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Fire Emblem The Tides of War
Fire Emblem The Tides of War
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The Tides of War
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Changelog
v1.0.0
Fire Emblem: The Tides of War Core Rulebook and Player's Handbook is
released. Awaiting feedback.
V1.1
Fire Emblem: The Tides of War is an adaptation of the Fire Emblem video
game series for tabletop gaming. While knowledge of the Fire Emblem games will
make it easier to enjoy the game, no knowledge of the game is required in order to
play. This game focuses on a ragtag group of heroes completing their objectives
through tactical turn-based combat. Teamwork will be necessary, for once a
character dies, there's no coming back! The series signature threat of permanent
death is ever present!
A standard dice consisting of a four, six, eight, twelve, twenty, and two ten
sided dice are easy to get a hold of and come with every dice you'll need to play
the game. While twelve and twenty sided die are rarely used in Fire Emblem: The
Tides of War, they come in a standard tabletop dice set anyways, so it won't hurt to
have around. If you can't get your hands on a set for some reason, free dice rolling
programs are available online with a bit of Google magic.
A pencil
Character sheet(s) and a generated character
Easy access to this handbook
Scratch paper (optional)
People to play with (1 Gamemaster and 2-5 players)
A game mat with square tiles to place miniatures
Miniatures or tokens of some kind to place on the game mat
1
Character Generation
Before you can enter the Fire Emblem universe, you need a character! Your
personal character's combat prowess and fighting style can be seen as a reflection
of the person controlling then, making this character your means of inserting
yourself into the wondrous world of Fire Emblem.
Whether you choose to be the courageous cavalier who bravely charges into
battle to protect your comrades, the studious mage who strives to master the arcane
secrets of the world, or the cunning thief who lies in wait for the prime opportunity
to strike at your foe's gold pouches, your character's attributes and combat role are
your ticket into fame and fortune, or possibly even the grandiose halls of legend.
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Determining Base Stats
Every Fire Emblem game has the common theme of assembling your army
with a colorful assortment of loveable and memorable individuals. Each of these
characters, or units as they're called, are all proficient in different things. For
example, Feena from Fire Emblem: Mystery of the Emblem is a very cheery girl
who happens to be a very skilled dancer; however, her cheery disposition and
energetic attitude gets on the nerves of Nabarl, a distant but highly skilled
swordsman who has the misfortune of being the target of Feena's romantic
advances.
While a chosen class determines your talents on the battlefield, the key in a
unit's efficacy in combat lies in their stats. The higher a stat is the more effective
the unit is in using the stat with their appropriate actions. A Fighter with high
Strength can hold heavier weapons and deal more damaging blows, while a
Myrmidon with high Speed can dance around a foe's offenses and possibly attack
twice in one turn. The following section will proceed to explain what each stat
does mechanically.
Possibly the most important stat in the game, Health Points are what
keep your unit on their feet. You don't roll for HP like the following stats;
instead, you refer to your class' "Starting HP" section to determine how
much HP you start with. If your HP ever drops to zero, your unit is
considered dead, and since this is Fire Emblem, there are no second chances
on the battlefield! Play strategically or your units will be lost forever!
Level
Strength (Str)
This stat represents your unit's physical ability to swing their preferred
weapon. Having a high Strength makes your physical attacks more powerful.
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Magic (Mag)
Your unit's control and affinity for the arcane arts is represented by
their Magic stat. Having a higher Magic makes your spells stronger and your
healing arts more efficient.
Skill (Skl)
Speed (Spd)
Your unit's agility and reflexes are represented by Speed. With a high
Speed, attacks are easier to evade. If you're attacking a slower target, you
may even be able to attack twice in a single turn!
Defense (Def)
Resistance (Res)
Luck (Lck)
A person's mysterious affinity for good fortune is their luck. While no one
knows what luck really is or how it works, it plays a role in your evasion and your
critical hit rate. While not needed, having points in Luck can potentially save you
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from a nasty critical hit from an enemy. When distributing stats from leveling up,
you've got to ask yourself one question. "Do I feel lucky?" Well, do ya, punk?
Constitution (Con)
Constitution is simply your body size. This is the main factor for rescuing, as
you can only rescue units who have a smaller Constitution than you. Note that
Mounted units have a separate Constitution called "Aid" that is much higher than
theirs that is used for rescuing other units. Aid is calculated by (Conx2) +2.
Constitution CANNOT be increased through normal level ups, so roll well!
Affinity
The natural element your spiritual energy most aligns to. This is used in the
Support system and governs what passive bonuses you grant to your closest allies.
1. Roll 1d8 for each stat: Strength, Magic, Skill, Speed, Luck,
Defense, and Resistance. Rearrange as desired.
2. Roll 1d10 for Constitution.
3. Write these numbers off to the side somewhere. Now add in your
Class Stat Adjustments listed in your chosen class' class block
found in the next chapter to the appropriate stats.
4. Take these new values and plug them into a column labeled "Base
Stats." These values will determine your starting stats and your
stat growth rates, which are how often a stat receives a +1 upon
leveling.
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5. Make another column labeled "Current Stats". Your Current
Stats, while mechanically different, are equal to your Base Stats
since you are level 1.
6. Base Stats DO NOT increase through leveling unlike Current
Stats. Base Stats are only affected by Class Stat Adjustments at
character creation and are permanently locked into their values
(unless an item/situation alters it, such as using the item Metis's
Tome).
7. Roll 1d8 and consult the following table to determine your
Affinity. Affinity will never change after character creation.
Affinity Table
Result of 1d8 Roll Corresponding Affinity
1 Anima
2 Dark
3 Fire
4 Ice
5 Light
6 Thunder
7 Wind
8 Heaven
Note that you cannot have a negative number in a stat! The minimum value
you can have in a single stat is zero, so don't screw up and put negatives in or
you'll be in some serious trouble!
If you are aiming to make a character above level one, refer to the "Making
an Experienced Unit" section. If you're an aspiring level one character, then keep
reading to pick your class!
