PDA

View Full Version : Scribble's Fire Emblem System (A Horrid Attempt at Recreating a Wonderful Thing)



1whoscribbled
2014-04-12, 02:34 PM
Scribble's Fire Emblem System

Intro



Index
1. Intro, Index, Change Log (http://www.giantitp.com/forums/showsinglepost.php?p=17295680&postcount=1)
2. General Rules of the World (http://www.giantitp.com/forums/showsinglepost.php?p=17295683&postcount=2)
3. Character Creation: Class Making and Skills (http://www.giantitp.com/forums/showsinglepost.php?p=17295686&postcount=3)
4. Weapons of the World (http://www.giantitp.com/forums/showsinglepost.php?p=17295693&postcount=4)
5. Magic, Staves, and Eqipment (http://www.giantitp.com/forums/showsinglepost.php?p=17295701&postcount=5)
6. Optional Rules, Races, Runes, Skills, Ect... (http://www.giantitp.com/forums/showsinglepost.php?p=17295710&postcount=6)
7. My Setting and Character Examples (http://www.giantitp.com/forums/showsinglepost.php?p=17295717&postcount=7)
8. Thank You and Credits Page (http://www.giantitp.com/forums/showsinglepost.php?p=17295724&postcount=8)


Change log
-4/11/2014: Started Thread
-4/12/2014: Worked on Tier 0
-4/14/2014: Redid mounted chassis. Made the canto ability a talent accessible only to mounted units. Added a bunch of tier 0 talents. Writing tier 1 rules. Got permission from all sources of other systems. Added rules for promoting and starting for each tier. A lot of other Stuff.
-4/15/2014: Got most of the weapons ported over from my fellow fire emblemteers and tweaked most of them to suit the (newish) system. Ex. all earth magic is kinetic.
-4/16/2014: Redoing all magic triangles, adding new types of magic, weapons section tweaked again, did a lot of editing punctuation wise
-5/1/2014: Did some grammical fixing, spell check, ect ...

1whoscribbled
2014-04-12, 02:35 PM
General Rules of the World

Gameplay

In most games, one team will take a turn, followed by the other team, and then any NPC characters (controlled by me) will take their turns. The team that goes first will either be determined randomly, or based on the results of a previous game. In some scenarios, I may have the NPCs take their turn first.

Any player on the team currently taking it's turn may make his or her move at any time. If the player chooses an action that requires calculations to be made involving random variables (such as attacking an enemy), I must post before it takes effect. The first player to post's actions are the first that take effect. If another player wants to take an action before I have an opportunity to post the outcome of the first player's action, he or she may add conditions to her move reflecting the possible outcomes of the first player's move.

For example: On the green turn, Green Player 1 chooses to move to a spot and attack Blue Player 1. Green Player 2 sees this before I have the chance to post the outcome of the attack. Green Player 2 could post something along the lines of "If Green Player 1 doesn't kill Blue Player 1, I move to X spot and attack Blue Player 1 as well, but if he does kill Blue Player 1, I move to Y spot and attack the NPC Myrmidon to my north."

If you are willing to do the calculations yourself, you will be able to better gauge how effective moves are and choose the best course of action. Players are also free to talk among each other to discuss strategies and request their allies make certain moves. On maps when you are in competition with the other team, it would probably be best to do such communications through PM or some other method that would prevent the opposing team from seeing it.

Commands

In any turn, the player may perform two actions. The player may move, and then perform a second action such as attack.

Move - If you wish to move, you must do so before performing any other action. You are allowed to move any number of spaces from 0 to your character's movement points. Mounted units are allowed to move or finish moving after taking their action. The combined distance traveled cannot exceed the mounted unit's maximum movement.

Attack - Your character is able to attack enemies within their weapon's range. See the section on combat for details.

Staff - Characters who are able to use Staves may heal allied units within the Staff's range.

Use Talent - Some talents are activated by using a action (whether it just be a move, attack, or full action)

Shove - Characters may shove an adjacent unit one square away so long as the Shoved unit's weight does not exceed the Shover's weight by more than two. Mounted units are unable to Shove. You must have permission from the other player to Shove a character on your team.

Rescue - Characters may pick up allied or friendly units and carry them. You may only Rescue a unit if it's weight is at least two less than the Rescuer's weight. A Rescued unit cannot be attacked while being carried. While carrying a rescued unit, the carrier's skill and speed scores are halved. You must have permission to rescue an allied player. If a character is killed while carrying another character, the carried character is dropped on the same spot the dead character was on.

Drop - If you are carrying a Rescued unit, you can Drop the unit on any adjacent square. A dropped unit cannot take any actions on the turn it is dropped. A player may demand to be dropped at any time.

Take - One character may take a rescued unit from another character. The same weight restrictions apply as if you were rescuing the unit yourself. (You are able to both take and drop a friendly unit on the same turn).

Item - You may choose to use, equip, or drop your carried items on your turn. A character is limited to carrying a maximum of 5 weapons, and 5 non-weapon items at any given time. If you acquire a sixth item of either type, you must choose to drop one of the six items. Unlike in the actual Fire Emblem games, I will allow other players (not limited to allies!) to pick up dropped items. If/when I provide your team with a form of storage, extra items may be sent there rather than dropped.

Pick Up - One of my personal additions that doesn't exist in the actual games. As said before, players can pick up items dropped by other players so long as they have the inventory space to do so.

Trade - You may trade items with allied players who are standing next to your character. Both players must agree to trade the items. (Free action)

Talk - When new players join the game, they will first appear as NPCs controlled by me. To recruit the player onto your team, you must talk to him or her during the round... usually with your Lord, but occasionally I will mix things up and pick a unit or two on each side capable of recruiting. The new unit might appear as a neutral unit, or possibly a hostile one. It may be recruitable by both sides, or possibly only one or the other. The new unit will always be named. I will either give the new unit an appropriate level and attributes to allow him or her to fit onto the team more easily, or start him or her out at a lower level, but boost the character's growth rates to give them great potential. You must be next to the unit to talk to it. (Free action)

Visit - Some maps will have villages and/or houses on them. You may enter a village to receive something good (an item, information, or if you're lucky, a new ally). If you visit a house, you will receive useful information. Some enemies will destroy unvisited villages or houses.

Shop - Some maps will have shops that will sell a variety of items and weapons. You can buy new items at these shops or sell unneeded ones for money.

Door - Doors can be unlocked by using a key while standing next to it. A character with the pick lock ability (and lock picks) can open a locked door as a attack action.

Chest - Locked chests contain useful items. They can be opened in the same manner as locked Doors, either by using a key or a character with the pick lock ability.

Break - If you do not have a a character with the pick lock and steal talent on your team and also have no keys, you may attack the door instead to break it down. Also, some walls may have decayed to the point where you can break through them to open a new path. Doors and walls tend to have high amounts of HP.

Seize - On certain maps, victory will be attained by having your team's Lord move to a specific spot and seize that spot. Only the Lord may seize.

Arrive - On other maps, you simply need to move any character to a certain space to win. Any character can arrive on the target space.

Escape - Some maps will require your team to escape from the map by moving to a certain spot. Although any character may escape by moving to that spot and choosing to do so, the map is only won when the Lord escapes.

Wait - If you choose to, you may take no action and end your turn.

Stat Explanation:

HP - Health. Once this reaches 0, the character is dead. So a character with more HP can survive more hits.

