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  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Garryl's Freeform Fire Emblem Rules

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

    Index
    Spoiler
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    This post: Index.
    Post 2: Character creation overview.
    • Basic Character and Stats
    • Chassis
    • Promotions
    • Stat Caps

    Post 3: Talents and Skills.
    • Activation
    • Skill
    • Talents

    Post 4: Items and weapons.
    • Weapons
      • Weapon Specifications
      • Weapon Special Qualities
    • Non-Weapon Items
      • Battle Items
      • Laguz Items
      • Accessories
      • Miscellaneous Items
      • Crafting Materials

    Post 5: Traditional weapons.
    • Axes
    • Lances
    • Sword
    • Bows
    • Daggers
    • Fire
    • Thunder
    • Wind
    • Light
    • Dark
    • Dance
    • Staff
    • Siege Weaponry

    Post 6: Unusual weapons.
    • Unarmed
    • Whips
    • Earth
    • Sound
    • Water
    • Rod
    • Chant
    • Tactics
    • S-Rank Weapons
    • Legendary Weapons

    Post 7: Item crafting and reforging.
    • Crafting Materials
    • Crafting
    • Reforging

    Post 8: Laguz characters.
    • Laguz Characters and Stats
    • Chassis and Transformation
    • Laguz-Specific Talents
    • Promotions
    • Stat Caps
    • Strikes

    Post 9: Unused.
    Post 10: General game rules.
    • General Rules
    • Turn Structure
    • Movement and Actions
    • Terrain
    • Supports
    • Conditions
    • Fog of War
    • Experience and Levels
    • Bonus Experience

    Post 11: Unused.
    Post 12: Unused.
    Post 13: Variant rules.
    • Variant Weapon Levels and Experience
    • Variant Affinities

    Post 14: Game-specific rules.
    • Sand Beneath the Waves

    Post 15: Reserved for really good measure.


    Last update: Wed., Jan. 1, 2014
    Last edited by Garryl; 2014-01-02 at 06:58 PM.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 2: Character creation overview.

    See GFFE - Character Creation Rules on Google Drive for a work-in-progress character generator (make a copy of it for you to edit; it works with other online sheets, so an offline download may not work).

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

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

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

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

    Stat Descriptions
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    Stats Base Stat Cost Stat Growth Cost
    HP 0.5 base points per 1 HP (min 10, max 30) 2.5 growth points per 5% HP (min 20%, max 100%)
    Str 1 base point per 1 Str (min 0, max 10) 5 growth points per 5% Str (min 5%, max 75%)
    Mag 1 base point per 1 Mag (min 0, max 10) 5 growth points per 5% Mag (min 5%, max 75%)
    Skl 1 base point per 1 Skl (min 0, max 10) 5 growth points per 5% Skl (min 5%, max 75%)
    Spd 1 base point per 1 Spd (min 0, max 10) 5 growth points per 5% Spd (min 5%, max 75%)
    Lck 1 base point per 1 Lck (min 0, max 10) 5 growth points per 5% Lck (min 5%, max 75%)
    Def 1 base point per 1 Def (min 0, max 10) 5 growth points per 5% Def (min 5%, max 75%)
    Res 1 base point per 1 Res (min 0, max 10) 5 growth points per 5% Res (min 5%, max 75%)

    Additional Stats and Options Cost
    Con 0.5 base points per 1 Con (min 4, max 20)
    Move 10 growth points per 1 Move (min 3, max 7)
    Capacity 5 growth points per 5 Capacity (min 10, max 35)
    Weapons 10 growth points per Weapon (min 1, max 3)
    Advanced Weapon Use 3 points if you learn to use one or more advanced weapons.
    Talents (T1) 1 base point and 5 growth points per Tier 1 Talent (min 1, max 3)

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

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

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

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

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

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

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

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

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

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

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

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

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

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



    Additionally, you must choose one of the following chassis options, as indicated below.
    Spoiler
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    Normal
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    Requires: None
    Limitations: None
    Benefits: None
    Movement Type: Land (Normal)
    Combat Type: Normal
    Special: Rescue, Shove


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


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


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


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


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


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


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


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


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


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

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

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

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

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

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

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



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

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

    1st promotion (Tier 2)
    15 base points, 35 growth points
    Spoiler
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    Stats Base Stat Cost
    HP 0.5 base points per 1 HP (min 0, max 6)
    Str 1 base point per 1 Str (min 0, max 3)
    Mag 1 base point per 1 Mag (min 0, max 3)
    Skl 1 base point per 1 Skl (min 0, max 3)
    Spd 1 base point per 1 Spd (min 0, max 3)
    Lck 1 base point per 1 Lck (min 0, max 3)
    Def 1 base point per 1 Def (min 0, max 3)
    Res 1 base point per 1 Res (min 0, max 3)

    Additional Stats and Options Cost
    Con 0.5 base points per 1 Con (min 0, max 10)
    Move 10 growth points per 1 Move (min 0, max 2)
    Capacity 5 growth points per 5 Capacity (min 5, max 15)
    Weapons 10 growth points per Weapon, or 5 growth points with existing synergy (min 0, max 3)
    Advanced Weapon Use 3 points if you can use one or more advanced weapons but could not previously.
    Talents (T1) 1 base point and 5 growth points per Tier 1 Talent (min 0, max 1)
    Talents (T2) 2 base points and 10 growth points per Tier 2 Talent (min 1, max 2)
    Change Chassis 2 base points if you change your chassis option


    2nd promotion (Tier 3)
    25 base points, 45 growth points
    Spoiler
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    Stats Base Stat Cost
    HP 0.5 base points per 1 HP (min 0, max 10)
    Str 1 base point per 1 Str (min 0, max 5)
    Mag 1 base point per 1 Mag (min 0, max 5)
    Skl 1 base point per 1 Skl (min 0, max 5)
    Spd 1 base point per 1 Spd (min 0, max 5)
    Lck 1 base point per 1 Lck (min 0, max 5)
    Def 1 base point per 1 Def (min 0, max 5)
    Res 1 base point per 1 Res (min 0, max 5)

    Additional Stats and Options Cost
    Con 0.5 base points per 1 Con (min 0, max 10)
    Move 10 growth points per 1 Move (min 0, max 2)
    Capacity 5 growth points per 5 Capacity (min 5, max 15)
    Weapons 10 growth points per Weapon, or 5 growth points with existing synergy (min 0, max 3)
    Advanced Weapon Use 3 points if you can use one or more advanced weapons but could not previously.
    Talents (T1) 1 base point and 5 growth points per Tier 1 Talent (min 0, max 1)
    Talents (T2) 2 base points and 10 growth points per Tier 2 Talent (min 0, max 1)
    Talents (T3) 4 base points and 20 growth points per Tier 3 Talent (min 1, max 1)
    Change Chassis 2 base points if you change your chassis option


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

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

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



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

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

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

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

    Last edited by Garryl; 2016-02-04 at 04:54 PM.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 3: Talents and Skills.

    See GFFE - Talents and Skills on Google Drive for more up-to-date information.

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

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


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


    Activation Priority
    TODO

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

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

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

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


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

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

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



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

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

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



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

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


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

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


    Tier 3 Talents:
    Spoiler
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    These are even more powerful abilities that Tier 2 talents. They can break all sorts of rules and grant tremendous benefits. Try to balance them around 20 to 30 capacity skills. What you put in (4 base points and 20 growth points) should be roughly what you get out, albeit in a different, more interesting form.

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


    Tier 4 Talents:
    Spoiler
    Show

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

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


    Last edited by Garryl; 2016-02-04 at 04:36 PM.
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  4. - Top - End - #4
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 4: Items and Weapons.

    Items and weapons are important tools.

    See GFFE - Item Data and GFFE - Weapon Data on Google Drive for more up-to-date information, including items, weapon, and entire weapon categories (Mind and Soul magic) not present here.

    Weapons
    Weapons are what you use to attack with.

    Weapon Specifications
    Spoiler
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    Damage Type: Weapons can be one of four types, which determines how damage is calculated for their attacks.
    • Physical: Physical weapons use their wielder's Str to determine damage, reduced by their target's Def.
    • Magical: Magical weapons use their wielder's Mag to determine damage, reduced by their target's Res.
    • Enchanted: Enchanted weapons use their wielder's Str to determine damage, reduced by their target's Res.
    • Kinetic: Kinetic weapons use their wielder's Mag to determine damage, reduced by their target's Def.


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Uncounterable: Attacks with this weapon cannot be countered.

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

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



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

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

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

    Legend
    Spoiler
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    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
    Spoiler
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    Name Uses Value Accessory Effect Use Effect
    Vulnerary 3 300 N/A Heals 10 HP.
    Potion 3 600 N/A Heals 20 HP.
    Concoction 3 1200 N/A Heals 40 HP.
    Elixir 3 3000 N/A Heals 20 + max HP.
    Anitotxin 3 450 N/A Removes Poison.
    Remedy 3 750 N/A Removes Disease.
    Panacea 3 1500 N/A Removes all negative conditions.
    Draught 3 1050 N/A Removes temporary stat penalties.
    Pure Water 3 900 N/A Removes Immolation. Gain Ward for 7 turns. (Res increased by 7. Effect decreases to 0 over the duration of the effect.)
    Stone Salve 3 750 N/A Gain Petrification for 3 turns. (+10 Def, but unable to act or counter.)
    Poison Coating 3 1200 N/A Grants "Causes Poison on hit" to a weapon in your inventory for 3 turns. (20-Skl)% chance to Poison yourself.
    Shine Barrier 1 800 N/A Renders an unoccupied adjacent space impassable to all movement modes for the remainder of the map.
    Spectre Card 15 3000 N/A Performs a magical attack against the target. Might 5, Hit 100, Crit 0, Range 1-2, Weight 5.
    Demon Card 10 4000 N/A Performs a magical attack against the target. Might 7, Hit 100, Crit 0, Range 1-2, Weight 7.
    Reaper Card 5 5000 N/A Performs a magical attack against the target. Might 10, Hit 100, Crit 0, Range 1-2, Weight 10.
    Torch 5 500 Increases 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 Kit 1 By weapon N/A Sets up a siege weapon in your space.
    Chest Key 1 300 N/A Opens an adjacent chest.
    Door Key 1 50 N/A Opens an adjacent door.
    Skeleton Key 1 400 N/A Opens an adjacent chest or door.
    Key Ring 5 2000 N/A Opens an adjacent chest or door.
    Shovel 5 100 N/A Opens an adjacent cache.
    Mine Sweeper 5 1500 N/A Disables a trap in an adjacent space.


