Character Creation
- Look up the class's Base HP and roll the specified dice. Record the result as the unit's max and current HP. At each level, the unit gets an additional point of HP.
- Assign the unit's CON and MOV stat based on the class info.
- As the unit is new, it starts at level 1, with 0 experience, or whatever level the party is at.
- A unit starts with E weapon proficiency. To increase proficiency with a weapon, the unit must use the weapon/staff a certain amount of times. In order to level up from Rank E to Rank D, the unit must deal damage to a target 10 times with that weapon. If a unit lands a killing blow, that hit counts twice. Each rank after requires that the unit deal damage 10 more times than before. (20 from D to C, 30 from C to B, etc.)
- Every unit starts with a weapon they're proficient with and a vulnerary. Lords may start with one Prf rank weapon so long as it isn’t noted as a Legendary Weapon.
- Any Dark Magic using class has a D in Dark.
- Fill in the unit's Aid. Aid is (Constitution - 1) for units on foot, (20 - Constitution) for mounted/flying female units, and (25 - Constitution) for mounted/flying male units. A unit must have an Aid score equal to or greater than the other unit's CON to rescue them.
- If a unit is a recruit class and promotes to an unpromoted class, they use their previous Growth Rates as opposed to the new classes’ Growth Rates. In addition, if the class they promote to does not have the weapon they use, they lose that proficiency.
- A unit starting as a Promoted Class must calculate their levels as a level 10 version of their unpromoted class before adding on the promoted class bonuses. A unit starting as an unpromoted unit does not start their character as a level 10 Recruit before leveling.
Alternate Rulesets and Coups
Growth Rate
Growth rate specifies the chance that a unit's respective stat will grow upon leveling up. When a unit levels up, it will have the following chances to add 1 to the respective stat. Each unit rolls 1d100 for each stat other than HP and Constitution. To achieve a +1 in a stat, the unit must roll above the % to said stat. (Example below)
So let's say that the unit has growth rates of
80, 60, 40, 40, 20, 20
The number to beat on a roll is
21, 41, 61, 61, 81, 81
And after the last level-up, the unit’s pre-existing numbers are as follows.
0, 39, 39, 0, 25, 65
If the unit’s rolls are then
35, 20, 12, 18, 23, 18
The unit’s totals are then
35, 59, 51, 18, 48, 83
The levels or left-over mods are then
+1, +1, 51, 18, 48, +1
Every time a stat is goes up by one point, the leftover from the roll is dropped.
So let's say that the unit has growth rates of
80, 60, 40, 40, 20, 20
The number to beat on a roll is
21, 41, 61, 61, 81, 81
And after the last level-up, the unit’s pre-existing numbers are as follows.
0, 39, 39, 0, 25, 65
If the unit’s rolls are then
35, 20, 12, 18, 23, 18
The unit’s totals are then
35, 59, 51, 18, 48, 83
The levels or left-over mods are then
+1, +1, 51, 18, 48, +1
Every time a stat is goes up by one point, the leftover from the roll is dropped.
Combat
Types of actions:
Turns: Each player rolls 1d100; the player with the highest result goes first while the player with the lowest result goes last. This is known as the ‘Player’ turn. Alternatively the players can all tell the GM when they wish to go instead. After all of the players have taken their turn, it begins the Enemy Turn, in which the GM controls all the enemies to move, attack, steal (if they are thieves/rogues), or other actions they may need to take.
Rescuing Units: A unit with a higher Aid score than another unit’s Constitution score may rescue them, placing the rescued unit upon the rescuer’s square and going off of their movement (if they did not take it already). Player Characters being rescued by other Player Characters must be dropped (as a free) either before or after the rescuer’s move.
Movement: A unit can move a certain amount of squares equal to their “MOV” stat, and cannot move diagonally. Units can move and attack, or attack and move however they cannot stop their movement mid-turn to attack, then continue moving.