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Classes: Choosing a Combat Style
Part of what makes Fire Emblem tactically engaging is the plethora of
classes that can potentially join you in your quest. Each class has a defining feature
that helps them craft an identity and specialization in your army. Maybe you're the
type of person that favors heavily armored Knights, powerful Fighters and stout
Cavaliers for a formidable melee offensive? Or maybe you prefer the swift spears
of Pegasus Knights? There are plenty of classes and one is bound to be your style.
While you can't always choose the class of the latest person to join your
ragtag army, having knowledge of their abilities and proficiencies will enable you
to take advantage of their strengths and ensure that your fellow soldiers live to see
another sunrise. The following section will alphabetically list every detail about the
classes featured in Fire Emblem: The Tides of War
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Reading the Class Information Block
Every class has different starting HP values, base stat modifications, and
weapon proficiencies. After you've rolled your stats for your character and selected
your desired class, roll your class' Starting HP value and add its Class Stat
Adjustment to both your base and current stats. Note that you only add your
Class Stat Adjustment AFTER you've rearranged your stats from the previous
step.
All starting classes (which may also be called first tier classes) and their
respective features are presented in the upcoming pages. To help you read the stat
blocks, we've provided a legend for you:
HP/Stats: The class' HP value at level one and any change in base stats caused by
class selection. The HP of the class comes before the forward slash, so don't get
mixed up on anything. Stat adjustments are applied to both a character’s Base and
Current stats as previously mentioned. Note that these only apply once at character
generation.
Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk
Proficiencies: The weapon types the class can use. Proficiency for new characters
starts at Rank E.
Skills: Any special skills or class bonuses will be listed here. You do not lose your
previous class' skill when promoting; you simply gain the listed skill(s) on top of
what you have now. Skill effects are shown in the Skills chapter.
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Archer
Foot soldiers who wield bows. Can attack from one space away,
but are vulnerable at close range
Move: 5
Proficiencies: Bows
Skills: Prescience
Cavalier
Mounted knights with well-rounded abilities. Utilizes two
weapon types and mounted combat training for versatility.
Move: Mounted 7
Skills: Discipline
Dancer/Bard
Support units that use song and/or dance to revitalize allies. Do
not promote, but have high stat caps.
Move: 5
Proficiencies: Swords
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Fighter
Robust combatants specializing in high HP and Strength. Uses
axes to devastating effect. Males Only
Move: 5
Proficiencies: Axes
Skills: Zeal
Knight
Heavily armored foot units. Excels at all melee combat, but
suffers from low Speed and resistance.
Move: 4
Proficiencies: Lances
Skills: Defense+2
Lord
A noble attached to a ruling house. Has great flexibility and
potential. Funny hat not required, but a nice touch.
Move: 5
Skills: Charm
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Mage
Units who harness the power of anima magic to attack. Low
physical combat potential
Move: 5
Skills: Focus
Mercenary
Well rounded swordsmen with no prominent flaws. Can hold
their own in all fields of combat. Slower than Myrmidons
Move: 5
Proficiencies: Swords
Skills: Patience
Monk
Holy wielders of light magic. Can utilize staves and possibly
Anima tomes upon promotion.
Move: 5
Skills: Res+2
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Myrmidon
Swift swordsmen with high Skill and Speed. Tend to have
lower Defense than Heroes
Move: 5
Proficiencies: Swords
Skills: Vantage
Pegasus Knight
Beautiful warriors who fight on pegasi. Weak to bows and
wind magic, but have high Speed and Res. Females Only.
Move: Flight 8
Proficiencies: Lances
Skills: Relief
Pirate
Cutthroats who wield axes like their sibling class, the Fighter.
Can travel on water with their Waterwalk feature. Males Only
Move: Waterwalk 5
Proficiencies: Axes
Skills: Gamble
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Priest (M)/Cleric (F)
Full support unit that utilizes staves to heal and buff/debuff.
Has access to three promotional branches.
Move: 5
Proficiencies: Staves
Skills: Miracle
Shaman
Spellcasters who utilize dark magic through forbidden rites.
Sturdier than a Mage, but slower.
Move: 5
Skills: Anathema
Soldier
Standard infantry unit with no special talents save for slightly
higher Speed. A truly challenging class to play
Move: 5
Proficiencies: Lances
Skills: Aptitude
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Tactician
Versatile unit able to utilize both swords and tomes. Can fight
well on the front lines or support from behind allies.
Move: 5
Skills: Solidarity
Thief
Organized rogues with poor combat skills but high Speed.
Talented at lockpicking doors and chests open.
Move: 6
Skills: Steal
Troubadour
Support unit that utilizes mounts for high mobility. Uses staves
to heal and buff/debuff. Females Only
Move: Mounted 7
Proficiencies: Staves
Skills: Demoiselle
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Wyvern Rider
Fearsome warriors who ride into battle atop mighty wyverns.
Weak to bows and wind magic, but are very combat proficient.
Move: Flight 7
Proficiencies: Axes
Skills: Tantivy
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Promotion
When a unit reaches level 20, a unit stops gaining EXP! A level 20 character
needs to promote in order to wiggle out of their first tier class, but in order to do
that, they need a special promotional item. This item depends on your class, but
upon using it, you become a level 1 second tier unit and gain stat boosts and more
skills! You can use these items any time above level 10, so keep a look out for
your promotion item or you'll be cramped in your first tier class till you find one!
You'll find a list of promotional items in the Items chapter. Note that you cannot
change classes once you promote! If you decide to be a Sage, you're a Sage
forever, so make sure to look over your options before making a decision such as
this!
The following pages feature all class blocks for the promoted classes. The
layout is similar to first tier units and is meant to provide you as much information
as possible about your next potential class. Remember that in the Promotion Bonus
section, specific values are given to your stat bonuses. If it is not listed, it is an
automatic +2 to your current stats. Don't forget about this while leveling or
you'll miss out on a free +2 to your stats!
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Assassin
Enigmatic masters of the killing arts. Can fell their target in a
single strike.