    Laguz Items
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    Name Uses Value Accessory Effect Use Effect
    Olivi Grass 3 750 N/A Grants 15 TP.
    Laguz Stone 3 3000 N/A Grants 30 TP and transforms you (if applicable).
    Laguz Gem 1 5000 N/A You can transform and remain transformed regardless of your TP. Effect lasts for the remainder of the map.
    Satori Sign 1 3000 N/A Can be reforged as a weapon. Permanently modifies your Strike with the reforged effect. Using a new Satori Sign negates the last.
    Feral Formula 3 3600 N/A Grants 30 TP and transforms you (if applicable). Gain Rage and Berserk until you revert to your normal form. While this effect lasts, you will not attack other Laguz under the effects of Feral Formula.


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


    Miscellaneous Items
    Spoiler
    Show

    Name Uses Value Accessory Effect Use Effect
    Skill Scroll 1 By skill N/A Teaches you a skill. Each scroll is for a different skill.
    Blank Vellum 1 500 N/A Takes on the properties of a skill you remove, allowing it to be learned by another character instead of being lost forever.
    Seraph Robe 1 8000 Increases max HP by 3. Permanently increases max HP by 7. Subject to stat caps.
    Energy Drop 1 8000 Increases Str by 1. Permanently increases Str by 2. Subject to stat caps.
    Spirit Dust 1 8000 Increases Mag by 1. Permanently increases Mag by 2. Subject to stat caps.
    Secret Book 1 8000 Increases Skl by 1. Permanently increases Skl by 2. Subject to stat caps.
    Speedwings 1 8000 Increases Spd by 1. Permanently increases Spd by 2. Subject to stat caps.
    Lucky Coin 1 8000 Increases Lck by 1. Permanently increases Lck by 2. Subject to stat caps.
    Dracoshield 1 8000 Increases Def by 1. Permanently increases Def by 2. Subject to stat caps.
    Talisman 1 8000 Increases Res by 1. Permanently increases Res by 2. Subject to stat caps.
    Statue Fragment 1 5000 Increases Con by 1. Permanently increases Con by 2. Subject to stat caps.
    Boots 1 16000 Increases Move by 1. Permanently increases Move by 2. Subject to stat caps.
    Arms Scroll 1 8000 N/A Grants 50 weapon experience with currently equipped weapon.
    Training Scroll 1 10000 N/A Grants 100 experience.
    Master Seal 1 10000 N/A Immediately promotes level 10+ Tier 1 characters.
    Master Crown 1 20000 N/A Immediately promotes level 10+ Tier 2 characters.
    Red Gem -- 5000 N/A N/A. Sell it for money or use it for crafting.
    Blue Gem -- 10000 N/A N/A. Sell it for money or use it for crafting.
    Silver Gem -- 20000 N/A N/A. Sell it for money or use it for crafting.


    Crafting Materials
    Spoiler
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    Name Uses Value Accessory Effect Use Effect
    Recipe Scroll 1 By recipe N/A Teaches a crafter a set of recipes. Each scroll is for a different set of recipes.
    Master's Hammer -- 5000 N/A N/A. Required by crafters to reforge weapons with new abilities.
    Bronze Scrap -- 80 -- N/A. Used for crafting. Salvaged from bronze and slim weapons.
    Iron Scrap -- 120 -- N/A. Used for crafting. Salvaged from iron, venin, and low end thrown weapons.
    Steel Scrap -- 200 -- N/A. Used for crafting. Salvaged from steel, effective, killer, reaver, and midrange thrown weapons.
    Silver Scrap -- 400 -- N/A. Used for crafting. Salvaged from silver, brave, and top end thrown weapons.
    Truesteel Scrap -- 5000 -- N/A. Used for crafting. Salvaged from legendary weapons.
    Weak Anima Essence -- 100 -- N/A. Used for crafting. Salvaged from basic and el- anima tomes.
    Weak Energy Essence -- 100 -- N/A. Used for crafting. Salvaged from low end staves, low end rods, and basic and el- energy tomes.
    Weak Primal Essence -- 100 -- N/A. Used for crafting. Salvaged from basic and el- primal tomes.
    Strong Anima Essence -- 200 -- N/A. Used for crafting. Salvaged from arc- and siege anima tomes.
    Strong Energy Essence -- 200 -- N/A. Used for crafting. Salvaged from midrange staves, midrange rods, and arc- and siege energy tomes.
    Strong Primal Essence -- 200 -- N/A. Used for crafting. Salvaged from arc- and siege primal tomes.
    Powerful Anima Essence -- 400 -- N/A. Used for crafting. Salvaged from top end anima tomes.
    Powerful Energy Essence -- 400 -- N/A. Used for crafting. Salvaged from top end staves, top end rods, and top end energy tomes.
    Powerful Primal Essence -- 400 -- N/A. Used for crafting. Salvaged from top end primal tomes.
    Essence of Magic -- 1000 -- N/A. Used for crafting. Salvaged from legendary staves, rods, and tomes.
    Restorative Sample -- 100 -- N/A. Used for crafting. Salvaged from healing items and staves.
    Transformative Sample -- 100 -- N/A. Used for crafting. Salvaged from miscellaneous items and rods.
    Venom Sample -- 150 -- N/A. Used for crafting. Salvaged from antitoxins and venin weapons.
    Alchemical Sample -- 500 -- N/A. Used for crafting. Salvaged from powerful items and silver weapons.
    Ruby Dust -- 600 -- N/A. Used for crafting. Made from red gems. Used to reforge weapons with midrange effects.
    Sapphire Dust -- 1200 -- N/A. Used for crafting. Made from blue gems. Used to reforge weapons with high end effects.
    Diamond Dust -- 2400 -- N/A. Used for crafting. Made from silver gems. Used to reforge weapons with the most powerful of effects.
    Last edited by Garryl; 2016-02-04 at 04:49 PM.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
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  5. - Top - End - #5
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 5: Traditional weapons.
    This post covers weapons common to most Fire Emblem games.

    The following weapon types are considered advanced weapons. Advanced weapons require additional training to use (represented by costing most characters 3 base points).
    Axes Lances Swords
    Fire Thunder Wind
    Dark Light

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

    Legend
    Spoiler
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    Weapon Name: The weapon's name.

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

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

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

    Hit: The weapon's base hit chance.

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

    Wgt: The weapon's weight.

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

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

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

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


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Training Axe E 1 2 75 -- 8 50 1000 Axe Cannot crit. Grants triple weapon xp.
    Bronze Axe E 1 6 85 -- 7 40 320 Axe Cannot crit.
    Hatchet E 1 4 90 5 6 30 450 Axe
    Iron Axe E 1 8 80 0 8 45 450 Axe
    Hand Axe E 1-2 7 60 0 11 20 620 Axe
    Steel Axe D 1 11 70 0 13 35 700 Axe
    Hammer D 1 10 70 5 15 20 1340 Axe Effective against Armored.
    Poleax D 1 10 70 5 14 20 1340 Axe Effective against Mounted.
    Venin Axe D 1 5 65 0 9 40 520 Axe Causes Poison on hit.
    Killer Axe C 1 10 70 30 11 30 1590 Axe
    Short Axe C 1-2 9 55 0 13 15 2025 Axe
    Swordreaver C 1 11 70 5 12 15 2025 Axe Reaver.
    Bolt Axe B 1-2 10 75 0 12 25 3750 Thunder Enchanted. (Deals damage using Str, reduced by Res.) Uses Thunder weapon triangle. Effective against Dragon.
    Brave Axe B 1 10 70 0 13 30 4950 Axe Double attack.
    Silver Axe A 1 15 75 0 11 20 2240 Axe
    Tomahawk A 1-2 12 60 0 13 15 6450 Axe


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Training Lance E 1 1 80 -- 7 50 1000 Lance Cannot crit. Grants triple weapon xp.
    Bronze Lance E 1 5 90 -- 6 40 400 Lance Cannot crit.
    Slim Lance E 1 3 95 5 5 30 480 Lance
    Iron Lance E 1 7 85 0 7 45 600 Lance
    Javelin E 1-2 6 65 0 10 20 600 Lance
    Steel Lance D 1 10 75 0 12 35 910 Lance
    Heavy Lance D 1 9 75 5 13 20 1300 Lance Effective against Armored.
    Horseslayer D 1 9 75 5 12 20 1300 Lance Effective against Mounted.
    Venin Lance D 1 4 70 0 7 40 440 Lance Causes Poison on hit.
    Killer Lance C 1 9 75 30 8 30 1500 Lance
    Short Spear C 1-2 8 60 0 12 15 1950 Lance
    Axereaver C 1 10 75 5 10 15 1950 Lance Reaver.
    Brave Lance B 1 9 75 0 12 30 4800 Lance Double attack.
    Thermal Lance B 1-2 9 80 0 10 25 3750 Fire Enchanted. (Deals damage using Str, reduced by Res.) Uses Fire weapon triangle. Effective against Beast.
    Silver Lance A 1 14 80 0 9 20 2160 Lance
    Spear A 1-2 11 65 0 12 15 6000 Lance


