Canto).



Movement and Actions

Movement
At the beginning of your turn, you can move up to your movement in squares. Some terrain types cost more than 1 movement to move into, depending on your movement type. If you have multiple movement types, use whichever one is best for each space.

Minor Actions
These are lesser, quicker actions that can be performed after moving, but before taking your action. Except where noted, you can perform each partial action independently of other partial actions. However, you can only perform any given partial action once during your turn. For example, you could equip a weapon, take a carried unit, and trade with an ally all before performing your action, but you could not trade with two allies.

Converse: You can converse with an adjacent unit. Not all units have anything to say to you, and most common enemies won't even listen. However, some will. This is a common method of recruiting new players whose characters are, at least temporarily, working for the enemy team. You cannot talk while silenced, which usually makes conversing impossible, although creative players may find ways around that.
Drop: You can drop one or more carried items. This destroys the item or items. Some items cannot be dropped. In some games, dropped items might not be destroyed, and units that move into the space into which the items were dropped may be able to pick them up again.
Equip: You can equip or unequip any number of weapons and accessories during your turn.
Give: You can give a carried unit to an adjacent friendly unit. The unit you give to must also be friendly to you, and must be able to carry the unit you give (see the Rescue ability). You cannot both take and give a unit in the same turn.
Take: You can take a carried unit from an adjacent friendly unit. The unit you take must also be friendly to you, and must be a unit you can carry (see the Rescue ability). You cannot both take and give a unit in the same turn.
Trade: You can trade items with an adjacent friendly unit. Some items cannot be traded. As part of trading, you and the unit you are trading with can change which items are equipped.


Actions
You can perform one action during your turn after moving and taking any minor actions you wish.

Ability: You can use a learned ability, the details of which depend on the ability. Usually, this also unequips your equipped weapon, if any.
Arrive: Certain important locations can be arrived at. Usually, one allied unit needs to move to the specified space and arrive in order to complete the map.
Attack: You can equip a weapon and attack with an enemy within range with it.
Break: You can attempt to break open a nearby door, cache, or other destructible terrain element. This functions similarly to attacking an enemy unit, except that you do not gain extra attacks for having a high Spd and you cannot critically hit. Many skills and talents that normally apply when entering combat, attacking, or dealing damage do not apply when breaking.
Drop: You can place a carried unit in an adjacent space that is occupiable by that unit.
Escape: Certain important locations can be used to escape the map. Any unit can escape from such a space, removing them from the map. However, usually, the team's Lord needs to move to the specified space and escape from it in order to complete the map.
Pick: You can open an adjacent door, chest, or other locked terrain element. Not all units can pick locks. The ability to pick is usually granted by the Thievery talent.
Rescue: You can carry and protect a friendly unit. You must be able to carry that unit (that is, your Con must be greater than or equal to the rescued unit's Con +2).
Seize: Certain important locations can be seized. Usually, the team's Lord needs to move to the specified space and seize it in order to complete the map.
Shove: You can push an adjacent unit (friendly or enemy) one space directly away. The space into which the unit is pushed must be passable for that unit. You can only push units with Con values up to and including your Con +2.
Skill or Talent: Many skills and talents are noted as having an activation of "Action".
Steal: You can steal an unequipped item from an adjacent enemy. Your Spd must be greater than or equal to your target's Spd, and if you attempt to steal a weapon, your Str must be greater than or equal to the weapon's weight. Not all units can steal. The ability to steal is usually granted by the Thievery talent. Equipped items cannot be stolen. Certain other items also cannot be stolen.
Use Item: You can use a non-weapon item in your inventory. Not all items can be used. Using a non-weapon item consumes one use of it and produces its use effect.
Use Special: You can equip a weapon and employ its special abilities. Only certain types of weapons, such as staves, rods, tactics, dances, and water tomes, can be used in this way. Using the special ability of a weapon consumes one point of its remaining durability and produces its special effect.
Visit: Certain locations can be visited. While you are standing in an appropriate space, usually the entrance to a structure or village, you can visit it to see what's inside. Visiting is a good way to acquire items, information, and new allies.
Wait: You don't need to perform an action every turn. After moving, you can simply wait.


Special
Some abilities, skills, and talents allow you to do special things not covered solely as part of movement or actions.

Canto: This ability allows you to use some or all of your remaining after taking an action on your turn. Normally, any remaining movement is lost.
Transition: Certain spaces can be used to transition from one map to another. This usually costs a certain amount of movement. You can transition as part of your normal movement, continuing onwards into the new map with any remaining movement.



Terrain

Units with the Flying combat type (not movement type) do not gain the normal Def, Res, Avoid, and Evade benefits of the terrain they are on. They are otherwise affected normally.
Terrain marked with a star (*) grants its Def, Res, Avoid, and Evade benefits to all units, even Flying units.
Any unit can spend its full movement for the turn to move 1 space through terrain it can pass through, even if its normal maximum movement is less than the movement cost of the terrain.
A unit with multiple movement types uses the best one in any given situation.

Note: Feel free to use any type of terrain on any type of map. The groupings here are purely for convenience.

{table=head]Exterior|Def|Res|Avoid|Evade|Normal|Swift|Armored| Mounted|Flying|Climb|Swim|Special
Land |0 |0 |0 |0 |1 |1 |1 |1 |1 |-- |-- |
Cliff |0 |0 |0 |0 |(3) |(3) |(4) |-- |1 |(1) |-- |Non-flying units cannot end their movement in this space.
Wall |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |
Wall (Weakened) |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |Can be destroyed to create land.
Destructible Obstacle |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |Can be destroyed to create land.
Sand |0 |0 |5 |0 |2 |1 |2 |3 |1 |-- |-- |
Thicket |1 |1 |10 |0 |2 |2 |3 |3 |1 |-- |-- |
Healhedge |1 |1 |10 |0 |2 |2 |3 |3 |1 |-- |-- |Restores 10% of max HP at the beginning of each turn.
Forest |1 |1 |20 |0 |2 |2 |3 |3 |1 |-- |-- |
Hill |1 |1 |20 |0 |3 |2 |4 |-- |1 |1 |-- |
Mountain |1 |1 |30 |0 |-- |-- |-- |-- |1 |3 |-- |
Mountain Pass |0 |0 |20 |0 |2 |2 |2 |2 |1 |1 |-- |
Snow |0 |0 |0 |0 |1 |1 |1 |1 |1 |-- |-- |
Deep Snow |1 |1 |10 |0 |3 |2 |3 |3 |1 |-- |-- |
Rubble |0 |0 |0 |0 |2 |1 |2 |3 |1 |-- |-- |
Structure Entrance |0 |0 |10 |0 |1 |1 |1 |1 |1 |-- |-- |Can be visited.
Structure |0 |0 |10 |0 |-- |-- |-- |-- |1 |-- |-- |
Ruined Structure |0 |0 |10 |0 |-- |-- |-- |-- |1 |-- |-- |
Fortress |2 |2 |20 |0 |1 |1 |1 |1 |1 |-- |-- |Restores 10% of max HP at the beginning of each turn.
Castle |2 |2 |20 |0 |1 |1 |1 |1 |1 |-- |-- |Restores 10% of max HP at the beginning of each turn.[/table]

{table=head]Water and Related|Def|Res|Avoid|Evade|Normal|Swift|Armored|M ounted|Flying|Climb|Swim|Special
Snag |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |Can be destroyed to create land, and a bridge over an adjacent river tile.
Bridge |0 |0 |0 |0 |1 |1 |1 |1 |1 |-- |2 |
River |0 |0 |10 |0 |3 |2 |3 |-- |1 |-- |2 |
Water |0 |0 |10 |0 |-- |-- |-- |-- |1 |-- |2 |
Sea |0 |0 |10 |0 |-- |-- |-- |-- |1 |-- |3 |
Raging Sea |0 |0 |10 |0 |-- |-- |-- |-- |2 |-- |5 |
Lifeline |0 |0 |10 |0 |2 |2 |4 |-- |1 |-- |1 |
Thick Ice |0 |0 |0 |0 |2 |2 |2 |2 |1 |-- |-- |[/table]

{table=head]Interior|Def|Res|Avoid|Evade|Normal|Swift|Armored| Mounted|Flying|Climb|Swim|Special
Floor |0 |0 |0 |0 |1 |1 |1 |1 |1 |-- |-- |
Stairs |0 |0 |0 |0 |1 |1 |1 |1 |1 |-- |-- |
Ledge |0 |0 |0 |0 |(2) |(2) |(3) |-- |1 |(1) |-- |Non-flying units cannot end their movement in this space.
Interior Wall |0 |0 |0 |0 |-- |-- |-- |-- |-- |-- |-- |Impassable to all units.
Interior Wall (Weakened) |0 |0 |0 |0 |-- |-- |-- |-- |-- |-- |-- |Can be destroyed to create floor. Impassable to all units.
Door |0 |0 |0 |0 |-- |-- |-- |-- |-- |-- |-- |Can be destroyed or opened to create floor. Impassable to all units.
Barricade |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |Can be destroyed to create floor.
Pillar (*) |1 |1 |20 |0 |2 |2 |3 |3 |3 |-- |-- |
Crawlspace |2 |2 |0 |0 |3 |2 |4 |-- |-- |-- |-- |Impassable to flying and mounted units.
Fortification |2 |2 |20 |0 |1 |1 |1 |1 |1 |-- |-- |Restores 10% of max HP at the beginning of each turn.
Throne |2 |2 |20 |0 |1 |1 |1 |1 |1 |-- |-- |Restores 10% of max HP at the beginning of each turn.
Shieldwood (*) |10 |0 |0 |0 |1 |1 |1 |1 |1 |-- |-- |
Wardwood (*) |0 |10 |0 |0 |1 |1 |1 |1 |1 |-- |-- |
Mendstone (*) |0 |0 |20 |10 |1 |1 |1 |1 |1 |-- |-- |Restores 25% of max HP at the beginning of each turn.
Warp Tile |0 |0 |0 |0 |(1) |(1) |(1) |(1) |(1) |-- |-- |Units cannot end their movement in this space. Teleports any unit that enters this space to some other location.[/table]

{table=head]Sky|Def|Res|Avoid|Evade|Normal|Swift|Armored|Mount ed|Flying|Climb|Swim|Special
Open Sky (*) |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |
Cloud Bank (*) |1 |1 |10 |0 |-- |-- |-- |-- |2 |-- |-- |Clouds may move each turn based on weather conditions.
Storm Cloud (*) |1 |1 |20 |0 |-- |-- |-- |-- |3 |-- |-- |Clouds may move each turn based on weather conditions. Dragons don't gain terrain bonuses.
Plateau |0 |0 |0 |0 |1 |1 |1 |1 |1 |-- |-- |
Mountain Pass |0 |0 |20 |0 |2 |2 |2 |2 |1 |1 |-- |
Mountain Peak |1 |1 |30 |0 |-- |-- |-- |-- |1 |3 |-- |[/table]

{table=head]Astral Plane|Def|Res|Avoid|Evade|Normal|Swift|Armored|Mou nted|Flying|Climb|Swim|Special
Path |0 |0 |0 |0 |1 |1 |1 |1 |1 |-- |-- |
Void |0 |0 |0 |0 |-- |-- |-- |-- |-- |-- |-- |Impassable to all units.[/table]

{table=head]Miscellaneous|Def|Res|Avoid|Evade|Normal|Swift|Arm ored|Mounted|Flying|Climb|Swim|Special
Obstacle |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |
Tall Obstacle |0 |0 |0 |0 |-- |-- |-- |-- |-- |-- |-- |Impassable to all units.
Open Chest |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |
Chest |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |Can be opened to gain items.
Open Cache |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |
Cache |0 |0 |0 |0 |-- |-- |-- |-- |1 |-- |-- |Can be searched or destroyed to gain items.[/table]

Terrain templates modify the terrain they are placed on. They use the base terrain to determine if their defensive benefits apply to Flying units or not.

{table=head]Terrain Templates |Def |Res |Avoid |Evade |Special
Arrive |+0 |+0 |+0 |+0 |Restores 10% of max HP at the beginning of each turn.
Defend |+0 |+0 |+10 |+5 |Restores 10% of max HP at the beginning of each turn.
Escape |+0 |+0 |+0 |+0 |
Seize |+0 |+0 |+10 |+5 |Restores 10% of max HP at the beginning of each turn.
Cloud Break |+0 |+0 |+0 |+0 |Flying units can transition to or from the sky map for 3 movement.
Ascent |+0 |+0 |+0 |+0 |Units can transition to or from the sky map for 3 movement.
Stairwell |+0 |+0 |+0 |+0 |Non-flying units can transition to or from the underground map for 3 movement.
Tunnel |+0 |+0 |+0 |+0 |Units can transition to or from the underground map for 3 movement.
Portal |+0 |+0 |+0 |+0 |Units can transition to or from the astral map for 3 movement.
Siege Weapon |+0 |+0 |+0 |+0 |Contains a siege weapon that may be used.
Fog |+0 |+0 |+10 |+5 |Shrouds the space as fog of war.
Thick Fog |+0 |+0 |+20 |+10 |Shrouds the space as fog of war and reduces maximum sight range by 2 for seeing into the space.
Miasma |+0 |+0 |+10 |+5 |Causes Poison at the beginning of each turn. Shrouds the space as fog of war.
Wildfire |+0 |+0 |+0 |+0 |Deals 5 damage on entering space and at the beginning of each turn. May move, spread, or dissipate each turn based on weather conditions.
Magma |+0 |+0 |+0 |+0 |Deals 5 damage at the beginning of each turn.
Lava Flow |+0 |+0 |+0 |+0 |Deals 10 damage at the beginning of each turn.
Eruption |+0 |+0 |+0 |+0 |Deals 20 damage at the beginning of each turn.
Spikes |+0 |+0 |+0 |+0 |Deals 5 damage to non-flying units on entering space and at the beginning of each turn.
Quicksand |+0 |+0 |+0 |+0 |Deals 5 damage to non-flying units on at the beginning of each turn. Non-flying units are stunned on entering space if the space is unoccupied.
Whirlpool |+0 |+0 |+0 |+0 |Deals 5 damage at the beginning of each turn. Non-flying units are pulled 1 space closer to the center of the whirlpool each turn.
Undertow |+0 |+0 |+0 |+0 |Deals 5 damage at the beginning of each turn. Non-flying units are pulled 2 spaces back to the source of the undertow each turn.
Vortex |+0 |+0 |+0 |+0 |Deals 5 damage at the beginning of each turn. Units are pulled 1 space closer to the center of the vortex each turn.[/table]



Supports

Affinities
Each character has an affinity, which determines what benefits he or she grants when supporting (or being supported by) an ally. A character's affinity is chosen at character creation and thereafter cannot change, barring exceptional circumstances.