Str- Strength. Increases damage with physical weapons, and affects Attack Speed. (+1 Str = +1 damage, AS = Spd - {[weapon weight] - Str}[If negative, take as 0] )

Mgc - Magic. Increases damage with magical tomes, and effectiveness of staffs. (+1 Mgc = +1 damage/health healed)

Skl - Skill. Increases a unit's accuracy and their chance of scoring a critical hit. (+1 Skl = +1 Hit, +2 Skl = +1 Crt

Spd - Speed. Increases a unit's evasiveness and their ability to attack enemies twice in one round. (+1 Attack Speed = +1 Eva, If AS > Enemy AS + 3, then the unit will double attack)

Def - Defense. Lowers damage from physical attacks. (+1 Def = -1 damage)

Res - Resistance. Lowers damage from magical tomes. (+1 Res = -1 damage)

Mov - Movement. Affects how far a unit can move in a turn.

Luck-Boosts avoid (2 Luck = +1 Avoid), lowers enemy crit rate (1 Luck = -1 Enemy Crit), boosts hit rate (2 Luck = +1 Hit).

NOTE: In later levels a player may wield both magic and weapons. If so you halve (rounded down) the primary stat to get the other stat for the secondary weapon. For example I started with Light magic and later learned how to wield swords. My Mgc score being 9 would be halved to give me a effective Str of 4.

Combat Formulas and Calculations


Physical Damage Formula
Attacker's Strength + Weapon attack power - Enemy's defense = Damage

Magical Damage Formula
Attacker's Magic + Weapon attack power - Enemy's resistance = Damage

Attack Speed
Speed - (Weapon Weight - Strength)* = Attack Speed.

*If negative, use 0.

If one unit's attack speed is 4 or more greater than his/her opponent's, the unit will attack twice.

Under normal conditions, the unit who chooses to attack will attack first, then if the enemy is able to, he will counter attack. If either character is fast enough to attack twice, they will make their second attack after the first two blows have been dealt.

Accuracy
Weapon Hit Rate + (Skill x2) + Luck = Accuracy

Avoid
(Attack speed x2) + Luck = Avoid

Chance to hit
Accuracy - Enemy's avoid = % Chance to hit with each attack

Critical rate
Weapon Critical + (Skill/2) - Enemy's Luck = % Chance to Critical Hit
-Critical hits deal triple damage.

Experience Gains
Level + Tier Bonus* = Power

{[21 + (Enemy's Power -Your Power)] /2} + 20= Base Experience

Base Experience = Experience Gained for Damaging an Enemy.

{Base Experience + (Enemy's Power - Power)} + 20 + Boss bonus** = Experience Gained for Defeating an Enemy

*Tiered units get a tier Bonus of 10 x tier level (0, 1, 2, or3)

**Characters gain 30 additional Experience for defeating a Boss.

Units who do not deal damage to their enemy will receive 1 experience.

Under certain conditions, I might award extra experience to a team or particular character for fulfilling a certain objective or performing exceptionally well.

The Weapon Triangle
If you have an advantage over the enemy you are fighting, you will gain +15% accuracy and +1 damage. Your opponent will also have -15% accuracy and -1 damage when you have the advantage... To sum things up quickly...

Swords > Axes
Axes > Lances
Lances > Swords

Dark Magic > Anima Magic
Anima Magic > Light Magic
Light Magic > Dark Magic

Axes > Lancereaver (sword) > Lances
Lances > Swordreaver (axe) > Swords
Swords > Axereaver (lance) > Axes

Note: Daggers are treated as swords but have a separate weapon ranks.

Effective Weapons
Certain weapons are effective against specific types of enemies. If you attack an enemy while wielding a weapon that is effective against that type of enemy, it's might rating will be doubled. Bear in mind the types of characters who have to worry about effective weapons tend to have high defense. If a weapon is effective against a certain class, it will be mentioned in the item section.

Terrain

The type of terrain a unit is standing on can offer various benefits to combat. Certain tiles may increase the chance a unit has to avoid damage while standing there. Other spaces can offer health regeneration at the beginning of the next turn.

Fliers can move fully over all terrain (1 movement cost) and gain no benefits other than HP recovery from specific terrain types.

Land, Bridge, Floor, Stairs
Movement Cost - 1
Def/Res - 0
Avoid - 0

Wall - Cannot be crossed.

Wall (Weak) - Cannot be crossed, can be attacked to form a floor.

Door - Cannot be crossed, can be opened or attacked to form a floor.

Chest - Cannot be crossed, but can be opened with a key to receive an item. Opened chests still can't be crossed.

Snag - Cannot be crossed, can be attacked to form a bridge.

Water
Movement Cost - 1 (flying units), 3 (Sea Walker Talent), cannot be crossed by anything else
Def/Res - 0
Avoid - 10

Sand
Movement Cost - 3 (Armored and non flyer mounted units), 2 (everything else), 1 (Flyers, Sand Walker Talent)
Def/Res - 0
Avoid - 5

Forest
Movement Cost - 1 (fliers), 3 (Armored, Non Flyer Mounted), 2 (everything else), 1 (Forest walker talent)
Def/Res - 1
Avoid - 20

Mountain
Movement Cost - 1 (fliers), 3 (Mountain walker talent), cannot be crossed by anything else
Def/Res - 1
Avoid - 30

Village, House, Shop, Armory
Movement Cost - 1
Def/Res - 0
Avoid - 10

Ruins (destroyed villages or houses)
Movement Cost - 1
Def/Res - 0
Avoid - 10

Fortress, Castle
- 10% HP recovery
Movement Cost - 1
Def/Res - 2
Avoid - 20
Seize Square, Arrive Square, Escape Square, Defend Square - 10% HP recovery
Movement Cost - 1
Def/Res - 0
Avoid - 0

Weapon Ranks

Each weapon is given a rank that determines how skilled you must be to properly wield it. A character's weapon rank must be as high or higher than the rank of the weapon they want to wield in order to use the weapon. The lowest weapon rank is E. Above E is D, then C, B, A, and the highest rank, S. All characters start with Rank D in their starting weapon and gain E rank in any other weapons they are able to or learn to use.

The items you can have ranks in are Swords, Axes, Lances, Daggers, Bows, Magic (Light, Dark, Anima), Chants, Tactics, and Staves. Every time you attack or heal with one of the listed types of weapons, you gain 1 point of experience towards that weapon's rank. Once your experience equals the maximum experience in any given rank, you reach the next weapon rank. You may only have S rank in one weapon type.

Rank E (0/20)

Rank D (0/30)

Rank C (0/40)

Rank B (0/50)

Rank A (0/60)

Rank S (0/70)

Supports
Characters are able to gain support ranks with other members of their team. By performing certain actions, you can gain points towards support levels. Once you have enough support points, you can have a support conversation to increase your support level. A support conversation is merely a short pause in the game where two characters who want to increase their support level talk about... anything really, anything they want to talk about. Support conversations can be carried out between maps or in the middle of battle. If a support conversation is carried out during battle, the two characters must be standing next to each other. There are three levels of support. If you are standing within 3 spaces of someone you have support with, you will gain combat bonuses based on rank and type of support.

By default, you will have a support level of No Support with the characters on your team.

Rank C is the lowest level of support. It takes 25 support points to go from No Support to Rank C.