Attack Rolls: To make an attack, roll a 1d100. If you hit, deal damage listed upon the damage dice for the weapon. Add damage to your damage dice and add Strength or Magic/2 to the damage rolled. (Example: Rolling 2d6, getting 2 and 5. The result is 7, and the unit’s strength is 12. Add 6 to the damage, making the resulting damage 13.)
When determining your chance to hit an enemy, using the formula here: Weapon’s Hit Chance + Half Strength/Magic + Double Skill – Enemies’ Speed – ¼ Enemies’ Luck – Half Weapon’s Weight if it exceeds units CON. After adding Skill and STR/MAG, determine bonuses or penalties due to the weapon triangle. If the weapon is superior, add +15% to the attack or if the opponent’s weapon is superior subtract -15% to your attack. (It is highly recommended the player determines their hit chance wielding weapons before the game begins)
Counter Attack: During an attack turn, if the enemy the unit was attacking is still alive and has range to attack the unit they get a counter attack (a separate attack roll after the unit’s attack and damage has been calculated).
Attacks per Turn: Normally a unit gets only one attack, however if their speed is high enough they can get two attacks. If a unit’s speed is more than 5 points higher than the enemy they’re attacking they get two attacks on an attack round, and otherwise the unit only gains one. If a unit is equipping a weapon upon them greater than their CON, they subtract half the weapon’s weight from their speed when determining how many attacks they get per round.
Equipment: A unit can only carry 5 items/Weapons on their person at a time. The entire party has a mass inventory known as the Supply which can carry 99 items, and can be accessed outside of battle. Any weapon or equipment picked up by the units while they have 5 can be sent to the Supply. (Example: Rodrick the Fighter ends up picking up a Vulnerary as a drop from an enemy unit. Because his inventory is filled, he must choose: Will he send one of his old weapons/items to the Supply, or put the Vulnerary in the Supply?)
Dance: Performing takes a standard action and allows another unit to regain their turn. (Must be a Bard/Dancer to Dance)
Critical Hit: If you have a critical hit chance (0% + Luck/2 + Weapon’s critical hit rate), and you reached that percentage on your attack, deal x2 on the damage roll.
Durability: Every time a weapon hits an enemy, the weapon loses durability. If the weapon’s durability reaches 0, it breaks. If a weapon breaks on the unit’s first attack when they have two attacks, cancel the second attack and end the unit’s turn.
Defense/Resistance: When a unit deals damage to an enemy, they must subtract an amount of damage equal to half their defense/resistance from the attack. (Example: a unit rolls 1d6+4 on their attack and deals 8 damage to an enemy. If they have a 4 DEF it effectively deals 6 damage. If the unit in this case has 1 DEF (which half of 1 is counted as .5), they are considered to have a 0 Defense and take full damage.)
- Move: Move up to your speed.
- Standard: Attack, Use Staff, Dance, Talk (to recruit enemy units or ally/green units), Vulnerary, Enter Building, Seize Throne, Use Item, Rescue Unit
- Free: Equip Weapon, Drop unit
Turns: Each player rolls 1d100; the player with the highest result goes first while the player with the lowest result goes last. This is known as the ‘Player’ turn. Alternatively the players can all tell the GM when they wish to go instead. After all of the players have taken their turn, it begins the Enemy Turn, in which the GM controls all the enemies to move, attack, steal (if they are thieves/rogues), or other actions they may need to take.
Rescuing Units: A unit with a higher Aid score than another unit’s Constitution score may rescue them, placing the rescued unit upon the rescuer’s square and going off of their movement (if they did not take it already). Player Characters being rescued by other Player Characters must be dropped (as a free) either before or after the rescuer’s move.
Movement: A unit can move a certain amount of squares equal to their “MOV” stat, and cannot move diagonally. Units can move and attack, or attack and move however they cannot stop their movement mid-turn to attack, then continue moving.
Attack Rolls: To make an attack, roll a 1d100. If you hit, deal damage listed upon the damage dice for the weapon. Add damage to your damage dice and add Strength or Magic/2 to the damage rolled. (Example: Rolling 2d6, getting 2 and 5. The result is 7, and the unit’s strength is 12. Add 6 to the damage, making the resulting damage 13.)