{table=head]Affinity |Attack |Defense |Hit |Avoid
Mind* |+1 | | |
Soul* | |+1 | |
Heaven/Sound | | |+5 |
Earth | | | |+5
Water |+0.5 |+0.5 | |
Fire |+0.5 | |+2.5 |
Dark |+0.5 | | |+2.5
Light | |+0.5 |+2.5 |
Thunder | |+0.5 | |+2.5
Wind | | |+2.5 |+2.5[/table]

Heaven changed to/also referred to as Sound to match the 8 types of pure magic in this ruleset. Mind and Soul are added as part of the mythos of the world my game was in (even though no living being had them), and because I wanted to fill out the table.

Support Bonuses
Support bonuses apply when two characters who have a support with each other are within 3 spaces. The bonuses applied are equal to the sum of the two characters' affinity bonuses, multiplied by their support rank (1 for C, 2 for B, 3 for A), and rounded down to the nearest integer. If a given character has supports with multiple other characters, the bonuses from the supports overlap (only the highest bonus of each type applies).

Attack increases your damage done when attacking before applying critical hits and other multipliers.
Defense decreases your damage taken when attacked before applying critical hits and other multipliers. Unlike the Def stat, the Defense bonus from supports affects attacks with all weapons, even magical, enchanted, and fixed damage weapons.
Hit increases your hit chance when attacking.
Avoid decreases your chance to be hit when attacked.

Building Supports
Support ranks are at 50 (for rank C), 75 (for rank B), and 100 (for rank A). That is, you need 50 points to reach rank C, then another 75 to reach rank B (total of 125), and finally 100 more to reach rank A (total of 225).

Recruit: 10 points, plus a scaling amount based on the map (probably about 3 per map). The scaling is to let late joiners get supports a bit faster, since they have less time in which to build them.
Deploy nearby: 5 points. Granted for starting a map in a space within 1-3 of an ally.
Start turn adjacent: 2 points. Note, this is for starting the player phase, not each of the characters' turns.
Meaningful interaction: 2 points. When you dance for, use a staff on, rescue, shove, or begin your turn carrying someone, you get support points. Other things may also grant this, such as trading an item to an ally that the ally immediately uses (sometimes).
Combat: 1 point. Whenever you attack or are attacked, you gain a support point with each adjacent ally.


TODO: Extra starting support points and/or short-term faster support acquisition for characters recruited in later maps. The scaling recruitment bonus only helps with one person, so it's not always enough.

Basically, it's a hybrid of everything out there, tweaked to remove the things I want to avoid and promote the things I want to happen. As per Penguinator's request, making supports is as easy for any pair of any affinities.


Conditions


{table=head]Negative Conditions |Default Duration |Effect
Berserk |1 |Cannot control own actions. Will attack the nearest, weakest target, ally or enemy. Unable to move through allies.
Disease |Until end of map |Reduces Str, Mag, Skl, Spd, Def, and Res by 1 each turn, minimum 0. Penalties last until the condition is cured.
Doom |3 |Causes Impending Death when duration expires.
Immolation |3 |Causes 5 damage each turn.
Impending Death |-- |Instantly dies at end of own phase unless this condition is removed.
Isolation |3 |Unable to trade or be targeted by allies effects. Neither gains nor grants support bonuses.
Petrify |Until end of map |+10 Def, but unable to move, act, or counter.
Panic |1 |Cannot control own actions. Will move as far as possible from all others. If still within 1-2 of another unit, will attack as though Berserk. Unable to move through allies.
Poison |5 |Causes 1-5 damage each turn.
Silence |5 |Unable to use magical or enchanted weapons. Unable to use rods, staves, dances, or chants. Unable to speak (thus preventing most forms of recruitment, although creative players might find ways to circumvent this).
Sleep |3 |Unable to move, act, or counter. Spd reduced to 0. Condition ends when damaged by a physical or kinetic attack.
Stun |2 |Unable to move. Can still act and counter normally.[/table]

{table=head]Beneficial Conditions |Default Duration |Effect
Accelerate |3 |Move increased by 3. Effect decreases to 0 over the duration of the effect.
Mending |1 |Healing damage every turn. Multiple sources of Mending stack.
Phase |1 |Can move through occupied spaces.
Rage |1 |Grants an extra attack at the beginning of combat (priority 1). Def is halved. Unable to use staves, rods, dances, chants, or tactics.
Safety |1 |Cannot gain new negative conditions. Existing negative conditions are not removed.
Shield |7 |Def increased by 7. Effect decreases to 0 over the duration of the effect.
Spirit Link |1 |Damage taken is evenly divided among members of the same link.
Ward |7 |Res increased by 7. Effect decreases to 0 over the duration of the effect.[/table]

{table=head]Other Conditions |Default Duration |Effect
Carrying |-- |Reduces Skl and Spd by half (penalty rounded up). This penalty applies while carrying another unit.[/table]



Fog of War

Some maps are shrouded by fog of war. Normally, the entire map and the units on it are visible to all players. With fog of war in effect, only enemy units within the sight range of the players' characters and any allied units are visible. Usually, fog of war only hides enemy units, while still revealing the base terrain.

The sight range for most units is 0-4. That is, they can see their own space and all other squares within 4 spaces (just like weapon ranges). Some talents and items, such as the Infiltrator talent and the Torch item, can improve a unit's sight range.

Sight through fog of war and revealed spaces update only at the end of a unit's turn (that is, after all movement and actions have been takes by that unit). Thus, a unit can easily attempt to move further than he or she can see. If a unit attempts to move through fog of war into an impassable space, such as one occupied by an enemy, the unit stops his or her movement in the last occupiable space moved through and loses the remainder of his or her turn.

Fog of war is commonly in effect due to poor lighting conditions, such as exploring an unlit cave complex or fighting at night. Inclement weather, such as heavy rain, deep fog, or snowstorms, can also call for fog of war.



Experience and Levels

You gain experience as you engage in combat and use special abilities. For every 100 experience points (xp) you gain, you gain a level.

Combat
Whenever you attack or are attacked by an enemy, you gain experience, as follows.

Killing Blow: If you kill your enemy, you gain a large amount of experience. Xp gained = 31 + 1.5*(Enemy's EL - your EL), rounded up, minimum 1 xp. If the defeated enemy is a boss, add an additional 30 xp. If the defeated enemy is a lieutenant or a player character, add an additional 15 xp.
Damaging Blow: If you do not kill your enemy, but still hit and deal at least 1 point of damage, you gain a small amount of experience. Xp gained = 11 + 0.5*(Enemy's EL - your EL), rounded up, minimum 1 xp.
No Damage: If you do not manage to hit or damage your enemy, or you are not even able to counterattack, you still gain 1 xp for the combat.


Effective Level (EL): A unit's effective level is equal to its level within its current tier plus an additional 20 levels for each tier beyond tier 1 (ie: +0 for unpromoted units (Tier 1), +20 for promoted units (Tier 2), +40 for double promoted units (Tier 3)). A trainee's effective level is always 1, regardless of level.

Special Abilities
Many special weapons, such as staves and rods, have special abilities that can be used. Using such an ability grants xp as noted in the weapon's description.


Bonus Experience

At the end of each map, the players gain a pool of bonus experience to distribute amongst themselves. Bonus experience need not all be used immediately and can be saved for later use, even used by party members who join later after the bonus experience was earned.

Acquiring Bonus Experience
Bonus experience can be acquired through various means. Not all games use bonus experience. The following are some suggested methods for granting it:

Map Completion: Complete a map successfully.
Fast Completion: Complete a map in less than a certain number of turns can grant bonus experience.
Optional Objectives: Complete optional or bonus objectives secondary from the main objective for completing the map.
Pacifism: Avoid killing enemies, leaving the majority alive at the end of the map.


Using Bonus Experience
Bonus experience can be spent between maps to grant additional experience to player characters. Experience gained is not equal to the amount of bonus experience spent. Instead, each experience point costs an amount of bonus experience equal to the character's effective level (based on the character's level and tier; see Experience and Levels above).

Garryl
2012-02-06, 11:27 PM
Post 11: Unused (for now).

Garryl
2012-02-06, 11:29 PM
Post 12: Game-specific rules, items, and talents for Sand Beneath the Waves.


Death

If you die, you are out of the battle. You can still gain experience from any bonus XP awarded at the end of each battle, if any. You can come back at the start of the next battle.


Lords

Lords do not to get the usual growth boosts. Instead they can instead gain a special talent for free from the following list. These talents do not count against your normal talent limits. Each talent may have other, unusual effects as the story goes on. Only one lord may have each of these talents. Up to 4 lords will be allowed in this game.

Dragonslayer: You have a reputation for hunting dragons (whether true or false is up to you). You have +10% Crit and Avoid against dragons. Dragons may be more inclined to try to kill you, though.
Noble: You come from a long and prosperous line of nobility. You start with an Elixir and a Silver weapon of your choice in addition to your normal starting gear.
Otherworldly: Your ancestors were descended from creatures not of this world. Although that bloodline runs thin, it still grants you a small measure of good fortune. Critical hits against you deal double damage instead of triple.
Survivor: Whether you were stranded on a desert island, lost in a vicious jungle, or perhaps just set out to explore the most dangerous places that man was never meant to find, you can take it all. You have a 35% chance of ignoring any status ailments that would be applied to you.


Bonus Experience

It works just like in FE 9/10. Gaining 1 xp costs 1 bonus xp, plus 1/3 your effective level beyond 1st level. So level 2 characters cost 4/3 bxp per point of xp, level 3 cost 5/3, level 4 cost 2, etc. You don't have to spend your bonus xp immediately, you can save it for later maps if you prefer. Levels gained from bonus xp are just like normal levels on the map, unlike in Radiant Dawn.

Garryl
2012-02-06, 11:30 PM
Post 13: Game-specific rules, items, and talents for Weapons of War.

Garryl
2012-02-06, 11:32 PM
Post 14: Variant rules.

Variant Weapon Levels and Experience

The following variants give a faster rate of gain or weapon xp (WXP), allowing characters to use higher rank weapons quicker. Under the normal rules, each attack (hit or miss) grants a single point of WXP, thus giving a simple and constant rate of gain. However, speedy characters who can double attack more reliably will gain ranks much faster, and slower characters may be left behind, especially if they choose to invest in multiple weapon types.

For some games, the rate at which these variants provide WXP may be too much. As such, a slower rank progression is also given, if desired.

Weapon XP by Weapon Rank
Under this variant, a character gains an amount WXP once per combat in which he or she makes at least one attack (hit or miss). The amount of WXP is equal to 1 + the rank of the weapon used (E rank counts as 0). Thus, an E rank weapon would grant 1 WXP, D grants 2 WXP, and so on up to 6 WXP for a rank S weapon. Hypothetically, SS rank weapons would grant 7 WXP, but since they can only be used by a character at the maximum weapon rank already, this is irrelevant. Weapons without a rank should give WXP according to the weapons they best emulate.

Double Weapon XP on Killing Blows
Under this variant, killing blows grant double the normal WXP.

Slower Weapon Rank Progression
Under this variant, weapon ranks require greater amounts of WXP to increase.
E to D: 30 WXP.
D to C: 40 WXP.
C to B: 60 WXP.
B to A: 80 WXP.
A to S: 100 WXP.
S to SS: 120 WXP.

Weapon XP by Observation
Under this variant, a character can earn WXP through means other than attack. Whenever a character is involved in a combat in which her enemy is using a weapon with which the character is proficient, or when an ally or enemy adjacent to the character attacks or uses a weapon with which the character is proficient, she gains 1 point of WXP.



Variant Affinities

The standard set of affinities presented in these rules are based on the affinities from Fire Emblem 9 and 10. Here is an alternate affinity set for the style of earlier FE games.

{table=head]Affinity |Attack |Defense |Hit |Avoid |Crit |Evade
Mind* |+0.5 |+0.5 |+2.5 |+2.5 | |
Light |+0.5 |+0.5 |+2.5 | |+2.5 |
Void* |+0.5 |+0.5 |+2.5 | | |+2.5
Primal* |+0.5 |+0.5 | |+2.5 |+2.5 |
Anima |+0.5 |+0.5 | |+2.5 | |+2.5
Soul* |+0.5 |+0.5 | | |+2.5 |+2.5
Fire |+0.5 | |+2.5 |+2.5 |+2.5 |
Earth* |+0.5 | |+2.5 |+2.5 | |+2.5
Wind |+0.5 | |+2.5 | |+2.5 |+2.5
Energy* |+0.5 | | |+2.5 |+2.5 |+2.5
Sound* | |+0.5 |+2.5 |+2.5 |+2.5 |
Ice/Water | |+0.5 |+2.5 |+2.5 | |+2.5
Astral* | |+0.5 |+2.5 | |+2.5 |+2.5
Thunder | |+0.5 | |+2.5 |+2.5 |+2.5
Dark | | |+2.5 |+2.5 |+2.5 |+2.5
[/table]

Ice changed to/also referred to as Water to match the 8 types of pure magic in this ruleset. Mind, Soul, Astral, Void, Primal, Energy, Sound, and Earth are added because I wanted to fill out the table.
For personal reference, to do something with, maybe, Anima is the category of magic that Fire, Thunder, and Wind fall into, and Primal is the category of magic that Earth, Sound, and Water fall into. Energy is for Dark and Light, Astral is for Mind and Soul, and Void is the absence of magic entirely (not that characters with the Void affinity are prevented from using magic or anything like that).