Skills: Silencer
Bride
A woman blessed by the god of love and fortune. Many weapon
proficiencies make for outrageous versatility.
Berserker
Seasoned pirates who specialize in Critical Hits. Utilizes
Waterwalk and Mountainwalk to pursue foes.
Proficiencies: Axes
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Bishop
Seasoned Priests/Clerics or Monks chosen to receive great
blessings. Wield Light tomes in addition to staves
Skills: Corona
Dark Flier
Pegasus Knights who haunt the battlefield atop jet black pegasi.
Can wield both lances and anima tomes
Skills: Galeforce
Dread Fighter
Oriental warriors who make pacts to with demons to gain
dominance against magic. Uses weapons and tomes.
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Druid
The title given to masters of terrifyingly powerful dark magics.
Higher Res/Def, but lower Spd/Skill than Sages
Skills: Lifetaker
Falcoknight
The highest echelon of Pegasus Knights. Can choose swords
for offense or staves for support.
General
Knights whose combat prowess threatens to burst from their
thick suits of armor. Unmatched Str/Def, but low Spd/Res.
Skills: Pavise
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Grandmaster
A gifted Tactician that uses their mastery of might and magic
to turn the tides of battle in their favor
Skills: Ignis
Great Lord
Distinguished Lords of the highest caliber. Can opt for foot
combat or a mount along with flexible weapon choices.
Skills: Aether
Great Knight
An accomplished Knight or Cavalier who fights on an armored
mount. Mastery over all weapon types.
Skills: Luna
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Griffon Knight
Wyvern Riders who trade their Wyverns for mythical Griffons.
A compromise between Falcoknights and Wyvern Lords.
Proficiencies: Axes
Skills: Nihil
Halberdier
Skilled Soldiers who've survived against all odds. Can their
determination to live propel them further into fame?
Proficiencies: Lances
Hero
A season veteran of the battlefield. High Skill combined with
their well-roundedness makes for a formidable opponent.
Skills: Sol
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Mage Knight
Mages who choose to cast spells from horseback. Greater
mobility and Staff proficiency make for a solid class.
Nomad
Skilled warriors who specialized in mounted archery. Proficient
in Swords as well, making for an all range combatant.
Paladin
Only the most skilled Cavaliers can become a Paladin. High
defenses and the Aegis skill make for a very sturdy warrior.
Skills: Aegis
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Rogue
Adventure-thieves will such prowess that they can open doors
and locks without the need for tools
Proficiencies: Swords
Sage
Undisputed masters of magic and arcane versatility. Extremely
high Mag and Res, but crippling low Def and Str.
Skills: Flare
Sniper
Masters of archery and ballistics. High skill and the ability to
operate Ballistae, but still vulnerable to melee attacks.
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Summoner
Masters of conjuring and necromancy, a Summoner prefers to
let his minions fight. Can hold their own with Dark Magic.
Skills: Summon
Swordmaster
A storming typhoon of deadly sword strokes. Low Str offset
by blazingly high Speed and Skill.
Proficiencies: Swords
Valkyrie
Clerics who support allies by horseback with Staves. Uses
Light Magic to soften enemies up for their allies' assault.
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War Monk/War Cleric
Seasoned Priests and Clerics who heal allies with Staves and
defend them with Axes. High survivability.
Warrior
Fighters with unparalleled Strength. Gains Bow proficiency
and Counter, making for a deadly melee combatant.
Skills: Counter
Wyvern Lord
Stern warriors who command savage wyverns. Has the ability
to crush an enemy in its place.
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Stat Caps
Tier One classes are still young warriors with much knowledge and
experience not yet gained. Therefore, their stat caps, or their maximum value, are
always 20. The only exceptions are HP and Luck. HP caps at 60 and Luck caps
at 30 since they are values that can't be bound by such a small limitations.
Tier two classes are the cream of the crop. They are unrivaled warriors and
adept spell weavers who move to the rhythm of battle, the steps a familiar dance
that need no special attention. Conflict has conditioned them into unnaturally
talented individuals, with the most gifted ones having the honor of ascending into
immortality through legends and folklore.
Promoted units have varying stats caps across the board that reflects their
combat styles and any proficiencies/skills they gain upon promotion. After all, a
Sage will certainly be more adept at Magic than a Druid, but a Druid will also have
much better defenses. While their primary stats will all vary accordingly, HP will
always cap at 60 and Luck will always cap at 30. The following table lists the
stat caps for each second tier class.
*Grandmasters and Great Lords stat caps are as followed: 28 in 2 chosen increased
stats, 22 in chosen decreased stats, and 24 in all other stats.
*Dancers and Bards are first tier classes that DO NOT promote. However, they
have a maximum level of 30 and second tier class stat caps to make up for it. Their
stat caps are as follows:
Strength: 22
Magic: 24
Skill: 22
Speed: 26
Defense: 26
Resistance: 26
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Promoted Units Stat Caps Table
Class Strength Magic Skill Speed Defense Resistance
Assassin 24 22 28 30 22 22
Bride 24 22 26 24 24 22
Berserker 28 20 24 26 22 22
Bishop 22 28 26 24 22 30
Dark Flier 26 26 26 26 24 28
Dancer/Bard **Special: See Footnote**
Dread
26 24 24 26 24 30
Fighter
Druid 22 28 22 24 26 28
Falcoknight 24 24 28 28 22 28
General 26 18 24 22 30 22
Grandmaster **Special: See Footnote**
Great Knight 28 20 24 24 26 22
Great Lord **Special. See Footnote**
Griffon
26 22 28 26 26 26
Knight
Halberdier 26 20 26 26 26 22
Hero 26 22 30 26 26 22
Mage
24 26 26 26 22 24
Knight
Nomad 26 24 26 26 24 22
Paladin 26 20 24 24 28 28
Rogue 26 20 26 28 24 24
Sage 20 30 28 26 18 26
Sniper 26 22 30 26 22 20
Summoner 22 26 24 26 24 24
Swordmaster 24 20 30 28 22 20
Valkyrie 20 26 24 24 22 28
War
Monk/War 24 26 26 24 24 26
Cleric
Warrior 30 18 26 26 26 20
Wyvern
28 18 26 24 28 24
Lord
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The Manaketes
In the past, the Dragon Tribes roamed the lands alongside humanity. A
massive imbalance in the world’s energy caused the dragons to begin to erode,
losing their fertility and eventually their sanity. The Manakete elected to seal their
draconic essence into Dragonstones and live amongst men in humanoid forms,
drawing power from the Dragonstones when needed, in an effort to preserve their
bodies and minds. While restricted to lesser forms, the Manakete still held the
power of the apocalyptic dragons close, making them valuable allies and terrifying
foes.