Rank B is the middle level of support. It takes 35 support points to go from Rank C to Rank B.

Rank A is the highest level of support. It takes 45 support points to go from Rank B to Rank A.

You gain support points in two ways. You will gain one support point for healing an ally, and one point for attacking an enemy while standing next to an ally. You can gain a maximum of 5 support points with each person per battle.

Each character may only have 5 total levels of support. An A Rank support counts as 3 levels, a B Rank support counts as 2 levels, and a C Rank support counts as 1 level.

The bonuses granted from support vary from character to character. Each character will randomly be assigned an affinity. The 8 possible affinities are...

Heaven: +5 Accuracy

Earth: +5 Avoid

Flame: +.5 Attack, +2.5 Accuracy

Dark: +.5 Attack, +2.5 Avoid

Light: +.5 Defense, +2.5 Accuracy

Thunder: +.5 Defense, +2.5 Avoid

Water: +.5 Attack, +.5 Defense

Wind: +2.5 Accuracy, +2.5 Avoid

To get the actual bonuses from support, add the bonuses from each individual character's affinity, then multiply by the level of support. Decimals are omitted.

Character Sheet:
Name:
Player:
Affinity:
Tier:
Chassis:
Talents:
Inventory:
Weapon Ranks:
Con:
Move:

Stats:


Stat
Base
Growth


HP
-
%


Mag
-
%


Skl
-
%


Spd
-
%


Lck
-
%


Def
-
%


Res
-
%


Total
-
%



Mug/Sprites:

Bio:

Personality:

1whoscribbled
2014-04-12, 02:36 PM
Character Creation: Class Making and Skills

For any game you can now decide at what tier you want to start at. Whether it be as the axe wielding greenhorn or the General of the Clais army. So the first thing to decide is the tier of the game. If you start lower you get more growth points and get to play with your character from the beginning of his career till either his victory of death. On the other hand if you start at any higher tier, your character has experienced life so you get more stat points, skills, ect .. but fewer growth points since at this point he is already at this prime and ready to battle. This allows dm and players to experience both styles of play. Both allow for great role play though.

Tier 0

Tier 0 is where your Pupils, Green Horns, and Recruits come from. These guys are the weak links, in training, aspiring heroes. Which makes them realy fun to play or since no one else has thought of it. To have an entire Group to start out as. This would mean you could have a character go through a total of 70 levels (10 for Tier 0, 60 for Tiers 1-3 total). It also is a good thing to use when you have new players since these guys are good for both players and npcs. Overall I just like the little extra depth it can add for those wanting to create there characters at the beginning of their Fire Emblem career, instead of already been off the farm for a few years and learned how to swing a sword. Now ... your trying to figure out which part of the sword to grab while a pack of wolves are racing towards you. Thank the Spirits for Paladins :smalltongue: (if you don't get this reference please play the prologue and chapter 1 of Fire Emblem: The Sacred Stones)

At Teir 0 you get 20 stat points 300% worth of growth (must be used in 10's or 5's) and get to chose a talent or a upgraded chassis. No stat may have more than 6 points in it. You get a starting pool of ten health. For stat point you put in it you raise it by 2. You can only put up to 4 (adding 8 hp max) stat points into your health. You may trade a stat point for 5% of growth and vice-versus You may convert up to 4 times (meaning either 20 % or 4 stat points max). You may increase you con by 2 points for each point of stat put into it (up to 3 times). Every 10 levels you get another talent except in tier zero (There are only 10 levels in tier 0, twenty in every other tier). Instead at level ten you automatically promote and follow the promotion rules in the Tier 1 section at level 10.

Chassis's

Recap: you may either start with the Standard chassis and get one talent or you may upgrade you chassis as long as you meet the requirements.

Standard Chassis
Requires: None
Starting Weapon: Dagger, Unarmed, Whip, Bow, Sword, Axe, Lance
Move: 4
Con: 5
Benefits: N/A
Movement Type: Land (Normal)
Talent(s): Pick 1 Tier 0 Talent

Upgraded Chassis (Tier 0)
Swift
Requires: Min Spd 5, Max Def 3
Starting Weapon: Sword, Dagger, Bow
Move: 5
Con: 4
Benefits: Unarmored
Movement Type: Land (Normal)
Talent: N/A
Note: Unarmored Spd growth increases by 10% when this chassis is chosen. If he loses this chassis the growth bonus goes away unless the new chassis has the unarmored Benefit.

Armored
Requires: Min Def 5, Min Health 14,
Starting Weapon: Sword, Axe, Lance
Move: 3
Con: 8
Benefits: Armored, +2 Def (added after meeting requirements)
Movement Type: Land (Armored)
Talent: N/A
Note: Armored units have special rules pertaining to movement (read terrain rules in the second post), also armored units DEF growth increases by 10% when this chassis is chosen. If he loses this chassis the growth bonus goes away unless the new chassis has the Armored Benefit.

Mounted Units: Your character is mounted on a horse, pegasus, or wyvern. You may dismount or mount your steed as an attack-equivalent action no matter where you are. You must be dismounted while indoors unless otherwise stated by the DM. You While mounted your stats are as written, but suffer Str -2 or Mag -2 (depending on weapon), Skl -1, Spd -1, Def -1, and Move -2 when dismounted. While dismounted though you are treated as having the Movement type: Land (Normal).

Mounted (Horse)
Requires: Minimum of 3 stat points in CON (Meaning 6 Con)
Starting Weapon: Sword, Axe, Lance
Move: 6
Con: +2 (added after meeting requirements)
Benefits: +1 spd, +1 str or +1 Mgc
Movement Type: Land (Mounted-Horse)
Talent: N/A
Note:

Mounted (Pegasus)
Requires: Minimum 2 stat points in CON (Meaning 4 Con), Min Res 4, Max Def 3
Starting Weapon: Sword, Axe, Lance
Move: 6
Con: +1 (added after meeting requirements)
Benefits: Flyer (Vulnerable to Arrows)
Movement Type: Flyer (Mounted-Pegasus)
Talent: N/A

Mounted (Wyvern)
Requires: Minimum 2 stat points in CON (Meaning 4 Con), Min Def 4, Max Res 3
Starting Weapon: Sword, Axe, Lance
Move: 6
Con: +1 (added after meeting requirements)
Benefits: Flyer (Vulnerable to Arrows)
Movement Type: Flyer(Mounted-Wyvern)
Talent: N/A

Talents (Tier 0)

Note: All talents can only be taken once unless otherwise stated in its descriptor.