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Training Sword E 1 0 85 -- 5 50 1000 Sword Cannot crit. Grants triple weapon xp.
    Bronze Sword E 1 3 95 -- 4 40 360 Sword Cannot crit.
    Slim Sword E 1 2 100 5 3 30 540 Sword
    Iron Sword E 1 5 90 0 5 45 495 Sword
    Iron Blade D 1 9 70 0 9 40 800 Sword
    Boomerang D 1-2 4 80 0 8 20 760 Sword
    Steel Sword D 1 8 80 0 10 35 840 Sword
    Armorslayer D 1 7 80 5 11 20 1260 Sword Effective against Armored.
    Longsword D 1 7 80 5 10 20 1260 Sword Effective against Mounted.
    Venin Edge D 1 3 75 0 5 40 400 Sword Causes Poison on hit.
    Steel Blade C 1 12 60 0 14 30 1410 Sword
    Killing Edge C 1 8 80 30 6 30 1350 Sword
    Lancereaver C 1 8 80 5 8 15 1800 Sword Reaver.
    Brave Sword B 1 7 80 0 10 30 4500 Sword Double attack.
    Chakram B 1-2 6 65 0 10 15 3300 Sword
    Wind Edge B 1-2 7 85 0 8 25 3750 Wind Enchanted. (Deals damage using Str, reduced by Res.) Uses Wind weapon triangle. Effective against Winged.
    Silver Sword A 1 12 85 0 7 20 1800 Sword
    Silver Blade A 1 15 65 0 11 20 3000 Sword


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Training Bow E 1 1 80 -- 5 50 1000 Bow Effective against Flying. Cannot crit. Grants triple weapon xp.
    Bronze Bow E 2 5 90 -- 4 40 400 Bow Effective against Flying. Cannot crit.
    Bronze Crossbow E 1-2 10 100 0 8 40 600 Bow Effective against Flying. Ignores wielder's Strength. Cannot crit.
    Iron Bow E 2 6 85 0 5 45 540 Bow Effective against Flying.
    Iron Crossbow D 1-2 16 100 0 9 45 900 Bow Effective against Flying. Ignores wielder's Strength.
    Steel Bow D 2 9 75 0 10 35 980 Bow Effective against Flying.
    Venin Bow D 2 3 70 0 5 40 440 Bow Effective against Flying. Causes Poison on hit.
    Longbow D 2-3 5 65 0 8 20 1800 Bow Effective against Flying.
    Killer Bow C 2 9 75 30 6 30 1410 Bow Effective against Flying.
    Steel Crossbow C 1-2 22 100 0 14 35 1500 Bow Effective against Flying. Ignores wielder's Strength.
    Brave Bow B 2 8 75 0 10 30 4650 Bow Effective against Flying. Double attack.
    Composite Longbow B 2-3 7 60 0 11 15 3000 Bow Effective against Flying.
    Solar Bow B 1-2 8 80 0 8 25 3750 Light Enchanted. (Deals damage using Str, reduced by Res.) Uses Light weapon triangle. Effective against Spirit.
    Silver Bow A 2 13 80 0 7 20 2000 Bow Effective against Flying.
    Silver Crossbow A 1-2 30 100 0 11 20 4000 Bow Effective against Flying. Ignores wielder's Strength.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Training Dagger E 1 0 80 -- 3 50 1000 Dagger Cannot crit. Grants triple weapon xp.
    Bronze Dagger E 1 2 90 -- 2 40 280 Dagger Cannot crit.
    Bronze Knife E 1-2 1 80 -- 1 40 320 Dagger Cannot crit.
    Iron Dagger D 1 3 85 5 3 45 405 Dagger
    Iron Knife D 1-2 2 75 0 2 45 450 Dagger
    Soul Dagger D 1 7 90 5 0 20 1000 Soul Uses Soul weapon triangle. Fixed damage.
    Venin Dagger D 1 2 75 5 3 40 400 Dagger Causes Poison on hit.
    Venin Knife D 1-2 1 65 0 2 40 440 Dagger Causes Poison on hit.
    Shiv C 1 5 75 10 6 15 900 Dagger Effective against Unarmored.
    Soul Knife C 1-2 7 80 0 0 20 1200 Soul Uses Soul weapon triangle. Fixed damage.
    Stake C 1 6 70 10 7 15 945 Dagger Effective against Spirit.
    Steel Dagger C 1 6 75 5 7 35 805 Dagger
    Steel Knife C 1-2 5 65 0 6 35 840 Dagger
    Kard B 1 6 75 30 4 30 1290 Dagger
    Mind Dagger B 1 13 85 5 0 15 2100 Mind Uses Mind weapon triangle. Fixed damage.
    Rune Knife B 1-2 4 60 0 7 25 3750 Dark Enchanted. (Deals damage using Str, reduced by Res.) Uses Dark weapon triangle. Effective against Mechanical. Heals user equal to damage dealt.
    Stiletto B 1 8 65 10 8 15 1080 Dagger Effective against Armored.
    Mind Knife A 1-2 13 75 0 0 15 2400 Mind Uses Mind weapon triangle. Fixed damage.
    Silver Dagger A 1 10 80 5 5 20 1600 Dagger
    Silver Knife A 1-2 9 70 0 4 20 1700 Dagger


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Ember E 1-2 3 95 -- 2 30 450 Fire Effective against Beast. Cannot crit.
    Fire E 1-2 5 90 0 3 40 800 Fire Effective against Beast.
    Elfire D 1-2 7 85 0 5 35 1400 Fire Effective against Beast.
    Meteor C 3-10 9 70 0 15 5 975 Fire Effective against Beast.
    Arcfire B 1-2 10 80 10 7 25 2500 Fire Effective against Beast.
    Blast Wave B 1-2 4 100 0 10 10 3000 Fire Kinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Beast.
    Bolganone A 1-2 12 75 0 9 20 3000 Fire Effective against Beast.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Spark E 1-2 3 85 0 3 30 480 Thunder Effective against Dragon.
    Thunder E 1-2 5 80 5 4 40 880 Thunder Effective against Dragon.
    Elthunder D 1-2 7 75 5 6 35 1470 Thunder Effective against Dragon.
    Bolting C 3-10 9 60 5 16 5 1000 Thunder Effective against Dragon.
    Arcthunder B 1-2 10 70 15 8 25 2550 Thunder Effective against Dragon.
    Discharge B 1-2 4 100 5 11 10 3100 Thunder Kinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Dragon.
    Thoron A 1-2 12 65 5 10 20 3100 Thunder Effective against Dragon.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Breeze E 1-2 2 100 -- 1 30 420 Wind Effective against Winged. Cannot crit.
    Wind E 1-2 4 95 0 2 40 720 Wind Effective against Winged.
    Elwind D 1-2 6 90 0 4 35 1330 Wind Effective against Winged.
    Blizzard C 3-10 8 75 0 14 5 950 Wind Effective against Winged.
    Arcwind B 1-2 9 85 10 6 25 2450 Wind Effective against Winged.
    Windfury B 1-2 3 100 0 9 10 2900 Wind Kinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Winged.
    Tornado A 1-2 11 80 0 8 20 2900 Wind Effective against Winged.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Flash E 1-2 1 105 -- 0 30 420 Light Effective against Spirit. Cannot crit.
    Light E 1-2 3 100 0 2 40 760 Light Effective against Spirit.
    Elight D 1-2 5 95 0 4 35 1400 Light Effective against Spirit.
    Purge C 3-10 7 80 0 14 5 1000 Light Effective against Spirit.
    Shine B 1-2 8 90 10 6 25 2500 Light Effective against Spirit.
    Aurora B 1-2 2 100 0 8 10 2950 Light Kinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Spirit.
    Aura A 1-2 10 85 0 8 20 2950 Light Effective against Spirit.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Dusk E 1-2 4 85 -- 4 30 510 Dark Effective against Mechanical. Cannot crit.
    Flux E 1-2 6 80 0 5 40 960 Dark Effective against Mechanical.
    Luna D 1-2 8 75 0 7 35 1610 Dark Effective against Mechanical.
    Eclipse C 3-10 10 60 0 17 5 1100 Dark Effective against Mechanical.
    Carreau B 1-2 11 70 10 9 25 2750 Dark Effective against Mechanical.
    Shade B 1-2 5 100 0 12 10 3500 Dark Kinetic. (Deals damage using Mag, reduced by Def.) Always hits. Area attack (Full 0-0, Half 1-1). Uncounterable. Effective against Mechanical.
    Fenrir A 1-2 13 65 0 11 20 3500 Dark Effective against Mechanical.
    Nosferatu A 1-2 9 65 0 11 20 5000 Dark Effective against Mechanical. Heals user equal to damage dealt.