Attack increases your damage done when attacking before applying critical hits and other multipliers.
Defense decreases your damage taken when attacked before applying critical hits and other multipliers. Unlike the Def stat, the Defense bonus from supports affects attacks with all weapons, even magical, enchanted, and fixed damage weapons.
Hit increases your hit chance when attacking.
Avoid decreases your chance to be hit when attacked.
Crit increases your chance to score a critical hit when attacking.
Evade increases your chance to be critically hit when attacked.

Garryl
2012-02-06, 11:33 PM
Post 15: Formerly reserved for really good measure. Now being used to jot down notes and stuff.

I'm in the process of uploading the various tables and data and statistics to Google Sheets spreadsheets (https://drive.google.com/folderview?id=0B0xktxbqcMQtZ1p0QWpiSGgtVW8&usp=sharing) (plus a few rules updates, like new weapons). Once it's all up, I hope to make some tools to do things like automatic combat calculations, maybe even map/stats displays for games.

RNG-less Fire Emblem

Goal: Remove all RNG from the game. Some small amount may be necessary and unavoidable, but it should be easy to remove it from most of the common parts of gameplay.
- Hit "chance" is instead a damage multiplier. If you have an X% chance to hit, you always hit, but deal X% of normal damage.
- Critical hits use an "entropy" system (see Path of Exile's Evade mechanics (http://www.pathofexile.com/forum/view-thread/11707/page/106#p748465)).
- Everyone starts at 0 "focus" (or possibly initialized to a random number at the start of every map).
- Each attack with a chance of critting adds the crit chance to your focus. If this would put focus at 100 or higher, the attack is a crit and focus drops by 100.
- This also opens up design space for skills and talents that interact with focus. Ex: Inner Focus (Action. Increase focus by 30, but not above 100.).
- Level up stat gains. There are already plenty of games with deterministic leveling growths. Might want to adjust some of them, but the basic premise is well tested.

Issues:
- Many effects are "all or nothing", like applying conditions on hit and offensive staff/rod usage. I'm considering something where high HP units suffer no or reduced effect, while units that are damaged and low on HP suffer the normal effect, or possibly greater than normal.
- Can't really do an entropy system for multiple trigger effects on the same general event, at least not when they all have the same trigger chance (they'd either always or never trigger at the same time). The various X% chance on event skills and talents would likely need to be reworked. Hardly an insurmountable problem, just time-consuming.

Water_and_Wind
2012-02-23, 07:50 AM
I'll just put all my questions from the recruitment threads in one nice post.

Can you clarify what a round, combat and turn is? It might sound silly, but even seemingly obvious terms like "turn" can be ambiguous (does it refer to a particular faction's turn, or a whole player->ally->enemy cycle, for example).

For talents described as "Cannot be used after moving and consumes any remaining movement. Command.", that is, flashstep, blinkstrike and arrowstorm, can the user attack, use staves, or use items either before or after activating the talent?

Assuming the dark>anima>light triangle still applies, why is dark effective against six types of magic while light is weak against them? Even disregarding anima, dark magic is effective against all Laguz casters who rely on tomes rather than strikes.

Lastly, are you going to reveal special abilities from scrolls anytime soon?

I have to say though, your additions make the FE character creation experience so much more rewarding, great job. It is the best system I have seen.

Garryl
2012-02-23, 07:03 PM
I'll just put all my questions from the recruitment threads in one nice post.

Can you clarify what a round, combat and turn is? It might sound silly, but even seemingly obvious terms like "turn" can be ambiguous (does it refer to a particular faction's turn, or a whole player->ally->enemy cycle, for example).

For talents described as "Cannot be used after moving and consumes any remaining movement. Command.", that is, flashstep, blinkstrike and arrowstorm, can the user attack, use staves, or use items either before or after activating the talent?

Assuming the dark>anima>light triangle still applies, why is dark effective against six types of magic while light is weak against them? Even disregarding anima, dark magic is effective against all Laguz casters who rely on tomes rather than strikes.

Lastly, are you going to reveal special abilities from scrolls anytime soon?

I have to say though, your additions make the FE character creation experience so much more rewarding, great job. It is the best system I have seen.

Sorry, I'm still working on the wording for everything. In the meantime, here's what everything is supposed to mean:
- Round: One cycle of phases (player -> ally -> enemy -> etc.). Sometimes also called a turn, unfortunately, and I think it gets used for other things in one of the talents.
- Combat: Every time someone starts attacking someone else. It's the whole attack -> counterattack -> followup attack cycle.
- Turn: Any individual character's turn, in which they may move, then perform their commands/actions (ie: trading, attacking, using items, rescuing, etc.), then possibly move again if they have Canto or certain talents. Also used synonymously with round in some places.

Flashstep, Blinkstrike, Arrowstorm, and similar talents with that wording are intended to be just about the only thing you do that turn, consuming both your ability to move, and your attack (or equivalent action, like items and staves).

Primal magic's triangle advantages will be revised with regards to the energy magics (Dark, Light). I'm thinking of splitting them off into their own independent triangle, then maybe mixing it with staves and rods similar to how light/dark mix with the three animas. (Rods being another new weapon type that I'm working on, representing the Mind affinity where staves represent Soul.)

Special abilities from scrolls will be similar to what's in FE 9/10 (and will be removable like in #10 most likely). Occult scrolls (and their respective mastery skills) will likely not be in the game as Tier 3 talents were meant to replace them. Some of the mastery skills will be reintroduced as regular scroll skills, most likely.

I need to go through the whole list of talents and proofread them all. I have a lot of other changes I need to make with wording, too. Among other things, I'm trying to change those references to "triangle weapons" to "advanced weapons" (that's what the reference to advanced weapons in the new weapons post means), and I don't know what else.

I'm glad you like it. I enjoyed making it, and I'm happy to see my work enjoyed by others.

Illven
2012-02-24, 02:15 AM
Question you make a mention of tier 4 talents, but you don't list any.

Will they be decided on the spot should circumstance say we get one?

Water_and_Wind
2012-02-25, 12:21 AM
Didn't realize that unarmed is very powerful. At rank A Unarmed and using a basic Iron gauntlet, you can do the same damage as rank A Whips and using a Silver whip.

Garryl
2012-02-25, 01:22 AM
Tier 4 talents are mostly going to be made up on the spot if you get them. I mean, I have some ideas of what they might be, but nothing firm. And if you do get any, it won't be until right before the end (as in, just in time for the last map, if not in the middle of it). In any case, they exist mostly as an excuse for royally overpowered NPCs (particularly the bosses near the end).

Unarmed Might shifted to be a bit more from the weapons than from the base attack. Hopefully that should alleviate some of that issue. And Silver Whip had its might buffed by 1.

Water_and_Wind
2012-02-25, 08:17 AM
Character creation spreadsheet (http://dl.dropbox.com/u/1262287/FE/Weapons%20of%20War/Weapons%20of%20War.xlsx) in the off-chance that there's somebody who hasn't made their own already. Covers both human and laguz character creation.

John Cribati
2012-02-26, 10:26 PM
I have a bit of an issue with the weight of a basic Unarmed strike.

As in... why would my bare fist/foot/head get harder for me to lift as I get better at punching/kicking/headbutting things?

Garryl
2012-02-27, 08:52 PM
I have a bit of an issue with the weight of a basic Unarmed strike.

As in... why would my bare fist/foot/head get harder for me to lift as I get better at punching/kicking/headbutting things?



Scales with weapon rank: These weapons naturally improve through practice. For each rank above E, the weapon's stats improve as noted in the table, to a maximum rank of S. These weapons never lower their wielder's Speed due to their weight. Instead, they only upgrade to the most powerful version that does not slow the wielder.


It... doesn't?

flabort
2012-02-27, 11:31 PM
Ah, but the weight still increases up to that point, right? I think that's what he's getting at.
Why would your hand get bigger and heavier, as you became more accustomed to it, up to an inexplicable stopping point?

It's just funky game logic, is all.

Water_and_Wind
2012-02-27, 11:43 PM
Well, you can think of Con as physical fitness and stamina (like DnD, hey) and increasing ranks of unarmed as learning more advanced techniques which do more damage, but require a higher fitness level to use them regularly without hurting yourself. They never slow you down unlike a weapon as you can adjust your technique to fit you stamina.

Penguinator
2012-02-28, 03:44 PM
So, you're reworking the Laguz rules again, correct?

Kasanip
2012-02-29, 05:48 AM
If you have Lasting Transformation, when you shift at 30, does it count down at 40? Or do you have to wait until you have 40 points before you can transform?

If you have Tier 2: Half-Shift and Tier 1: Lasting Transformation, does the change put you at 40 points instead of 30 (but only 1.5x stat?)

Do talents let you pass Stat Cap?
For example, if your STR is maxed 22, but you have Tier 1: Bravery, do you still gain extra damage? Or is it up to the Stat Cap only? How about skills like Resolve?

In the case of Laguz, is the Stat Cap for human form or transformation? Probably it is human form I think, but it isn't sure. For above question too, if Transformed and Bravery is applied, does it go to Stat Cap or complete use?

Garryl
2012-02-29, 09:35 PM
So, you're reworking the Laguz rules again, correct?

I'm always reworking the Laguz rules. And probably a lot of other rules. I still don't have terrain up, or Chants/Galdrar. I still need to finish the pricing on all the items, too. I'm also thinking about adding a sort of synergy between some of the weapons that makes learning to use another one at promotion slightly cheaper. This would be for Fire/Thunder/Wind, Light/Staff, Dark/Rod, Sword/Axe/Lance, Dagger/Whip/Unarmed, Fire/Earth, Thunder/Sound, and Wind/Water, most likely.

By the way, how do Rods feel now?


If you have Lasting Transformation, when you shift at 30, does it count down at 40? Or do you have to wait until you have 40 points before you can transform?


You can transform as soon as you reach (or exceed) 30 points. You'll count down from as many TP as you had when you transformed (so if you transform at, say, 36 TP, you'll count down from 36).



If you have Tier 2: Half-Shift and Tier 1: Lasting Transformation, does the change put you at 40 points instead of 30 (but only 1.5x stat?)


As written (and I don't plan on changing it), you would half-shift with a full 40 TP.



Do talents let you pass Stat Cap?
For example, if your STR is maxed 22, but you have Tier 1: Bravery, do you still gain extra damage? Or is it up to the Stat Cap only? How about skills like Resolve?


Yes. Any non-permanent stat boosts (including, but not limited to, equipped weapons and accessories, the Bravery talent, the Resolve skill, and Laguz transformation) ignore stat caps. Permanent gains (using stat boosters, gains from level-up and promotion, and I think that's it) are subject to stat caps.



In the case of Laguz, is the Stat Cap for human form or transformation? Probably it is human form I think, but it isn't sure. For above question too, if Transformed and Bravery is applied, does it go to Stat Cap or complete use?

Correct, the Laguz stat caps are for untransformed stats.

Note that temporary stat boosts (and penalties) are not multiplied by the Laguz transformation.

flabort
2012-02-29, 10:23 PM
Do you have an estimate as to when you might fill in posts 7 + 13?
Just curious. :smalltongue:

Garryl
2012-02-29, 11:30 PM
As they come up in the games. Probably a bit before so the kinks can be ironed out with crafting.

flabort
2012-03-04, 12:43 AM
Caught a problem in the laguz rules:
There is a T3 talent just for Laguz, right? Rampage?
But the second promotion in the Laguz entry doesn't have any cost for 3 talents.

Garryl
2012-03-05, 11:10 PM
Thanks for noticing that. It's been corrected.

More changes to Laguz today. Just about entirely buffs, to boot. Reduced base point cost, increased stat caps, no cost for the first strike (although only 1 strike allowed now), and reduced growth point cost for TP generation.

Also, a work in progress of Chants (Galdrar in the games) is up. Not sure exactly how it'll work. Probably some combination of level-based and rank-based or something, instead of needing to have an item. You'll have to unequip your weapon to use Chants, though.

Water_and_Wind
2012-03-06, 08:09 AM
Modified the character creation spreadsheet to reflect the new Laguz rules.

http://dl.dropbox.com/u/1262287/FE/Weapons%20of%20War/Weapons%20of%20War.xlsx

flabort
2012-03-06, 11:39 AM
So a Flying (Winged) chassis + an Insect (Carapace) Laguz could have a battlesprite like this:
http://i278.photobucket.com/albums/kk108/flabort/LaguzFlyingInsectCarapaced.png
Yeah, poor quality, sorry, I'm far from the best, especially with full-custom, but you get the idea?

Hmm, what tiers do you think the following talents might be:

Cast from Hitpoints
You may draw upon your body, and decrease your current HP by 10% it's maximum instead of using charges from your equipped weapon. When you do so, you also add the HP lost to your Mag stat for that attack. When <5 charges and >50% HP, Automatic on attack. When >5 charges or <50% HP, command.

Bounding Attack
If you have a way to move after combat, you gain one move for each hit you make during combat (1 hit for 1 move with Canto, 2 hits for 1 move with spring attack). Automatic.

Blurred Battle
Crits allow you to attack again after the next attack made that combat, rather than multiplying your damage. Each attack has it's own chance of triggering skills and talents. You cannot crit again with a(n) attack(s) gained through Blurred Battle, or gained with skills or talents triggered by the attack(s) gained through Blurred Battle, though. Automatic.

Trample
If you can move again after combat, you may pass through the space occupied by the enemy who you attacked, at no additional movement cost, but cannot end your move in it's space. Automatic.

Whirlwind
If you move at least 1 space after combat, you may initiate battle with another target (it cannot be one you attacked before during this round) once during your turn, consuming all remaining movement. You cannot gain additional movement that round after using this ability. Each combat and attack has it's own chance of triggering skills and abilities. Command.

My guess would be 1-1-2-2-3, in that order.... Four are kind of intended to be a set, for a single character archetype, one is intended for a different archetype.

Geno9999
2012-03-06, 06:43 PM
Now that you helped me, let me help you. :smallwink:
Chant Recovery's effect of healing Mag + Target's Max HP is redundant. It probably should be "Recover's Target HP to full", unless you are going to add some sort of Over-heal effect.
Looking at Crafting Materials, do breaking down an item give you multiple materials? Because I noticed that Silver Weapons can give Silver Scraps and Alchemical Samples. Also, I don't see any thing that can be gained from breaking down Dark or Light tomes. Do they give you Anima Essence, or are they under "Energy" tomes?