Forest Walker: Only 1 move while moving through forest. Mounted units cannot take this.
Sea Walker: 3 move per square while moving through water. Mounted units cannot take this.
Sand Walker: 1 move per square while moving through sand. Mounted units cannot take this.
Mountain Walker: 3 move per square to move through mountains. Mounted units cannot take this.
Steal & Pick Lock: Can use a lock pick to open locked doors and chests.
-to steal requires you to have a greater speed than the enemy and a strength that is equal to or higher than the nonweapon unequipped item.
-To pick a lock or chest you need a lock picks and to be next to the door (or in the same square if it is a chest). To do so is a attack action.
-If selected at first level in the starting tier; you start off with lock picks (15/15)
Use Magic: Pick one type of magic (Light, Dark, Anima(elemental type), Summoning). This is now your weapon choice
Use Staves: May now use staves. This is now your weapon choice.
Perform: Must chose either dance or chant as your weapon proficiency. Chose Str or Mcg at first level to be your stat. If taken you may not learn any weapon, staff, magic proficiencies till you reach a tier 2 promotion. All other talents are accessible though.
Minor Edge (Chose one non-magic weapon type): +5% to crit. Is stackable with other abilities.
Minor Counter: Activation (skl% + spd%)/3. If activated a quarter of the damage is reflected back on the attacker (rounded down) using the stats of your currently equipped weapon if possible. (Ex. if wielding a sword and was attacked by a bow. The talent will not activate.)
Canto: User is able to use his/her leftover Movement after attacking or performing other actions. Mounted Users only.
Minor Charge: May move an additional space if you go in a straight line and attack either an obstacle (like a snag) or a enemy figure. Also when attacking the charged taget you get +2 str, +1 to hit, -2 aviod. Must be proficient with non-magic weapons. Can only be used with swords, axes, daggers, and lances. Canto cannot be used after a charge.
Use Tactics:This is now your starting weapon, chose either Orders or





Tier 1
Tier 1 is where most games start. These are the characters that have lived a little and already have some fighting experancie.

Starting at Tier 1
At Tier 1 you get 36 stat points 285% worth of growth (must be used in 10's or 5's) and 2 talents (either from the tier 1 or tier 0 lists). You may exchange a talent in order to upgrade your chassis. No stat may have more than 8 points in it. You get a starting pool of 20 health. For stat point you put in it you raise it by 2. You can only put up to 4 (adding 8 hp max) stat points into your health. You may trade a stat point for 5% of growth and vice-versus You may convert up to 4 times (meaning either 20 % or 4 stat points max). You may increase you con by 2 points for each point of stat put into it (up to 3 times). Every 10 levels you get another talent. A character automatically promotes at level 20, to promote earlier you need a master seal.

Promoting from Tier 0:
If you are promoting from tier 0 you get to add 8 points to your stats. Do not do growth checks when promoting. No more than 2 points can be added to any stat (including Con and Health). You get one talent (which may be chosen from a tier 1 or tier 0 list) which you may exchange in order to upgrade your chassis if using a standard chassis.

Tier 1 Talents:
Experienced Mount: Allows the character to be treated as a non mounted chassis when affected by terrain and may now take any of the walker talents in tier 0.
Use Swords: Gain E rank proficiency with swords
Use Axes: Gain E rank proficiency with Axes
Use Lance: Gain E rank proficiency with Lances
Use Bow: Gain E rank proficiency with Bows
Use Dagger: Gain E rank proficiency with Dagger
Use Whip: Gain E rank proficiency with Whips
Use Unarmed: Gain E rank proficiency with Unarmed



Tier 2


Starting at Tier 2
At Tier 2 you get 48 stat points 265% worth of growth (must be used in 10's or 5's) and 4 talents (either from the tier 2 or lower lists). You may exchange a talent in order to upgrade your chassis up to two times. No stat may have more than 14 points in it. You get a starting pool of 30 health. For stat point you put in it you raise it by 2. You can only put up to 4 (adding 8 hp max) stat points into your health. You may trade a stat point for 5% of growth and vice-versus You may convert up to 4 times (meaning either 20 % or 4 stat points max). You may increase you con by 2 points for each point of stat put into it (up to 3 times). Every 10 levels you get another talent. A character automatically promotes at level 20, to promote earlier you need a master seal.

Promoting from Tier 1:
If you are promoting from tier 1 you get to add 12 points to your stats. Do not do growth checks when promoting. No more than 3 points can be added to any stat (including Con and Health). You get one talent (which may be chosen from a tier 1 or tier 0 list) which you may exchange in order to upgrade your chassis.

Upgrade Chassis:
Heavy Armor
Requires: Armored Chassis, Min Def 16, Min Health 36
Move: 4
Con: +4
Benefits: Armored, +2 Def (added after meeting requirements)
Movement Type: Land (Armored)
Talent: Great Shield ( Activate: Def /4 = x%; Negates all damage; Only by takeing this chassis can you get this)

Armored Cavalier
Requires: Armored or Mounted Chassis, Min Def 14, Min Health 30
Move: 5
Con: +2
Benefits: Armored, +2 Def (added after meeting requirements), +2 Str or +2 Mgc
Movement Type: Land (Mounted Armored)
Talent: N/A

Swift Mounted
Requires: Mounted (Horse) or Swift Chassis, Min Spd 14
Move: +1 (mounted befor change), +2 (if movement was land)
Con: -1 (if promoting from mounted), +1 (if promoting from swift)
Benefits: +4 spd
Movement Type: Land (Mounted)
Talent: Experienced Mount (if you already have pick another tier 1 or 0 talent.)

Tier 2 Talents:



Tier 3


Starting at Tier 3
At Tier 3 you get 64 stat points 245% worth of growth (must be used in 10's or 5's) and 6 talents (either from the tier 3 or lower lists). You may exchange a talent in order to upgrade your chassis up to 3 times. No stat may have more than 21 points in it. You get a starting pool of 40 health. For stat point you put in it you raise it by 2. You can only put up to 4 (adding 8 hp max) stat points into your health. You may trade a stat point for 5% of growth and vice-versus You may convert up to 4 times (meaning either 20 % or 4 stat points max). You may increase you con by 2 points for each point of stat put into it (up to 3 times). Every 5levels you get another talent, remember that this is the only level that does this. A character that reaches level twenty gets a mastery skill in addition to the talent.

Promoting from Tier 2:
If you are promoting from tier 1 you get to add 16 points to your stats. Do not do growth checks when promoting. No more than 4 points can be added to any stat (including Con and Health). You get one talent (which may be chosen from a tier 1 or tier 0 list) which you may exchange in order to upgrade your chassis.

Upgrade Chassis:

Tier 3 Talents:

1whoscribbled
2014-04-12, 02:37 PM
Weapons of the World

This is the keystone of any army, the absolute core of the game, and what makes this game so much fun without the fear of it being repetitive.

Weapon Key:


Weapon Descriptors
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.

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.


Weapon Triangles
Axe>Lance>Sword

Dagger>Whip>Unarmed

Bows, Tactics, and Perform are outside all triangles.


Axes, Lances, and Swords (The Frist Weapon Triangle):

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 have a triangle advantage against lances, but have a disadvantage against swords.

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 have a triangle advantage against swords, but have a disadvantage against axes.

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 have a triangle advantage against axes, but have a disadvantage against lances.

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


Daggers, Unarmed, Whips (The Second Weapon Triangle)
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 have a triangle advantage against unarmed, but have a disadvantage against whips.

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


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 has a triangle advantage against whips, but has a disadvantage against daggers.

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 have a triangle advantage against daggers, but have a disadvantage against unarmed attacks.

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


Bows and Siege Engines:

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.

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.


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.


Performance:

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.


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.

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.

Tools
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.

Orders
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.

1whoscribbled
2014-04-12, 02:39 PM
Magic, Staves, and Equipment

Magic has such a big part in Fire Emblem, a two edge sword, a tool that seems to always have a impact on the story of each game. Without magic this would be such a dry and boring system since it turns what was once considered powerful units into things that a mage can just sneeze at. Many the time was when I had to withdraw my knights and cavaliers from the wrath of mages and shamans determined to wipe out my forces. So I decided to expand on this and with the help of others I have been both balancing and strengthen magic. A conundrum of epic proportions I know but I hope the results will exceed you expectations.