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General Manakete Information
A Manakete is a Dragon who has elected to seal their draconic powers into a
large gem called their Dragonstone. A Manakete may only draw power from their
unique Dragonstone, yet may transfer the energies of a fallen Manakete’s
Dragonstone to theirs, extending their lie spans and the length of time their energy
is preserved for. A Manakete that goes a long period of time without drawing their
dragon energies may become restless or eventually erode entirely, making an
occasional exercise in their original forms a necessity. Conversely, Manaketes that
spend too much time in their true forms age faster, putting their overall stability at
risk.
The Manaketes are divided into Tribes, usually based on various elements
found in nature. Fire Dragons, Ice Dragons, and Earth Dragons are the most
common Tribes, although Manaketes as a whole are almost legendary in existence.
The rarest of Manaketes, however, are the Dark Dragons and Divine Dragons. Two
types of Manakete called Mage Dragons and War Dragons also exist, but these two
breeds are formed through reviled magics that pervert a Divine Dragon into a
soulless engine of destruction. Wind Dragons also exist, but have fully degraded
into feral beings, becoming the Wyverns utilized by Wyvern Riders and Wyvern
Lords.
A normal human and a Manakete can mate with a Manakete and produce
fertile, hybrid children with dragon and human blood. Even rarer than the
extremely rare Manaketes, A hybrid usually lives longer than their human parents
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but not as long as their Manakete parent. They also exhibit the ability to keep their
destructive urges under more control than a pureblood Manakete. A hybrid usually
use normal human Classes as their diminished draconic energies leave them unable
to shape shift via Dragonstones; however, hybrids that retain the ability to channel
Dragonstones take the Manakete class and are unable to take normal Classes used
by regular humans.
Making a Manakete
A Manakete is generated similarly to a normal human character, but vary
greatly in two aspects. First, a Manakete does not roll 1d8 for each stat during
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generation. Instead, they roll 1d4+1 for each base stat. Constitution is rolled as
normal. A Manakete’s stats are lower to account for their powerful passive bonuses
for having their Dragonstone in their possession.
Secondly, instead of choosing a Class, they take the Manakete class detailed
in this section. A Manakete may belong to a single Manakete Tribe and utilize their
Tribe’s indicated variation of Dragonstones. The Manakete class has a maximum
level of 25. All Tribes also acquire a class skill at level 15. The skill they obtain is
listed in their Tribe entry.
The following is a legend for use with the Manakete Tribe entries. Once
selected, a Manakete cannot change their Tribe, as this is the form they were born
with.
Tribe Name: The name of their Tribe and the form they take on upon
transformation
HP/Stats: The Tribe’s HP value at level one and any change in base stats caused
by tribe selection. The HP of the class comes before the forward slash, so don’t get
mixed up on anything. Stat adjustments are applied to both a character’s Base and
Current stats as previously mentioned in normal character creation. Note that these
only apply once at character generation
Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk
Proficiencies: The type of Dragonstone your tribe may channel in combat and
what gemstone you must use as a vessel for your Dragonstone
Skills: Any special skills or Tribe bonuses will be listed here. A Laguz will start
with one or two skills and gain a new skill at Level 15 which is differentiated here
in parentheses. Skill effects are shown in the Skills chapter.
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The Fire Tribe
Mostly resembling the archetypical dragon, the Fire Tribe consists of mighty
red dragon warriors, sometimes green, that can channel the powers of fire to
incinerate their foes. A Fire Dragon sports red hair and large dragon wings in their
human forms, but in their dragon forms, may or may not have wings made of pure
flame and fire burning through the cracks of their scales.
Move: 6
Proficiencies: Fire Dragonstone made with a large Ruby that, when imbued, shows
a burning inferno inside of the stone and is hot to the touch
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The Ice Tribe
Finned dragons covered in ice, the Ice Dragon Tribe is known for their
prismatic scales that can reflect magics. Adept with their breath weapons, their
frigid blasts of air bypass even the toughest armors, freezing opponents from
within. An Ice Dragon usually sports hair in a shade of blue and possesses cold, icy
eyes in their human forms and flowing fins or even whiskers in their draconic
forms.
Move: 6
Proficiencies: Ice Dragonstones made with a large Sapphire that, when imbued,
possessed a blue glow and is cold to the touch
Move: 6
Proficiencies: Earth Dragonstones made with a large Topaz that, when imbued,
possesses a soft amber glow and becomes about 10 pounds in weight.
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The Dark Tribe
A Tribe not aligned to a worldly element, Dark Dragons are empowered by
the natural shadows of the world. Also called Shadow Dragons, the Dark Dragons
can vary greatly in physiology, ranging from black serpents to more traditional
dragons. A Dark Dragon’s humanoid form has jet black hair, deep, purple eyes,
and utilize dark flames to send their foes into the grasp of the abyss.
Move: 6
Proficiencies: Dark Dragonstones made with a large Onyx that, when imbued,
possesses a dark purple glow and extinguishes all light sources within 5feet of it.
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The Divine Tribe
Just as the Dark Tribe channels the darkness of the world, the Divine Tribe
harness the world’s light to assume their dragon forms. Their draconic forms vary
greatly as they may possess fur, feathers, or large, leafy wings alongside yellow,
white, or light green scales. Their humanoid forms have either green or purple eyes
and hair and attack by breathing holy light onto their foes.