Water_and_Wind
2012-03-06, 07:02 PM
The same Mag+Target's max HP is also present for the staff that heals all HP. I believe this wording is due to talents like Autocoagulate and Aromatic Poultices which do 1/2 and 1/4 healing respectively.

Dark and Light are energy tomes. I don't remember where this is written, but I'm sure of it.

Garryl
2012-03-06, 08:32 PM
Exactly. Also for Diehard, which can let you live far enough into negative HP that healing only your max HP might not bring you to full.

I don't think that I ever explicitly say anywhere that Light and Dark are "energy tomes", although that is what I meant. And while everyone knows that Fire/Thunder/Wind are the anima tomes, I should probably state that explicitly somewhere.

Not bad, flabort. I think the wings need a little more definition. They're just too diaphanous, almost invisible.
Yeah, those talents look alright, except for Blurred Battle, which seems like a strict nerf unless you're specifically comboing it with something.

flabort
2012-03-06, 09:16 PM
Not bad, flabort. I think the wings need a little more definition. They're just too diaphanous, almost invisible.
Yeah, those talents look alright, except for Blurred Battle, which seems like a strict nerf unless you're specifically comboing it with something.

Thanks. I tried to make them look blurred, like rapidly vibrating wings and so they became.... Maybe I should try verticle lines, and flesh out the outlines.

Thanks again. Well, the talent is designed to be combo'd, and could go with virtually any "on hit" or "on attack" talent. Maybe it would be either a T1, or the fact that you can't crit on a crit-created attack could be removed to make it T2?

Water_and_Wind
2012-03-06, 09:21 PM
Cast from hitpoints is so broken... long range tome/warp staff/hammerne abuse for starters. T3 is the lowest tier I would give it, with a no-Hammerne clause.

Garryl
2012-03-10, 01:24 AM
@WaW: Good point. I hadn't thought of that.

Pricing is up for axes, lances, swords, items, and skills. Also, bands are up. All of them. I hope you appreciate the effort I spent to name them all.

Siege weapons (ballistae, catapults, etc.). Better descriptions for the various weapons. Some new "training tomes" for the various types of magic. And a couple more skills.

The references to "synergy" in the new weapon descriptions currently don't mean anything, but I'm thinking of making new weapons gained at promotion cost less (5 gp instead of 10) if you already had a synergy weapon to what you are taking (from before the promotion). Thoughts?

Illven
2012-03-10, 03:01 AM
@WaW: Good point. I hadn't thought of that.

Pricing is up for axes, lances, swords, items, and skills. Also, bands are up. All of them. I hope you appreciate the effort I spent to name them all.

Siege weapons (ballistae, catapults, etc.). Better descriptions for the various weapons. Some new "training tomes" for the various types of magic. And a couple more skills.

The references to "synergy" in the new weapon descriptions currently don't mean anything, but I'm thinking of making new weapons gained at promotion cost less (5 gp instead of 10) if you already had a synergy weapon to what you are taking (from before the promotion). Thoughts?

For the siege weapons it mentions that they are physical weapons and thus use strength to determine damage, and enemy defense to reduce the damage. But then it says under every siege weapon that strength is not used to influence damage. I know what you mean, it just seems clumsy wording.

Also I really like the idea of splash damage siege. (I used it for the legendary anima tome)

Also wow The knight band is powerful.


Question Will we have all the bands, or get to choose between some of them?

flabort
2012-03-10, 10:50 AM
........ I am curious. How would one build a Laguz, with two distinct transformations, and two separate gauges? Obviously a talent would be needed, and the talent would demand a second large investment into transformation...

Something along these lines:
Dual Transformation (T1)
You get an extra, separate transformation gauge, with it's own transformation type; You may transform into each transformation when it's own gauge exceeds 30, but may only have one active transformation at a time. While one transformation is active, the other gauge still increases as if you were not transformed. You must buy separate values for TP gain and loss over time for each gauge. You may pick a different strike for each transformation, but may only use the strike associated with a transformation when in that transformation, unless it can be used when not transformed - in which case, you still cannot use it while in your other transformation.

I would use it to make a Laguz with both Lunar and Solar breaths, and it could maybe be taken more than once, to get three strikes, or whatnot. :smallamused: Justified, because you still only have so many GP and BP to spend on TP advancement, so when this is taken, you'll have to split it up between the two, meaning you only transform at half the rate per transformation, but with two, that's twice as many, meaning an equal amount again. :smallcool: Oh, yes, and paying for that extra strike :smallcool:.

Also, this looks better than it used to now, doesn't it:
http://i278.photobucket.com/albums/kk108/flabort/LaguzFlyingInsectCarapaced-1.png

Garryl
2012-03-10, 11:23 AM
For the siege weapons it mentions that they are physical weapons and thus use strength to determine damage, and enemy defense to reduce the damage. But then it says under every siege weapon that strength is not used to influence damage. I know what you mean, it just seems clumsy wording.

Also I really like the idea of splash damage siege. (I used it for the legendary anima tome)

Siege weapons are one part copy/paste, one part consistent wording, and one part used to be part of bows. The splash damage is lifted straight out of how catapults worked in Radiant Dawn, although the numbers are tweaked.



Also wow The knight band is powerful.


Question Will we have all the bands, or get to choose between some of them?
You mean the Knight Ward with +2 Def. +2 Res, +30% Spd? Yeah, it's an outlier. I just copied the stats directly from the games.

I need to find some more names. Knight Ward, Knight Band, Knight Ring, too many knights.

Bands may or may not show up, depending on the game. They're like any other obscure item in that regard.


........ I am curious. How would one build a Laguz, with two distinct transformations, and two separate gauges? Obviously a talent would be needed, and the talent would demand a second large investment into transformation...

Something along these lines:
Dual Transformation (T1)
You get an extra, separate transformation gauge, with it's own transformation type; You may transform into each transformation when it's own gauge exceeds 30, but may only have one active transformation at a time. While one transformation is active, the other gauge still increases as if you were not transformed. You must buy separate values for TP gain and loss over time for each gauge. You may pick a different strike for each transformation, but may only use the strike associated with a transformation when in that transformation, unless it can be used when not transformed - in which case, you still cannot use it while in your other transformation.

I would use it to make a Laguz with both Lunar and Solar breaths, and it could maybe be taken more than once, to get three strikes, or whatnot. :smallamused: Justified, because you still only have so many GP and BP to spend on TP advancement, so when this is taken, you'll have to split it up between the two, meaning you only transform at half the rate per transformation, but with two, that's twice as many, meaning an equal amount again. :smallcool: Oh, yes, and paying for that extra strike :smallcool:.

Moonkin, Boomkin, Doomkin, or OoMkin?




Also, this looks better than it used to now, doesn't it:
http://i278.photobucket.com/albums/kk108/flabort/LaguzFlyingInsectCarapaced-1.png
Yes, that does look good.

Penguinator
2012-03-13, 11:01 PM
I would use it to make a Laguz with both Lunar and Solar breaths, and it could maybe be taken more than once, to get three strikes, or whatnot. :smallamused: Justified, because you still only have so many GP and BP to spend on TP advancement, so when this is taken, you'll have to split it up between the two, meaning you only transform at half the rate per transformation, but with two, that's twice as many, meaning an equal amount again. :smallcool: Oh, yes, and paying for that extra strike :smallcool:.

Hah... I was thinking the exact same thing. Only, I was hoping that I could take it as a Tier 2 talent upon promotion and keep the same gauge. Would that be possible, Garryl?

Dr.Orpheus
2012-03-14, 01:35 PM
Come on no stilettos those are completely necessary for a rouge to hurt them heavy armored dudes. I don't want to waste a silver dagger or kard on a general that is of a much lower level just because of his high def.

Penguinator
2012-03-14, 08:44 PM
...I can't think of anybody who built a character that uses only daggers.

Wait... maybe Lekura. But she's not particularly built for killing things.

Garryl
2012-03-14, 10:35 PM
Daggers unfortunately fill a small niche (low cost backup weapons, mostly for otherwise support characters like dancers). If you've already paid for advanced weapons, you're more likely to pick up swords, axes, or lances (or whips, or one of the magics, or...). Archers can just grab unarmed, since they already have the Con for it and don't really need the easier ranged options. I'd like to find a bit of a better role for daggers to fill, if possible. Easy access to 1-2 range doesn't cut it when magic does it just as well or better. Any ideas?

A 1st draft of crafting is up. Values are approximations based on what the few items I've already priced cost. I'll do the other items later on once I've priced them. Reforging will come at a later date once I work out the mechanics (I've already gone through a couple of options without it feeling right).

flabort
2012-03-14, 10:41 PM
Oh. I'm sorry to ask, but what's the progress on terrains? Specifically, pillars (right now). I know you have various move types (and talents) that will each have their own costs for movement on each land (A staple in Forum Emblem), that will be harder, but when you're planning, this is one of the things to consider. :smallwink:

Meanwhile, I am so happy to see that there are crafting rules up. I will devour them instantly. :smallwink: (I mean, read them)

Garryl
2012-03-14, 11:27 PM
Terrain (and conditions) are all on my computer... somewhere. I just need to find them and format them properly. Terrain is nothing special (essentially the same as TheSummoner's rules, plus a couple of new types that won't show up for a while), although I do plan to add more. Pillars are currently lumped under the same stats as forests. I'll see if I can find them tomorrow.

Oh, and crafting, there's more I forgot to mention. You give an (NPC) crafter the materials, and he/she gives you back the finished product. No muss, no fuss. Except that the crafter needs to know the "recipe". The more common weapons (slim, bronze, iron, steel, E/D thrown, E/D tomes, basic staves/rods, etc.) should basically be known automatically from the start, although rarer, more powerful, and more obscure things will require finding the right recipe scroll first (which generally teaches a whole slew of related recipes, like all Arc-tomes, or all reaver weapons, etc.), or finding a crafter that already knows how to make them, (depending on the game you're playing). Reforging is the process of taking an existing weapon and adding new abilities to it. For instance, weighting it might add might and weight, but reduce hit, or sharpening it might increase the crit chance. Not all reforging recipes are applicable to all weapons. Some might add common weapon properties, like effectiveness, triangle reversal, or even double attack. However, a weapon can only be reforged once, and once it has been reforged, its rank increases by 1 (hence why weapon ranks go up to SS even though I'm only throwing S-rank weapons your way). Existing weapons and items can also be broken down, which is basically like selling them, except that you get materials instead of cash. You get back roughly half the materials used to make the item in the first place, reduced for items with lower than maximum durability. Characters with the Salvage talent automatically break down their weapons when they break (resulting in only 1-2 scraps since the thing is almost broken, similar to getting less money when you sell a low durability weapon). The Corrosion skill works similarly, except that it breaks down the enemy's weapon. I think that's about it. Oh, yeah. You can always use more powerful scraps and essences in place of weaker ones (like silver in place of steel, if you run out of steel scraps but have a few extra silvers). The different types of essences can also be converted across to each other if you need more of one than another, although it's not perfectly efficient.

Dr.Orpheus
2012-03-14, 11:59 PM
Daggers unfortunately fill a small niche (low cost backup weapons, mostly for otherwise support characters like dancers). If you've already paid for advanced weapons, you're more likely to pick up swords, axes, or lances (or whips, or one of the magics, or...). Archers can just grab unarmed, since they already have the Con for it and don't really need the easier ranged options. I'd like to find a bit of a better role for daggers to fill, if possible. Easy access to 1-2 range doesn't cut it when magic does it just as well or better. Any ideas?

I got an idea daggers are easy to conceal in a cloak or other similar clothing so it would make you appear unarmed making you appear as the weakest target. Depending on the nature of your opponent they may want to attack you more or less then armed allies. Another option would be to make it mandatory to be dagger proficient in order to take the thievery talent, despite how prejudiced it is against all those rouges. Another is the increase the max possible attacks with daggers for those with the spd.

Garryl
2012-03-15, 10:34 PM
Terrain is up.

Penguinator
2012-03-16, 05:34 PM
Chant (Work in progress)

Chanters work magic through their songs, producing a variety of unusual effects. Chanters are all but defenseless, unable to attack their enemies.
Chants are not weapons. They cannot be used to attack. They can be used to counterattack as Range 1 physical weapons, but this does not consume durability.
Chants are not involved in any weapon triangles.

To do: Do I want this like standard dances/whatnot, or learned by level and rank, or learned by rank and item, or what?

{table=head]Weapon Name |Rank |Range |Mgt |Hit |Crit |Wgt |Durability |Value |Triangle Type |Special
Vigor |E |1 |0 |100 |0 |1 |-- | |Chant |Usable while transformed. Grants ally an extra turn. 10 xp.
Bliss |D |1 |0 |100 |0 |1 | | |Chant |Usable while transformed. Ally's Hit increases by 10 for 1 turn. 12 xp.
Sorrow |D |1-2 |0 |100 |0 |1 | | |Chant |Usable while transformed. Reduces target's Hit by 10 for 1 turn. Cannot be countered. 12 xp.
Balance |C |1 |0 |100 |0 |1 | | |Chant |Usable while transformed. Splits damage taken evenly between self and ally for 1 turn. If multiple allies are affected, damage is split between all of them. 15 xp.
Requiem |C |1-2 |0 |100 |0 |4 | | |Chant |Usable while transformed. Performs a magical attack against target Spirit. Might 10, Hit 100, Crit 0. Has no effect against non-Spirits.
Dirge |B |1-2 |0 |50 |0 |1 | | |Chant |Usable while transformed. May cause Panic. Cannot be countered. 20 xp.
Valor |B |1 |0 |100 |0 |1 | | |Chant |Usable while transformed. Grants target 30 TP. 22 xp.
Recovery |A |1 |0 |100 |0 |1 | | |Chant |Usable while transformed. Heals Mag + target's max HP to target. 25 xp.[/table]


I'm very interested in chants, I think I'll play a character who has them somewhere down the line. I like the idea of learning by item, but that could be frustrating, especially if more than one player on a team has chant capabilities. I'd like to get them away from items that grant the uses, to keep them totally separate from Dances. So learning by Level/Rank seems the most original and fair.