Magic


Anima

This is the natural magic in the world consisting of manipulating the natural elements of the world to the casters command. It is also the most common branch of magic that many across the world learns. There are a variety of tomes to choose from each of the types of magic.


Elemental Magic

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 magic has a triangle advantage light and Water magic, but has a disadvantage against Dark and Wind.

Weapon NameRankRangeMgtHitCritWgtDurabilityValueTriangle TypeSpecial
GravelE1-2485--530510EarthKinetic. (Deals damage using Mag, reduced by Def.) Chance to Stun(Unable to take its upcoming turn) 5%. Cannot crit.
EarthE1-26800640880EarthKinetic. (Deals damage using Mag, reduced by Def.) Chance to Stun(Unable to take its upcoming turn) 5%.
StoneD1-287508351505EarthKinetic. (Deals damage using Mag, reduced by Def.) Chance to Stun(Unable to take its upcoming turn) 10%.
AvalancheC3-10106001851000EarthKinetic. (Deals damage using Mag, reduced by Def.) Chance to Stun(Unable to take its upcoming turn) 15%
BoulderB1-211701010252600EarthKinetic. (Deals damage using Mag, reduced by Def.) Chance to Stun(Unable to take its upcoming turn) 20%.
QuakeA1-21365012203200EarthKinetic. (Deals damage using Mag, reduced by Def.) Ineffective against Flying. Chance to Stun(Unable to take its upcoming turn) 25%.
FissureA1-21155015204000EarthKinetic. (Deals damage using Mag, reduced by Def.) Ineffective against Flying. Stuns non-Flying targets for 1 turn on a hit.


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 magic has a triangle advantage against light and Fire, but has a disadvantage against dark and water

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.


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 magic has a triangle advantage against light and wind, but has a disadvantage against dark and water

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.


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 has a triangle advantage against light and earth tomes, but has a disadvantage against dark and fire tomes.

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.


High Arcana:

This is powerful magic that few ever reach the level of skill needed to even begin to ponder there many secerts. To even start to learn one of these you must frist attain some mastery in its 2 basic pools of knowledge.

Steam

Lava

Plant
PlantDurRankRngWgtMgtHitCritCost
Grass40E1-245900560
Thorns35D1-268805700
Vine30C1-210108501200
Bamboo5B3-1020126002500
Kudzu20A1-212138006000

Ice
IceDurRankRngWgtMgtHitCritCost
Flurry40E1-245900560
Snowtorm35D1-268805700
Freeze30C1-210108501200
Blizzard5B3-1020126002500
Whiteout20A1-212138006000

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 magic has a triangle advantage against earth magic and staves, but has a disadvantage against water magic and rods.

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.


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 magic has a triangle advantage against light magic, but has a disadvantage against dark magic

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



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 magic has a triangle advantage against dark tomes, but has a disadvantage against Anima.

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


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 magic has a triangle advantage against Anima but has a disadvantage against light magic.

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

Void

Necromancy



Summoning





Staves

Staffs

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.

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.


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.

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.



Equipment
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.


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.



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

1whoscribbled
2014-04-12, 02:40 PM
Optional Rules




Races / Rituals / Runes / and Crafting

Races
-Human (and archetypes)
-Half Angel
-Half Daemon
-Half Dragon
-Dragon
-Elemental Races (Slyph, gnome, ifirt, undine)
-Laguz (All Kinds, will need help doing this one since I have never played one before)
-Constructs
-Golem
-Half Golem
-Automaton
-Simulacrum

Rituals
-Magic Seal
-Grand Summoning
-Planar Travel
-Grand Healing
-Grand Plague
-Grand Destruction
-Control Weather

Runes
-Rune of Light
-Rune of Binding
-Rune of Life
-Rune of Sealing
-Rune of Conjuring
-Rune of Warding

Crafting
-Tomes
-Weapons
-Equipment

Lords:

Legendary Weapons

Weather:

Rain- All movement is reduced to half during turns of rain.
White Out: No vision beyond adjacent squares of players and allies
Sandstorm: Players with a DEF of 8 or lower take 1 point of damager per round (enemy, allies, player each had 1 turn).
Desert Sun: Armored Players take 1 point of damager per round (enemy, allies, player each had 1 turn).


]

1whoscribbled
2014-04-12, 02:41 PM
My Settings and character examples

1whoscribbled
2014-04-12, 02:43 PM
Thank you and Credit page

Places From which I borrowed or was inspired by
-Garryl's Freeform Fire Emblem Rules (http://www.giantitp.com/forums/showthread.php?231733-Garryl-s-Freeform-Fire-Emblem-Rules) (Granted to Use)
-TheSummoner Forum Emblem Rules (http://www.giantitp.com/forums/showthread.php?160145-Fire-Emblem-Seal-of-Fate-(OOC)-II&p=8938312#post8938312) (Granted to Use)
-WhamBamSam's Forum Emblem Variant (http://www.giantitp.com/forums/showthread.php?262094-WhamBamSam-s-Forum-Emblem-Variant) (Granted to Use)
-Herpestidae's Custom Forum Emblem Rules (http://www.giantitp.com/forums/showthread.php?264100-Herpestidae-s-Custom-Forum-Emblem-Rules) (Granted to use)
-ZeltArruin (Granted to use)
-Classes (https://docs.google.com/document/d/1m2OZqxhqjontbnNE-eM4Y1WyprgBMFPsWKz7Buo7oqE/edit)
-Weapons (https://docs.google.com/spreadsheet/ccc?key=0Ar5oBFH7gqLIdEgwamtnWjM4X2NSVmJfTnB5MVg4e Xc&usp=drive_web#gid=0)
-Items (https://docs.google.com/document/d/1dwAL8PCsy-F5YiGzFEu6rPQ85Vd_uQFMezGiEz8ainI/edit)

Illven
2014-04-12, 10:47 PM
I find the desert sun condition rather weird.

1whoscribbled
2014-04-12, 10:49 PM
Hmm well I was going for the heat and its affect on the human body, so those wearing a lot of armor would be affected, maybe I should just make it armored ?

Illven
2014-04-12, 11:03 PM
Maybe. Defense has always been somewhat abstract.

1whoscribbled
2014-04-12, 11:05 PM
ya that's the issue im having ... well it works good news is you can now be technically anything which is fun :smallbiggrin:

well you can once I finish the talents

Any confusion on tier 0stuff? Its almost done except for the talents so .... Just want a second opinion and suggestions for more Tier 0 talents

Illven
2014-04-12, 11:21 PM
The pegasi and wyvern con don't match up, and their's no magic option.

1whoscribbled
2014-04-12, 11:41 PM
What's wrong with the con requirements? Should they be higher?

You got to use a talent to get magic (it replaces your standard chassis weapon) this way you don't start off with a armored mage (though a tier 1 you can :smallbiggrin:)

Illven
2014-04-13, 12:08 AM
What's wrong with the con requirements? Should they be higher?

You got to use a talent to get magic (it replaces your standard chassis weapon) this way you don't start off with a armored mage (though a tier 1 you can :smallbiggrin:)

Oh I read the 2 point in Con min to mean 5+2= 4 somehow.

Why can't you start off as a armored mage, conceptually that is.