Move: 6
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Manakete Stat Caps
As for normal characters, HP will always cap at 60 and Luck will always cap at
30. The following table lists the stat caps for each individual Manakete Tribe.
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The Laguz
When the world was young, the Goddess of Dawn, Ashunera, made the first
people, the Zunanma. These beings split into two forms: the Beorc, blessed with
the gift of wisdom, and the Laguz, blessed with the gift of primal strength. While
Beorc wield weapons of all shapes into battle, Laguz channel their powers and
shift into fearsome animal forms to run like a swift wind, take to the skies, or even
breathe fire that melts steel and stone.
Being mighty beasts sealed within human forms, a Laguz unit must position
themselves carefully when untransformed, as they are very vulnerable in this state.
However, when they harness enough energy and transform into their bestial forms,
their combat prowess is terrifying and legendary. A Game Master may elect to use
both Laguz and Manaketes freely but finding both races in the same setting is rare.
Unless intended, the Game Master should use one race while excluding the other.
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Reading The Laguz Information Block
By default, Laguz only appear in the Tellius series of Fire Emblem games,
and as such, your Game Master may opt to place the racial tension between Beorc
and Laguz found in the games onto you and other Laguz in the setting or disallow
the Laguz race entirely if the Game Master’s setting doesn’t support their presence.
On the other side, if a player wants to be a Laguz, try to work with them to include
Laguz in your setting if possible.
A normal human, formally known as a Beorc, can mate with a Laguz and
produce a child known as a Branded. A Branded always have a birthmark
somewhere on their body that labels them as a half-breed. Not quite human and
unable to harness energy into an animal form, Branded are usually social outcasts,
living in secret or in isolated Branded villages. If attempting to create a Branded
character, then refer back to the Class section as Branded are unable to transform
into their inherited Laguz Tribe, forcing them to take a Class instead of a Tribe.
Note that a Laguz lacks the ability to promote but has a maximum level cap
of 25. Laguz also acquire a class skill at level 15. The skill they obtain is listed in
their Tribe entry. A player may also wish to play a Laguz of a different breed of
animal or different color. Work with the Game Master to select the Tribe entry that
best matches what the player wants.
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The Transformation Bar
In combat, a Laguz has what is called a Transformation Bar that represent
the energy a Laguz channels to shift into their true forms. This gauge has a
minimum of zero and has a maximum of 30 Laguz Points. When your Laguz
Points reaches or exceeds 30 points, you may immediately shift into your Laguz
form. If you choose not to shift when your Transformation Bar becomes full, your
Laguz Points begin to degrade normally as if you had shifted. A Laguz may shift
into their Laguz form any time before their Transformation Bar becomes empty as
a minor action, shifting back to their humanoid form when the bar empties as
normal.
At the beginning of your turn, you passively gain or lose Laguz Point
depending on your current form. In-battle events can also affect the gain of your
Laguz Points for the turn, such as being attacked or using special items. The points
you gain and lose per turn or event are different for every tribe and listed in their
own entries in the following section.
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The Laguz Form Mechanics
This section details the special mechanics that come from being in a Laguz form.
1. A transformed Laguz gain a bonus to their stats that persist until the Laguz
reverts to their humanoid form.
2. A transformed Laguz gains the ability to use their natural weapons, which
are determined by their selected Tribe. These weapons cannot be used in
humanoid form in any way.
3. A transformed Laguz loses a number of Laguz Points at the start of their turn
and after being attacked depending on their chosen Laguz Tribe.
Making a Laguz
Unlike a Beorc, or regular human, Laguz do not follow the same formula for
character creation. Instead, they roll their stats like a normal character and pick a
Laguz Tribe. They also roll for a stat called their Laguz Initiative. A character’s
Laguz Initiative determines the number of Laguz Points they naturally begin with
in a battle. To determine Laguz Initiative, roll 3d6. The result of this roll is a
character’s Laguz Initiative and cannot be changed upon leveling up. Laguz
Initiative can represent how much inner power a Laguz passively channels or how
quick to act they can be, so lower Initiatives may represent a level-headed or
cautious Laguz while a high Initiative may represent a much more hot-headed
Laguz.
The following is a legend for use with the Laguz Tribe entries. Once selected, a
Laguz cannot change their Tribe, as this is the form they were born with.
Tribe Name: The name of their Tribe and the form they take on upon
transformation
HP/Stats: The Tribe’s HP value at level one and any change in base stats caused
by tribe selection. The HP of the class comes before the forward slash, so don’t get
mixed up on anything. Stat adjustments are applied to both a character’s Base and
Current stats as previously mentioned in normal character creation. Note that these
only apply once at character generation
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Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk
Proficiencies: The animal weapon you use upon transformation. Note that your
animal weaponry cannot be used while in your humanoid form.
Laguz Form Bonuses: The stat bonuses you receive for transforming into your
Laguz form.
Laguz Point Influences: How many Laguz Points you passively gain or lose at the
beginning of a turn and how many you gain or lose after an attack.
Skills: Any special skills or Tribe bonuses will be listed here. A Laguz will start
with one or two skills and gain a new skill at Level 15 which is differentiated here
in parentheses. Skill effects are shown in the Skills chapter.
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The Beast Tribes
Tiger
Capable of inhuman endurance, Tiger Laguz boast formidable Strength and
Defense, making them hardy warriors. Those of the Tiger Tribe usually sport
striped skin, large frames, and tails, which may reflect on their savage natures or
juxtapose with a gentler personality.
Move: 7
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Cat
Lithe and cunning, Cat Laguz boast unrivaled speed and easily weave
through the battlefield to strike their enemies. Those of the Cat Tribe sport fit,
athletic bodies, a pair of feline ears atop their heads, and a tail in their humanoid
form, making for an agile but sometimes hot-headed and close-minded Tribe.
Move: 7
47
Lion
The strongest of the Beast Tribe, Lion Laguz use their indomitable might to
tear through steel and command respect from their fallen foes. Those who
represent the Lion Tribe are extremely muscled and boast long, bushy hair
resembling a mane adorned with a thick beard and are naturally proud, sometimes
becoming arrogant.
Move: 7
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Wolf
Toughened by harsh climates, the Wolf Tribe is a Tribe of swift, efficient
hunters that strike with precision and ferocity. The Wolf Tribe sports large, bushy
tails and canine ears atop their heads, their sharp fangs adorned with cold, hungry
eyes that never lose track of their prey.
Move: 7
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The Bird Tribes
Hawk
The Hawk Tribe is a Tribe of Laguz blessed with the gift of flight. With
pointed ears and massive wings, these Laguz are confident and hardy foes that can
hold their own in battle and easily retreat when needed. A Hawk Laguz has a solid,
muscular body that proves useful in flying great distances.
Move: Flight 7
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Raven
The Raven Tribe is one of treachery and deceit, swearing hollow vows
with honeyed tongues and exploiting weaknesses in their victims. Raven Laguz
bear sharp eyes, charming appearances, and swift, black wings on their backs,
which many travelers have come to fear. Not all Ravens thrive in chaos, but the
peace-loving Raven is a true rarity.
Move: Flight 7
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Heron
The Heron Tribe are of the smallest population of Laguz. Their rarity
combined with their legendary beauty lead some who pass a Heron to believe
they’ve seen an angel. While the royal herons sport white wings, non-noble Herons
range from dark blue to brown. Herons utilize ancient songs called the Galdr to
revitalize allies in combat, yet lack any capacity for combat due to their sensitivity
to chaotic environments and their natural fragility.
Move: Flight 7
Proficiencies: None
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The Dragon Tribes
Laguz of world sundering might, those of the Dragon Tribe are few in
number and naturally recluses, preferring to stay neutral in world affairs. Their
longevity has numbed them to the affairs of man, with the oldest Dragons even
walking alongside the goddess who created the world. The Dragon Laguz are split
into three main Tribes: Red Dragons, White Dragons, and Black Dragons. These
rare tribes may crossbreed, producing even rarer Pink, Grey, and Burgundy
Dragons. Regardless of color, a Black Dragon always rules the Dragon Tribes. All
Dragons possess a sigil on their foreheads denoting their Tribe.
Red Dragons are the most numerous of the Dragon Tribes. These warriors
boast near impenetrable scales and superhuman endurance, making a Red Dragon a
terrifying opponent.
Black Dragons are some of the most powerful creatures in the mortal realm,
capable of leveling entire castles with their powerful Dragonfire. Their undisputed
power is only held in check by their cautious nature and scarce numbers. Consult
with the Game Master before selecting this Dragon Tribe as a Black Dragon is
53
usually of a noble bloodline, making them much more powerful than the other
Tribes.
The three Dragon Tribes differ in some stat adjustments and transformation
bonuses and will be separately listed in the appropriate sections. Pink, Grey, and
Burgundy crossbred Dragons freely select a Tribe of either of their parents’ colors.
HP/Stats:
Move: 5
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Laguz Tribe Stat Caps
Laguz units do not promote like normal characters, but all Tribes have a
maximum level of 30. While their primary stats will all vary accordingly, HP will
always cap at 60 and Luck will always cap at 30 as a normal character. The
following table lists the stat caps for each Laguz Tribe, with each Dragon Tribe
listed separately due to their varied nature. Note that these tables only apply to a
unit’s Current Stats, meaning the Transformation Bonus from a unit’s Laguz Form
may push them over their indicated stat caps while in their true forms.
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Leveling Up
Through fierce combat and intelligent strategies, you gain experience points,
or EXP. Whenever you gain over 100 EXP, your cumulative EXP resets back to
zero and you gain a level. Any excess EXP you gain rolls over to your next level.
Gaining levels is how you become grow and become stronger in the Fire Emblem
series. You gain EXP for various actions as shown by the following table.
So which stats increase and which stats don't? Well, in the games, stat gains
were determined by growth rates, and after much tinkering, the best possible
representation of starting level values and growth rates are presented here. When
you level up, your base stat determines your growth rate, which is simply how
likely that stat is to receive a +1 upon leveling up. Having a high base stat value
means that that stat will have an easier time growing into a larger value than a
small Base Stat value.
To begin leveling, add 1 to your current level to signify your level up.
Then, roll 1d10 for each stat and compare your result to the following table. If you
roll under your base stat's indicated number or match it, that stat gains +1 to
its Current Stat value.
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Level Up Growth Rate Table
D10 Value to roll
Base Stat
under/match
0-1 1
2-3 2
4-5 3
6-7 4
8-9 5
10+ 6
The only stat that does not follow this table is Constitution. For Con, you
simply roll a d8 and either roll under or match the value you rolled for
Constitution. Since initially rolling your Constitution is a d10, unlike the d8 for
other stats, it's possible to have over 8 Con. If you happen to have over 8 Con, then
simply treat your Con like you would if you had originally rolled an 8. The reason
for this being is that with a possible Con score of 8, 9, or 10, it's much easier to
gain HP than other stats, making HP growth rates proportionally higher than other
stat growths as they are in the games.
This is why arranging a unit’s Base Stats upon character generation is very
important, as their beginning aptitude will affect your stat growth and performance
in the long run!
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Supports: The Bonds of Friendship
One of the best assets to have on the battlefield is a skilled ally to watch
your back. Through grueling journeys, units have the ability to grow closer on a
personal level, forging loves and friendships in the process. These bonds manifest
as Support Bonuses in combat, representing an ally’s assistance on the battlefield.
To determine your character’s Affinity, roll 1d8 and consult the following table.
Once determined, a character’s Affinity cannot be changed in any way short of
direct Game Master Intervention.
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Affinity Table
Result of 1d8 Roll Corresponding Affinity
1 Earth
2 Dark
3 Fire
4 Ice
5 Light
6 Thunder
7 Wind
8 Heaven
A character may not have more than one A Rank and B Rank Support and
more than 3 Supports in total. An example Support list of A, B, and C or B, C, and
C is fine, yet A, A, and B or C, B, B, are prohibited.