Garryl
2012-03-16, 08:35 PM
Sounds good. Any suggestions on the levels? There will be another S rank chant also available, and possibly an SS rank one if I can't think of a good way to get reforging to go together with chants.

Oh, and conditions are up. Also, a few tweaks to the terrain lists.

Penguinator
2012-03-17, 06:06 AM
Well, I just realized the fact that a character could feasibly pick up chants upon promotion to third tier, so they would have to fit into 20 levels.

Vigor would come upon the ability to use chants, obviously. Maybe give Bliss right away if a character is only using chants.
Bliss and Sorrow seem like they should come at the same time, since they're basically inverses of each other. I'm thinking Level 4 right now, but that could change.
Balance at level 7.
Requiem at level 10. It gives the chance to attack, and while not useful against everything, level 10 just seems fair.
Dirge at level 12. (I'm not sure what panic does)
Valor at level 15. (It's pretty powerful if you've got Laguz allies)
Recovery at level 18.
And an S rank at level 20, if it's supposed to be easily accessed.
I think the SS rank should probably be an item, rather than a level, actually.

Oh, and it's not as hard as it seems to train one of these characters when you consider bonus xp. (I'd forgotten about it, honestly)

Garryl
2012-03-17, 06:54 AM
Consider each tier as an extra 20 levels (ie: 1-20, 21-40, and 41-60). Otherwise you have all these nice abilities and suddenly you lose them all when you promote, or something.

Panic is a condition, like a sort of weakened Berserk. I've added conditions in post 10, so take a look. Basically, someone who is panicked runs away, but starts attacking things randomly if he can't get away.

hunt11
2012-03-17, 07:47 AM
I like how you modified Berserk. It always bugged me that characters suffering from berserk could move through your own units to attack the more vulnerable members of your party.

The discussion in the Weapons of War thread highlighted an issue that I had when I tried to create custom talents, trying to figure out what is balanced for each tier of abilities. It might be an idea to give a quick description for each tier saying just how powerful they are allowed to be.

John Cribati
2012-03-17, 08:15 AM
Silence also (and obviously) prevents you from talking to people. As in no recruit or support conversations. I know this because I remember I had L'Arachel get silenced a turn before I was about to use her to recruit Rennac. Caught up to him, couldn't talk to him.

And then Rennac critted her to death.

Penguinator
2012-03-17, 08:26 AM
Consider each tier as an extra 20 levels (ie: 1-20, 21-40, and 41-60). Otherwise you have all these nice abilities and suddenly you lose them all when you promote, or something.

The intention is that you keep the abilities when you promote. I don't know why you wouldn't.

My point was that a character could learn Chanting (much like learning swords or axes) upon promotion to third tier, and as such, would only have 20 levels to learn the chants.

Kasanip
2012-03-17, 10:03 AM
I also like the Chants very much.


The intention is that you keep the abilities when you promote. I don't know why you wouldn't.

My point was that a character could learn Chanting (much like learning swords or axes) upon promotion to third tier, and as such, would only have 20 levels to learn the chants.

I think that if the Chants is related to weapon experience rank (E, D, C, B, A, S) then they become available like the Strike weapons improvement do.

It is also the same of characters who gain a different weapon type when promoting. Before they can use stronger weapons, they must gain the weapon experience.

I don't think Chants should be bonded to class level. Of course a character who receives chants at first promotion is not as good at chants as character who starts from beginning with chants.

flabort
2012-03-17, 10:49 AM
When you promote to T3, and get a new weapon, it starts at D rank, rather than E. Just thought that might be relevant to this Chant discussion.

Geno9999
2012-03-17, 03:51 PM
Another is the increase the max possible attacks with daggers for those with the spd.
Like what, some sort of talent? Like this?

Swift Stab: Always Double Attack when user's speed is higher than attack target. Can only be used with Daggers and Knives.

It would probably crowd with the Thievery Talent since (presumably) a character can only have one tier 1 talent.

What doesn't help dagger's use/fire power is that in the Fire Emblem games, Assassins/Thieves were essentially Swordmasters/Myrmidons with a even more focus on dodging and dealing Critical hits.

@Garryl, I noticed a typo in the description of Dark Magic:
Dark magic has a triangle advantage against fire, thunder, and wind magic, but has a disadvantage against dark magic. I assume you meant Light Magic.
Also, go ahead and implement some of the ideas I had over here (http://www.giantitp.com/forums/showthread.php?p=12909479#post12908200).
Though I might also borrow some of your accessories.

Penguinator
2012-03-17, 05:49 PM
@Kasanip: Yeah, that makes sense. So, I'm not sure quite where to go from there.

But, in theory, if you're a level 4 chanter, and only chanter, you've chanted thirty times... But, of course, not too many will pick only chants.

@flabort: I had considered that, yes. You'd probably get the first three immediately. Depending on what we end up with.

Next thought, could a Charisma talent (sell used weapons for a full half of their cost) be feasible as a Tier 1 talent? Would it fall under Tier 2? Would it be possible at all?

And I'd still like feedback on gaining a second Laguz transform type (Less transform type, more strike) and keeping the same gauge as a Tier 2 talent. (Or even Tier 3, as I've got that open, currently)

Garryl
2012-03-17, 10:48 PM
Geno: Thanks, that typo will be corrected.

You can have up to 3 T1 talents initially (and you can get more at each promotion). It's in the character creation rules.

Please let me know if you have ideas for more accessories. I'm always looking for ways to expand. I hope you can get good use from what I already have.

I'm considering the following additions to daggers. The numbers need tweaking, of course.

Fixed damage means that it always deals damage equal to the weapon's base Might. Str, Mag, Def, Res, triangle advantage, critical hits, terrain, even things that temporarily modify a weapon's might, they all have no effect on the damage dealt by a fixed damage weapon.

{table=head]Weapon Name |Rank |Range |Mgt |Hit |Crit |Wgt |Durability |Value |Triangle Type |Special
Venin Dagger |D |1 |2 |75 |5 |3 |45 | |Dagger |Causes Poison on hit.
Venin Knife |D |1-2 |1 |65 |0 |2 |45 | |Dagger |Causes Poison on hit.
Soul Blade |C |1 |14 |90 |5 |0 |20 | |Light |Uses Light weapon triangle. Fixed damage.
Soul Knife |C |1-2 |11 |80 |0 |0 |20 | |Light |Uses Light weapon triangle. Fixed damage.
Stake |C |1 |6 |70 |10 |7 |15 | |Dagger |Effective against Spirit.
Stiletto |B |1 |8 |65 |10 |8 |15 | |Dagger |Effective against Armored.
Ether Blade |B |1 |18 |85 |5 |0 |15 | |Light |Uses Light weapon triangle. Fixed damage.
Ether Knife |B |1-2 |15 |75 |0 |0 |15 | |Light |Uses Light weapon triangle. Fixed damage.[/table]


Penguinator: No for Charisma. It messes up the economy too much, and it's the kind of talent that only one person in the group needs. A second person having it literally does nothing, since you only need one person to sell everything.

Regarding the double transform thing, I haven't said anything because I can't say anything. I don't know enough about how Laguz characters will perform to know how that kind of talent will affect them. If all you want is a second strike to switch between, that shouldn't be much, around 5-10 growth points (cost of a new weapon or a T1 talent or thereabouts).

Chants, I'll deal with another time. If they are level-based, I'd rather they be based on your absolute power level (Level + 20 per promotion, so 1-20 in T1, 21-40 in T2, and 41-60 in T3) rather than your level relative to when you gained access to the chants. It's easier bookkeeping for me that way. Look at the way Geno has the songs set up in his Zelda FE rules if you want to see what I mean.

Kasanip: The main reason I don't want Chants to be purely based on weapon rank is so that you can't just work your way up to the best stuff right from the beginning or with a couple of quick Arms Scrolls (ignoring for the moment that they only work if you have a weapon equipped but that you don't equip chants) in order to have a high end ability at low levels. It's pretty much the same reason that Brave weapons don't suddenly start appearing in unlimited quantities as soon as someone gets a B rank in Swords/Lances/etc.

Penguinator
2012-03-18, 02:29 PM
Penguinator: No for Charisma. It messes up the economy too much, and it's the kind of talent that only one person in the group needs. A second person having it literally does nothing, since you only need one person to sell everything.

Heh, I wasn't going to use it, I just asked 'cause I've got a character who's a con-man/merchant. :smallwink: It was an interesting concept, but I didn't have the gp left for it, anyway.


Regarding the double transform thing, I haven't said anything because I can't say anything. I don't know enough about how Laguz characters will perform to know how that kind of talent will affect them. If all you want is a second strike to switch between, that shouldn't be much, around 5-10 growth points (cost of a new weapon or a T1 talent or thereabouts).

Yeah, I just want Solar and Lunar Breath. Or possibly Fire Breath, rather than Lunar. (You saw the character I submitted for Weapons of War, right? He's the one I want it for.)


Chants, I'll deal with another time. If they are level-based, I'd rather they be based on your absolute power level (Level + 20 per promotion, so 1-20 in T1, 21-40 in T2, and 41-60 in T3) rather than your level relative to when you gained access to the chants. It's easier bookkeeping for me that way. Look at the way Geno has the songs set up in his Zelda FE rules if you want to see what I mean.

I'm kind of off of the level idea, I'm warming up to the "learn by item" idea, but those items would likely need to be a) more than one use and/or b) pretty damn expensive/hard to get.

That, and... well, I'll go post in Geno's thread.

One other thing, could I, were I to make a bard, refluff dances as "song," and use them?

Penguinator
2012-03-18, 08:11 PM
Could Summoning (like Summoners of Sacred Stones, but with Sword, Axe, and Lance phantoms) be a Tier 2 talent?

Garryl
2012-03-18, 09:59 PM
Yes on the refluffing thing. I'm a big fan of refluffing things.

How does summoning work in Sacred Stones? I've never played that game (only Radiant Dawn). And how would you expect it to work here?

Penguinator
2012-03-18, 10:08 PM
Summoners are Shaman promotes which have Dark Magic, Staves, and Summoning as an ability.

A Summoner can summon one phantom at a time. A phantom has 1 Hitpoint, 0 Defense, and 0 Resistance. They also use axes, based on the summoner's level and weapon rank. (Although, in other Forum Emblem games, they tend to have swords and axes as well, and I was hoping that would be possible) Oh, and unfortunately, they can have Devil weapons, too. They usually have Iron, though. Their stats are rolled based on the summoner's level and innate Summoning stats/growths. (Knoll had different stats than Ewan, and I think Lyon had summoning, as well, but I didn't stick around to unlock him)

Anyway, Phantoms are there to attack things that are out of the way, they move as if they were flying, but with five move. They usually die pretty fast, as you've probably guessed.

Average growth rates for phantoms were 186%, so let's say you get 185% growths to put into your phantoms. (Only stats used are Strength, Luck, Speed, and Skill) Average stats at level 1 were 25. So let's say you get 25bp to put into your phantoms. (Again, only Str, Luck, Speed, and Skill. Mag, Def, and Res are always 0, Hp is always 1. No more than 10 in a stat) So you distribute those points, and then each level, you roll to see what the player's stat increases are and the phantom's stat increases.

So, say I have a phantom setup with 6 Str, 5 Skl, 10 Spd, 4 Luck. Growths of 50% Str, 50% Skl, 50% Spd, 35% Luck. Then go from there. Obviously, someone with summoning at tier 2 ends up with better phantoms than someone who gets it at tier 3, but you could give the tier 3 summoner 5-10 extra points at level 1 and call it fair.

Garryl
2012-03-18, 10:26 PM
When the phantom attacks, does the summoner get xp? Does the phantom's killer get xp either?

Could be workable. Should be in any case. Just gonna have to figure out the right numbers and stuff. I'll take a closer look at how they work in Sacred Stones.

John Cribati
2012-03-18, 10:31 PM
Summoners got a flat 10 XP for summoning something, but that gave up their turn.

Penguinator
2012-03-18, 10:36 PM
Phantoms don't get xp, no, and since no enemy summoners were in play, I don't know about getting xp for killing a phantom. I'm inclined to say no, but maybe a point or two if you're feeling generous.

Ewan has 170 growths, but he's built to be a lousy Summoner. Much better Druid.
Knoll and Lyon had 195.

Ewan's had 15 base points. (0 were luck, again, he's the worst one)
Knoll's had 26. (10 were luck)
Lyon's had 35. (20 were luck)

flabort
2012-03-19, 05:00 PM
Starting a list of game-specific rules for the game I'm working on planning.

Character creation/Play/recruitment
You will be creating 3 characters, instead of 1, and playing all three of them. One of these characters will be a lord. Yes, each player gets a lord!

Some maps, players will be opposed to each other. Others, they will start allied. Sometimes a specific character will be allied to a team that is neutral to the character's own team. That character counts as allied for supports and bonus XP, but not for win conditions.

You will not always get to use all three of your characters. Sometimes there will be a character limit on a map. These maps will also have lord limits. Some players will then get to play both their non-lord units, but not their lord, for that map. Some players will only get to use their lords that map. It depends on how the players choose to divide themselves for that map.

Players may get an opportunity to gain a fourth character for their team in later maps. They will need to have the character ready (at least 3 maps) in advance... and if they fail to recruit the character, they may get another chance in a later map. On maps where a player can gain a fourth character, only so many players can gain them, depending on the map. The character will start on the map, under my control, and moving beside them and talking (But only if they're yours, or a character I made for anyone to take) will recruit them. A player may not gain a 5th character.

When a player can be recruited, his whole team will start on the map under my control. Moving next to the lord and talking, or moving next to any character with your own lord and talking, will recruit the player as an allied team to your own, and the player will get control. If there are players opposed to the team that did the recruiting, the recruited team will be enemies to those players for the duration of the map.

Supports/Rivalry
Anything not mentioned is same as normal.

Increase support rank from X to C: 50. From C to B: 75. From B to A: 100. To decrease from A to B: -100. From B to C: -75. From C to X: -50.
Increase Rivalry from X to C: -50. From C to B: -75. From B to A: -100. To decrease from A to B: 100. From B to C: 75. From C to X: 50.
X means no rivalry, no support. Support gives normal bonuses. Rivalry subtracts the bonus support would give.

Recruit: +10, +3 more per map
Member of team recruited: +3
Member of allied team recruited: 0
Member of enemy team recruited: -5
Deploy nearby: +5
Start turn Adjacent (as allies): +2
Start turn Adjacent (As enemies): -2
Meaningful interaction (Positive): +2
Meaningful interaction (Negative): -2
Adjacent to combat (as allies): +1
Adjacent to combat (As enemies): -1
Combat: -2
Kill: -5, -1 more fore each time killed character died

Notes:
When you gain or lose support with someone, they gain or lose the same amount.
When a team is recruited, their entire team gains support with the character that recruited them, and a little support with each other member of that team. Similarly, they gain a little rivalry with members of teams opposed to the team that recruited them.
A negative meaningful interaction is such as a curse, or other action that gives someone a disadvantage. Also included are stealing, or shoving, but NOT combat. Positive as normal.
Adjacent to combat means that you get the points if you are not in the combat, but are adjacent to someone in it. Combat itself means that you are in it.
Kill means if you kill that person, in addition to the combat points - the more times they've died before, the more points you lose with each-other, too.

You can only have 4 ranks of support (excepting lords, who can have 6). This means only one support can reach A rank, normally. But, if you have a rivalry, or more, for each rank of rivalry you have, you may have another rank of support. So if you have a B rank rivalry, or 2 C rank rivalries, you may have 2 A rank supports!

It's impossible for a single player's own characters to develop a rivalry between them - they are always allied, and cannot make any negative interactions (including combat) against each other.

Lords + death
Lords are more common in this game. As such, they don't have much distinction. They start with C rank supports with their own team, and 30 extra growth to spend at character creation, 10 more at first promotion, and 20 more at second.

When a lord dies, it's team is considered eliminated that map - the other characters in that team can still help, and gain experience, though. It is mostly for win conditions.

When a character dies, it is not permanent. They are out of the map, and still earn any XP and bonus XP, if any, but they cannot be of any more aid that map. They can return for the next map, with exception - some maps will be die-hard maps. The character cannot return during the next map if they die on a die-hard map, but they may return the map after that.

The presence of these rules does not mean it's going to be very soon, but you can probably start developing characters (in text pads, not on the forums yet) and teams knowing these.

hunt11
2012-03-19, 05:22 PM
Flabort I know that you are just in the planning stage of the game, but what you have right now seems very interesting. I am curios though would the different teams be constantly interacting with each other or will it be only during special occasions. I don't know how it would work, but it might to add to the game if players could determine how the supports and rivalries grow and affect stats, so for example if two characters hate each other they would get an attack bonus to represent their determination to defeat the other combatant.

flabort
2012-03-19, 05:50 PM
Flabort I know that you are just in the planning stage of the game, but what you have right now seems very interesting. I am curios though would the different teams be constantly interacting with each other or will it be only during special occasions. I don't know how it would work, but it might to add to the game if players could determine how the supports and rivalries grow and affect stats, so for example if two characters hate each other they would get an attack bonus to represent their determination to defeat the other combatant.

The first two maps will be 4-way battles between teams - so starting with only 4 players. The third will start in a similar format... but something will happen. :smallwink:

Usually each map will have 12-16 characters (4-7 teams) on it at a time. Often working together, sometimes split in two alliances, sometimes back to the original fashion of a simple 4-way battle. When enough players are recruited, DOOM it will split into two maps at a time.

Recruitment likely won't start until map 4, though. The first four will get some good time alone.

hunt11
2012-03-19, 09:26 PM
Tier 4 talents only come during the last map right? Because if it is still so then isn't the limit break talent a weak ability as by that point in the game characters are very unlikely to gain anything more then a single level during said battle?

Dr.Orpheus
2012-03-19, 10:00 PM
Like what, some sort of talent? Like this?

Swift Stab: Always Double Attack when user's speed is higher than attack target. Can only be used with Daggers and Knives.

It would probably crowd with the Thievery Talent since (presumably) a character can only have one tier 1 talent.

What doesn't help dagger's use/fire power is that in the Fire Emblem games, Assassins/Thieves were essentially Swordmasters/Myrmidons with a even more focus on dodging and dealing Critical hits.

That sounds like a cool talent for knifers, However I do see your point about assassins and sword masters, but I have some more ideas to give them flavor as well as a reason to not choose larger less rougey weapons.

1. Poison daggers cause we already have poison swords, axes, lances, bows, and it seems like poison should be an item you could apply to any melee weapon.

2. And I also have another talent Sneak Attack: When you attack from within a terrain that provides some form of concealment (not thrones or gates) you may attack with a dagger, knife, or bow with a 10% greater chance of scoring a critical hit.

Geno9999
2012-03-21, 02:01 PM
1. Poison daggers cause we already have poison swords, axes, lances, bows, and it seems like poison should be an item you could apply to any melee weapon.

I just got another idea for a talent related to this:

Venomous - Once per map, the character can use a turn to add "Hit inflicts poison." to his/her currently equipped weapon. If the weapon already has a poison effect, the poison now does 3-7 damage per turn. Effect lasts 3 turns before it is returned to normal.

Garryl
2012-03-21, 06:33 PM
Phantoms don't get xp, no, and since no enemy summoners were in play, I don't know about getting xp for killing a phantom. I'm inclined to say no, but maybe a point or two if you're feeling generous.

Ewan has 170 growths, but he's built to be a lousy Summoner. Much better Druid.
Knoll and Lyon had 195.

Ewan's had 15 base points. (0 were luck, again, he's the worst one)
Knoll's had 26. (10 were luck)
Lyon's had 35. (20 were luck)

I'd probably treat them as units 20 levels lower than the summoner (which is about 1-3 xp for a hit/kill for characters near the summoner's level anyways).


Tier 4 talents only come during the last map right? Because if it is still so then isn't the limit break talent a weak ability as by that point in the game characters are very unlikely to gain anything more then a single level during said battle?

Whoops, I forgot those were in there. They're all in a very raw state.

That said, don't forget about bonus xp, the possibility of Training Scrolls, and the fact that I like large, drawn-out maps of epic scale for my finales.


That sounds like a cool talent for knifers, However I do see your point about assassins and sword masters, but I have some more ideas to give them flavor as well as a reason to not choose larger less rougey weapons.

1. Poison daggers cause we already have poison swords, axes, lances, bows, and it seems like poison should be an item you could apply to any melee weapon.


Consider it done.



2. And I also have another talent Sneak Attack: When you attack from within a terrain that provides some form of concealment (not thrones or gates) you may attack with a dagger, knife, or bow with a 10% greater chance of scoring a critical hit.

Could you elaborate a bit more on what "concealment" means in this context?


I just got another idea for a talent related to this:

Venomous - Once per map, the character can use a turn to add "Hit inflicts poison." to his/her currently equipped weapon. If the weapon already has a poison effect, the poison now does 3-7 damage per turn. Effect lasts 3 turns before it is returned to normal.

Sounds good. This would be Tier 2, I think? Maybe a bit weak for T2, I dunno. What did you have in mind?

John Cribati
2012-03-21, 06:49 PM
Could you elaborate a bit more on what "concealment" means in this context?

Pretty much any tile that would offer extra Avoid for standing on it. Maybe an extra 10% crit for every point of Avoid you'd be granted?

Geno9999
2012-03-21, 08:25 PM
Pretty much any tile that would offer extra Avoid for standing on it. Maybe an extra 10% crit for every point of Avoid you'd be granted?
You might want to be careful how you define "point" sir. A forest tile grants 20 Avoid. +10% Crit for every 10 Avoid bonus maybe.


Sounds good. This would be Tier 2, I think? Maybe a bit weak for T2, I dunno. What did you have in mind?

I thought it would be more of a Tier 1, but if it's going to be a Tier 2, then effect length might need to be readjusted accordingly. Maybe make it last 5 turns?

flabort
2012-03-21, 08:33 PM
I thought it would be more of a Tier 1, but if it's going to be a Tier 2, then effect length might need to be readjusted accordingly. Maybe make it last 5 turns?

Or usable twice a map? You could tactically overlap them, or spread them out.

Dr.Orpheus
2012-03-22, 05:10 PM
Could you elaborate a bit more on what "concealment" means in this context?
Pretty much any tile that would offer extra Avoid for standing on it. Maybe an extra 10% crit for every point of Avoid you'd be granted?

Concealment would mean any of the following the terrains so long as you are able to move through them Thicket, Healhedge, Forest, Rubble, River, Water, Sea, Raging Sea, Pillar, Crawlspace, or if the character is in darkness where they can see there opponent, but there opponent can't see them. Certain other terrains like being in a Structure Entrance or Hill would put you right were everyone will see you so even if they add avoid don'y think they should add to crit chance. I also think the Sneak Attack talent should work for bows and crossbows as well.

WhiteTiger1221
2012-03-23, 01:25 AM
The inclusion of the new daggers is pretty cool because originally they are somewhat useless. The set damage of certain daggers could also make strength less of an issue for thieves which is helpful. I also think that if you're going to make daggers that use light magic, you could also have daggers that use other magic triangles as this may make them more versatile. The new weapons are also all fantastic and they help set this game apart from traditional fire emblem.

Also, as if it bears saying, the character creation rules are superb and I have at least 5 ideas for characters and no way to use them all. :smalltongue:

Also I think this is a question more aimed at Flabort. But for your game would it be possible to make talents based on adding resonance without sound magic. I am pretty clueless about game balance so I wouldn't know if that would be overpowered or not. Oh and when is your game beginning, as things are now I'll definitely be able to play. :smallbiggrin:

flabort
2012-03-23, 09:44 AM
I have no set date, because of all the planning still to be done.

I don't know the balance of such a talent, yet, either, I'd still direct that one to Garryl.

Penguinator
2012-03-23, 02:03 PM
Also I think this is a question more aimed at Flabort. But for your game would it be possible to make talents based on adding resonance without sound magic.

Might be better to make a series of resonant weapons by themselves, since resonance isn't any good without sound magic at present. Since we're looking at daggers lately, we could do with a Resonant Dagger, if nothing else.

Actually, I'm leaning towards no set, and just a Resonant Dagger. It's something else a rogue character could benefit from, since you need speed to do anything with them. (Two attacks from a fast sound weapon-user would deal two resonance points, right?)

WhiteTiger1221
2012-03-23, 03:56 PM
Might be better to make a series of resonant weapons by themselves, since resonance isn't any good without sound magic at present. Since we're looking at daggers lately, we could do with a Resonant Dagger, if nothing else.

Actually, I'm leaning towards no set, and just a Resonant Dagger. It's something else a rogue character could benefit from, since you need speed to do anything with them. (Two attacks from a fast sound weapon-user would deal two resonance points, right?)

Well my plan for Flabort's game is to have two sound mages and a tank of some kind. I was thinking of perhaps a tier two talent that either increased resonance on enemy with each non magic attack but only if the enemy already had resonance or a talent that increased resonance on an enemy every time they hit the character.

Garryl
2012-03-23, 06:44 PM
The inclusion of the new daggers is pretty cool because originally they are somewhat useless. The set damage of certain daggers could also make strength less of an issue for thieves which is helpful. I also think that if you're going to make daggers that use light magic, you could also have daggers that use other magic triangles as this may make them more versatile. The new weapons are also all fantastic and they help set this game apart from traditional fire emblem.

Also, as if it bears saying, the character creation rules are superb and I have at least 5 ideas for characters and no way to use them all. :smalltongue:

Also I think this is a question more aimed at Flabort. But for your game would it be possible to make talents based on adding resonance without sound magic. I am pretty clueless about game balance so I wouldn't know if that would be overpowered or not. Oh and when is your game beginning, as things are now I'll definitely be able to play. :smallbiggrin:

I'm very glad that you're enjoying it.

How does a T2 talent that gives your attacker 1 resonance every time you're hit feel?



Might be better to make a series of resonant weapons by themselves, since resonance isn't any good without sound magic at present. Since we're looking at daggers lately, we could do with a Resonant Dagger, if nothing else.

Actually, I'm leaning towards no set, and just a Resonant Dagger. It's something else a rogue character could benefit from, since you need speed to do anything with them. (Two attacks from a fast sound weapon-user would deal two resonance points, right?)

I was planning on sound for whips, actually. Specifically, for a set of enchanted weapons (similar to the video games' magic weapons, except using Str against Res). Said weapons would carry over the common properties of the magic they emulate, and use their weapon triangle to boot.

Sword => Wind
Axe => Thunder
Lance => Fire
Bow => Light
Dagger => Dark (probably with Nosferatu's life drain effect, too, since Geno's doing it already)
Whip => Sound
Unarmed => Earth, or maybe Water

If it works out without being overpowering (that is, the using Str but attack Res bit), I might toss in some "kinetic" tomes (ie: using Mag but attacking Def).

Also on my wish list is a Str-based healing/support option (first aid/triage), and another physical weapon (just to round things out).

Edit: For said physical weapon, how about slings?

WhiteTiger1221
2012-03-23, 08:14 PM
I'm very glad that you're enjoying it.

How does a T2 talent that gives your attacker 1 resonance every time you're hit feel?


That is actually exactly what I was aiming for thanks. :smallsmile:

Dr.Orpheus
2012-03-25, 04:52 PM
I had an idea it may not be all that important and is not in any FE games, but how would all of you feel about improvised weapons? I know a prepared combatant has a backup weapon, but sometimes you leave weapons at the gate when entering a castle. I was thinking that the GM would make up reasonable a weight and durability for an item you grab. The might would be half the objects weight. The hit would 10 with unwieldy objects (chair, sack of potatoes, crate, etc.), 20 with a non-military tool (shovel, pointed stick, severed horn, etc.), 30 with a weapon built for combat, but you are not proficient with it. I assume improvised weapons will not have ranks and probably wont crit.

I think this will offer up new adventure ideas like for example Your group leaves your weapons tucked away somewhere when you enter a chapel (sense it is hollowed ground). You spend the night there, but it seems the bishop is corrupt and wants you dead. You wake up and now have to run to the broom closet to grab your stashed weapons. In the meantime you must bop monks on the head with your bedpost.

Garryl
2012-04-07, 12:21 AM
This has nothing to do with the rules, but I want to write these down and share them somewhere before I forget. With all the time I've spent thinking about the games I'm already running, I've also thought about games I'm not. Specifically, ideas for more games. I have no plans to run these in the foreseeable future (two games is enough, thank you). If someone else wants to run with them, go ahead.

War Games

- Set in Solak during the Dawnstar Conflict some ~200 years ago. Discover what happened and all that.
- Two teams. One primarily non-Laguz representing Dylandt at the height of its power before losing it all. The other mostly (well, 50% or more) Laguz representing Tanar. Both teams are at odds with each other, although direct conflict will be a bit uncommon. And, naturally, they team up to stop some greater evil by the end.
- Extra layer of resource management. Your team can spend some of its resources to boost the allied NPCs of coming maps (higher level, better weapons, greater numbers, etc.). These boosted NPCs can be both for the ones assisting you, and the ones opposing the other team on their map(s).


Fire Emblem: Online

- It's the game you've all been waiting for. Finally, the Real-Time Turn-Based Massively Multiplayer Online Social Tactical Role Playing Game has started beta testing, and you have an invite to the closed beta.
- Fixed growths and modified caps based on your base stats, promotion gains, and stat growths.
- Multiple characters (alts) with a shared experience point total that can be switched between based on the scenario (map). The individual entity you're actually playing is the user who's playing the game.
- The RTTBMMOSTRPG's story is set in Tellius (from Path of Radiance and Radiant Dawn), starting a few years after the conclusion of Radiant Dawn. Naturally, like most MMOs, there isn't just one problem that has arisen, but many of them.
- Should be a bit more "gamey".
- If there aren't enough people for a scenario, you may need to group with some random other players who are doing the same scenario. They may be willing or unwilling to listen to directions, or might have their own reasons for playing this scenario other than just progressing through the game (like that one guy whose trying to farm Brave Lances or whatever).

Dr.Orpheus
2012-04-08, 01:26 AM
Yes I would like to run a fire emblem game in the future, but it will be a while till I am ready.

Illven
2012-04-09, 11:41 PM
I just read the tier 4 talents.

I like them, but I worry that Limit break, and Scrivened are not appropriate for player characters.


If we only get Limitbreak before the final map, then unless the final map is full of enemies, we can't get the xp to break the level cap.

Scrivened is completely overpowered if a player character gets it. Or is useless if the enemies are given weapons that bypass it.


Also Scrivened overshadows the same level tier talent Guardian pact.

Garryl
2012-04-10, 07:56 AM
Most of the T4 talents are intended primarily (if not entirely) for enemy use. Given how far away any of the games are from reaching them, I'm just spit balling, anyway.

Illven
2012-04-10, 12:27 PM
Most of the T4 talents are intended primarily (if not entirely) for enemy use. Given how far away any of the games are from reaching them, I'm just spit balling, anyway.

Ah. Okay you just mentioned that they were the eleventh hour superpowers for the heroes also.

Garryl
2012-04-12, 08:53 PM
Remember how there were more than enough weapons already and no more were needed?... Yeah, me neither. Take a look at tactics! For all your Strength-based support needs.

Also, the previously discussed fixed damage daggers have been added properly. I nerfed their damage a bit (probably too much), since I'm not really sure how to evaluate the fixed damage effect's overall power.

Additionally, synergies have been added for the remaining weapons. They still do nothing. I'm considering letting weapons at promotion cost only half as much (5 instead of 10 growth points) if you can already use a synergy weapon, or perhaps increasing your starting rank based on your ranks in synergy weapons.

Illven
2012-04-13, 01:40 AM
Remember how there were more than enough weapons already and no more were needed?... Yeah, me neither. Take a look at tactics! For all your Strength-based support needs.

Also, the previously discussed fixed damage daggers have been added properly. I nerfed their damage a bit (probably too much), since I'm not really sure how to evaluate the fixed damage effect's overall power.

Additionally, synergies have been added for the remaining weapons. They still do nothing. I'm considering letting weapons at promotion cost only half as much (5 instead of 10 growth points) if you can already use a synergy weapon, or perhaps increasing your starting rank based on your ranks in synergy weapons.

I'd go with synergy granting a bonus rank or two.

Can I change one of Simon's promotions to include tactics? He's the lord, so it'd fit.

flabort
2012-04-13, 01:36 PM
Grant a rank, as in, if you already have a higher rank in a synergy weapon when you gain the ability to use this weapon, the rank you gain in this weapon is 1 higher?
So having E rank Swords and gaining E rank Axes won't do anything, but if you already had C rank Swords, and gained E rank Axes, you would actually really gain D rank axes?

Yeah, I like that idea.

Actually, how about "If you have ranks in a synergy weapon when you gain the ability to use this weapon type, you may either pay 5 growth points instead of 10, or if your rank in the existing weapon is one or more ranks higher than the rank you would normally get, you may pay full price and the new weapon rank is one better".
Let the person making the character choose.
So you could take advantage of the lower price and try to grab as many weapons as possible (Penguinator, upcoming :smallwink:), or you could take advantage of the higher rank and get better weapons.

Also, you said we could make our own talents with approval, which I did, but: new Chassis?
Mechanical:
Requires: Con 8
Limitations: Max move -1, max capacity -10, -10 growth to spend
Benefits: May have a second chassis, using it's movement type. +2 base points to spend.
Movement type: Unless a second chassis is chosen, Land (Normal)
Combat type: Normal (unless a second chassis is chosen), Mechanical
Special: Shove, cannot Rescue even if second chassis allows for it.

I'm not sure what the mechanical combat type would do. Perhaps it would have Advantage against certain magic weapons, and certain physical weapons would have Advantage against it. Like how bows have advantage against winged combat type.

Edit: For example, Mechanical (Airborne (Pegasus)):
Requires: Con 8, move 5
Limitations: Max capacity -20, -5 growth to spend
Benefits: +2 base points to spend
Movement type: Flying
Combat type: Flying, Winged, Mechanical
Special: Canto, Shove

Garryl
2012-04-13, 04:31 PM
I'd go with synergy granting a bonus rank or two.

Can I change one of Simon's promotions to include tactics? He's the lord, so it'd fit.

That's fine. I have no problem with anyone changing their character a bit when they find that something in the build is problematic, or when a new rule is added that they would like to take advantage of (but couldn't before because the rule didn't exist), as long as the core of the character stays the same.


Grant a rank, as in, if you already have a higher rank in a synergy weapon when you gain the ability to use this weapon, the rank you gain in this weapon is 1 higher?
So having E rank Swords and gaining E rank Axes won't do anything, but if you already had C rank Swords, and gained E rank Axes, you would actually really gain D rank axes?

Yeah, I like that idea.

Actually, how about "If you have ranks in a synergy weapon when you gain the ability to use this weapon type, you may either pay 5 growth points instead of 10, or if your rank in the existing weapon is one or more ranks higher than the rank you would normally get, you may pay full price and the new weapon rank is one better".
Let the person making the character choose.
So you could take advantage of the lower price and try to grab as many weapons as possible (Penguinator, upcoming :smallwink:), or you could take advantage of the higher rank and get better weapons.


That sounds good. It'd essentially be a 5 growth point discount on synergy weapons, and 5 growth point option to have your new weapon start out a rank higher. That feels fair, I think.



Also, you said we could make our own talents with approval, which I did, but: new Chassis?
Mechanical:
Requires: Con 8
Limitations: Max move -1, max capacity -10, -10 growth to spend
Benefits: May have a second chassis, using it's movement type. +2 base points to spend.
Movement type: Unless a second chassis is chosen, Land (Normal)
Combat type: Normal (unless a second chassis is chosen), Mechanical
Special: Shove, cannot Rescue even if second chassis allows for it.

I'm not sure what the mechanical combat type would do. Perhaps it would have Advantage against certain magic weapons, and certain physical weapons would have Advantage against it. Like how bows have advantage against winged combat type.

Edit: For example, Mechanical (Airborne (Pegasus)):
Requires: Con 8, move 5
Limitations: Max capacity -20, -5 growth to spend
Benefits: +2 base points to spend
Movement type: Flying
Combat type: Flying, Winged, Mechanical
Special: Canto, Shove

That sounds like a great idea, and now I desperately want to work it in. Note that currently dark magic is effective against mechanical. Maybe instead of messing around more with the various weapons (other than a few specifics, comparable to the Armorslayer and friends), give it resistance or immunity to some conditions that don't make as much sense to affect a machine? Poison, disease, and sleep, for instance? So, that would essentially be like a free Id skill.

flabort
2012-04-13, 05:06 PM
Did Dark magic already have that? I'm unsure if you just added it or not :smallwink:.
Yeah, a few specific Mechanical Slayer weapons sounds fair. I had been thinking, "magic affects people, weapons smash moving parts", when I said physical weapons would affect it more, magic less, but I was only thinking one or two categories. Like, swords and axes (And hammers?) being effective vs. mechanical, Anima not being so effective.
Any way you decide works, though.

Mechanical combat type being a free Id? Yeah, that sounds fair-ish.

The rest of the "examples" of "combinations":
Mechanical//Normal <- Basically just Mechanical, without another type.
Requires: Con 8
Limitations: Max move -1, max capacity -10, -10 growth to spend
Benefits: +2 base points to spend.
Movement type:Land (Normal)
Combat type: Normal, Mechanical
Special: Shove

Mechanical//Skimisher
Requires: Con 8, move 5
Limitations: Max move -1, max capacity -10, -15 growth to spend
Benefits: +2 base points to spend.
Movement type: Land (Light)
Combat type: Light, Mechanical
Special: Shove

Mechanical//Armored
Requires: Con 8
Limitations: Max move -3, max capacity -10
Benefits: +2 base points to spend.
Movement type: Land (Armored)
Combat type: Armored, Mechanical
Special: Shove

Mechanical//Mounted
Requires: Con 8, move 5
Limitations: max capacity -20, -5 growth to spend
Benefits: +2 base points to spend.
Movement type: Land (Mounted)
Combat type: Mounted (Horse), Mechanical
Special: Canto, Shove

Mechanical//Airborne (Wyvern)
Requires: Con 8, move 5
Limitations: Max capacity -20, -5 growth to spend
Benefits: +2 base points to spend
Movement type: Flying
Combat type: Flying, Dragon, Mechanical
Special: Canto, Shove

Garryl
2012-04-13, 09:10 PM
Dark magic has been effective against mechanical since about the 3rd revision, I think. Before this thread was even up, if I remember correctly, during the recruitment for Sand Beneath the Waves. It's been a while.

Penguinator
2012-04-13, 10:53 PM
I'm considering letting weapons at promotion cost only half as much (5 instead of 10 growth points)

Want! With more letters.

flabort
2012-04-14, 11:36 AM
Want! With more letters.

I knew you would, considering what you sent me. :smallwink:

Garryl
2012-04-14, 02:39 PM
By the way, how's that coming along, flabort?

A large number of new items are up. Mine Sweeper, Feral Formula, Blank Vellum, and all manner of Bracers.

flabort
2012-04-14, 04:16 PM
:smallfrown:
Not well. I can't figure out how to enter growths into that chart...except by hand, which would take way too long. Or, a long time.
And then there's spriting the elite enemies... Or at least the plot relevant characters.

Maybe I released news of it too soon. As I keep saying, it will be a while.

Edit: Hmm... I wonder if it's possible to do what you did with unarmed, with a ranged weapon... :smallamused:
((I'll try to come up with it myself. I think it will be something along the lines of thrown stones and slings))

Edit 2:
Throwing stones is a popular pass-time among children. The problem arises, though, that it's not a very effective fighting style. But there are a few that can make it stick, and they are quite good at it. Most carry around specially smoothed stones or slings to get some extra oomph out of their throws.
Throwing Stones is a physical weapon. It uses it's wielder's Str to determine damage, reduced by its target's Def.
Throwing Stones is a primal weapon.
Throwing Stones is not part of any triangle, and is effective against Mechanical.
Throwing Stones has synergy with Unarmed and Tactics.

{table=head]Weapon Name|Rank|Range|Mgt|Hit|Crit|Wgt|Durability|Value| Triangle Type|Special
Thrown Stone|E-S|1-2|1+1R|80|0|1+2R|--|--|Throwing Stones|Scales with Throwing Stones weapon rank. Auto-equip. Does not count against inventory space.
Round Stones|E|1-2|+0|+10|--|+2|30||Throwing Stones|Cannot crit. Enhances Throwing Stones attacks.
Leather Sling|E|1-2|+2|+0|+0|+6|35||Throwing Stones|Enhances Throwing Stones attacks.
River Stones|D|1-2|+0|+15|+5|+6|25||Throwing Stones|Enhances Throwing Stones attacks.
Studded Sling|D|1-3|+3|-10|+0|+9|20||Throwing Stones|Enhances Throwing Stones attacks.
Polished Stones|C|1-2|+0|+20|+10|+8|25||Throwing Stones|Enhances Throwing Stones attacks.
Skipping Sling|C|1-3|+5|-15|+0|+8|20||Earth|Enhances Throwing Stones attacks. Uses Earth weapon triangle.
Venin Rocks|C|2|+2|+5|+0|+11|10||Throwing Stones|Enhances Throwing Stones attacks. Causes poison on hit. Fixed damage.*
Perfect Stones|B|1-2|+0|+20|+15|+6|20||Throwing Stones|Enhances Throwing Stones attacks.
??? Sling|B|1-3|||||15||Throwing Stones|Enhances Throwing Stones attacks.
Whistle Rocks|B|2|||||10||Sound|Enhances Throwing Stones attacks. Causes resonance Uses Sound weapon triangle. Fixed Damage.*
Bladed Stones|A|1-2|+5|+10|+20|+8|15||Throwing Stones|Enhances Throwing Stones attacks.
??? Sling|A|1-3|||||15||Throwing Stones|Enhances Throwing Stones attacks. [/table]
*Venin Rocks and Whistle Rocks use the might of the base weapon, which IS modified by rank, plus their own might, but are not affected by Str.
The (mostly) complete ones: Balanced?

Penguinator
2012-04-14, 04:42 PM
It took me over a year to plan my FE game, personally.

John Cribati
2012-04-14, 06:23 PM
Thought I'd put my Homebrew Talents in here.

Bodyguard T1. Grant 1 ally in range of your weapon bonus HP equal to that Weapon's Might + 1/2 User's Str/Mag (depends on whether it's a magical or physical weapon) for one turn. Sap one Durability point from the weapon for every 2 enemy attacks that "hit" the protected Ally until the Bonus HP runs out. User cannot attack in the same turn, and his speed is Halved for the turn. Counterattacks made during the turn do 3/4 damage (rounded down). Command.
Example:

So Marvin the Mage is down to his last 6 HP. Frank the Fighter sees his buddy's distress and goes over to him to Guard him. He's got 8 Strength and a Killer Axe, so he doesn't attack, and instead during that turn, Marvin gains 14 HP to give him 20. Two Myrmidons attack Marvin and do a combined 16 damage with two attacks each. Those 4 attacks were mostly blocked by Frank's Axe, which loses 2 Durability points, and in the end, Marvin only lost 2 HP instead of dying there. If the myrmidon's 4 attacks only did a total of 12 damage, Marvin would not have lost any HP that turn, but that 2 Bonus HP would go away at the start of the next turn. Essentially, this is sort of invoking Diehard, with a bunch of cons for the protecting party.


Level The Field T2. Command. Cannot attack in the same turn. Prerequisite: Earth Magic. Sap charges from your Earth Magic Tome to change the terrain type of any number of spaces within (Mag/2).
Terrain Cost Table:
{table]Terrain Type|Cost|Note
Land|+0|Compatible with all.
Rubble|+1|Incompatible with Cliff. Rubble-> Sand is compatible, but Sand -> Rubble is not
Cliff|+2|Cannot change any type of Land to Cliff.
Sand|+2|Rubble-> Sand is compatible, but Sand -> Rubble is not.
Hill|+2|Incompatible with Fortress.
Mountain|+3| Incompatible with Fortress; Can only Form Mountains from Hills.
Forest|+3| Incompatible with all except Land. Cannot change any type of terrain to forest.
Fortress|+4| Incompatible with Mountain and Hill
[/table]
If the types of terrain are compatible, Subtract the value of the terrains. If you are changing from a higher cost to a lower cost terrain and both are compatible, the cost is halved. (so changing a hill into a mountain is 1, but from mountain to hill is 1/2). If they are not compatible, add them. A space occupied by anyone other than yourself costs an extra +2. You may not change any type of terrain into a forest tile.


Tome Rank/Value Table:
{table]Tome Rank|Value
E|1
D|1.5
C|2
B|2.5
A|3
S|4
SS|5[/table]


So. Changing a Flat bit of land into Fortress takes costs 4 charges. So that would be

4 Charges from an E rank tome,
or

2 Charges from a D and 1 from an E,
or

2 from a C rank tome
or

A charge from an S Tome. To change a forest tile into a regular land tile when your ally is standing on it costs 5, so that would be

5 from E
or

2 from D and 2 from E
Or

2 From C
and so on.

RNG Abuser
Tier 2. Take a penalty to Strength, Magic, Speed, Defense and/or Resistance for one turn to be informed whether the next (Penalty/2) numbers generated by the RNG are greater than or less than 50. EG, by sacrificing a total of 20 Stat points, you will get the relative value of the next 10 numbers generated.

Example:

{table]If the RNG Generates|32|66|20|77|83|22|02|99|44|54
You will receive the following information:|<50|>50|<50|>50|>50|<50|<50|>50|<50|>50[/table]


At yours or any of your team members' option, a number may be "wasted"-- skipped over and deleted from its position in the queue-- with a new number added to the back of the queue. No knowledge of this new number's value will be given away.
Example:

if you choose to waste the second-to-last G roll:

{table]If the RNG Generates|32|66|20|77|83|22|02|44|54|XX
You will receive the following information:|<50|>50|<50|>50|>50|<50|<50|<50|>50|X[/table]

Garryl
2012-04-14, 08:26 PM
:smallfrown:
Not well. I can't figure out how to enter growths into that chart...except by hand, which would take way too long. Or, a long time.
And then there's spriting the elite enemies... Or at least the plot relevant characters.

Maybe I released news of it too soon. As I keep saying, it will be a while.


I've added some instructions to a new first sheet of the spreadsheet I linked you that should hopefully explain how I use it (although I'll readily admit that it's sort of hacked together anyways). I'm going to see if I can make it a little bit better and easier to use, like letting you select from some preset stats/growths from a drop down menu instead of having to copy and paste them from another sheet.



Edit: Hmm... I wonder if it's possible to do what you did with unarmed, with a ranged weapon... :smallamused:
((I'll try to come up with it myself. I think it will be something along the lines of thrown stones and slings))

Edit 2:
Throwing stones is a popular pass-time among children. The problem arises, though, that it's not a very effective fighting style. But there are a few that can make it stick, and they are quite good at it. Most carry around specially smoothed stones or slings to get some extra oomph out of their throws.
Throwing Stones is a physical weapon. It uses it's wielder's Str to determine damage, reduced by its target's Def.
Throwing Stones is a primal weapon.
Throwing Stones is not part of any triangle, and is effective against Mechanical.
Throwing Stones has synergy with Unarmed and Tactics.

{table=head]Weapon Name|Rank|Range|Mgt|Hit|Crit|Wgt|Durability|Value| Triangle Type|Special
Thrown Stone|E-S|1-2|1+1R|80|0|1+2R|--|--|Throwing Stones|Scales with Throwing Stones weapon rank. Auto-equip. Does not count against inventory space.
Round Stones|E|1-2|+0|+10|--|+2|30||Throwing Stones|Cannot crit. Enhances Throwing Stones attacks.
Leather Sling|E|1-2|+2|+0|+0|+6|35||Throwing Stones|Enhances Throwing Stones attacks.
River Stones|D|1-2|+0|+15|+5|+6|25||Throwing Stones|Enhances Throwing Stones attacks.
Studded Sling|D|1-3|+3|-10|+0|+9|20||Throwing Stones|Enhances Throwing Stones attacks.
Polished Stones|C|1-2|+0|+20|+10|+8|25||Throwing Stones|Enhances Throwing Stones attacks.
Skipping Sling|C|1-3|+5|-15|+0|+8|20||Earth|Enhances Throwing Stones attacks. Uses Earth weapon triangle.
Venin Rocks|C|2|+2|+5|+0|+11|10||Throwing Stones|Enhances Throwing Stones attacks. Causes poison on hit. Fixed damage.*
Perfect Stones|B|1-2|+0|+20|+15|+6|20||Throwing Stones|Enhances Throwing Stones attacks.
??? Sling|B|1-3|||||15||Throwing Stones|Enhances Throwing Stones attacks.
Whistle Rocks|B|2|||||10||Sound|Enhances Throwing Stones attacks. Causes resonance Uses Sound weapon triangle. Fixed Damage.*
Bladed Stones|A|1-2|+5|+10|+20|+8|15||Throwing Stones|Enhances Throwing Stones attacks.
??? Sling|A|1-3|||||15||Throwing Stones|Enhances Throwing Stones attacks. [/table]
*Venin Rocks and Whistle Rocks use the might of the base weapon, which IS modified by rank, plus their own might, but are not affected by Str.
The (mostly) complete ones: Balanced?

I am intrigued by your ideas and wish to subscribe to your newsletter.

What I'm getting from this is low damage, middling base accuracy boosted significantly from items, and spell-like range.

Have you considered splitting it into two parts? Say, the rocks that count as the actual, raw weapon, and the slings that could count as accessories and grant increased range (I see a few 1-3s there) and some special effects or increased accuracy or something? Just a thought.

flabort
2012-04-14, 09:00 PM
Heheh, Newsletter? I don't have a newsletter. Sorry.
There have been times I've wished someone would hook my head up to a permanent thoughtscanner, so the great geniuses of the future could review my thoughts afterwards, and none of my great ideas would be lost.
One such idea was making a variable-strength electromagnetic key, with negative spaces in the center of the key, which when all the top pins lined up right, pins would go THROUGH the key as a second test, and pins would measure the magnetic pulls and pushes as a third test, to make SURE it was your key, and when you pulled it out, the pins going through the key would just pivot, as the key pulls on it, allowing it to slide out. I came up with that in 6th grade. :smallcool: I called it "Sure-lock homes", with "If someone else finds a way in, we'll eat our badges" as the motto. Such a lock would be so complex, though... Engineers would never manage it. Not even Dilbert's garbage man.

A more... related idea, is a talent that may occasionally result in a +2 value during levelup. Also, another talent, that also affects stats during level up. Neither affects you on the battlefield, only during levelup.
Critical level up T2
When a stat is successfully increased during your levelup, roll again against 1/4 the normal growth. Do not replace the first roll with the new one. Instead, if both succeed, your stat increases twice. Normal stat caps apply.
Cap Breaker T1
(Special: This talent costs 10 extra growth points. This talent may be taken more than once.)
When you take this talent, pick one: Str, Mag, Skl, Spd, Lck, Def, or Res. Your stat cap in that skill is increase by 4 the first time you take this. If you take this talent more than once, pick another stat. It's cap is increased by 4, and the last stat you picked is increased by 2.
So, if you took this talent 5 times, and picked Skl, Str, Spd, Skl, Def, at the third tier your Skl cap would be 57, your Str and Spd caps would be 51, and your Def cap would be 49.

Garryl
2012-04-15, 10:10 AM
Critical level up is horrendously OP. It increases your effective growth rates by 1/4. Given that most characters have around 250%-265% in growths (give or take, depending on movement and capacity and weapons and talents and whatnot), it's like an extra 65 growth points for the cost of 10 (and 2 base, but you're getting that back inside 4 levels).

I'm not too fond of Cap Breaker either, unfortunately. You pay for it early, but don't get any benefit until late, and you may get no benefit at all depending on the luck of the draw. Caps are already pretty high under these rules (45 at T3 instead of the 40 that Radiant Dawn's caps peaked at).

Penguinator
2012-04-15, 01:10 PM
I don't really like the talents that are meant to break things.

To me, talents are something your character has based on their personal skills and experiences, not something that they gain for the sake of breaking the game. A character would have no knowledge of stat caps or the RNG, so why would that be one of their "talents?"

flabort
2012-04-15, 01:30 PM
That makes sense. Not the best ideas, obviously. I never said that I was a complete genius. A lot of my ideas are total bogus. When I even have ideas...
Yeah, it's not entirely +1/4 growth... you have to succeed the first time, at normal growth, before it even considers Critical.
But it's still a bad idea. I gotcha.

I guess Penguinator has the right idea.

Garryl
2012-04-15, 03:48 PM
It's not 25% growth, but it is 1/4 of your existing growth.

Ex: For a 40% growth...
60% +0
40%*3/4 = 30% +1
40%*1/4 = 10% +2
For an average stat gain of 0.5, 25% more than your normal 0.4.

Garryl
2012-04-21, 01:21 PM
So I've been looking at prices (and the major lack thereof currently in these rules). Magic tomes seem to be ridiculously expensive compared to similar rank physical weapons (although not quite as far off when compared to the throwing weapons). How do you feel about the prices in the games? Are there any items or weapons that are traditionally overcosted? Undercosted? Just right? Don't care?

At present, the prices are up for the various non-weapon items, skills, and the three basic traditional weapons (axes, lances, swords). I'd like to fill out at least the traditional weapons soon (definitely before the end of the current map in Sand).

Penguinator
2012-04-21, 01:34 PM
Magic tomes tend to cost more because they're introduced later than melee weaponry, usually not until after a few maps.

That being said, perhaps they ought to be cheaper since more characters are using magic in Forum Emblem, especially with this system.

Garryl
2012-04-21, 03:44 PM
There's also the metagame aspect of most FE characters and enemies having relatively low Res compared to their Def scores (basically, everyone but mages and priests). Given the more freeform stat generation of these rules, that doesn't have to be the case. Just look at Illven's character in Weapons of War, for example.

Actually, when you compare tome prices in FE10 to the thrown weapon prices in these rules, the prices aren't entirely out of line. One a cost per use basis, they're actually almost cheap.

Garryl
2014-01-01, 08:35 PM
Hello to anyone still following this. About a year ago, my computer had to be wiped, and the drive I had backed everything Fire Emblem-related onto decided to die at the same time. As a result, I lost everything not already posted here, including a lot of work on the crafting system. Recently, I got back into this and started recreating what was lost and filling in other gaps in the rule set.

In short, prepare for some updates, including, but not limited to:
- Prices for all weapons.
- Nerfed stat caps.
- Light movement type renamed to Swift, and Light combat type renamed to Unarmored. Much better than the confusing Light and Light (no longer to also be confused with Light magic).
- S-Rank weapons (sans costs) and a few legendary weapons.
- First batch of weapon reforging properties. No costs yet, unfortunately.
- Proper rules about how turns work and what you can do on your turn.
- Fog of war.
- Rules and formulas for gaining experience and using bonus experience.
- A couple extra conditions and terrains.
- A variant set of affinities for FE 1-8-style support bonuses.

If you happen to be running a game with the existing rules and would like a copy of them before these changes, let me know and I'll send you a copy.

Penguinator
2014-01-01, 09:05 PM
Hey, Garryl's alive. :smallsmile:

I don't think any games are running your system, currently, but I've kind of fallen out of the loop.

Garryl
2014-01-02, 03:14 PM
Hey, Garryl's alive. :smallsmile:

I don't think any games are running your system, currently, but I've kind of fallen out of the loop.

Always have been alive. I just faded into the background for a while.

Yeah, I looked around at what FE games were going on here and, no, none of them are using it. It looks like most of the games that were going on stopped updating over the past few months. Even TheSummoner's immortal Seal of Fate, having ran for 4 years, hasn't had any action since May! It seems only Sairyu's Close Horizon and Illven and Ravena's Fragments of Chaos are still going. Any idea what happened? I'm half-tempted to start up another game of my own just to get the numbers back up.