1whoscribbled
2014-04-13, 12:15 AM
Oh I read the 2 point in Con min to mean 5+2= 4 somehow.

Why can't you start off as a armored mage, conceptually that is.

Because not enough training at this stage, these are the babies, the weakest thing imaginable. So being able to throw a fire ball while incased in heavy armor is a little to advanced. BUUUTTTT, at tier one you can. See at tier one is where everyone else starts there guys. I go both one above and below the usally system and make it more customizable.

So if you started off as a mage, at tier one you can upgrade you chassis instead of gaining a new skill. So once I hit level 10 I can upgrade my standard chasis for a armored one with my magic proficiey intact from my earlier talent selection. Where you go from there makes things really fun :smallbiggrin:

So a level 10 tier 1 character that went through tier 0 (Meaning either 3 talents or 2 talents and a chassis change) could be:

Imagine at level ten on a tier 1 class you could be a armored light magic, sword wielding guy .... wait a minute .... that's a paladin :smalltongue:
So at :

Tier 0(1 level): I go for the magic (light talent)
-then at the tenth level you promote automatically:
Tier 1 (1 level): I change chasis to armored (meeting the requirements are still needed no matter the tier)
Tier 1 (10 levels later): use sword (a tier 1 talent)

Or you could be a Staff wielding Wyvern that can pick locks and steal stuff ... not sure what this is though :smallbiggrin:
So at:

Tier 0(1 level): I go for the wyvern chassis
-then at the tenth level you promote automatically:
Tier 1 (1 level): I get use staff from tier 0 talent list (yes you can select earlier talents from earlier tiers you just cant select those above you tier)
Tier 1 (10 levels later): Get the Pick lock and Steal talent (once again from the tier 0 section)

Illven
2014-04-13, 12:59 AM
Wouldn't it be rather weak to use both swords and magic?

1whoscribbled
2014-04-13, 01:02 AM
Wouldn't it be rather weak to use both swords and magic?

That's beyond the point ... wait no it isn't ...

Hit a snag, magic users use Mcg, while a sword bearer uses str ....

How to fix this ...

Any ideas since this would require a player to have a extra stat?

John Cribati
2014-04-13, 06:22 AM
Sure you may use parts of my custom system if you want
For Weapon/Magic-sharing classes, the weakness is there to offset the versatility. Or at least that's how it’s always been explained.
It’s been pointed out to me that my magic heptagon would be “perfect” if Water Magic was Good against Lightning and weak to Wind, as in Fire> Wind> Ice> Plant> Water> Earth> Lightning> Fire. Every element has an advantage over the next three.

1whoscribbled
2014-04-13, 08:51 AM
1.Thanks I will add a more descriptive thank you to the credit section once I implement your stuff.

2. Weakness is actual not a concern for mine since here everyone is going to be strong for their tier. I want it like this so that the character is more than stats and some growth points. Also it allowed me to create the Rune Knights (a neat little order in a upcoming campaign using this system).
3. Well what I'm thinking of doing is more like a series of triangles within the anima branch of magic.

StabbityRabbit
2014-04-13, 11:49 AM
If you're still looking for a way to buff magic/weapon users I'd take a look at the Ignis skill. If my memory is correct it's a skill with an activation rate equal to Skill/2% that adds half your magic to physical attacks, and half your strength to magic attacks. It's not perfect as it makes gishes require Skill also, but I think its a good starting point.

1whoscribbled
2014-04-13, 11:58 AM
That might become a talent actualy but here is my idea for a fix.

If you start with magic your strength when wield swords and the like is equal to half you magic stat.

StabbityRabbit
2014-04-13, 12:58 PM
That might become a talent actualy but here is my idea for a fix.

If you start with magic your strength when wield swords and the like is equal to half you magic stat.

That could work, but you'd have to have the opposite for someone who starts with a physical weapon, and then gains magic.

1whoscribbled
2014-04-13, 04:18 PM
That could work, but you'd have to have the opposite for someone who starts with a physical weapon, and then gains magic.

eXACTLY:smallcool:

1whoscribbled
2014-04-14, 11:36 AM
Hey there can some one have a look over the tiers start rules. Just want to make sure it makes sense.

StabbityRabbit
2014-04-15, 04:58 PM
Hey there can some one have a look over the tiers start rules. Just want to make sure it makes sense.
The tiers rules look fine, but I have a different concern. The ability to fix gishes is still underpowered unless I'm misunderstanding it. Even if you have crazy high Magic half your Magic would do abysmal damage. Reading over this post it looks sort of negative; so don't get me wrong I'm really excited for your system, and I'm just trying to help.

Rephath
2014-04-15, 08:10 PM
You want to use this on a forum?

Garryl
2014-04-16, 02:02 AM
Pst. You've got a typo in my name in the weapons spoilers, from the "Frist" weapon triangle through Tactics.

Converted versions of Plant and Ice magic tables, for your convencience:




Herpestidae's
PlantDurRankRngWgtMgtHitCritCost
Grass40E1-245900560
Thorns35D1-268805700
Vine30C1-210108501200
Bamboo5B3-1020126002500
Kudzu20A1-212138006000

Herpestidae's
IceDurRankRngWgtMgtHitCritCost
Flurry40E1-245900560
Snowtorm35D1-268805700
Freeze30C1-210108501200
Blizzard5B3-1020126002500
Whiteout20A1-212138006000

1whoscribbled
2014-04-16, 07:20 AM
You want to use this on a forum?

Yes, concerns?


Pst. You've got a typo in my name in the weapons spoilers, from the "Frist" weapon triangle through Tactics.

Converted versions of Plant and Ice magic tables, for your convencience:




Herpestidae's
PlantDurRankRngWgtMgtHitCritCost
Grass40E1-245900560
Thorns35D1-268805700
Vine30C1-210108501200
Bamboo5B3-1020126002500
Kudzu20A1-212138006000

Herpestidae's
IceDurRankRngWgtMgtHitCritCost
Flurry40E1-245900560
Snowtorm35D1-268805700
Freeze30C1-210108501200
Blizzard5B3-1020126002500
Whiteout20A1-212138006000



Thank you and fixing now :smalltongue:, I did it in 3 in the morning ... my only esxcuse (Punny).

Also what is resonance, I cant ffindit any where in your thread (in relation to sound magic)

Garryl
2014-04-16, 11:45 AM
Also what is resonance, I cant ffindit any where in your thread (in relation to sound magic)

It was never anything more than a functional counter of how much more powerful sound magic gets when attacking you. No effect in and of itself, just when attacked by sound magic. See "Causes Resonance" under weapon special qualities.



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.


In other words, when you get hit by sound magic, your resonance counter ticks up by 1. Then, any subsequent sound magic attacks against you are more powerful (except Echo and Shatter, they just make resonance, they don't use it). Each round thereafter when you don't get any more resonance, it ticks down by 1 until you have none left.

1whoscribbled
2014-04-16, 11:49 AM
Oh that's cool :smallbiggrin:, I am in the middle of adding to the magic section of the game, though I am adding in new branches to the light and dark section.

Void and Necromancy for dark

For light though I'm kinda stuck ...

I plan on adding summoning also as the neutral magic that all spellcasters can learn (through a talent), though It will be affected by the their primary source so lots to do there.

For example a dark caster would learn necromancy, and of the anima would be bind elementals, light would be thaumaturgy

edit: once I get this part done I will be able to dive back into the class section and work on more chassis and talents.