    Dance
    Spoiler
    Show

    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 Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Action Dance E 1 0 100 0 1 -- -- Dance Inherent. Grants ally an extra turn. Does not affect units that have granted or received extra turns this turn. 10 xp.
    Shiny Bauble E 1 0 100 0 1 15 150 Dance Ally's Hit increases by 10 for 1 turn. 12 xp.
    Mood Ring D 1 0 100 0 1 15 225 Dance Ally accrues support at double normal rate for 3 turns. 15 xp.
    Zirconium Bracelet D 1 0 100 0 1 15 300 Dance Ally's Avoid and Evade increase by 10 for 1 turn. 13 xp.
    Strange Gem C 1 0 100 0 2 15 900 Dance Ally's Crit increases by 10 for 1 turn. 17 xp.
    Brass Ring B 1 0 100 0 3 15 1200 Dance Ally's Attack increases by 10 for 1 turn. 20 xp.
    Quartz Charm A 1 0 100 0 4 15 1500 Dance Ally's Def and Res increase by 10 for 1 turn. 30 xp.
    Safety Ring A 1 0 100 0 4 15 3000 Dance Ally cannot gain negative conditions for 1 turn. 40 xp.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Heal E 1 0 100 0 2 40 800 Staff Heals Mag + 10 HP to target. 11 xp.
    Drain D 1 4 75 0 6 20 1000 Staff Performs a magical attack and heals user equal to 1/2 damage dealt. Uncounterable. Normal combat xp.
    Mend D 1 0 100 0 4 20 1000 Staff Heals Mag + 20 HP to target. 12 xp.
    Unlock D 1-2 0 100 0 7 10 1500 Staff Opens targeted door, chest, or cache. 17 xp.
    Physic C 1-(Mag/2) 0 100 0 5 15 3750 Staff Heals Mag + 10 HP to target. 22 xp.
    Restore C 1 0 100 0 4 10 2000 Staff Removes all negative conditions from target. 20 xp.
    Ward C 1 0 100 0 4 15 2250 Staff Increases target's Res by 7 for 7 turns. Effect decreases by 1 each turn. 17 xp.
    Hammerne C 0-1 0 100 0 7 3 1800 Staff Fully repairs one weapon in target's inventory. Cannot repair other repair-capable items. 40 xp.
    Recover B 1 0 100 0 6 15 2250 Staff Heals Mag + 20 + target's max HP to target. 17 xp.
    Silence B 1-(Mag/2) 0 80 0 7 3 1200 Staff May cause Silence. 30 xp.
    Sleep B 1-(Mag/2) 0 75 0 7 3 1500 Staff May cause Sleep. 33 xp.
    Berserk B 1-(Mag/2) 0 70 0 8 3 1800 Staff May cause Berserk. 35 xp.
    Rescue B 1-(Mag/2) 0 100 0 6 3 1800 Staff Teleports an ally to a traversable adjacent space. 40 xp.
    Absorb A 1 8 65 0 9 10 2000 Staff Performs a magical attack and heals user equal to 1/2 damage dealt. Uncounterable. Normal combat xp.
    Warp A 1-(Mag/2) 0 100 0 5 5 7500 Staff Teleports self or an adjacent ally to a traversable space in range. 50 xp.
    Fortify A 1-(Mag/2) 0 100 0 7 5 5000 Staff Heals Mag + 10 HP to all allies in range. 60 xp.


    Siege Weaponry
    Spoiler
    Show

    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 Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Bronze Ballista E 3-10 12 80 -- 20 5 500 Bow Effective against Flying. Ignores wielder's Strength. Cannot crit.
    Iron Ballista D 3-10 20 75 0 20 5 750 Bow Effective against Flying. Ignores wielder's Strength.
    Killer Ballista C 3-10 22 80 20 20 5 1000 Bow Effective against Flying. Ignores wielder's Strength.
    Steel Ballista B 3-10 30 70 0 20 5 1250 Bow Effective against Flying. Ignores wielder's Strength.
    Silver Ballista A 3-10 40 65 0 20 5 2000 Bow Effective against Flying. Ignores wielder's Strength.
    Catapult D 3-10 16 100 -- 20 5 2500 -- Always hits. Area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Cannot crit. Uncounterable. 20 xp.
    Trebuchet B 3-10 26 100 -- 20 5 5000 -- Always hits. Area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Cannot crit. Uncounterable. 25 xp.
    Cannon A 3-10 36 100 -- 20 5 7500 -- Always hits. Area attack (Full 0-0, Half 1-2). Ignores wielder's Strength. Cannot crit. Uncounterable. 30 xp.
    Last edited by Garryl; 2014-04-15 at 01:10 AM.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  6. - Top - End - #6
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 6: Unusual weapons.
    This post covers weapons not found in Fire Emblem games.

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

    The following weapon types are considered primal weapons. Primal weapons are more easily usable by Laguz.
    Unarmed Whips
    Earth Sound Water
    Chant

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

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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Unarmed E-S 1 1.5+1.5R 85 0 3+2R -- -- Unarmed Inherent. Scales with Unarmed weapon rank. Auto-equip.
    Bronze Knuckles E 1 +0 +5 -- 5 30 90 Unarmed Cannot crit. Enhances Unarmed attacks.
    Iron Gauntlet E 1 +1 +0 +0 7 35 140 Unarmed Enhances Unarmed attacks.
    Iron Greaves D 1 +4 -20 +0 11 25 400 Unarmed Enhances Unarmed attacks.
    Spiked Gauntlet D 1 +2 -10 +10 8 20 440 Unarmed Enhances Unarmed attacks.
    Steel Gauntlet C 1 +3 -10 +0 11 25 500 Unarmed Enhances Unarmed attacks.
    Blessed Hand Wraps C 1-2 +2 -15 +5 9 20 560 Light Enhances Unarmed attacks. Uses Light weapon triangle.
    Claw Gloves B 1 +4 -15 +20 10 15 900 Unarmed Enhances Unarmed attacks.
    Steel Greaves B 1 +6 -30 +0 13 20 880 Unarmed Enhances Unarmed attacks.
    Zephyr Boots B 1-2 +4 -30 +5 11 15 2150 Wind Enhances Unarmed attacks. Uses Wind weapon triangle.
    Silver Gauntlet A 1 +5 -5 +0 9 15 1350 Unarmed Enhances Unarmed attacks.
    Silver Greaves A 1 +7 -25 +0 12 15 1800 Unarmed Enhances Unarmed attacks.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Bronze Whip E 1 2 100 -- 3 40 280 Whip Cannot crit.
    Supple Whip E 1 1 105 5 2 30 450 Whip Effective against Unarmored. Ineffective against Armored.
    Iron Whip E 1 4 95 0 4 45 450 Whip
    Bola D 1-2 3 85 0 7 20 700 Whip Effective against Unarmored. Ineffective against Armored.
    Steel Whip D 1 7 85 0 9 35 770 Whip
    Circus Whip D 1 6 85 5 8 20 1300 Whip Effective against Beast.
    Flail D 1 7 80 5 10 20 1400 Whip Effective against Armored.
    Vampire Killer D 1 7 80 5 9 20 1200 Whip Effective against Spirit.
    Spiked Chain C 1 7 85 30 6 30 1420 Whip
    Lash C 1 6 85 10 9 20 1200 Whip Effective against Unarmored.
    Riding Crop C 1 6 90 5 8 20 1300 Whip Effective against Mounted.
    Brave Whip B 1 6 85 0 9 30 4500 Whip Double attack.
    Grappling Hook B 1-2 5 75 0 10 15 3150 Whip Effective against Unarmored. Ineffective against Armored.
    Silver Whip A 1 11 90 0 7 20 2000 Whip


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Gravel E 1-2 4 85 -- 5 30 510 Earth Usable while transformed. Cannot crit.
    Earth E 1-2 6 80 0 6 40 880 Earth Usable while transformed.
    Stone D 1-2 8 75 0 8 35 1505 Earth Usable while transformed.
    Avalanche C 3-10 10 60 0 18 5 1000 Earth
    Boulder B 1-2 11 70 10 10 25 2600 Earth Usable while transformed.
    Quake A 1-2 13 65 0 12 20 3200 Earth Usable while transformed.
    Fissure A 1-2 11 55 0 15 20 4000 Earth Ineffective against Flying. Stuns non-Flying targets for 1 turn on a hit.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Whisper E 1-2 1 95 -- 2 30 420 Sound Causes resonance. Lck increased by 1x target's resonance. Cannot crit.
    Sound E 1-2 3 90 0 3 40 720 Sound Causes resonance. Hit increased by 5x target's resonance.
    Roar D 1-2 5 80 0 5 35 1330 Sound Causes resonance. Might increased by 1x target's resonance.
    Echo C 3-10 7 65 0 15 5 900 Sound Causes resonance.
    Shatter C 1-2 6 75 5 11 20 3000 Sound Causes resonance. Effective against Armored.
    Shriek B 1-2 8 75 10 7 25 2400 Sound Causes resonance. Crit increased by 3x target's resonance.
    Sonic Boom A 1-2 10 70 0 9 20 2900 Sound Causes resonance. Speed increased by 1x target's resonance.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Rain E 1-2 0 100 -- 1 30 600 Water Cannot crit. Can be used to heal (Mag + 5 HP)/3 to target, and the same amount again next turn. 9 xp.
    Water E 1-2 2 95 0 2 40 1000 Water Can be used to heal (Mag + 10 HP)/3 to target, and the same amount again next turn. 10 xp.
    Drench D 1-2 4 90 0 4 35 2100 Water Can be used to heal (Mag + 20 HP)/3 to target, and the same amount again next turn. 11 xp.
    Monsoon C 3-10 6 75 0 14 5 1200 Water Can be used to heal (Mag + 10 HP)/3 to target, and the same amount again next turn. 20 xp.
    Torrent B 1-2 7 85 10 6 25 3000 Water Can be used to heal (Mag + 40 HP)/3 to target, and the same amount again next turn. 15 xp.
    Riptide A 1-2 9 80 0 8 20 4000 Water Can be used to heal (Mag + 20 + target's max HP)/3 to target, and the same amount again next turn. 18 xp.