When determining your chance to hit an enemy, using the formula here: Weapon’s Hit Chance + Half Strength/Magic + Double Skill – Enemies’ Speed – ¼ Enemies’ Luck – Half Weapon’s Weight if it exceeds units CON. After adding Skill and STR/MAG, determine bonuses or penalties due to the weapon triangle. If the weapon is superior, add +15% to the attack or if the opponent’s weapon is superior subtract -15% to your attack. (It is highly recommended the player determines their hit chance wielding weapons before the game begins)
Counter Attack: During an attack turn, if the enemy the unit was attacking is still alive and has range to attack the unit they get a counter attack (a separate attack roll after the unit’s attack and damage has been calculated).
Attacks per Turn: Normally a unit gets only one attack, however if their speed is high enough they can get two attacks. If a unit’s speed is more than 5 points higher than the enemy they’re attacking they get two attacks on an attack round, and otherwise the unit only gains one. If a unit is equipping a weapon upon them greater than their CON, they subtract half the weapon’s weight from their speed when determining how many attacks they get per round.
Equipment: A unit can only carry 5 items/Weapons on their person at a time. The entire party has a mass inventory known as the Supply which can carry 99 items, and can be accessed outside of battle. Any weapon or equipment picked up by the units while they have 5 can be sent to the Supply. (Example: Rodrick the Fighter ends up picking up a Vulnerary as a drop from an enemy unit. Because his inventory is filled, he must choose: Will he send one of his old weapons/items to the Supply, or put the Vulnerary in the Supply?)
Dance: Performing takes a standard action and allows another unit to regain their turn. (Must be a Bard/Dancer to Dance)
Critical Hit: If you have a critical hit chance (0% + Luck/2 + Weapon’s critical hit rate), and you reached that percentage on your attack, deal x2 on the damage roll.
Durability: Every time a weapon hits an enemy, the weapon loses durability. If the weapon’s durability reaches 0, it breaks. If a weapon breaks on the unit’s first attack when they have two attacks, cancel the second attack and end the unit’s turn.
Defense/Resistance: When a unit deals damage to an enemy, they must subtract an amount of damage equal to half their defense/resistance from the attack. (Example: a unit rolls 1d6+4 on their attack and deals 8 damage to an enemy. If they have a 4 DEF it effectively deals 6 damage. If the unit in this case has 1 DEF (which half of 1 is counted as .5), they are considered to have a 0 Defense and take full damage.)
Terrains
Terrain Name Terrain Bonuses Terrain Penalties Movement Penalty
Sand: 1 Square Movement only. (Does not affect magic users and flying units)
Mountains: -35% to enemies hit chance, -5% to units hit chance, each square counts at 2 Squares for movement. (Brigands are unaffected by mountains. Mounted units cannot traverse mountains. Flying units are unaffected.)
Hills: -15% to enemies hit chance, 2 Square Movement only. (Brigands are unaffected by hills. Flying units are unaffected.)
Sea: -10% to enemies hit chance. (Pirates, Boats, and Flying units only.)
Forests: -20% to enemies hit chance, -5% to units hit chance, Movement halved. (Flying units are unaffected)
Fort: +5 HP to unit per round, -30% to enemies hit chance. (HP is given to the unit at the beginning of their next turn.)
Throne: +5 HP to unit per round. Can be seized by a Lord. (HP is given to the unit at the beginning of their next turn.)
Gate: +5 HP to unit per round. Can be seized by Lord. (HP is given to the unit at the beginning of their next turn.)
Sand: 1 Square Movement only. (Does not affect magic users and flying units)
Mountains: -35% to enemies hit chance, -5% to units hit chance, each square counts at 2 Squares for movement. (Brigands are unaffected by mountains. Mounted units cannot traverse mountains. Flying units are unaffected.)
Hills: -15% to enemies hit chance, 2 Square Movement only. (Brigands are unaffected by hills. Flying units are unaffected.)