Planning on adding skills but going to keep them in the optional section for dms discretion (I would use them though :smallbiggrin:)

Rephath
2014-04-16, 02:30 PM
Scribble, how are you planning to play this? Live? On a forum?

1whoscribbled
2014-04-16, 02:36 PM
Scribble, how are you planning to play this? Live? On a forum?

Both, this is really just a mix of my favorite rules with a bunch of tweaks and changes. For example my unfinished chassis system for classes.

Garryl
2014-04-26, 01:44 AM
How's this coming along? There don't appear to have been any updates in the past week. Do you need a hand in any way?

1whoscribbled
2014-04-26, 09:38 AM
Could always use a hand, its just exam week and today is the frist day I have had free. And I am also restarting a campgain that had to be put on hold a few months back today. So I will be busy though some time tonight or tomorrow this will be updated. If you wanted you could help me by converting the tables down b herpsitide (sorry for misspelling doing this on a phone), and if you where really bored flesh out the tables for steam, lava, ice, ect ...

Als I need two ideas for advanced light magic. For dark its void and necromancy, but im stuck on light....

Garryl
2014-04-26, 10:12 PM
For advanced light, how about solar and lunar? Solar might do lower damage but affect a small area (like Discharge, Blast Wave, and Windfury among the anima magics). Lunar might combine certain elements of dark and light magic together.

1whoscribbled
2014-04-26, 11:31 PM
YES YES YES YES YES YES though I will combine that into one sect call celestial magic (so those two will each exsits like it does for elemental and high arance) but I will need one more

1whoscribbled
2014-05-01, 09:56 AM
still here and been just cleaning up my text (I keep misspelling stuff :smalltongue:

Garryl
2014-05-01, 05:25 PM
Hmm, alternative light magic ideas...

Lightning/electricity. Earlier FE games had Lightning as the first Light tome, so it's traditional. The expansion of Anima into the Fire/Wind/Thunder triangle kinda pulled it away, with Thunder taking the electrical side of things.

Radiant/radiation. Could cause weird debuffs.

1whoscribbled
2014-05-01, 06:09 PM
Cant be lightning since that's in the Anima branch of magic (Literially).

Radtion is a little too literal for what it is, though if anyone makes a futuristic one that would be cool.

currently working on the new schools and desiginig the summoning branch and dding new talents

banthesun
2014-05-01, 10:58 PM
An idea I had for classes that use weapons and magic: rather than giving them an extra stat or having them attack at half power, you could tie their alternate weapon level to their main weapon level. For example, take a mage who wants to use swords, they tie their sword using ability to their anima level, and use magic + might - defense as their formula for attacking, but they can't use swords of a rank higher than half their anima rank (or maybe anima rank - 2 or 3 ranks, if you'd ratherit rank up at the ssame speed). Characters using this still get the ability to target a different defense type and another triangle, which is the important flavor aspects of a new weapon, but don't get access to the best the weapons offer, or the options to make the weapon type more versatile (but why would a mage need a runesword anyway :smalltongue: ).

1whoscribbled
2014-05-02, 08:30 AM
I like that a lot, now we just need to finalize and get this part of it off the back burner :smallbiggrin:

Thanks :smallbiggrin:

NOTE TO SELF: add banthesun to the thank you POST

Garryl
2014-05-03, 03:54 PM
Light magic could also deal with the mind and soul. One of the things I had been working on for my system that I never quite finished as another set of mind and soul magics which were all learned abilities, like chants and the orders half of tactics. As a throwback to the magic of the original NES Fire Emblem, they would also be cast from hit points, decreasing hp instead of using up durability from a tome. You probably don't want to go that route, as it's very different from the basic light magic. Here's what I had come up with, hopefully it will inspire you.


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.

Mind

Mind magic is the domain of demons.
Mind spells are secret weapons.
Mind spells are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Mind magic is not involved in any weapon triangles.
All mind magic spellcasters automatically know the most basic spell of Mind Blast. Other spells must be learned, most commonly from special scrolls. A spellcaster who knows a spell can use that spell as often as desired.
Mind magic has synergy with soul magic.

[table=head}Weapon Name |Rank |Range |Mgt |Hit |Crit |Wgt |Durability |Value |Triangle Type |Special
Mind Blast |E-S |1-2 |5+2R |80 |0 |0 |-- |-- |Mind |Inherent. Scales with Mind weapon rank. Fixed damage. Costs 1 hp.
Telekinesis |E |1-2 |4 |90 |0 |0 |-- | |Mind |Inherent. Learned. Kinetic. Costs 2 hp.
Lunate |C |1-2 |0 |50 |10 |0 |-- | |Mind |Inherent. Learned. Ignores target's Res. Costs 5 hp.
Medusa |B |1-2 |0 |70 |0 |0 |-- | |Mind |Inherent. Learned. No damage. Reduces target's HP to 1 on hit. Costs 7 hp.
Decerebrate |S |1-2 |1 |60 |0 |0 |-- | |Mind |Inherent. Learned. Fixed damage. Causes Doom, Silence, Sleep and Stun on hit. Costs 17 hp.{/table]


Soul

Soul magic is the domain of angels.
Soul spells are secret weapons.
Soul spells are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Soul magic is not involved in any weapon triangles.
All soul magic spellcasters automatically know the most basic spell of Resire. Other spells must be learned, most commonly from special scrolls. A spellcaster who knows a spell can use that spell as often as desired.
Soul magic has synergy with mind magic.

[table=head}Weapon Name |Rank |Range |Mgt |Hit |Crit |Wgt |Durability |Value |Triangle Type |Special
Resire |E-S |1-2 |0+1R |60 |0 |0 |-- |-- |Soul |Inherent. Scales with Soul weapon rank. Heals user equal to damage dealt.
Recover (Soul) |E |1 |0 |100 |0 |0 |-- | |Soul |Inherent. Learned. Support weapon. Heals Mag HP to target. Costs 1 hp. 10 xp.
Restrike |D |1-2 |8 |80 |0 |0 |-- | |Soul |Inherent. Learned. Fixed damage. Costs 2 hp.
Reblow |C |1-(Mag/2) |0 |100 |0 |0 |-- | |Soul |Inherent. Learned. Support weapon. Heals Mag HP to target. Costs 3 hp. 15 xp.
Reserve |A |1-(Mag/2) |0 |100 |0 |0 |-- | |Soul |Inherent. Learned. Support weapon. Heals Mag HP to all allies in range. Costs 12 hp. 25 xp.
Revivify |S |1 |0 |100 |0 |0 |-- | |Soul |Inherent. Learned. Support weapon. Returns an ally slain within the past 1 turn to life with 1 hp. Costs 40 hp. 50 xp.{/table]

Chaotic Chewy
2014-05-03, 10:24 PM
Scribble; If I may;

Laguz: 1-30 transformation gauge, it raises by so much every turn (dependent on Laguz Tribe) [getting better w/ tier perhaps?] and then lowers by so much every turn and also increases and decreases with every hit (dependent on wether said character is transformed)

3 per each maybe?