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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Weaken E 1-2 0 95 0 2 40 800 Rod Reduces target's Str and Mag by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 11 xp.
    Disrupt E 1-2 0 95 0 4 40 1000 Rod Reduces target's Skl by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 11 xp.
    Misfortune D 1-2 0 85 0 4 30 750 Rod Reduces target's Lck by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 12 xp.
    Reveal D 1-(Mag/2) 0 100 0 6 10 1000 Rod Reveals fog of war within 0-4 of targeted space for 4 turns. Radius decreases by 1 each turn. 15 xp.
    Revert D 1-2 0 90 0 4 20 1000 Rod Undoes 1/2 of all healing received and damage done by target in the last 1 turn. Uncounterable. Normal combat xp.
    Accelerate C 1 0 100 0 3 25 1250 Rod Increases target's Move by 3 for 3 turns. Effect decreases by 1 each turn. 18 xp.
    Fatigue C 1-(Mag/2) 0 80 0 8 15 1350 Rod Reduces target's Def and Res by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 20 xp.
    Shield C 1 0 100 0 4 15 2250 Rod Increases target's Def by 7 for 7 turns. Effect decreases by 1 each turn. 17 xp.
    Slow C 1-2 0 70 0 10 15 1500 Rod Reduces target's Spd by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 17 xp.
    Phase B 1 0 100 0 6 5 1500 Rod Target can move through occupied spaces for 1 turn. 25 xp.
    Rage B 1 0 100 0 8 5 2000 Rod Grants target Rage. 30 xp.
    Reiterate B 1-2 0 75 0 9 20 2000 Rod Deals damage equal to the last damage target suffered. This effect cannot crit. Uncounterable. Normal combat xp.
    Stasis B 1-(Mag/2) 0 75 0 7 5 2000 Rod May cause Sleep. 33 xp.
    Enervate A 1-(Mag/2) 0 50 0 14 5 5000 Rod Reduces Def and Res of all targets within range by (Mag + 10)/3 (minimum 0) for 1 turn. Uncounterable. 40 xp.
    Negate A 1-2 0 65 0 11 10 7500 Rod Reduces target's Str and Mag to 0 for 1 turn. Uncounterable. 50 xp.


    Chant
    Spoiler
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    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 Name Rank Range Value Triangle Type Special
    Vigor E 1 -- Chant Learned. Usable while transformed. Grants ally an extra turn. Does not affect units that have granted or received extra turns this turn. 10 xp.
    Bliss D 1 500 Chant Learned. Usable while transformed. Ally's Hit increases by 10 for 1 turn. 12 xp.
    Sorrow D 1-2 750 Chant Learned. Usable while transformed. Reduces target's Hit by 10 for 1 turn. Uncounterable. 12 xp.
    Balance C 1 1000 Chant Learned. 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.
    Requiem C 1-2 1000 Chant Learned. Usable while transformed. Performs a magical attack against target Spirit. Might 10, Hit 100, Crit 0, Wgt 4. Has no effect against non-Spirits.
    Dirge B 1-2 3500 Chant Learned. Usable while transformed. May cause Panic. Might 0, Hit 75, Crit 0, Wgt 0. Uncounterable. 20 xp.
    Valor B 1 1500 Chant Learned. Usable while transformed. Grants target 30 TP. 22 xp.
    Recovery A 1 5000 Chant Learned. Usable while transformed. Heals Mag + target's max HP to target. 25 xp.


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

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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Bandage E 1 0 100 0 3 40 600 Tactic Heals Str + 10 HP to target. 11 xp.
    Poultice D 1 0 100 0 5 20 800 Tactic Heals Str + 20 HP to target. 12 xp.
    Bronze Bomb D 1-(Str/3) 10 100 -- 6 3 1200 Tactic Performs a physical, area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Cannot crit. Uncounterable. 16 xp.
    Caltrops C 1 0 100 0 7 5 1000 Tactic Places 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.
    Injection C 1 4 70 5 6 5 550 Tactic Performs a physical attack that also causes Disease on hit. Uncounterable. Normal combat xp.
    Iron Bomb C 1-(Str/3) 17 100 0 8 3 2100 Tactic Performs a physical, area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Uncounterable. 24 xp.
    Mine B 1 0 100 0 9 5 1500 Tactic Places 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 Bomb B 1-(Str/3) 25 100 0 11 3 3300 Tactic Performs a physical, area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Uncounterable. 32 xp.
    Triage B 1 0 100 0 6 15 1800 Tactic Heals Str + 20 + target's max HP to target. 17 xp.
    Weighted Net B 1-(Str/3) 0 80 0 9 5 1500 Tactic May cause Stun. 31 xp.
    Silver Bomb A 1-(Str/3) 34 100 0 10 3 6000 Tactic Performs a physical, area attack (Full 0-0, Half 1-1). Ignores wielder's Strength. Uncounterable. 40 xp.
    Venin Caltrops A 1 0 100 0 8 5 2000 Tactic Places a trap on an unoccupied adjacent space that Poisons and Stuns the first non-flying enemy to move through it. Disables any existing traps on that space. 30 xp.

    Weapon Name Rank Range Value Triangle Type Special
    Trapfinder E 1-(Str/3) 250 Tactic Learned. Reveals the locations of all traps within range. 8 xp.
    Disable D 1 500 Tactic Learned. Disables all traps in an adjacent space. 10 xp.
    Focus D 1-(Str/3) 750 Tactic Learned. Ally's Lck increases by 5 for 1 turn. 11 xp.
    Assault C 1-(Str/3) 1250 Tactic Learned. Ally's Skl increases by 5 for 1 turn. 14 xp.
    Egress B 1-(Str/3) 2000 Tactic Learned. Ally's Spd increases by 5 for 1 turn. 18 xp.
    Rally A 1-(Str/3) 7500 Tactic Learned. Heals Str HP to all allies in range. 25 xp.




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

    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    S Chant Learned. Usable while transformed.
    S Dance
    Ahora S 1-(Mag/2) 0 50 0 15 5 Rod A dire curse is held in this rod. May cause Panic to all enemies in range. 60 xp.
    Baruch S 1-(Mag/2) 0 100 0 9 3 Staff A potent blessing is held in this staff. Heals Mag + target's max HP to all allies in range and removes all negative conditions from them. 85 xp.
    Clarity S 1 14 100 15 5 40 Sword This simple rapier has no adornments. It feels perfectly balanced, nearly weightless in your hand. +2 Skl, +2 Spd. Always hits.
    Double Bow S 2-3 14 90 5 10 30 Bow A bow with unmatched range. +3 Skl. Effective against Flying. Can counter all attackers, regardless of range.
    Drago Katzov S 1 8 95 10 10 60 Whip Simply looking at this vicious whip fills you with fury. Double attack. Gain Rage while equipped.
    Dreamseeker S 1 19 75 5 13 30 Axe An ephemeral axe. Its outline seems blurry and indistinct. +2 Str. Effective against sleeping targets.
    God Hand S 1-2 +6 -20 +5 15 30 Light Hand wraps imbued with divine power. Enhances Unarmed attacks. Uses Light weapon triangle. Has triangle advantage over weapons with lower Weight.
    Holy Hand Grenade S 1-(Str/3) 45 100 0 12 3 Tactic Performs a physical, area attack (Full 0-1, Half 2-3). Ignores wielder's Strength. Uncounterable. 50 xp.
    Rexaqua S 1-2 12 90 5 10 30 Water A tome of potent Water magic. +3 Skl. Can be used to heal (Mag + 20 HP)/3 to all allies in range, and the same amount again next turn. 25 xp.
    Rexaura S 1-2 12 100 5 10 30 Light A tome of potent Light magic. +3 Def. Effective against Spirit.
    Rexbolt S 1-2 15 75 10 12 30 Thunder A tome of potent Thunder magic. +3 Skl. Effective against Dragon.
    Rexcalibur S 1-2 14 90 5 10 30 Wind A tome of potent Wind magic. +3 Lck. Effective against Winged.
    Rexecho S 1-2 13 80 5 11 30 Sound A tome of potent Sound magic. Causes 3 resonance. Def and Res increased by 1x target's resonance.
    Rexflame S 1-2 15 85 5 11 30 Fire A tome of potent Fire magic. +3 Spd. Effective against Beast.
    Rexquake S 1-2 16 75 5 14 30 Earth A tome of potent Earth magic. +3 Res. Usable while transformed.
    Rexshade S 1-2 17 70 5 15 30 Dark A tome of potent Dark magic. +3 Mag. Effective against Mechanical.
    Spirit Shard S 1-2 12 90 10 0 10 Soul A dagger forged from soul-stuff. +2 Lck, +2 Res. Uses Soul weapon triangle. Effective against Spirit. Repairs to full durability on killing blows. Fixed damage when wielder's Str is less than target's Def.
    Wishblade S 1-2 15 80 5 12 30 Lance A spear that brings great fortune to its bearer. +2 Lck. Grants the Miracle skill while equipped.


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

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

    Legendary Weapons of Solak
    Weapon Name Rank Range Mgt Hit Crit Wgt Durability Value Triangle Type Special
    Duality * -- -- -- -- -- -- -- -- The legendary tome of Iber, penned by the angels and demons that founded the religion. Alternates between Dark and Light after each attack. Only usable by true followers of the faith who have mastered both Light and Dark magic.
    Duality (Dark) * 1-2 20 75 10 7 -- -- Dark The legendary tome of Iber's Dark attack. Effective against Mechanical. Heals user equal to damage dealt. Transforms into Duality (Light) after each attack.
    Duality (Light) * 1-2 15 100 10 7 -- -- Light The legendary tome of Iber's Light attack. Effective against Spirit. Heals each adjacent ally equal to 1/2 damage dealt. Transforms into Duality (Dark) after each attack.
    Kamate SS 1-(Mag/2) 0 50 0 20 1 -- Rod It is death. May cause Doom to all enemies in range. 100 xp.
    Kaora SS 1 0 100 0 12 1 -- Staff It is life. Returns a slain or defeated ally to life with full HP. 100 xp.
    Ansaksie SS 2 18 95 0 10 -- -- Bow Stuff...
    Asha SS 1 13 100 5 9 -- -- Dagger Stuff... The dagger of a master assassin. Effective against injured targets.
    Iosa SS 1 20 90 0 12 200 -- Lance A lance said to make it's wielder immune to harm. It has surfaced in the hands of both heroes and villains throughout the history of Solak. Immune to Doom and Imminent Death while equipped. Indestructible. Damage taken stops at 1 HP remaining, with the rest subtracted from the weapon's durability if enough remains. Regains 40 durability at the end of each map.
    Krotera SS 1 22 85 0 14 -- -- Axe Stuff...
    Tor * 1 23 75 0 20 -- -- Sword A heavy silver blade inlaid with ivory from the tusks of Khan Tor, who united the Laguz clans of Tanar. The sword is believed to carry his spirit. +5 Str. Usable while transformed. TP do not deplete while transformed.
    Last edited by Garryl; 2014-04-15 at 01:14 AM.
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  7. - Top - End - #7
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 7: Item crafting and reforging.

    (Still a 1st draft)

    See GFFE - Crafting on Google Drive for more up-to-date information (although it's still at a 1st-draft level).

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

    Approximate value of Crafting Materials
    Spoiler
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    Name Uses Value Description
    Recipe Scroll 1 By recipe Teaches your crafter a set of recipes. Each scroll is for a different set of recipes.
    Master's Hammer -- 5000 Required by crafters to reforge weapons with new abilities.
    Bronze Scrap -- 20 Used for crafting. Salvaged from bronze and slim weapons.
    Iron Scrap -- 50 Used for crafting. Salvaged from iron, venin, and low end thrown weapons.
    Steel Scrap -- 100 Used for crafting. Salvaged from steel, effective, killer, reaver, and midrange thrown weapons.
    Silver Scrap -- 200 Used for crafting. Salvaged from silver, brave, and top end thrown weapons.
    Truesteel Scrap -- 1000 Used for crafting. Salvaged from S-rank and legendary weapons.
    Weak Anima Essence -- 50 Used for crafting. Salvaged from basic and el- anima tomes.
    Weak Energy Essence -- 50 Used for crafting. Salvaged from low end staves, low end rods, and basic and el- energy tomes.
    Weak Primal Essence -- 50 Used for crafting. Salvaged from basic and el- primal tomes.
    Strong Anima Essence -- 100 Used for crafting. Salvaged from arc- and siege anima tomes.
    Strong Energy Essence -- 100 Used for crafting. Salvaged from midrange staves, midrange rods, and arc- and siege energy tomes.
    Strong Primal Essence -- 100 Used for crafting. Salvaged from arc- and siege primal tomes.
    Powerful Anima Essence -- 200 Used for crafting. Salvaged from top end anima tomes.
    Powerful Energy Essence -- 200 Used for crafting. Salvaged from top end staves, top end rods, and top end energy tomes.
    Powerful Primal Essence -- 200 Used for crafting. Salvaged from top end primal tomes.
    Essence of Magic -- 1000 Used for crafting. Salvaged from S-rank and legendary staves, rods, and tomes.
    Restorative Sample -- 100 Used for crafting. Salvaged from healing items and staves.
    Transformative Sample -- 100 Used for crafting. Salvaged from miscellaneous items and rods.
    Venom Sample -- 150 Used for crafting. Salvaged from antitoxins and venin weapons.
    Alchemical Sample -- 500 Used for crafting. Salvaged from powerful items and silver weapons.
    Red Gem -- 5000 Sell it for money or use it for crafting.
    Blue Gem -- 10000 Sell it for money or use it for crafting.
    Silver Gem -- 20000 Sell it for money or use it for crafting.


    Crafting
    Spoiler
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    Axes Value (of materials) Scraps Essences Samples Other
    Bronze Axe 320 (320) 16x bronze
    Hatchet 450 (450) 10x bronze, 5x iron
    Iron Axe 450 (450) 9x iron
    Hand Axe 620 (620) 6x bronze, 10x iron
    Steel Axe 700 (700) 7x steel
    Hammer 1340 (1300) 11x steel 4x weak anima
    Poleax 1340 (1300) 10x steel 6x weak primal
    Venin Axe 520 (520) 6x bronze, 5x iron 1x venom
    Killer Axe 1590 (1600) 10x steel 1x ruby dust
    Short Axe 2025 (2000) 14x steel 6x strong primal
    Swordreaver 2025 (2000) 10x steel 4x strong energy 1x ruby dust
    Brave 4950 (5000) 6x steel, 4x silver 3x sapphire dust
    Silver Axe 2240 (2100) 8x silver 1x alchemical
    Tomahawk 6450 (6000) 20x silver 10x strong anima 2x alchemical

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

    Lances Value Scraps Essences Samples Other
    Slim 480 12x bronze, 6x iron
    Bronze 400 20x bronze
    Iron 600 15x iron
    Hand Axe/Javelin 600 15x iron
    Iron Blade 840 21x iron
    Effective (Armor) 1300 10x steel 6x weak anima
    Effective (Mount) 1300 10x steel 6x weak primal
    Venin 510 9x iron 1x venom
    Steel 800 8x steel
    Boomerang 840 21x iron
    Steel Blade 1400 14x steel
    Killing 1400 8x steel 1x ruby dust
    Reaver 2000 10x steel 4x strong energy 1x ruby dust
    Short Axe/Short Spear 2000 14x steel 6x strong primal
    Brave 5000 6x steel, 4x silver 3x sapphire dust
    Chakram 3000 20x steel 10x strong primal
    Silver 2100 8x silver 1x alchemical
    Silver Blade 2900 12x silver 1x alchemical
    Tomahawk/Spear 6000 20x silver 10x strong anima 2x alchemical

    Swords Value Scraps Essences Samples Other
    Slim 480 12x bronze, 6x iron
    Bronze 400 20x bronze
    Iron 600 15x iron
    Hand Axe/Javelin 600 15x iron
    Iron Blade 840 21x iron
    Effective (Armor) 1300 10x steel 6x weak anima
    Effective (Mount) 1300 10x steel 6x weak primal
    Venin 510 9x iron 1x venom
    Steel 800 8x steel
    Boomerang 840 21x iron
    Steel Blade 1400 14x steel
    Killing 1400 8x steel 1x ruby dust
    Reaver 2000 10x steel 4x strong energy 1x ruby dust
    Short Axe/Short Spear 2000 14x steel 6x strong primal
    Brave 5000 6x steel, 4x silver 3x sapphire dust
    Chakram 3000 20x steel 10x strong primal
    Silver 2100 8x silver 1x alchemical
    Silver Blade 2900 12x silver 1x alchemical
    Tomahawk/Spear 6000 20x silver 10x strong anima 2x alchemical

    Bows Value Scraps Essences Samples Other

    Daggers Value Scraps Essences Samples Other

    Anima (Fire/Thunder/Wind) Value Scraps Essences Samples Other

    Energy (Dark/Light) Value Scraps Essences Samples Other

    Staves Value Scraps Essences Samples Other

    Dances Value Scraps Essences Samples Other

    Siege Weaponry Value Scraps Essences Samples Other

    Unarmed Weapons Value Scraps Essences Samples Other

    Whips Value Scraps Essences Samples Other

    Primal (Earth/Sound/Water) Value Scraps Essences Samples Other

    Rods Value Scraps Essences Samples Other

    Chants Value Scraps Essences Samples Other
    N/A

    Tactics Value Scraps Essences Samples Other

    Crafting Materials Value Scraps Essences Samples Other
    Ruby Dust (x5) 600 (3000) 1x alchemical 1x red gem
    Sapphire Dust (x5) 1200 (6000) 2x alchemical 1x blue gem
    Diamond Dust (x5) 2400 (12000) 4x alchemical 1x silver gem

    Items Value Scraps Essences Samples Other
    Vulnerary 300 3x restorative
    Potion 600 4x weak energy 4x restorative
    Concoction 1200 6x strong energy 6x restorative
    Elixir 3000 8x powerful energy 9x restorative, 1x alchemical
    Anitotxin 450 3x venom
    Remedy 750 3x restorative, 3x venom
    Panacea 1500 4x powerful energy 5x restorative, 2x transformative
    Draught 1050 3x restorative, 3x transformative, 3x venom
    Pure Water 900 6x strong anima 3x transformative
    Stone Salve 700 4x strong primal 3x transformative
    Shine Barrier 800 2x silver 4x strong energy
    Spectre Card 3000 7x weak anima, 8x weak energy, 7x weak primal 3x ruby dust
    Demon Card 4000 3x strong anima, 5x strong energy, 3x strong primal 1x alchemical 2x sapphire dust
    Reaper Card 5000 2x powerful anima, 4x powerful energy, 2x powerful primal 3x alchemical 1x diamond dust
    Torch 500 6x weak anima 2x transformative
    Chest Key 300 2x steel 1x transformative
    Door Key 80 4x bronze
    Skeleton Key 400 2x silver
    Key Ring 2000 10x silver
    Laguz Stone 3000 20x strong primal 5x transformative, 1x alchemical
    Laguz Gem 5000 10x powerful primal 6x transformative 2x sapphire dust
    Satori Sign 3000 10x silver 5x transformative, 1x alchemical


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

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

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

    Reforging Minimum Base Rank Special Requirements Weapon Statistics Special Effects
    Balanced E -- +10 Hit, -2 Weight --
    Blessing E -- +3 Weight Beneficial conditions and stat bonuses caused last twice as long as normal. Durability is halved.
    Curse Surge E -- -10 Hit, +1 Weight Stat penalties caused with this weapon are multiplied by 1.5. Durability is halved.
    Empowered E Magical weapon +1 Might, +10 Crit --
    Hexing E -- -10 Hit, +1 Weight Negative conditions and stat penalties caused last twice as long as normal. Durability is halved.
    Life Surge E -- +3 Weight Healing caused with this weapon is multiplied by 1.5. Durability is halved.
    Parrying E -- -- +2 Def.
    Poisoned E -- -3 Might Causes Poison on hit.
    Quick Draw E -- -1 Weight Auto-equip.
    Rebuking E Support weapon +2 Might Counterattack as a Range 1-2 magical weapon instead of a Range 1 physical weapon.
    Regal E -- +3 Might Effective against Armored. Effective against Mounted. Only usable by lords.
    Runed E -- -- +2 Res.
    Sharpened E Physical weapon +1 Might, +10 Crit --
    Tempered E -- -- Durability is doubled.
    Training E -- -2 Might, -10 Hit Does not increase required weapon rank. Grants triple weapon experience.
    Weighted E -- +4 Might, -10 Hit, +3 Weight --
    Armor Slayer D -- -- Effective against Armored.
    Beast Slayer D -- -- Effective against Beast.
    Bird Slayer D -- -- Effective against Winged.
    Cog Slayer D -- -- Effective against Mechanical.
    Dragon Slayer D -- -- Effective against Dragon.
    Executioner D -- +10 Crit Weapon doesn't lose durability for killing blows.
    Horse Slayer D -- -- Effective against Mounted.
    Masterwork D -- +1 Might, +5 Hit, +5 Crit, -1 Weight --
    Precise D -- +15 Hit --
    Resonant D -- -- Causes resonance.
    Scout Slayer D -- -- Effective against Unarmored.
    Shifter D -- -- Usable while transformed.
    Spirit Slayer D -- -- Effective against Spirit.
    Blasting C Magical weapon -5 Might, +5 Weight Area attack (Full 0-0, Half 1-1). Always hits. Cannot crit. Uncounterable.
    Enchanted C Physical weapon -- Enchanted. (Attacks with Str, reduced by enemy's Res.)
    Deadly Draw C -- -1 Weight Auto-equip. Counter-equip. Gains +20 crit during combat if auto-equipped or counter-equipped.
    Killer C -- +30 Crit --
    Kinetic C Magical weapon -- Kinetic. (Attacks with Mag, reduced by enemy's Def.)
    Life Reaper C -- -- Heals wielder equal to damage dealt on killing blows. (Does not include overkill damage.)
    Rage Reaper C -- -- Grants Rage on killing blows.
    Reaver C -- -- Reaver. (Doubles and reverses weapon triangle benefits and penalties.)
    Safety Reaper C -- -- Grants Safety on killing blows.
    Shield Reaper C -- -- Grants Shield on killing blows.
    Ward Reaper C -- -- Grants Ward on killing blows.
    Accelerate Reaper B -- -- Grants Accelerate on killing blows.
    Berserking B -- -5 Might 30% chance to cause Berserk on hit after dealing damage.
    Brave B -- -2 Might Double attack.
    Perfected B -- +2 Might, +10 Hit, +10 Crit, -2 Weight --
    Silencing B -- -3 Might 50% chance to cause Silence on hit after dealing damage.
    Slumbering B -- -4 Might 40% chance to cause Sleep on hit after dealing damage.
    Superior B -- -- Grants weapon triangle advantage over lower rank weapons.
    Action Reaper A -- -- Grants an extra turn on killing blows. Only functions during wielder's phase. Does not function if wielder has already granted or received extra turns this turn.
    Reaving Slayer A -- -- Reaver. (Doubles and reverses weapon triangle benefits and penalties.) Effective targets with with weapon triangle disadvantage.
    Phalanx A -- -- Grants Spirit Link to self and all adjacent allies while equipped.
    Sure Strike A -- -- Always hits.
    True Safety A -- -- Grants Safety while equipped.
    True Rage A -- -- Grants Rage while equipped.
    Aether S Physical weapon -- Grants the Luna and Sol skills while equipped.
    Corona S Magical weapon -- Grants the Flare and Sol skills while equipped.
    Eclipse S Physical weapon -- Grants the Astra and Luna skills while equipped.
    Indestructible S Durability 5+ -- Indestructible. Repairs 20% of maximum durability at the end of each map.
    Legendary S -- +3 Might, +15 Hit, +15 Crit, -3 Weight --
    Nova S -- -- Grants the Astra and Sol skills while equipped.
    Stellar S Magical weapon -- Grants the Astra and Flare skills while equipped.






    RisingPheonix's Odyssey of the Nautilus has some interesting weapon ideas.
    - Fletcher's Woe: removes flying unit weaknesses while equipped, Jessica Only.
    - Lifetaker- This weapon doesn't lose a use if used to land the killing blow. It also isn't repaired by harmene staves.
    - the power of words, grants +20 Avoid/Hit versus tomes. Scholar only.
    Last edited by Garryl; 2016-02-04 at 04:55 PM.
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  8. - Top - End - #8
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 8: Laguz characters.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



    Additionally, you must choose one of the following chassis options, as indicated below.
    Spoiler
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    Normal
    Spoiler
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    Movement Type: Normal
    Combat Type: Normal
    Special: Rescue, Shove, Transform


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


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


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


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

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

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

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

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



    Finally, choose a transformation option. Your choice of transformation will affect your combat type while transformed and what Strikes are available to you.
    Spoiler
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    Transformed Type (gain this combat type while transformed) (choose one):
    Animal: Gain Beast type.
    Animal (Shelled): Gain Armored and Beast types. Lose Normal and Unarmored types. (Usually, but not required to be, associated with the Heavy chassis.)
    Wyvern: Gain Dragon type. (Usually, but not required to be, associated with the Flying chassis.)
    Bird: Gain Winged type. (Usually, but not required to be, associated with the Flying chassis.)
    Insect: Gain Beast type.
    Insect (Carapaced): Gain Armored and Beast types. Lose Normal and Unarmored types. (Usually, but not required to be, associated with the Heavy chassis.)
    Dragon: Gain Dragon type.



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

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

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

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

    Tier 1 Talents
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    Lasting Transformation: Your transform gauge's maximum increases to 40. You can still transform as normal with 30 or more TP. Passive.
    Primal Awakening: You can use primal weapons while transformed, but their Might is halved. Passive.
    Tooth and Nail: You can use Strikes normally while not transformed. Passive.


    Tier 2 Talents:
    Spoiler
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    Half-Shift: Can transform regardless of your transform gauge. When you transform with less than 30 TP, you only half-shift, increasing your stats by 50% instead of 100%, increasing your TP to maximum, but reducing your TP to 0 when you revert to normal form. Command.


    Tier 3 Talents:
    Spoiler
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    Rampage: Add your damage to your transform gauge on killing blows. You heal any excess points. Automatic.




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

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

    1st promotion
    15 base points, 35 growth points
    Spoiler
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    {table=head]Stats |Base Stat Cost
    HP |0.4 base points per 1 HP (min 0, max 10)
    Str |1.3 base points per 1 Str (min 0, max 2)
    Mag |1.3 base points per 1 Mag (min 0, max 2)
    Skl |1.3 base points per 1 Skl (min 0, max 2)
    Spd |1.3 base points per 1 Spd (min 0, max 2)
    Lck |0.7 base points per 1 Lck (min 0, max 3)
    Def |1.3 base points per 1 Def (min 0, max 2)
    Res |1.3 base points per 1 Res (min 0, max 2)[/table]

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

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


    2nd promotion
    25 base points, 45 growth points
    Spoiler
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    {table=head]Stats |Base Stat Cost
    HP |0.4 base points per 1 HP (min 0, max 15)
    Str |1.3 base points per 1 Str (min 0, max 4)
    Mag |1.3 base points per 1 Mag (min 0, max 4)
    Skl |1.3 base points per 1 Skl (min 0, max 4)
    Spd |1.3 base points per 1 Spd (min 0, max 4)
    Lck |0.7 base points per 1 Lck (min 0, max 6)
    Def |1.3 base points per 1 Def (min 0, max 4)
    Res |1.3 base points per 1 Res (min 0, max 4)[/table]

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

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


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

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

    Change Chassis: This option is unavailable to Laguz characters.



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

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

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

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






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

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

    Except where noted, Strikes are physical weapons.

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

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

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

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

    Last edited by Garryl; 2014-01-01 at 08:40 PM.
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  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 9: Unused (for now).
    Last edited by Garryl; 2014-01-02 at 06:25 PM.
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    Handbooks Index
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  10. - Top - End - #10
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 10: General game rules.

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

    See GFFE- Terrain, GFFE - Terrain Templates, and GFFE - Miscellaneous Rules on Google Drive for more up-to-date information.

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



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

    Minor Actions
    These are lesser, quicker actions that can be performed after moving, but before taking your action. Except where noted, you can perform each partial action independently of other partial actions. However, you can only perform any given partial action once during your turn. For example, you could equip a weapon, take a carried unit, and trade with an ally all before performing your action, but you could not trade with two allies.
    • Converse: You can converse with an adjacent unit. Not all units have anything to say to you, and most common enemies won't even listen. However, some will. This is a common method of recruiting new players whose characters are, at least temporarily, working for the enemy team. You cannot talk while silenced, which usually makes conversing impossible, although creative players may find ways around that.
    • Drop: You can drop one or more carried items. This destroys the item or items. Some items cannot be dropped. In some games, dropped items might not be destroyed, and units that move into the space into which the items were dropped may be able to pick them up again.
    • Equip: You can equip or unequip any number of weapons and accessories during your turn.
    • Give: You can give a carried unit to an adjacent friendly unit. The unit you give to must also be friendly to you, and must be able to carry the unit you give (see the Rescue ability). You cannot both take and give a unit in the same turn.
    • Take: You can take a carried unit from an adjacent friendly unit. The unit you take must also be friendly to you, and must be a unit you can carry (see the Rescue ability). You cannot both take and give a unit in the same turn.
    • Trade: You can trade items with an adjacent friendly unit. Some items cannot be traded. As part of trading, you and the unit you are trading with can change which items are equipped.


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


    Special
    Some abilities, skills, and talents allow you to do special things not covered solely as part of movement or actions.
    • Canto: This ability allows you to use some or all of your remaining after taking an action on your turn. Normally, any remaining movement is lost.
    • Transition: Certain spaces can be used to transition from one map to another. This usually costs a certain amount of movement. You can transition as part of your normal movement, continuing onwards into the new map with any remaining movement.



    Terrain
    Spoiler
    Show

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

    Building Supports
    Support ranks are at 50 (for rank C), 75 (for rank B), and 100 (for rank A). That is, you need 50 points to reach rank C, then another 75 to reach rank B (total of 125), and finally 100 more to reach rank A (total of 225).
    • Recruit: 10 points, plus a scaling amount based on the map (probably about 3 per map). The scaling is to let late joiners get supports a bit faster, since they have less time in which to build them.
    • Deploy nearby: 5 points. Granted for starting a map in a space within 1-3 of an ally.
    • Start turn adjacent: 2 points. Note, this is for starting the player phase, not each of the characters' turns.
    • Meaningful interaction: 2 points. When you dance for, use a staff on, rescue, shove, or begin your turn carrying someone, you get support points. Other things may also grant this, such as trading an item to an ally that the ally immediately uses (sometimes).
    • Combat: 1 point. Whenever you attack or are attacked, you gain a support point with each adjacent ally.


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

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


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

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

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



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

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

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

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



    Experience and Levels
    Spoiler
    Show

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

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


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

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


    Bonus Experience
    Spoiler
    Show

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

    Acquiring Bonus Experience
    Bonus experience can be acquired through various means. Not all games use bonus experience. The following are some suggested methods for granting it:
    • Map Completion: Complete a map successfully.
    • Fast Completion: Complete a map in less than a certain number of turns can grant bonus experience.
    • Optional Objectives: Complete optional or bonus objectives secondary from the main objective for completing the map.
    • Pacifism: Avoid killing enemies, leaving the majority alive at the end of the map.


    Using Bonus Experience
    Bonus experience can be spent between maps to grant additional experience to player characters. Experience gained is not equal to the amount of bonus experience spent. Instead, each experience point costs an amount of bonus experience equal to the character's effective level (based on the character's level and tier; see Experience and Levels above).
    Last edited by Garryl; 2016-02-04 at 04:44 PM.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
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  11. - Top - End - #11
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 11: Unused (for now).
    Last edited by Garryl; 2014-01-02 at 06:26 PM.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  12. - Top - End - #12
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Garryl's Freeform Fire Emblem Rules

    Post 12: Game-specific rules, items, and talents for Sand Beneath the Waves.


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


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

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


    Bonus Experience
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    It works just like in FE 9/10. Gaining 1 xp costs 1 bonus xp, plus 1/3 your effective level beyond 1st level. So level 2 characters cost 4/3 bxp per point of xp, level 3 cost 5/3, level 4 cost 2, etc. You don't have to spend your bonus xp immediately, you can save it for later maps if you prefer. Levels gained from bonus xp are just like normal levels on the map, unlike in Radiant Dawn.
    Last edited by Garryl; 2012-02-06 at 11:43 PM.
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    Post 13: Game-specific rules, items, and talents for Weapons of War.
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    Post 14: Variant rules.

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

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

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

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

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

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



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

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

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

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

    Last edited by Garryl; 2014-01-01 at 08:36 PM.
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    Post 15: Formerly reserved for really good measure. Now being used to jot down notes and stuff.

    I'm in the process of uploading the various tables and data and statistics to Google Sheets spreadsheets (plus a few rules updates, like new weapons). Once it's all up, I hope to make some tools to do things like automatic combat calculations, maybe even map/stats displays for games.

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

    Issues:
    - Many effects are "all or nothing", like applying conditions on hit and offensive staff/rod usage. I'm considering something where high HP units suffer no or reduced effect, while units that are damaged and low on HP suffer the normal effect, or possibly greater than normal.
    - Can't really do an entropy system for multiple trigger effects on the same general event, at least not when they all have the same trigger chance (they'd either always or never trigger at the same time). The various X% chance on event skills and talents would likely need to be reworked. Hardly an insurmountable problem, just time-consuming.
    Last edited by Garryl; 2016-01-18 at 04:16 PM.
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    Default Re: Garryl's Freeform Fire Emblem Rules

    I'll just put all my questions from the recruitment threads in one nice post.

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

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

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

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

    I have to say though, your additions make the FE character creation experience so much more rewarding, great job. It is the best system I have seen.
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    Quote Originally Posted by Water_and_Wind View Post
    I'll just put all my questions from the recruitment threads in one nice post.

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

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

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

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

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

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

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

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

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

    I'm glad you like it. I enjoyed making it, and I'm happy to see my work enjoyed by others.
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    Default Re: Garryl's Freeform Fire Emblem Rules

    Question you make a mention of tier 4 talents, but you don't list any.

    Will they be decided on the spot should circumstance say we get one?
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    Default Re: Garryl's Freeform Fire Emblem Rules

    Didn't realize that unarmed is very powerful. At rank A Unarmed and using a basic Iron gauntlet, you can do the same damage as rank A Whips and using a Silver whip.
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    Default Re: Garryl's Freeform Fire Emblem Rules

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

    Unarmed Might shifted to be a bit more from the weapons than from the base attack. Hopefully that should alleviate some of that issue. And Silver Whip had its might buffed by 1.
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    Character creation spreadsheet in the off-chance that there's somebody who hasn't made their own already. Covers both human and laguz character creation.
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    Default Re: Garryl's Freeform Fire Emblem Rules

    I have a bit of an issue with the weight of a basic Unarmed strike.

    As in... why would my bare fist/foot/head get harder for me to lift as I get better at punching/kicking/headbutting things?
    Last edited by John Cribati; 2012-02-26 at 10:26 PM.

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    Quote Originally Posted by Herpestidae View Post
    I have a bit of an issue with the weight of a basic Unarmed strike.

    As in... why would my bare fist/foot/head get harder for me to lift as I get better at punching/kicking/headbutting things?
    Quote Originally Posted by Garryl View Post
    Scales with weapon rank: These weapons naturally improve through practice. For each rank above E, the weapon's stats improve as noted in the table, to a maximum rank of S. These weapons never lower their wielder's Speed due to their weight. Instead, they only upgrade to the most powerful version that does not slow the wielder.
    It... doesn't?
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    Default Re: Garryl's Freeform Fire Emblem Rules

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

    It's just funky game logic, is all.
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    Default Re: Garryl's Freeform Fire Emblem Rules

    Well, you can think of Con as physical fitness and stamina (like DnD, hey) and increasing ranks of unarmed as learning more advanced techniques which do more damage, but require a higher fitness level to use them regularly without hurting yourself. They never slow you down unlike a weapon as you can adjust your technique to fit you stamina.
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    Default Re: Garryl's Freeform Fire Emblem Rules

    So, you're reworking the Laguz rules again, correct?


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    Default Re: Garryl's Freeform Fire Emblem Rules

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

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

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

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

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

    By the way, how do Rods feel now?

    Quote Originally Posted by Kasanip View Post
    If you have Lasting Transformation, when you shift at 30, does it count down at 40? Or do you have to wait until you have 40 points before you can transform?
    You can transform as soon as you reach (or exceed) 30 points. You'll count down from as many TP as you had when you transformed (so if you transform at, say, 36 TP, you'll count down from 36).

    If you have Tier 2: Half-Shift and Tier 1: Lasting Transformation, does the change put you at 40 points instead of 30 (but only 1.5x stat?)
    As written (and I don't plan on changing it), you would half-shift with a full 40 TP.

    Do talents let you pass Stat Cap?
    For example, if your STR is maxed 22, but you have Tier 1: Bravery, do you still gain extra damage? Or is it up to the Stat Cap only? How about skills like Resolve?
    Yes. Any non-permanent stat boosts (including, but not limited to, equipped weapons and accessories, the Bravery talent, the Resolve skill, and Laguz transformation) ignore stat caps. Permanent gains (using stat boosters, gains from level-up and promotion, and I think that's it) are subject to stat caps.

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

    Note that temporary stat boosts (and penalties) are not multiplied by the Laguz transformation.
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    Default Re: Garryl's Freeform Fire Emblem Rules

    Do you have an estimate as to when you might fill in posts 7 + 13?
    Just curious.
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    Default Re: Garryl's Freeform Fire Emblem Rules

    As they come up in the games. Probably a bit before so the kinks can be ironed out with crafting.
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