Sea: -10% to enemies hit chance. (Pirates, Boats, and Flying units only.)
Forests: -20% to enemies hit chance, -5% to units hit chance, Movement halved. (Flying units are unaffected)
Fort: +5 HP to unit per round, -30% to enemies hit chance. (HP is given to the unit at the beginning of their next turn.)
Throne: +5 HP to unit per round. Can be seized by a Lord. (HP is given to the unit at the beginning of their next turn.)
Gate: +5 HP to unit per round. Can be seized by Lord. (HP is given to the unit at the beginning of their next turn.)
Roleplay
GMs are encouraged to include scenes in their game aside from combat to allow player characters to socialize with one another and develop their stories and personalities. One such thing that may come up is the use of “Skills”, something a unit may perform if they wish to initiate an action such as jumping over a ledge, or trying to go undetected. The skills below are general and more may be added at the GM’s discretion.
All skills require a 3d6 roll + a unit’s select stat with the likelihood of success is as follows: (Very Easy: 10, Easy: 15, Normal: 20, Hard: 25, Extremely Hard: 30-40) .
An unpromoted unit has 2 skills, a promoted unit has 3 skills, a recruit unit only has 1 skill, and Thieves/Rogues have 5 skills. A Lord gains 2 free knowledge skills along with their normal skills.
All skills require a 3d6 roll + a unit’s select stat with the likelihood of success is as follows: (Very Easy: 10, Easy: 15, Normal: 20, Hard: 25, Extremely Hard: 30-40) .
An unpromoted unit has 2 skills, a promoted unit has 3 skills, a recruit unit only has 1 skill, and Thieves/Rogues have 5 skills. A Lord gains 2 free knowledge skills along with their normal skills.
- Artisan (Choose one): 3d6+Skill or Luck. Can be used for creating works of art, performing, exercising a job, or crafting.
- Artisan (Sword, Axe, Lance, or Bow): Can be used to repair weaponry, however it can only bring the weapon to a maximum of half its durability. Damage scales down by 1 point with each repair done to it.
- Athletics: 3d6+Speed. Can be used for athletic techniques and footwork actions.
- Awareness: 3d6+Skill. Used for basic perception and lie detection.
- Etiquette: 3d6+Luck. Can be used for behavior around royalty.
- Deception: 3d6+Luck. Can be used for disguising, lying, and misguiding.
- Handle Animal: 3d6+Skill. Can be used to calm and coax animals.
- Heal: 3d6+Skill. Can be used to negate poison, or heal up to half HP as a standard action once per day.
- Knowledge (Magic): 3d6+Mag. Can be used for information on spells. (GM’s discretion)
- Knowledge (Dark Magic): 3d6+Mag. Can be used for information on eldritch happenings. (GM’s discretion)
- Knowledge (Tactics): 3d6+Skill. Can be used for insight into the battlefield. (GM’s discretion)
- Knowledge (History): 3d6+Skill. Can be used for insight into the world. (GM’s discretion)
- Knowledge (Royalty): 3d6+Skill. Can be used for insight into kingdoms/lords. (GM’s discretion)
- Knowledge (Wilderness): 3d6+Skill. Can be used for surviving in the wilderness. Those with this skill always know true north. (GM’s discretion)
- Stealth: 3d6+Skill. Used for hiding objects, yourself, and sometimes allies.
- Persuasion: 3d6+Luck. Can be used for talking your way out of situations, and intimidation.
Game types
Fog of War: Whether it is fog, or decreased lighting conditions these all count as a ‘Fog of War’ environment. Players are assumed to have a view of 4 squares ahead of them. A thief/rogue can see a total of 8 squares ahead of him, and a torch allows the party to see 4 squares ahead. If a thief/rogue uses a torch, the effects stack.
Seize the Throne: In this, the units must reach the throne occupied by the boss of the level. In doing so, the units must defeat the boss as normal, and seize the throne (regardless of how many enemies are level). Doing so causes the enemy to surrender and/or retreat, and is considered a success for the units.
Rain/Storm: Occasionally a GM may decide the players to be engaged during a storm. Due to this, the units’ speeds are reduced to 1 per square (or 2 if mounted/flying), though no other terrain bonuses/penalties are granted due to the storm.
Army or Mercenaries: At the beginning of the game before the first session, the GM must decide with the party if they wish to play using the mercenary guild rules or the army rules. The mercenary rules is a one character per player ruleset and allows the players to personalize their characters. The army rules allows the players to make multiple characters for their group, allowing for more tactical options and allowing for a greater access of the battlefield using different character and class types. The type of game is ultimately up to the GM, however it is recommended he discusses with the players before deciding.
Seize the Throne: In this, the units must reach the throne occupied by the boss of the level. In doing so, the units must defeat the boss as normal, and seize the throne (regardless of how many enemies are level). Doing so causes the enemy to surrender and/or retreat, and is considered a success for the units.
Rain/Storm: Occasionally a GM may decide the players to be engaged during a storm. Due to this, the units’ speeds are reduced to 1 per square (or 2 if mounted/flying), though no other terrain bonuses/penalties are granted due to the storm.
Army or Mercenaries: At the beginning of the game before the first session, the GM must decide with the party if they wish to play using the mercenary guild rules or the army rules. The mercenary rules is a one character per player ruleset and allows the players to personalize their characters. The army rules allows the players to make multiple characters for their group, allowing for more tactical options and allowing for a greater access of the battlefield using different character and class types. The type of game is ultimately up to the GM, however it is recommended he discusses with the players before deciding.
Support
One of the main staples of the Fire Emblem games, Support Conversations are special discussions between two allied units that occurs after they have fought along-side each other for a period of time. Two player characters can engage in support conversations (which they are highly recommended to be played out in-game, however before/after a battle and not during) assuming they meet the prerequisites to do so. These support conversations may be about anything, however the final support (known as S-rank Support) almost always leads to the two units marrying, even if they are the same sex, however this can also lead to a complete devotion or other something of that nature. Supports can only be administered after a certain amount of times, as seen in the table below. (Note: Fights are cumulative from battle to battle.) Also listed are bonuses units get for supporting another unit. (These only apply if the unit is adjacent). Each unit can only S support one unit. Only the highest support applies to a unit when calculating bonuses granted from adjacent allies.
The prerequisites stack upon each other (C to B require a total of 10 fights together, or seen as 6 fights after obtaining C.) |
Support Level Bonuses
C Prerequisites: 4 Fights adjacent to each other. Bonus: +5 to Hit and +2 Damage. B Prerequisites: 6 Fights adjacent to each other. Bonus: +10 to Hit and +4 Damage. A Prerequisites: 8 Fights adjacent to each other. Bonus: +15 to Hit and +6 Damage S Prerequisites: 10 Fights adjacent to each other. Bonus: +20 to Hit and +8 Damage. |
Experience
Experience is divvied out to the party depending on the difficulty of the fight. Once a unit reaches 100 EXP, they level up and their EXP resets to 0. Add left over EXP to their new EXP (Example: a unit with 95 EXP gets 15 EXP from the last fight, and levels up to 5. They’re considered 5th level with 10 EXP.) Alternatively the GM can issue EXP to the party depending on how they plan the story to continue.
Below is an example chart of how a GM may want to handle it. They can increase or decrease the EXP gained based on the fight's difficulty and how well the party handled it, along with other factors that may play into it.
1-4 Units: 10 EXP for the entire party.
5-8 Units: 20 EXP for the entire party.
9-12 Units: 30 EXP for the entire party.
13-16 Units: 40 EXP for the entire party.
Below is an example chart of how a GM may want to handle it. They can increase or decrease the EXP gained based on the fight's difficulty and how well the party handled it, along with other factors that may play into it.
1-4 Units: 10 EXP for the entire party.
5-8 Units: 20 EXP for the entire party.
9-12 Units: 30 EXP for the entire party.
13-16 Units: 40 EXP for the entire party.