Each tribe also has it's own weapon.
Fang, Claw, Breathe
Great Fang, etc. (for royals)

Each tribe also has it's own stuff like a regular chasis, or you could use a chasis for different kinds: like a swift one, a defensive one, a powerful one

1whoscribbled
2014-05-04, 09:01 PM
Light magic could also deal with the mind and soul. One of the things I had been working on for my system that I never quite finished as another set of mind and soul magics which were all learned abilities, like chants and the orders half of tactics. As a throwback to the magic of the original NES Fire Emblem, they would also be cast from hit points, decreasing hp instead of using up durability from a tome. You probably don't want to go that route, as it's very different from the basic light magic. Here's what I had come up with, hopefully it will inspire you.


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.

Mind

Mind magic is the domain of demons.
Mind spells are secret weapons.
Mind spells are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Mind magic is not involved in any weapon triangles.
All mind magic spellcasters automatically know the most basic spell of Mind Blast. Other spells must be learned, most commonly from special scrolls. A spellcaster who knows a spell can use that spell as often as desired.
Mind magic has synergy with soul magic.

Weapon Name |Rank |Range |Mgt |Hit |Crit |Wgt |Durability |Value |Triangle Type |Special
Mind Blast |E-S |1-2 |5+2R |80 |0 |0 |-- |-- |Mind |Inherent. Scales with Mind weapon rank. Fixed damage. Costs 1 hp.
Telekinesis |E |1-2 |4 |90 |0 |0 |-- | |Mind |Inherent. Learned. Kinetic. Costs 2 hp.
Lunate |C |1-2 |0 |50 |10 |0 |-- | |Mind |Inherent. Learned. Ignores target's Res. Costs 5 hp.
Medusa |B |1-2 |0 |70 |0 |0 |-- | |Mind |Inherent. Learned. No damage. Reduces target's HP to 1 on hit. Costs 7 hp.
Decerebrate |S |1-2 |1 |60 |0 |0 |-- | |Mind |Inherent. Learned. Fixed damage. Causes Doom, Silence, Sleep and Stun on hit. Costs 17 hp.


Soul

Soul magic is the domain of angels.
Soul spells are secret weapons.
Soul spells are magical weapons. They use their wielder's Mag to determine damage, reduced by their target's Res.
Soul magic is not involved in any weapon triangles.
All soul magic spellcasters automatically know the most basic spell of Resire. Other spells must be learned, most commonly from special scrolls. A spellcaster who knows a spell can use that spell as often as desired.
Soul magic has synergy with mind magic.

Weapon Name |Rank |Range |Mgt |Hit |Crit |Wgt |Durability |Value |Triangle Type |Special
Resire |E-S |1-2 |0+1R |60 |0 |0 |-- |-- |Soul |Inherent. Scales with Soul weapon rank. Heals user equal to damage dealt.
Recover (Soul) |E |1 |0 |100 |0 |0 |-- | |Soul |Inherent. Learned. Support weapon. Heals Mag HP to target. Costs 1 hp. 10 xp.
Restrike |D |1-2 |8 |80 |0 |0 |-- | |Soul |Inherent. Learned. Fixed damage. Costs 2 hp.
Reblow |C |1-(Mag/2) |0 |100 |0 |0 |-- | |Soul |Inherent. Learned. Support weapon. Heals Mag HP to target. Costs 3 hp. 15 xp.
Reserve |A |1-(Mag/2) |0 |100 |0 |0 |-- | |Soul |Inherent. Learned. Support weapon. Heals Mag HP to all allies in range. Costs 12 hp. 25 xp.
Revivify |S |1 |0 |100 |0 |0 |-- | |Soul |Inherent. Learned. Support weapon. Returns an ally slain within the past 1 turn to life with 1 hp. Costs 40 hp. 50 xp.




this would work that would give me celestial and Spiritual magic (need a better name for this set ...) and would realy round out my light magic set :smallbiggrin:


Scribble; If I may;

Laguz: 1-30 transformation gauge, it raises by so much every turn (dependent on Laguz Tribe) [getting better w/ tier perhaps?] and then lowers by so much every turn and also increases and decreases with every hit (dependent on wether said character is transformed)

3 per each maybe?

Each tribe also has it's own weapon.
Fang, Claw, Breathe
Great Fang, etc. (for royals)

Each tribe also has it's own stuff like a regular chasis, or you could use a chasis for different kinds: like a swift one, a defensive one, a powerful one

Havnt even begun to realy work on the laguz, I haven't yet play a game with them in it (yet). So please go ahead and I will add it to the system and help you work it all out. Currently I am working on the magic and tier system so I have turned my mind this direction yet.

1whoscribbled
2014-05-24, 11:51 AM
still here but been stuck traveling around on a secondary computer and am having to redo some sprites for a friend frist befor I post here with an update

1whoscribbled
2014-06-01, 04:29 PM
Just realized none of my work I post was posted in the edits for new magics or races so sometime this weekend I will rewrite them. Just a heads up

banthesun
2014-06-06, 07:16 AM
Hey, I'm not trying to go round and recruit players from other threads yet, because it's just a playtest, but I've posted my own set of Fire Emblem rules (http://www.giantitp.com/forums/showthread.php?355062-Help-Me-Test-My-Fire-Emblem-Ruleset). I thought you might want to compare notes and adapt anything you like the look of to your system. :smallsmile:

1whoscribbled
2014-06-06, 08:05 AM
Thanks my friend I probable will :smallbiggrin:, if you want a player then let me know the one I was apart of is on pause at the moment and I love playing FE

Philemonite
2014-06-12, 04:24 AM
For light though I'm kinda stuck ...

There is one FE game that splits all weapons in sub-categories. Light was divided in Holy(standard Light magic), Judgment(weaker, but each tome is effective against something) and Warding(each tome deals damage and provides caster with a small bonus that last for one round).

1whoscribbled
2014-06-12, 10:15 AM
There is one FE game that splits all weapons in sub-categories. Light was divided in Holy(standard Light magic), Judgment(weaker, but each tome is effective against something) and Warding(each tome deals damage and provides caster with a small bonus that last for one round).

Well that's cool and I have never heard of that going to look that up :smallbiggrin:

Philemonite
2014-06-12, 10:50 AM
Well that's cool and I have never heard of that going to look that up :smallbiggrin:

You can look it up here (http://www.mediafire.com/download/g3chf5xdqbxm6ah/Player%27s+Handbook.pdf).:smallwink:

I probably should have mentioned it was a tabletop adaptation.:smallredface:

1whoscribbled
2014-08-31, 01:11 PM
Thank you and no I am done moving I can get back onto this project. With have some updates for this tomarrow :smallbiggrin:

Philemonite
2014-08-31, 01:17 PM
Hey, I still have this thread in my subscription.:smallamused:

Check out the system and tell me what you think about it, I would love to hear your opinion.

1whoscribbled
2014-08-31, 02:49 PM
This does very well for chaging FE into a tabletop game to the point that I would run one .... plus there as a lot of mechanics I would like to barrow and meld with my system. Do you know any way to contact the creator of this amazing piece?

Philemonite
2014-08-31, 02:57 PM
Unfortunately no, I kinda stumbled on it when I was looking for interesting homebrew systems based on video games. Maybe there is contact information in the pdf?

Either way, I would be happy to play if you are going to DM.:smallbiggrin:

1whoscribbled
2014-08-31, 03:02 PM
hmm well it would depend howmuch interest it would drum up, place I would have to do a turn a week. So im not sure if people would be happy with that speed ...

Philemonite
2014-08-31, 03:06 PM
Well, you have at least one player.:smallamused: