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The d20 sysTem ThaT isn’T really a d20 sysTem!

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Classes
A unit's class is their job or specialization, such as a brave Fighter, an agile Thief, or an
intellectual Mage. Each class in Fire Emblem has their own weapon proficiencies, stat caps, and
other different skills. When beginning classes are at level 20 and level up, the unit upgrades, and
gets a class promotion, further increasing weapon possibilities and expanding the caps for stats.
NOTE: For all stat caps, HP is always 60, and Luck is always 30. For unpromoted units (who
dont have a cap table) have all stats, besides HP and Luck, capped at 20. Promoted units have
tables for their own caps. Also, a rule of thumb for new units and setting proficiency ranks: one
proficiency should be D, and the others E. This is suggested for first-level units, and the ranks
can be higher for higher levels/promoted units.

Unpromoted Classes

Unpromoted classes are those classes that are able to gain a promotion once level 20 is passed.
These classes can be chosen as a starting class for new units, unless otherwise specified.

Lord (310 Points)


(This class is usually restricted)

The most important class of the game, a Lord is very important to survival. Without a Lord, there
is no command of the army. Should a Lord fall in battle, the entire army must face defeat. Each
army in battle must contain one, and only one, Lord.

Base HP: 16 + 1d4


Constitution: 2d4 + 2
Movement: 5 (foot)
Weapon Proficiency: Your choice of one of the following: Sword, Axe, or Lance
Upgrades to: Great Lord

Lords begin with an Iron weapon of their proficiency, plus a Vulnerary. DMs may also want to
create a custom weapon for the Lord (i.e. similar to the Rapier that Eliwood uses in FE7).

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Myrmidon (320 Points)

Myrmidons are one of the more powerful sword users in the game, and after promotion, their
attacks can become very deadly thanks to their increased critical hit rate.

Base HP: 16 + 1d6


Constitution: 2d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Sword
Upgrades to: Swordmaster or Assassin

Starting Package
Iron Sword
Vulnerary

Thief (310 Points)

Experts at sneaking, stealing, and lockpicking, thieves are an excellent staple to the army for
obtaining items and gold. Thieves also come very helpful after they become skilled enough, able
to use their knives lethally.

Base HP: 13 + 1d4


Constitution: 1d4 + 4
Movement: 6 (foot)
Weapon Proficiency: Sword
Skills: Steal, Lockpick
Upgrades to: Rogue or Assassin

Starting Package
Iron Sword
Lockpick
Vulnerary

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Pirate (320 Points)

Pirates are normally used for NPC units, but once in a while may be used as a player character if
it goes with the GM's storyline or campaign. Pirates are similar to Fighters, and are powerful axe
users of the sea.

Base HP: 18 + 1d4


Constitution: 2d4 + 5
Movement: 5 (foot)
Weapon Proficiency: Axe
Upgrades to: Berserker or Warrior

Starting Package
Iron Axe
Hand Axe
Vulnerary

Fighter (320 Points)

The common axe user of the game, as well as probably the strongest, the Fighter is a good melee
unit in any army, and can be promoted to be a powerful axe user that can even attack indirectly
with bows.

Base HP: 18 + 1d4


Constitution: 2d4 + 6
Movement: 5 (foot)
Weapon Proficiency: Axe
Upgrades to: Warrior or Hero

Starting Package
Iron Axe
Hand Axe
Vulnerary

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Mercenary (320 Points)

Similar to Myrmidons, Mercenaries are powerful sword fighters. However, mercenaries rely
more on power than critical hits. With their upgrade, mercenaries become proficient with more
weapon types for extra power.

Base HP: 16 + 1d6


Constitution: 2d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Sword
Upgrades to: Hero or Ranger

Starting Package
Iron Sword
Vulnerary

Archer (320 Points)

Archers are the unit that rely solely on indirect combat. Although weak in defense, these units
are experts at ranged combat, and if well protected, they can prove to be useful.

Base HP: 16 + 1d3


Constitution: 1d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Bow
Skills: Ballista
Upgrades to: Sniper or Ranger

Starting Package
Iron Bow
Vulnerary

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Cavalier (310 Points)

Cavaliers are the basic mounted unit in the game. Horseback riders skilled in both the lance and
sword, and can become skilled with the axe upon promotion.

Base HP: 18 + 1d6


Constitution: 2d4 + 3
Movement: 7 (mounted)
Weapon Proficiency: Sword, Lance
Upgrades to: Paladin or Great Knight

Choose from the following packages:

Starting Package A
Iron Sword
Iron Lance
Vulnerary
Starting Package B
Iron Lance
Javelin
Vulnerary

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Knight (320 Points)

A heavily armored unit, the knight can plow through defenses without taking much damage.
However, they're slow speed makes them more vulnerable to attacks.

Base HP: 19 + 1d4


Constitution: 3d4 + 5
Movement: 4 (foot, armored)
Weapon Proficiency: Lance
Upgrades to: General or Great Knight

Starting Package
Iron Lance
Javelin
Vulnerary

Pegasus Knight (310 Points)


(This class is Female-only)

Female riders that fly upon the backs of a Pegasus. Although light in constitution and defense, as
well as being extremely weak to arrows, pegasus knights are unaffected by most terrain and can
be useful at fighting far units.

Base HP: 15 + 1d4


Constitution: 1d4 + 3
Movement: 7 (flying)
Weapon Proficiency: Lance
Upgrades to: Falcon Knight or Wyvern Knight

Starting Package
Slim Lance
Javelin
Vulnerary

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Wyvern Rider (300 Points)

Similar to the pegasus knight, the wyvern rider is a flying unit that uses lances against its
enemies. Slightly tougher, although also slightly slower than the pegasus knight, it is useful in
distant combat, and rescuing units.

Base HP: 17 + 1d4


Constitution: 1d6 + 4
Movement: 7 (flying)
Weapon Proficiency: Lance
Upgrades to: Wyvern Knight or Wyvern Lord

Starting Package
Iron Lance
Javelin
Vulnerary

Shaman (320 Points)

Users of the dark magic, shamans use the power of chaos to defeat their enemies, having a
particular strength over elemental magic.

Base HP: 15 + 1d4


Constitution: 1d4 + 3
Movement: 5 (foot)
Weapon Proficiency: Dark
Upgrades to: Druid

Starting Package
Flux
Vulnerary

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Monk (320 Points)

Holy mages that use the power of prayers to purge evil. Their defenses may be weak, but their
smiting magic can prove useful, as well as their future ability to use staves upon promotion.

Base HP: 15 + 1d4


Constitution: 1d4 + 3
Movement: 5 (foot)
Weapon Proficiency: Light
Upgrades to: Bishop or Sage

Starting Package
Light
Vulnerary

Mage (320 Points)

Arcane spellcasters that use the power of the elements to defeat their enemies. One of the more
common magic users on the battlefield, and the more powerful.

Base HP: 16 + 1d4


Constitution: 1d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Anima
Upgrades to: Mage Knight or Sage

Starting Package
Fire
Vulnerary

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Priest (320 Points)
(This is a Male-only class)

Priests, as well as clerics, are not a unit for battle. These units are only for healing purposes, but
still play an important role of the army in keeping friendly units alive. With enough training and
hard work, priests will gain the ability to use offensive magic.

Base HP: 13 + 1d6


Constitution: 1d4 + 2
Movement: 5 (foot)
Weapon Proficiency: Staff
Upgrades to: Bishop or Sage

Starting Package
Heal
Vulnerary

Cleric (320 Points)


(This is a Female-only class)

Clerics, as well as priests, are not a unit for battle. These units are only for healing purposes, but
still play an important role of the army in keeping friendly units alive. With enough training and
hard work, clerics will gain the ability to use offensive magic.

Base HP: 13 + 1d4


Constitution: 1d4 + 2
Movement: 5 (foot)
Weapon Proficiency: Staff
Upgrades to: Valkyrie or Bishop

Starting Package
Heal
Vulnerary

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Bard (330 Points)
(This is a Male-only class) (This class is usually restricted)

Bards are one of the more weakest units in the game, as they cannot attack, nor heal with staves.
However, this unit is unique, as a Bard's music has magical abilities. Depending on the
instrument used, Bards can cause units to move again, gain temporary increased stats, or even
slightly heal a unit and remove conditions.
It is recommended that Bards are not chosen for a beginning unit for an army, but to be found
later in a campaign instead (as would be done in past Fire Emblem games).

Base HP: 12 + 1d6


Constitution: 1d4 + 3
Movement: 5 (foot)
Weapon Proficiency: None
Skills: Play (instrument)
Upgrades to: None

Starting Package
Flute
Vulnerary
Stat Caps Bard
STR 10
DEF 24
RES 26
SKL 10
SPD 30

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Dancer (330 Points)
(This is a Female-only class) (This class is usually restricted)

Dancers are one of the more weakest units in the game, as they cannot attack, nor heal with
staves. However, they can do the Dance action, returning one turn to a friendly unit that has
already moved.
It is recommended that Dancers are not chosen for a beginning unit for an army, but to be found
later in a campaign instead (as would be done in past Fire Emblem games).

Base HP: 16 + 1d6


Constitution: 1d4 + 3
Movement: 5 (foot)
Weapon Proficiency: None
Skills: Dance
Upgrades to: None

Starting Package
Vulnerary
Vulnerary
Stat Caps Dancer
STR 10
DEF 24
RES 26
SKL 10
SPD 30

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Soldier (350 Points)
(This class is usually restricted)

The basic unit for the enemy army, the soldiers use their lances to fend off opposing armies. This
class sheet is only for players, except for sections noted in the sheet.

Base HP: 15 + 2d3 (NPC 11+2d3)


Constitution: 1d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Lance
Upgrades to: None

Starting Package
Iron Lance
Vulnerary
Stat Caps Soldier
STR 30
DEF 30
RES 30
SKL 30
SPD 30

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Brigand (350 Points)
(This class is usually restricted)

Enemy axe users that spread chaos across towns, destroying villages and robbing the citizens.
Although recommended to be used as an enemy, GMs may use this class for a player unit if they
choose. This class sheet is only for players, except for sections noted in the sheet.

Base HP: 11 + 2d3


Constitution: 1d6 + 6
Movement: 5 (foot)
Weapon Proficiency: Axe
Upgrades to: None

Starting Package
Iron Axe
Vulnerary
Stat Caps Brigand
STR 35
DEF 30
RES 25
SKL 30
SPD 30

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Promoted Classes

The following classes are promoted classes, or classes that are upgrades of a beginning,
unpromoted class. Once an unpromoted class reaches lv 21, or uses an upgrade item past lv 10,
the unit promotes to a higher class, gaining the stat improvements given for the respective
promoted class, as well as the new skills and proficiencies.

Great Lord (Mounted)

Considered as a Lord unit, the Great Lord is a stronger, and now mounted, Lord. Capable of a
new weapon proficiency and further movement, the Great Lord will prove more useful within
battle.

NOTE: The Lord can NOT use upgrade items for promotion; they must either reach lv 21, or be
blocked from promotion until a certain part in the story (chosen by the GM).

Weapon Proficiency: The Lord's previous proficiency, plus a weapon proficiency other than the
previous, chosen from Sword, Lance, Axe, or Bow.

Promotion Upgrades Male Lord Female Lord


HP +4 +4
STR +2 +2
DEF +2 +3
RES +5 +5
SKL +3 +2
SPD +2 +2
LUK +0 +0
CON +2 +2
MOV +2 +2
Stat Caps Male Great Lord Female Great Lord
STR 27 24
DEF 23 22
RES 23 25
SKL 28 29
SPD 29 30

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Great Lord (Foot)

Considered as a Lord unit, the Great Lord is a stronger, although unmounted, Lord. Capable of a
new weapon proficiency, the Great Lord will prove more useful within battle.

NOTE: The Lord can NOT use upgrade items for promotion; they must either reach lv 21, or be
blocked from promotion until a certain part in the story (chosen by the GM).

Weapon Proficiency: The Lord's previous proficiency, plus a weapon proficiency other than the
previous, chosen from Sword, Lance, Axe, or Bow.

Promotion Upgrades Male Lord Female Lord


HP +4 +4
STR +3 +3
DEF +2 +3
RES +5 +5
SKL +4 +3
SPD +3 +3
LUK +1 +1
CON +2 +2
MOV +1 +1
Stat Caps Male Great Lord Female Great Lord
STR 27 24
DEF 23 22
RES 23 25
SKL 28 29
SPD 29 30

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Warrior

The strongest of the axe users, the Warrior has great strength to overpower foes, and has the
ability to use bows for distant combat.

Weapon Proficiency: Axe, Bow

Promotion Upgrades Fighter/Pirate


HP +3
STR +1
DEF +3
RES +3
SKL +2
SPD +0
LUK +0
CON +2
MOV +1
Stat Caps Warrior
STR 30
DEF 26
RES 22
SKL 28
SPD 26

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Berserker

Next to Warriors, the Berserker is very powerful in combat. Using solely axes, they rely on their
great strength and skill to smash through defenses.

Weapon Proficiency: Axe


Skills: Critical +15

Promotion Upgrades Pirate


HP +4
STR +1
DEF +2
RES +2
SKL +1
SPD +1
LUK +0
CON +3
MOV +1
Stat Caps Berserker
STR 30
DEF 23
RES 21
SKL 29
SPD 28

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Ranger

Mounted archers of great speed, and increased movement. They use their bows, and newly
obtained expertise with swords, to combat enemies directly and indirectly.

Weapon Proficiency: Sword, Bow

Promotion Upgrades Male Archer/Mercenary Female Archer/Mercenary


HP +3 +2
STR +2 +2
DEF +3 +3
RES +3 +3
SKL +1 +2
SPD +1 +1
LUK +0 +0
CON +3 +3
MOV +2 +2
Stat Caps Male Ranger Female Ranger
STR 25 25
DEF 24 22
RES 23 25
SKL 28 28
SPD 30 30

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Hero

Expert fighters on the field with their high skill and strength, the Hero is highly skilled in
swords/axes and is excellent in melee combat.

Weapon Proficiency: Sword, Axe

Promotion Upgrades Fighter/Mercenary


HP +4
STR +1
DEF +2
RES +2
SKL +2
SPD +2
LUK +0
CON +2
MOV +1
Stat Caps Hero
STR 25
DEF 25
RES 22
SKL 30
SPD 26

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Sniper

Expert marksmen that use their skill with bows to snipe out distant foes.

Weapon Proficiency: Bow


Skill: Sure Strike

Promotion Upgrades Archer


HP +4
STR +3
DEF +2
RES +2
SKL +1
SPD +1
LUK +0
CON +1
MOV +1
Stat Caps Male Sniper Female Sniper
STR 25 24
DEF 25 24
RES 23 24
SKL 30 30
SPD 28 29

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Assassin

Masters of infiltration and sneaking, the assassin is high in speed and skill, using their daggers as
lethal weapons. Assassins also know much about the critical points of a human, and have a small
chance of killing a unit with one attack.

Weapon Proficiency: Sword


Skills: Lockpick, Lethality

Promotion Upgrades Male Thief/Myrmidon Female Thief/Myrmidon


HP +3 +2
STR +1 +1
DEF +2 +2
RES +2 +1
SKL +0 +1
SPD +0 +1
LUK +0 +0
CON +2 +2
MOV +0 +0
Stat Caps Assassin
STR 20
DEF 20
RES 20
SKL 30
SPD 30

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Rogue

Masters of lockpicking and stealing, the rogue is high in speed and skill, using their dagger as a
lethal weapon. They can pick locks without lockpicks, due to their expertise.

Weapon Proficiency: Sword


Skills: Pick, Steal

Promotion Upgrades Male Thief Female Thief


HP +3 +2
STR +1 +1
DEF +2 +2
RES +2 +1
SKL +0 +1
SPD +0 +1
LUK +0 +0
CON +2 +2
MOV +0 +0
Stat Caps Assassin
STR 20
DEF 20
RES 20
SKL 30
SPD 30

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Swordmaster

Dangerous sword users that can move swiftly and attack with great strength. As like berserkers,
their great strength and speed gives the swordmaster a greater chance of a critical hit.

Weapon Proficiency: Sword


Skill: Critical +15

Promotion Upgrades Male Myrmidon Female Myrmidon


HP +4 +4
STR +2 +2
DEF +2 +2
RES +1 +1
SKL +1 +1
SPD +0 +0
LUK +0 +0
CON +2 +2
MOV +1 +1
Stat Caps Male Swordmaster Female Swordmaster
STR 24 22
DEF 22 22
RES 23 25
SKL 29 29
SPD 30 30

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Paladin

Holy warriors of great strength, the paladin is a mounted unit who are experts at close combat,
faster than the great knight.

Weapon Proficiency: Sword, Lance

Promotion Upgrades Male Cavalier Female Cavalier


HP +2 +1
STR +1 +1
DEF +2 +1
RES +1 +2
SKL +1 +1
SPD +1 +2
LUK +0 +0
CON +2 +2
MOV +1 +1
Stat Caps Paladin
STR 25
DEF 25
RES 25
SKL 26
SPD 24

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Great Knight

Armored warriors of great strength, the great knight is a mounted unit who are experts at close
combat, having proficiencies in all close combat weapons. Knights promoted to Great Knight
become a mounted unit.

Weapon Proficiency: Sword, Lance, Axe

Promotion Upgrades Male Cavalier Female Cavalier Knight


HP +2 +1 +2
STR +1 +1 +1
DEF +2 +1 +1
RES +1 +2 +1
SKL +1 +1 +1
SPD +0 +1 +1
LUK +0 +0 +0
CON +2 +2 +2
MOV -1 -1 +2
Stat Caps Great Knight
STR 28
DEF 29
RES 25
SKL 24
SPD 24

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General

Although the general has slow movement, its heavy armor and high strength makes this class one
of the most powerful. Its skill gives the General a chance to take no damage from attacks, an
extra improvement to its high defenses.

Weapon Proficiency: Sword, Lance, Axe


Skill: Great Shield

Promotion Upgrades Male Knight Female Knight


HP +4 +3
STR +2 +2
DEF +2 +3
RES +3 +3
SKL +2 +3
SPD +3 +2
LUK +0 +0
CON +2 +2
MOV +1 +1
Stat Caps Male General Female General
STR 29 29
DEF 30 29
RES 25 26
SKL 27 27
SPD 24 24

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Falcon Knight

Expert pegasus fliers, falcon knights still tend to be weak in constitution, and still inferior to the
wyvern classes, but their usage of lances and swords can give weapon effectiveness over most
units, especially with their improved strength (as well as their Triangle Attack if the GM sets up
one).

Weapon Proficiency: Sword, Lance

Promotion Upgrades Pegasus Knight


HP +5
STR +2
DEF +2
RES +2
SKL +0
SPD +2
LUK +0
CON +1
MOV +1
Stat Caps Falcon Knight
STR 23
DEF 23
RES 26
SKL 25
SPD 28

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Wyvern Knight

Still the stronger counterpart to the Falcon and Pegasus Knights, the Wyvern Knight has
improved strength and defense. Gaining the Pierce skill, the Wyvern Knight can also break
though any physical defense.

Weapon Proficiency: Lance


Skills: Pierce

Promotion Upgrades Male Wyvern Rider Female Wyvern Rider/Pegasus Knight


HP +3 +3
STR +1 +2
DEF +0 +1
RES +1 +1
SKL +2 +1
SPD +3 +2
LUK +0 +0
CON +1 +1
MOV +1 +1
Stat Caps Male Wyvern Knight Female Wyvern Knight
STR 25 24
DEF 24 23
RES 22 23
SKL 26 27
SPD 28 28

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Wyvern Lord

An improved Wyvern Rider, now able to wield swords, the Wyvern Lord commands with great
power in the sky.

Weapon Proficiency: Sword, Lance

Promotion Upgrades Wyvern Rider


HP +4
STR +2
DEF +2
RES +0
SKL +2
SPD +0
LUK +0
CON +1
MOV +1
Stat Caps Wyvern Lord
STR 27
DEF 28
RES 22
SKL 25
SPD 23

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Mage Knight

A mage on horseback, the Mage Knight uses offensive anima magic while moving great
distances, as well as providing quick aid to allies. Mages promoted to Mage Knight become a
mounted unit.

Weapon Proficiency: Anima, Staff (Mages get C rank Staff)

Promotion Upgrades Male Mage Female Mage


HP +4 +3
MAG +2 +2
DEF +2 +2
RES +2 +2
SKL +0 +1
SPD +0 +0
LUK +0 +0
CON +3 +3
MOV +2 +2
Stat Caps Male Mage Knight Female Mage Knight
MAG 24 25
DEF 24 24
RES 25 26
SKL 26 24
SPD 25 25

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Sage

Wise masters of arcane spells, the sages are one of the most powerful offensive magic users in
the basic system. Their high power can defeat many armored units, and their usage of staves
gives much more value to the class.

Weapon Proficiency: Anima, Light, Staff

Promotion Upgrades Male Mage/Monk Female Mage/Monk


HP +4 +3
MAG +1 +1
DEF +3 +3
RES +2 +3
SKL +1 +1
SPD +0 +0
LUK +0 +0
CON +1 +1
MOV +1 +1
Stat Caps Male Sage Female Sage
MAG 28 30
DEF 21 21
RES 25 25
SKL 30 28
SPD 26 26

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Druid

Masters of dark magic, using the powers of chaos to overpower foes. Also being able to use a
staff, they can heal their allies as well, and are also able to draw the powers of elements for their
attacks.

Weapon Proficiency: Anima, Dark, Staff

Promotion Upgrades Shaman


HP +4
MAG +0
DEF +2
RES +2
SKL +0
SPD +3
LUK +0
CON +1
MOV +1
Stat Caps Druid
MAG 29
DEF 21
RES 28
SKL 26
SPD 26

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Bishop

Bishops are the more powerful light user, with great resistances. However, they also are fraile
due to their low defense. However they can prove to be useful with great skill in light magic and
staff usage.

Weapon Proficiency: Light, Staff


Skill: Slayer

Promotion Upgrades Male Priest/Monk Female Priest/Monk


HP +3 +3
MAG +2 +1
DEF +3 +2
RES +2 +2
SKL +1 +2
SPD +0 +1
LUK +0 +0
CON +1 +1
MOV +1 +1
Stat Caps Male Bishop Female Bishop
MAG 25 25
DEF 22 21
RES 30 30
SKL 26 25
SPD 24 26

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Valkyrie

Similar to Mage Knights, the Valkyrie is a mounted mage that uses light magic against their foes.
They also have the capability of using staves to aid their allies.

Weapon Proficiency: Light, Staff


Clerics that become a Valkyrie become a mounted unit.

Promotion Upgrades Cleric


HP +3
MAG +2
DEF +2
RES +3
SKL +1
SPD +0
LUK +0
CON +2
MOV +2
Stat Caps Valkyrie
MAG 25
DEF 24
RES 28
SKL 24
SPD 25

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Skill Reference
Defensive Skills
Great Shield: Roll 1d100 at the start of a battle (as in, you’re being attacked by someone, or you
are attacking someone). If the result is the same as or lower than your level, you take no damage
until combat is over.

Offensive Skills
Pierce: Roll 1d100 on an attack. If the result is the same as or lower than your level, you ignore
enemy defenses, acting as if the defender had 0 DEF for that attack. Takes priority over Great
Shield.

Sure Strike: Roll 1d100 on an attack. If the result is the same as or lower than your level, you
have a 100% chance to hit for that attack.

Lethality: Roll 1d100 on an attack where you have rolled a critical. If the result is 50% or below,
you instantly defeat the defending unit, unless it is a Boss or Final Boss. If the result is 25% or
below, you instantly defeat the defending unit, unless it is a Final Boss.

Slayer: When attacking monsters with a magical tome, triple the weapon’s might for those
attacks.

Critical +15: Your base critical rate is given a bonus +15% Critical.

Action Skills
Steal: When next to an enemy unit that has an item that is not a staff, weapon, or tome, you may
take that item for your action.

Lockpick: If you are standing next to a door or chest, you can use the Lockpick item to unlock
said door or chest for your action.

Pick: If you are standing next to a door or chest, you can unlock said door or chest for your
action.

Dance: When next to a friendly unit that has spent their turn, you may give said friendly unit
another turn for your action.

Play: When next to a friendly unit, you can use a carried instrument’s effects on said friendly
unit for your action.

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Extra Classes
A note about NPC creation: When creating an NPC, use 200 to 250 statgains for weak NPCs
(such as low-ranking soldiers), 250 to 300 statgains for medium-level NPCs (such as medium-
ranking or slightly strong soldiers), 300 to 400 for tough, boss NPCs (such as a chapter boss),
and 400 and up for Final Boss material. To level up an NPC, simply take their statgains (such as
STR 40), divide the number by 100 (so 40 would turn into 0.4) and then take how many levels
they would gain (such as a Level 6 Soldier having gained 5 levels) and then multiply the two
numbers (0.4 * 5 = 2), and add that onto their stat. So if a Level 6 Soldier had 3 STR at level 1, it
would have 5 STR at level 6. Unit stats may be adjusted even more by the GM.

Revenant (Usually 230)


(This class is almost always restricted)

Zombies that shuffle slowly, looking to cause death and usually working for a master. They
know no fear, which makes them fight to the end.

Base HP: 20 + 2d3


Constitution: 1d4 + 4
Movement: 4 (foot)
Weapon Proficiency: Claw
Upgrades to: Entombed

Starting Package
Rotten Claw
Common Statgains
HP 95
STR 50
DEF 10
RES 15
SKL 30
SPD 20
LUK 10

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Entombed (Usually 230)
(This class is almost always restricted) (This class is promoted)

Zombies that shuffle slowly, looking to cause death and usually working for a master. They
know no fear, which makes them fight to the end. They use the statgains of Revenants.

Movement: 4 (foot)
Weapon Proficiency: Claw

Starting Package
Fetid Claw
Statcaps Entombed
HP 80
STR 25
DEF 24
RES 22
SKL 22
SPD 21

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WEAPON LIST
Weapons are the main piece of equipment used by all units within battle. The following tables
below gives all the info about all the weapons within the basic Fire Emblem d20 system. Note
that no unit can have more than 5 weapons at a time.

Note that the following items are those that can commonly be used in a campaign, or may be
bought from a store. The GM may create custom weapons that grant stat bonuses, beginning
Lord weapons, S rank weapons, etc.

Weapon stat descriptions:

 Name: the name of the weapon.


 Durability: how many uses the weapon has before it is destroyed.
 Might: the power of the weapon.
 Hit: the accuracy of the weapon.
 Critical: the chance the weapon has for making a critical hit.
 Weight: how heavy the weapon is.
 Proficiency: the minimum rank needed for the specific weapon proficiency
 Range: how many spaces in distance this weapon can attack a unit.
 Price: cost to buy this weapon from a vendor.

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Swords
Name Durability Might Hit Critical Weight Proficiency Range Price Effect
Iron Sword 45 5 90 0 5 E 1 450
Slim Sword 30 3 100 5 2 E 1 480
Steel Sword 30 8 75 0 10 D 1 600
Iron Blade 35 9 70 0 12 D 1 980
Armorslayer 18 8 80 0 11 D 1 1260 Effective against armored
units
Longsword 18 6 85 0 11 D 1 1260 Effective against mounted
units
Wo Dao 20 8 75 35 5 D 1 1200 Only usable by
Myrmidons and
Swordmasters
Poison 40 3 70 0 6 D 1 N/A Only used by enemy units.
Sword Inflicts poison on enemy if
it hits, regardless of
damage dealt
Steel Blade 25 11 65 0 14 C 1 1250
Wyrmslayer 20 7 75 0 5 C 1 3000 Effective against dragons
Killing Edge 20 9 75 30 7 C 1 1300
Lancereaver 15 9 75 5 9 C 1 1800 Reverses weapon triangle
Light Brand 25 9 70 0 9 C 1-2 1250 Attacks unit's resistance.
Strength halved at a
ranged attack and treated
as Light magic
Brave 30 9 75 0 12 B 1 3000 Allows two consecutive
Sword attacks
Wind Sword 40 9 70 0 9 B 1-2 1600 Attacks unit's resistance.
Strength halved at a
ranged attack and treated
as Anima magic
Silver Sword 20 13 80 0 8 A 1 1500
Silver Blade 15 14 60 0 13 A 1 1800
Rune Sword 15 12 65 0 11 A 1-2 3000 Attacks unit's resistance.
Strength halved at a
ranged attack and treated
as Dark magic, and
damage dealt is added to
attacker's HP

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Lances
Name Durability Might Hit Critical Weight Proficiency Range Price Effect
Iron Lance 45 7 80 0 8 E 1 360
Slim Lance 30 4 85 5 4 E 1 450
Javelin 20 6 65 0 11 E 1-2 400
Poison 40 4 65 0 8 E 1 N/A Only used by enemy units.
Lance Inflicts poison on enemy if
it hits, regardless of damage
dealt
Steel Lance 30 10 70 0 13 D 1 480
Heavy 16 9 70 0 14 D 1 1200 Effective against armored
Spear units
Horseslayer 16 7 70 0 13 D 1 1040 Effective against mounted
units
Short Spear 18 9 60 0 12 C 1-2 900
Killer 20 10 70 30 9 C 1 1200
Lance
Axereaver 15 10 70 5 11 C 1 1950 Reverses weapon triangle
Brave 30 10 70 0 14 B 1 7500 Allows two consecutive
Lance attacks
Spear 15 12 70 5 10 B 1-2 9000
Silver 20 14 75 0 10 A 1 1200
Lance

Axes
Name Durability Might Hit Critical Weight Proficiency Range Price Effect
Iron Axe 45 8 75 0 10 E 1 270
Steel Axe 30 11 65 0 15 E 1 360
Hand Axe 20 7 60 0 12 E 1-2 300
Poison Axe 40 4 60 0 10 E 1 N/A Only used by enemy units.
Inflicts poison on enemy if
it hits, regardless of
damage dealt
Hammer 20 10 55 0 15 D 1 800 Effective against armored
units
Halberd 18 10 60 0 15 D 1 810 Effective against mounted
units
Dragon Axe 40 10 60 0 11 C 1 6000 Effective against dragons
Swordreaver 15 11 65 5 13 C 1 2100 Reverses weapon triangle
Swordslayer 20 11 80 5 13 C 1 N/A Deals triple damage
against units with a sword
equipped
Killer Axe 20 11 65 30 11 C 1 1000
Brave Axe 30 10 65 0 16 B 1 2250 Allows two consecutive
attacks
Silver Axe 20 15 70 0 12 A 1 1000
Tomahawk 15 13 65 0 14 A 1-2 3000

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Bows
Name Durability Might Hit Critical Weight Proficiency Range Price Effect
Iron Bow 45 6 85 0 5 E 2 540
Poison 40 4 65 0 5 E 2 N/A Only used by enemy units. Inflicts
Bow poison on enemy if it hits,
regardless of damage dealt
Steel Bow 30 9 70 0 9 D 2 720
Short 22 5 85 10 3 D 2 1760
Bow
Longbow 20 5 65 0 10 D 2-3 2000
Killer 20 9 75 30 7 C 2 1400
Bow
Brave 30 10 70 0 12 B 2 7500 Allows two consecutive attacks
Bow
Silver 20 13 75 0 6 A 2 1600
Bow

Ballistae
Name Durability Might Hit Critical Weight Proficiency Range Price Effect
Ballista 5 8 70 0 20 N/A 3-10 N/A Usable by Archers/Snipers
Iron Ballista 5 13 60 0 20 N/A 3-15 N/A Usable by Archers/Snipers
Killer Ballista 5 12 65 10 20 N/A 3-10 N/A Usable by Archers/Snipers

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Staves
Name Durability Hit Weight Proficiency Range Price Effect
Heal 30 100 2 E 1 600 Heals unit for 10 + user's Magic. Gives 11 EXP
Mend 20 100 4 D 1 1000 Heals unit for 20 + user's Magic. Gives 12 EXP
Torch 10 100 5 D 1-(user's 1000 Reveals fog of war for given range. Range
Magic / decreases by 1 per turn. Gives 15 EXP
2)
Unlock 10 100 7 D 1-2 1500 Opens a door. Gives 17 EXP
Recover 15 100 6 C 1 2250 Heals HP equal to target's max HP. Affects all
allies adjacent to user. Gives 17 EXP
Restore 10 100 4 C 1 2000 Removes status condition from target ally. Gives
20 EXP
Barrier 15 100 4 C 1 2250 Temporarily increases target's Resistance by 7,
decreasing by 1 per turn. Gives 17 EXP
Hammerne 3 100 7 C 1 1800 Repairs target ally's weapon to full durability (it
is recommended to not sell these in stores and
only allow one to appear in the campaign).
Gives 40 EXP
Physic 15 100 5 B 1-(user's 3750 Heals unit for 10 + user's Magic. Gives 22 EXP
Magic /
2)
Rescue 3 100 6 B 1-(user's 1800 Teleports target ally to a free space adjacent to
Magic / user. Gives 40 EXP
2)
Sleep 3 65 8 B 1-(user's 1500 Target enemy falls asleep. Gives 35 EXP
Magic /
2)
Silence 3 70 7 B 1-(user's 1200 Target enemy becomes silenced. Gives 30 EXP
Magic /
2)
Berserk 3 60 8 B 1-(user's 1800 Target enemy becomes berserk. Gives 40 EXP
Magic /
2)
Fortify 8 100 7 A user's 8000 Heals all allies within range for 10 + user's
Magic / 2 Magic. Gives 60 EXP
Warp 5 100 5 A 1 7500 Teleports target ally to any free space on the
map. Gives 85 EXP

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Anima
Name Durability Might Hit Critical Weight Proficiency Range Price Effect
Fire 40 5 90 0 4 E 1-2 560
Thunder 35 8 80 5 6 D 1-2 700
Elfire 30 10 85 0 10 C 1-2 1200
Bolting 5 12 60 0 20 B 3-10 2500
Fimbulvetr 20 13 80 0 12 A 1-2 6000

Light
Name Durability Might Hit Critical Weight Proficiency Range Price Effect
Lightning 35 4 95 5 6 E 1-2 630
Shine 30 6 90 8 8 D 1-2 900
Divine 25 8 85 10 12 C 1-2 2500
Purge 5 10 75 5 20 B 3-10 3000
Aura 20 12 85 15 15 A 1-2 8000

Dark
Name Durability Might Hit Critical Weight Proficiency Range Price Effect
Flux 45 7 80 0 8 D 1-2 900
Luna 35 0 95 20 12 C 1-2 5250 Does damage equal to user's
Magic
Nosferatu 20 10 70 0 14 C 1-2 3200 Heals user equal to damage done
Eclipse 5 N/A 30 0 12 B 3-10 4000 Deals damage equal to 1/2 target's
HP
Fenrir 20 15 70 0 18 A 1-2 9000

Flute
Name Durability Weight Range Price Effect
Flute 15 2 1 500 Allows an acted ally to act again
Filla's Might 15 2 1 2500 Increases damage dealt by 10 for 1 turn
Ninis's Grace 15 2 1 2500 Decreases damage taken by 10 for 1 turn
Thor's Ire 15 2 1 2500 Increases critical rate by 10 for 1 turn
Set's Litany 15 2 1 2500 Increases avoid rate by 10 for 1 turn

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Item LIST
Items are non-weapon objects that the units hold, whether its healing, stat-boosting, or to be sold
for money. The following table contains all the info on the common items used in the basic Fire
Emblem d20 system, and GMs are free to create their own items. When used, the item's effect is
applied to the user, and its usage decreases by 1, becoming fully consumed and removed from
the inventory if the amount of uses left reaches 0.

Name Uses Price Effect


Vulnerary 3 300 Heals 10 HP
Elixir 3 3000 Heals all HP
Antitoxin 3 450 Removes poison
Pure Water 3 900 Increases Resistance by 7, and decreases by 1 each turn
Torch 5 500 Increases vision by 6 in fog of war, decreases by 1 each turn
Mine 1 500 Placed and hidden on a free adjacent space. Damages any unit that steps on it
Light Rune 1 800 Placed on a free adjacent space. Prevents any unit from entering the space
Red Gem - 5000 Only obtained by drop. Sells for 2,500G
Blue Gem - 10000 Only obtained by drop. Sells for 5,000G
White Gem - 20000 Only obtained by drop. Sells for 10,000G
Lockpick 15 1200 Only usable by Thieves. Opens a door or chest
Door Key 1 50 Opens a door
Chest Key 1 300 Opens a chest
Angelic Robe 1 8000 Permanently increases max HP by 7
Energy Ring 1 8000 Permanently increases STR/MAG by 2
Dragon Shield 1 8000 Permanently increases DEF by 2
Talisman 1 8000 Permanently increases RES by 2
Speedwings 1 8000 Permanently increases SPD by 2
Secret Book 1 8000 Permanently increases SKL by 2
Goddess Statue 1 8000 Permanently increases LUK by 2
Boots 1 8000 Permanently increases MOV by 2
Body Ring 1 8000 Permanently increases CON by 2
Master Seal 1 8000 Promotes lv 10 or higher unpromoted units (except Lord)
Iron Rune - 5000 Prevents critical hits on user while held
Delphi Shield - 10000 When held by flying units, bows lose effectiveness on unit

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Creating a Unit

So now its time to create a unit to join the side of the Player Army. First, when creating a unit,
the following will be requested of you by the GM:

 Unit name
 Unit class (unpromoted ONLY)
 Other specific stats of the unit, i.e. Lord's beginning weapon proficiency

Then, follow these steps to finish off your unit, with the GM verifying your rolls.

1. Write down the given name and class in the respective spaces on the Character Sheet.
2. Look up the class's Base HP and roll the specified dice. Record the result as the unit's
max and current HP.
3. Roll 1d4 and add it to 28. Distribute the resulting number of points for unit stats (except
HP, CON, and MOV)
4. Assign the unit's CON and MOV stat based on the class info.
5. As the unit is new, it starts at level 1, with 0 experience.
6. Depending on your class, you will have a set amount of statgain points to use for
creation. You may assign these points to HP Gain, STR Gain, SKL Gain, SPD Gain,
LUK Gain, DEF Gain, and RES Gain. HP Gain has a minimum of 50 and a maximum of
100, while the other Gains have a minimum of 0 and a maximum of 90.
7. Look up the class's starting package, and write the items and weapons in the correct
sections of the character sheet, and in the space next to each item/weapon, if applicable,
write the durability of the items (all new items always have max durability).
8. Roll 1d8 and assign the resulting affinity to your unit.
9. Look up the unit's class in the class list and mark the respective boxes for weapon
proficiencies. Fill the first box for rank E, the first two boxes for rank D, the first three
boxes for rank C, the first four boxes for rank B, the first five boxes for rank A, or all six
boxes for rank S.
10. Fill in the unit's Aid. Aid is (Constitution - 1) for units on foot, (25 - Constitution) for
mounted/flying female units, and (25 - Constitution) for mounted/flying male units.

Done! Your unit is now ready for battle.

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Battle

Battle is the set of attacks between two units. The formulas below are calculated to find the chance of
hit, critical hit, how much damage is dealt, and who can attack twice.

Weapon Attacks

The basic attack in a battle, using an equipped weapon to attack at the opponent, dealing damage
and lowering their HP. In order to make an attack, a unit must move within range of the equipped
weapon's specified range, and choose a target opponent to attack that is in that range. Some of
the weapon ranges in the game are:

 1 - Attacks adjacent units (i.e. Iron Sword, Steel Axe, etc.)


 2 - Attack units exactly two spaces away (i.e. Iron Bow)
 1-2 - Attack adjacent and distant opponents two spaces away (i.e. Hand Axe, Thunder, etc.)
 2-3 - Attack units either two or three spaces away (i.e. Longbow)
 3-10 - Attack distant enemies, 3 to 10 spaces away (i.e. Bolting, Purge)

Basically, the ranges state the minimum - maximum spaces away the enemy can be, or a single
number for now many exact spaces distant the enemy must be.
After declaring an attack on an enemy, the first player makes their attack. First, attack speed is
calculated (A is used for attacker's stat, D is used for defender's stat):

If (Weapon Weight) > CON, Attack Speed = A.SPD+(A.CON−A.WeaponWeight)


Else, Attack Speed = A.SPD

If the attacker has an Attack Speed surpasses the defender's Attack Speed by more than four, the
attacker can attack twice. However, if the defender's Attack Speed surpasses the attacker's by
more than four, the defender can attack twice. Also, any Brave weapons used add an additional
x2 to the attack count. For example, Unit A with a Brave Lance and AS of 18, and Unit B with a
Steel Sword and AS of 13, Unit A can attack four times.

After determining attack counts, this is how the battle is conducted:

 Attacker makes their first attack.


 Attacker makes a second attack if wielding a Brave weapon.
 Defender makes their first attack.
 Defender makes a second attack if wielding a Brave weapon.
 If Attacker had AS greater/equal to (D.AS + 4), Attacker can attack again, making another second
attack if wielding a Brave weapon.

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 If Defender had AS greater/equal to (A.AS + 4), Defender can attack again, making another
second attack if wielding a Brave weapon.

When making an attack, roll a percentage dice to see if the hit was successful. To calculate hit
rate:

2(A.SKL)+.5(A.LUK)−D.Avoid+A.WeaponHitRate+A.Bonuses

Avoid is calculated as: 2(D.AttackSpeed)+D.LUK+D.Bonuses

If a die roll is successful against the hit rate, then a critical roll is made with the percentage dice.
The critical hit rate is:

A.WeaponCritical+.5(A.SKL)−D.CriticalEvade+A.Bonuses

Critical evade is calculated as: D.LUK+D.Bonuses

If the roll is not successful, attack is carried out normally. However, if it is successful, damage
dealt to the enemy for this attack is tripled (after defense calculation).

Next, damage is calculated. In this formula, Strength and Defense is used, but if a magic tome is
used, use MAG and RES instead

A.STR+A.EffectiveWeaponMight−(D.DEF+D.Bonuses)+A.Bonuses
Effective Weapon Might is equal to the might of the weapon, plus the bonus from the weapon
triangle or trinity of magic advantage/disadvantage. The Effective Weapon Might is also
multiplied by 3 if the weapon is effective against the defender, i.e. Bows against flying units,
Hammer against armored units, etc.

When a magic melee weapon is used (i.e. Rune Sword), the following damage is dealt:

Range of 1:
A.STR+A.EffectiveWeaponMight−(D.RES+D.Bonuses)+A.Bonuses
Range of 2:
.5(A.STR)+A.EffectiveWeaponMight−(D.RES+D.Bonuses)+A.Bonuses
Also, magic weapons cannot critical, if from a distance.

Once a unit reaches 0, that unit cannot attack any longer and battle ends, awarding EXP to the
last standing unit and eliminating the defeated unit from the game.

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Staves

During battle, staves prove to be useful in keeping units alive, or hindering the enemy. When
using a staff to heal a friendly unit, the staff will always hit (as they will not try to resist the
healing). Therefore, the effect is carried out immediately.
When using a staff against an opponent however, they will try to resist the negative effects, and
therefore a percentage dice roll must be done to see if the staff's effect hits.

Staff accuracy (hit rate) is: 30+5(A.MAG)+A.SKL−D.StaffEvade+A.Bonuses

Staff evade is: 5(D.RES)+2(Distancefromtarget)+D.Bonuses

Note that distance from target is calculated by how many spaces horizontally the two units are
separated, plus the amount of spaces vertically the two units are separated.

If the staff hits, the effects are carried out upon the enemy. Staves are only used once per turn
regardless of Attack Speed, and defending units do not counterattack.

Rewarding EXP

Aside weapon EXP, a battle can bring about EXP to surviving combatants. When using a staff or
skill, a predetermined amount of EXP is given, and these values are given in the staff and skill
tables. When making a weapon attack, EXP is calculated as follows:

If the opponent is hit: (31−(A.LVL−D.LVL))/A.ClassValue


Level is increased by 20 for promoted units, i.e. a Lvl 6 Paladin would be considered lvl 26.
Also, Class Value is equal to the following:

Soldier/Priest/Thief: 2
All other classes: 3

If the opponent is killed: 30+(D.ClassValue∗D.LVL)−(A.ClassValue∗A.LVL) or


1, which ever is higher.
This result is modified if the opponent is the following:

 Boss: +40
 Bishop/Valkyrie: -20
 Thief: +20

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If no attack is made against the opponent, the unit gets 1 EXP. EXP cannot surpass 100 for a
single battle. If it does, the unit only gains 100 EXP.

Turn Structure

Within each turn, a player does the following first:


* Applies effects to all units afflicted by conditions, such as damage from poison.
* Applies effects to all units on a certain type of terrain, such as the healing effects of a fort.
* Removes conditions from unit, if this turn would bring the turn count of the condition to 0.

Afterward, gameplay begins. For each unit, the player can move the unit up to the amount of
spaces the unit can move up to, then perform an action. In the case of a mounted/flying unit, the
unit can move its remaining amount of spaces after performing an action, but after that second
movement, must stop without a second action.

Moving

As a unit moves, start the count at 0, and increase the count by the terrain cost for each space the
unit would walk on. If the unit walks a path that is less than or equal to its movement cost, it can
stop at that space, but cannot walk a path that has a cost over the unit's movement cost. For
example, a myrmidon with movement of 5 can walk through three plains spaces and one forest
space for a total of 5 (forests have a cost of 2), but cannot walk on another space until the next
turn, as another space would cause the count to go over the unit's movement cost.
After an action, if there is any remaining spaces left, a mounted/flying unit may use the rest of
their movement spaces, but cannot make a second action. For example, if a Cavalier (movement
of 7) moves past three plains spaces (total cost of 3), then attacks, the unit can move after
attacking, up to a cost of 4. Therefore the unit can ride past four plains spaces, two plains and
one forest, two forests, etc.
Also note that the full movement cost does not have to be made.

Actions

The following is a list of actions a unit can make on their turn. Note that if a unit makes any kind
of action, they CAN NOT, under ANY condition, undo their move, and must take the movement.

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Attack

The most common action between units is an attack. For this, the unit declaring the attack first
chooses which weapon to attack with (which they will equip), and battle stats will be determined.
If the player likes the battle stats, they may choose to declare battle, and roll for attacks.
However, if they do not like it, they may choose to cancel the attack, and re-move their unit. In
some cases, the GM may use the strict battle rule, which means once the player chooses to make
an attack, the choice cannot be taken back and the battle is carried out regardless of what the
battle stats are.
Attacking is explained more in-depth in the battle section.

Item

In the heat of battle, units will need to heal themselves if there isn't a priest around, or the rescue
of a friendly unit. Or the unit needs to boost their stats with special items. In this case, the unit
can end their move by using an item. In this case, after moving, the unit can choose which item
to use, and the effect is carried out. After that, the durability of the item is lowered by 1, and if it
reaches 0, the item is fully consumed and removed from the inventory. Refer to the items section
for item effects.
If a unit wishes to switch equipment, the unit can still re-move if they wish to do so, as long as
they only wished to switch equipment.
Items/weapons may also be dropped as well, and this counts as an action that cannot be undone,
making the movement unchangeable as well. When you choose to drop an item, the item will be
completely erased from your inventory. Be careful! If you drop a weapon you have equipped,
you'll be unarmed, and therefore cant make attacks or deal any damage!

Trade

Trading between friendly units becomes very handy for tactical attacks on certain opposing units,
or if a unit has a weapon they can not use and you wish to bring it to another friendly unit for
their use. To trade, move the unit to a space adjacent to the unit you wish for them to trade with,
and then any of the items may be swapped/given between units, as long as it meets the 5
weapon/item limits. All trades do NOT have to be even trades: a unit can simply give/take items
between another unit as well.

Staff

Magical units that have the staff proficiency will be able to use this action. As long as the unit
holds a staff that can be used within range effectively (meaning using the staff will have some
kind of effect on the unit; using a Heal staff on a unit with full HP cannot be done), it can take

51
this action. When making a Staff action, select a staff the unit holds (which becomes equipped),
and choose a target unit within range. If used against an enemy, a die roll will have to be made
for hit chance. If used on a friendly unit, the effect is always carried out (as hit rate would
obviously always be 100). After using a staff's effect, the staff's durability is reduced by 1, and
fully consumed and removed from the inventory if durability drops to 0.
Staves against enemies are explained in the battle section.

Rescue

When a unit is low in health and needs help, you'll need to rescue that unit if you cant heal it in
time! With the help of your friendly units, you can pick up a lighter unit and carry them with
you, preventing any damage from reaching them. In order to rescue a unit, move adjacent to
them, and choose to Rescue them, moving their unit token under the rescuing unit's token. The
unit that rescues the lighter unit suffers a 50% penalty on Skill and Speed, as well as 1
movement. Units can only rescue other units that:
* Have a Constitution lower than the rescuing unit's Aid.
* Are not holding another unit.
* Are not enemies. Friendly/neutral NPCs are rescuable.
Also, a unit that rescues another unit cannot drop that unit on the same turn. However, another
unit can take the rescued unit, as long as they meet all of the requirements above. If a unit takes a
lighter unit from another rescuing unit, this unit can drop at the same time. For example, Unit A
rescues Unit B. Unit C moves adjacent to Unit A, takes Unit B from Unit A, and then can drop
Unit B at any free space adjacent to Unit C. This allows fast tactical movement of certain units.
On the next turn, the rescuing unit can choose to Drop the rescued unit to a free, adjacent space,
or even Give the unit to an adjacent ally, as long as they meet the three requirements.
Units being rescued cannot act, and cannot be healed by other units. Only effects from conditions
apply to the rescued unit.

Drop

A rescuing unit can drop their unit to a free adjacent space. Any unit that is dropped cannot act or
move on the same turn, and must wait until their next turn.

Give

If an adjacent target, friendly unit meets the requirements of rescuing for this unit's held unit, this
unit can give the rescued unit to the target adjacent friendly unit.

Take

If the unit using this actions meets the requirements of rescuing for a unit that an adjacent target
friendly unit holds, this unit can take the rescued unit from that target unit.

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Talk

This is only available in specific times, based on the GM's campaign. The GM may tell you
when you are able to talk to a certain unit, but other times you may have to figure it out yourself.
You can move a unit next to another unit and see if you can talk to the unit. If you cannot and it
is an enemy unit, it may invoke an enemy attack, so be careful! The choices for who can/cannot
talk are solely the GM's decision.

Visit

Works like Talk, but allows a player to visit a Village, in order to gain information or obtain
items from the friendly villagers who thank you from saving them from the opposing army (or
whatever the GM chooses).

Play

This action is unique to Bards, as long as they equip a Flute. Selecting an adjacent ally, the Bard
can perform for the ally, applying the effect of their instrument onto the ally (which in the basic
system, allows the unit to act again). After using the effect, the Bard gains EXP and finishes their
turn.

Ballista

When standing on a Ballista space, an Archer/Sniper may choose to use the Ballista, if it has
ammo left. Every ballista on the map starts off with 5 arrows, and is unusable after its ammo is
depleted. When using a ballista, look up the type of ballista and determine is range, damage, etc.
from there as if the unit was making a ranged attack. Units cannot counterattack a ballista attack.

Seize

If the Lord/Great Lord reaches the throne or other specific target, they can choose to Seize the
target. If they do, the battle ends, and the player achieves victory. This is only done if the
conditions for the map is to Seize the target.

Escape

The enemy may be too powerful, or it is your goal to escape the map. If this is the case, there
will be a specified space on the map where this action is allowed. When a unit reaches this space,
they can choose to Escape, and they will be removed from the map for the rest of the battle,

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being safe from any attack. If the specified unit escapes in the conditions for the battle, victory is
then decided.

Break

An army may find themselves at a door without a key. What better way to open the door than
with brute force? With enough strength and attacks, any door can break open for an army. Each
door has its own preset endurance (which can be considered to be HP). When choosing to Break
a door, a weapon is selected for the unit (and then equipped), and an "attack" is made on the
door. In this case, all stats for the door (DEF, RES, SPD, etc.) are treated as 0 (as its an immobile
object). If you choose to make the door arcane-resistant or a strong iron door, for example, GMs
can set stats for the door (in this example, the doors can have a RES of 5 or a DEF of 5,
respectively). Also, there are no consecutive attacks, even if a Brave weapon is used. After the
attack, the damage is taken off of the door's endurance, and if the endurance reaches 0, the door
breaks open.

Door

If you have a key, or a Thief, Rogue, or Assassin nearby, a door can be opened. If a Door Key is
used, the key is consumed in the process of opening the door and is removed from the inventory.
If the Thief or Assassin opens the door with a Lockpick, the Lockpick's durability decreases by
1, and is consumed and removed from the inventory if the amount of uses reaches 0. The Rogue,
however, has the Pick ability, and therefore can open the door without any requirements.

Chest

Just like the door, a chest can only be opened by using a Chest Key, or a Thief's, Rogue’s, or
Assassin's lock opening abilities. Once the chest is opened, the item is taken and given to the unit
that opened the chest, and if the inventory is full, an item/weapon is sent to storage to make
room, or the item obtained itself is sent.

Defeating Units

Once you attack a unit enough to send an enemy unit's HP to 0, the unit is dead, and you obtain
your spoils. When a unit dies, remove the unit token from the map and place it away from the
board; it cant be brought back (unless if an expansion is used for ressurecting staves, etc. in this
case, flip the token over or any other similar method). If the enemy had any items in their
inventory that was marked droppable, that item is added to the inventory of the unit that defeated

54
it. If the unit has no room, the unit must choose from one of the items/weapons in its inventory,
depending on the type of item being obtained, and send it to storage, or send the obtained
item/weapon to storage. Then gold is awarded to the player.
Gold does not have to be rewarded per unit, but instead a certain gold reward for clearing the
map can be set by the GM, or no gold rewards can be made and the player will have to rely on
selling treasures at the time for money. A general rule for earning money could simply be the
following: (EnemyLevel)∗3
Level is +20 for promoted units

Conditions
Status conditions can affect a unit during its duration negatively, whether it is preventing attacks
or dealing damage or any other kind of negative effect. These are usually obtained from enemy
staves, or dangerous terrain, and usually last for 5 turns, unless specified. At the beginning of
each turn, the count of turns remaining is reduced by 1, and once the count reaches 0, the
condition is removed. Enemies can overwrite your status condition, but your own units cannot.

Condition Effect
Poison At the beginning of each turn, unit takes 1d3 damage.
Sleep Unit cannot move or attack, but can still dodge. Getting attacked does not wake up a unit.
Berserk Cannot be moved by the player, and is moved by the GM after player ends their turn. Berserk units attack any
unit within range, friend or enemy, that it can deal the most damage to.
Silence Unit cannot use magic tomes or staves.
Petrification Unit is turned to stone, being unable to move or act on their turn. Enemies gain +30 critical rate on attacks
against a petrified unit.

Growth Rates
Growth rate specifies the chance that a unit's respective stat will grow upon leveling up. When a
unit levels up, it will take their Gain stats, and roll the 1d100 for each Gain stat. If the roll is
equal to or lower than the Gain stat, then that stat gets +1.
When an unpromoted unit gets a class promotion, from either an upgrade item or reaching lv 21,
the unit gains specific stat upgrades, and does not roll for improvements at this level. However,
starting from lvl 1 of the promoted unit, the unit will roll for stat improvements again at future
levels.

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AFFINITY
Affinity is the element that a unit is naturally attuned to. These affinities come with a unit at
creation (decided at birth), and can never be changed. Affinities are important in a game as they
can bring bonuses to units that share support bonds when within a range of three spaces. During
character creation, the player/GM must roll to decide a unit's affinity. When deciding an affinity,
follow this table:

Die Result Affinity


1 Fire
2 Ice
3 Wind
4 Thunder
5 Earth
6 Dark
7 Light
8 Anima

Based on a unit's support with another unit within range, the unit will gain bonuses when
entering battle. When entering battle, units with the following supports within the three space
range are as follows:

Attack Defense Hit Avoid Critical Critical Evade


Fire C +0.5 +2.5% +2.5% +2.5%
Fire B +1.0 +5.0% +5.0% +5.0%
Fire A +1.5 +7.5% +7.5% +7.5%
Ice C +0.5 +2.5% +2.5% +2.5%
Ice B +1.0 +5.0% +5.0% +5.0%
Ice A +1.5 +7.5% +7.5% +7.5%
Wind C +0.5 +2.5% +2.5% +2.5%
Wind B +1.0 +5.0% +5.0% +5.0%
Wind A +1.5 +7.5% +7.5% +7.5%
Thunder C +0.5 +2.5% +2.5% +2.5%
Thunder B +1.0 +5.0% +5.0% +5.0%
Thunder A +1.5 +7.5% +7.5% +7.5%
Earth C +0.5 +2.5% +2.5% +2.5%
Earth B +1.0 +5.0% +5.0% +5.0%
Earth A +1.5 +7.5% +7.5% +7.5%
Dark C +2.5% +2.5% +2.5% +2.5%
Dark B +5.0% +5.0% +5.0% +5.0%
Dark A +7.5% +7.5% +7.5% +7.5%
Light C +0.5 +0.5 +2.5% +2.5%
Light B +1.0 +1.0 +5.0% +5.0%
Light A +1.5 +1.5 +7.5% +7.5%
Anima C +0.5 +0.5 +2.5% +2.5%
Anima B +1.0 +1.0 +5.0% +5.0%
Anima A +1.5 +1.5 +7.5% +7.5%

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Weapon Proficiencies
Weapon proficiency is the ranking of a unit's expertise with a particular weapon type.
Proficiency also marks which types of weapons a unit is able or unable to use. With high usage
of a type of weapon, a unit can improve their proficiency with a weapon, allowing the unit to use
a wider range of weapons of that type, as well as improving their skill in battle with that
particular weapon type.

Weapon Ranks

In each of the different types of weapons, a unit has six different ranks, assuming the unit is able
to use that type of weapon. These ranks, from least to most proficient, are E, D, C, B, A, and S.
Units with higher ranks can use more powerful weapons of the type they are proficient in. Also,
units with an S rank gain bonuses in battle as long as they wield a weapon of that type (+10 Hit,
+1 Damage, +5 Crit). Units can only have one S rank for weapon proficiency. Only promoted
units can have S rank proficiencies; unpromoted units can only reach up to 250 experience in a
weapon proficiency.

Weapon Experience

With every attack, units gain experience with the weapon type they use. With enough
experience, the unit will go up in rank for that weapon, until they reach the S rank (or A rank if
they already have an S rank). In battle, a unit gains the following experience in weapon
proficiency for the weapon type they used:

 1 EXP per hit with normal weapons (i.e. Iron, Steel, Silver)
 1 EXP per hit with ranged physical weapons (i.e. Javelin, Hand Axe, etc.)
 1 EXP per hit with magic tomes
 2 EXP per hit with reaver weapons (i.e. Axereaver, Lancereaver, etc.)
 2 EXP using a Heal staff
 3 EXP using Mend, Recover, Restore, or Physic staves
 4 EXP using a Barrier staff
 5 EXP using Torch, Unlock, Silence, Sleep, Berserk or Fortify staves
 7 EXP using Rescue or Warp staves
 8 EXP using a Hammerne staff
 Ballistae, catapults, etc. do not award EXP

GMs can use their own values for custom weapons/staves if they choose to do so.
When units are promoted, they will gain +40 exp for each weapon they are proficient in, in their

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previous class. If they are proficient in more than one, and this would cause more than one
weapon to upgrade to an S rank, the player chooses which rank becomes an S and the rest an A.

Weapon Triangle

The Weapon Triangle is the triangle that determines effectiveness between weapons. The
triangle starts off with axes at the top. Going counter-clockwise, the axe is effective against
lances, the bottom left of the triangle. Then, lances are effective against swords, the bottom right
of the triangle. Finally, swords are effective against axes, back to the top of the triangle. It's a
continuous loop between the three weapons, with one other weapon in the middle of the triangle:
the Bow. Bows are excluded from the triangle, and are not strong or weak against any other
weapon.

If a weapon is effective against another in battle, the stronger weapon gets +1 damage and +15
hit rate, and the weaker weapon gets -1 damage and -15 hit rate.

"Reaver" weapons can reverse the triangle, making swords effective against lances, lances
effective against axes, and axes effective against swords. For example, if a Lancereaver was used
against an Iron Axe, the Iron Axe would suffer penalties and the Lancereaver would gain
bonuses. If two Reaver weapons are used, the triangle is "double reversed", and pretty much
stays the same. However, if a Reaver weapon is used, the bonuses/penalties are doubled, the
stronger weapon getting +2 damage and +30 hit rate, and the weaker weapon getting -2 damage
and -30 hit rate.

Trinity of Magic

The Trinity of Magic is the triangle that determines effectiveness between the types of magic
used. The triangle starts off with anima, or elemental magic, at the top. Going counter-clockwise,
anima magic is effective against light magic, the bottom left of the triangle. Then, light magic is
effective against dark magic, the bottom right of the triangle. Finally, dark magic is effective
against anima magic, back to the top of the triangle. It's a continuous loop between the three
magic types, with one other in the middle of the triangle: the Staff. Staves do not have any kind
of magical affinity to it and is not used in attacking units, therefore it is excluded from the
triangle, and are not strong or weak against any other magic.

If a magic tome is effective against another in battle, the stronger magic gets +1 damage and +15
hit rate, and the weaker magic gets -1 damage and -15 hit rate.

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Terrain

Terrain refers to the type of ground the unit stands or walks on. Each type of terrain has its own
movement costs and bonuses, given below.

NOTE: Flying units do NOT receive any bonuses from terrain. Also, thrones only give physical
defense bonuses instead of bonuses for both defense and resistance.

Any terrain not listed do not give bonuses.

Terrain Evasion Bonus DEF/RES Bonus


Woods +20% +1
Sand +5% +0
High Mountain +40% +0
Pillar +20% +1
Throne +30% +3
Castle Gate +30% +3
Sea +10% +0
Mountains +30% +1
Village +10% +0

Terrain has the following costs, for the specified units/classes (fliers are unaffected and always
have movement costs of 1):

 Forest: 3 for mounted units except Rangers; 2 for other classes


 River: 2 for Pirates and Berserkers; 5 for Lords, Thieves, Assassins, Swordmasters,
Heroes, Snipers, and Rangers; no one else can pass but flying units
 Sea: 2 for Pirates and Berserkers; no one else can pass but flying units
 Mountain: 6 for promoted units except Rangers; 5 for Rangers, 3 for Fighters, Warriors,
Pirates, and Berserkers; 4 for other foot units besides Knights and Generals
 High Mountain: 4 for Berserkers; no one else can pass but flying units
 Desert: All flying units and unmounted magic units are unaffected; unpromoted mounted
units have a movement of 1; Fighters and Knights have a movement of 1; promoted
mounted units, Generals and Warriors have a movement of 2; Thieves have a movement
of 3; all other unpromoted units have a movement of 2 and all other promoted units have
a movement of 3

Other effects by certain terrain:

Fort: A fort can replenish life to a unit on it, restoring 3 HP to the unit at the beginning of the
turn.
Throne: A throne has a similar effect, restoring 4 HP to the unit (usually the boss) that stands on
the throne at the beginning of the turn.

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