A Support Bonus can only rise in rank once per battle. When improving a
Support Bonus’s rank, the two characters involved are highly encouraged to
roleplay the interaction, revealing character quirks, background information,
aspirations, or other character details through a two-way interaction.
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Utilizing the Bond
When two units with a Support Rank of C or higher are within 3 spaces of
one another, both units gain a bonus to their stats corresponding to their
partner’s Affinity, not their own. A unit may never benefit from their own
Affinity at any time.
Earth Affinity
Rank - Avoid
Rank C - 5
Rank B - 10
Rank A - 15
Dark Affinity
Rank Attack Avoid
Rank C 2 5
Rank B 3 7
Rank A 4 10
Fire Affinity
Rank Hit Crit
Rank C 5 5
Rank B 7 7
Rank A 10 10
Ice Affinity
Rank Hit Avo
Rank C 5 5
Rank B 7 7
Rank A 10 10
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Light Affinity
Rank Defense Hit
Rank C 2 5
Rank B 3 7
Rank A 4 10
Thunder Affinity
Rank Defense Avoid
Rank C 1 5
Rank B 2 7
Rank A 3 10
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Wind Affinity
Rank Attack Hit
Rank C 1 5
Rank B 2 7
Rank A 3 10
Heaven Affinity
Rank - Hit
Rank C - 5
Rank B - 10
Rank A - 15
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Character Finalization
So, you've rolled your Base Stats, chose a class, and learned how to level up. You
must be itching to get on the battlefield already, eh? Well, before you get on the
battlefield, skim over this part for any final instructions applicable to your
character.
If you're aiming to make a character above level one, roll xd10 for each stat
with x equaling the number of levels past 1 you want. For example: if one were to
want to make a level 7 character, you would roll 6d10 for each stat with each roll
being compared to your Base Stats like a standard level up. An electronic dice
roller does wonders here, but feel free to do it manually if you like rolling dice.
Now on the character sheet, you might notice a few more stats that haven't been
mentioned yet. These are essential to combat, but aren't defined as stats. These
essential values are Rescue, Hit, Avoid, and Critical.
Rescue:
Equivalent to your Con score. Can be used to rescue units with a
smaller Con than yours. A Rescued unit can be carried by the Rescuer during their
movement and be placed back onto the field adjacent to the Rescuer as a standard
action. While holding a Rescued unit, the Rescuer’s Skill and Speed are halved.
Hit:
Your base attack accuracy with no weapon, terrain, or other bonuses
factored in. Calculated by (Skill x2) + Luck. . Your Hit is rounded to the nearest
number divisible by five (An Avo of 47 would round to 50 and so forth).
Avoid (Avo):
Your base agility and dodging capabilities. Calculated by
Speed+Luck. If you outspeed your opponent by having a Speed of four or
more, your Avoid is doubled! Like Hit, your Avo is rounded in the same
fashion.
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Critical (Crit):
Your base chances of scoring a Critical Hit. When you score a Critical
Hit, your damage is TRIPLED. Yeah, you read that right. Your base Critical is
calculated by (Skill + Luck) / 2 plus any bonuses from weapons or other sources.
Inventory
A single character can hold five weapons or items. By default, you start with
one weapon of every proficiency you have. Laguz start with a Laguz weapon of
the highest rank their Tribe grants them proficiency in and Manaketes begin with a
Dragonstone of their Tribe. Depending on your proficiency rank, you may get a
different type of starting weapon than other ranks. These given weapons cannot
have any special properties. If there are no standard weapons that match a unit's
proficiency, they are given standard weapons of the next lowest proficiency.
Starting with a different weapon that the unit is able to wield is at the discretion of
the GM, but don't beg! No one likes beggars and whiners!
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Faceless Numbers: The Importance of
Identity
Your unit is all ready to go. All of your stats and numbers are worked out,
your inventory is full of your trade tools, and you're anxious to get on the
battlefield.
But who are you? Why do you fight? Are you just a nameless rank and file
soldier living in the shadows of real heroes? Well don't be! Fire Emblem is famous
for a gargantuan selection of fun and loveable characters of all degrees, so giving
your unit some personality helps give them a defining feature. Maybe you're a
cunning noble who got swept up in elaborate schemes and ruthless warfare?
Maybe you're a small village kid who really likes traveling and meeting new
people? Or are you sticking around for the extra money to put food on the table?
Kids aren't cheap y'know!
Your personality and backstory help define your unit from the waves of
other soldiers and can create plenty of role-playing opportunities with your fellow
soldiers-at-arms. It may even help bring your character to life even more in the
midst of battle, where their backstories and preferences may determine your tactics
in combat. Don't be shy, be creative, and have fun with your character!
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67
On the Battlefield
The sound of thunderous footsteps resonates from the hills. You look to your
squadron; some unable to cope with pressure, and some as steady as rock under the
impending waves of man and steel. The enemy comes into sight and your weapons
shakes violently. "Will this be my last battle? Am I going to...?" No, you mustn't
think like that. Your training will keep you safe. It has to. The thundering footsteps
turn into a fierce storm as the enemy charges you, weapons sharp and eyes blood
red. Your grip tightens. This is it; your moment of glory!
The following section will detail everything about the meat of Fire Emblem:
The Tides of War: combat and all associated battlefield mechanics and systems.
Stay attentive, as failure to master combat is a quick way to end up six feet under.
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The Flow of Combat
Fire Emblem is a turn-based strategy series. The player (or in the case of
Fire Emblem: The Tides of War, the players) take turns maneuvering and
strategizing against one another in hopes of conquering the other side with as little
resources spent as possible. After all, what good is a victory when most of your
men die? And since there is no way to revive a lost character in Fire Emblem,
having a unit fall can turn the tide of battle in a flash.
Objectives
The most common objectives in the Fire Emblem series are usually the ones
that need the least explaining. Routing the enemy team means no survivors; for
whatever reason, the enemy team must fall, and fall hard. For when a less offensive
take on the battle is needed, Defending the designated target is optimal. This could
be an entrance into a sensitive area or a VIP of some sort. For when fighting is
unwise, a Reach Target objective is what you're most likely looking at. This could
be anything from sneaking into an encampment to escaping an unstable area.
If no one feels like being the Game Master, try pitting your armies against
one another! Two or more players can fight on a mutually agreed on battlefield to
see who has the sharpest tactical mind. While competitive and fun, keep in mind
that more players and larger armies make the game last longer!
Plains/Floor
The basic terrain type. Offers no special bonuses
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Forest/Pillar (+1 Defense, +20 Avo, x2 Move to traverse)
Thick forestry or sturdy support pillars.
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Once each unit either passes their actions or exhausts them, the next phase,
which is usually the Enemy Phase, begins. This is where any hostile units on the
map get to enact their turns using the same restrictions as every other unit. Players
must be careful of the enemy offensive or risk losing a teammate. After the Enemy
phase, the cycle returns to the Player Phase and the cycle continues. If an Objective
is sensitive to Turn count, like "Reach x in 6 turns", the beginning of the Player
Phase counts as adding one turn to the count.
Some other phases exist in the cycle, but might not be used depending on the
battle. The Ally Phase is when friendly units who aren't controlled by players get
to act. This phase follows the Player Phase. Unaligned units on the field act during
the Other Phase, which follows the Enemy Phase.
For an easy visual reference, the Phase Cycle goes as shown here:
Player Phase > Ally Phase > Enemy Phase > Other Phase > +1 Turn >Repeat
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Aspects of Combat
As mentioned, a unit gets to take a certain amount of actions during their
turn. For simplicity's sake, actions have been classified as Movement, Standard, or
Minor actions. Movement Actions are used for moving a unit into position for
their next action. Standard Actions are most major actions, such as attacking or
visiting a shop. Minor Actions are actions that are not too engaging, such as
talking to another unit or trading an item, and as such can be completed within a
short amount of time.
Flight: Can fly over any terrain, but do not gain bonuses from them as well
Mountainwalk: Enables foot units to walk on Peak tiles and with no penalty
on Mountain tiles. Affected by terrain penalties.
Note that unless the unit possesses the Pass skill, a unit cannot move through
the tile of a hostile unit.
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Using Items (Standard)
Actions such as using a lock pick on a locked chest, utilizing a Staff, or
using a healing item fall under Standard Actions. Note that you can't attack and use
an item in the same turn, so weigh the pros and cons of each option before
committing!
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74
Bearing Your Fangs: How to Fight
You've already chosen to attack your enemy, but how does one actually
attack? Well this is the section for showing how actual combat takes place in a neat
step-by-step process.
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2) The Defender announces his Avoid
Just as it says, the defending unit announces his total Avoid (remembering to
round it as stated on page 37). This takes into account their base Avoid, terrain,
Weapon Trinity bonuses (pg 48), and any other kind of bonuses.
9) Combat Ends
The combat cycle finishes and the attacker's turn ends.
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And to compress combat into an easier to read list format for quick reference:
Keep in mind that if either unit is reduced to 0 HP at any point in the cycle,
combat automatically ends and the unit is considered dead. The unit is removed
from the field and the current phase continues.
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The Weapon Trinities
When attacking units, your choice of weapons can give you a slight edge in
battle against your opponent. For example, a Cavalier using an unwieldy lance has
a disadvantage against a Fighter's axe, but when they switch to the more nimble
Sword, the Cavalier gains the advantage against the Fighter.
Bows and Ballistae sit in a neutral slot in the middle of the trinity. They
neither gain nor grant advantage to any weapon type, but still do their bonus
damage to flying units.
Note that staves are not included in the magical trinity as they function more as
items than weapons, but are still closely associated with magic users.
When a unit attacks another unit and one has advantage due to the weapon
trinity, the unit with advantage gets a +10 to Hit and the unit with disadvantage
gets a -10 to their Hit. The Swordsman's swift blade outmaneuvers the Warrior's
axe, granting the Swordsman +10 to Hit and imposing a -10 Hit penalty to the
Warrior. Try attacking lance users next time, Warrior!
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80
Weapons List
Seeing as how Fire Emblem is primarily focused on combat, it'd be kind of
hard to fight back armies without a weapon. The following pages will detail every
weapon currently implemented into Fire Emblem: The Tides of War.
Range (Rng): The weapon's range. Ranges of 1 mean the unit must be adjacent to
the target
Use: How many times the weapon can be used before it breaks
Worth (Wrth): The price of buying this weapon from a vendor. Note that selling a
weapon nets you 1/2 of its Worth in gold.
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Sword List
Lance List
84
Name Rank Rng Mt Hit Crt Use Wrth Effect
Flame Uses Mag and
B 1-2 14 70 - 12 7500
Lance targets Res
Spear B 1-2 12 70 - 15 3000
Steel
B 1 14 70 - 35 1120 +1 WEXP
Greatlance
Silver
A 1 17 50 - 30 2880 +1 WEXP
Greatlance
Silver Lance A 1 14 75 - 25 1200
Gae Bolg S 1 14 75 10 25 - Speed + 5
Gungnir S 1 16 70 10 25 - Str + 5
Axe List
85
Name Rank Rng Mt Hit Crt Use Wrth Effect
Iron Poleaxe C 1 12 65 - 40 800 +1 WEXP
Grants
immediate extra
Brave Axe B 1 10 65 - 30 2250
attack after an
attack
Tomahawk B 1-2 13 65 - 15 3000
Steel
B 1 15 60 - 35 1400 +1 WEXP
Poleaxe
Uses Mag and
Bolt Axe B 1-2 12 70 - 25 2500
targets Res
Silver Axe A 1 15 70 - 20 1700
Silver
A 1 18 60 - 30 3600 +1 WEXP
Poleaxe
Garm S 1 20 75 - 25 - Str + 5
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Bow List
Note that all bows receive the effect of “Bonus vs flying units” but have
been omitted in the weapon descriptions in an effort to save space and to avoid
redundancy.
Ballistae List
Name Rng Mt Hit Crt Use Effect
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Anima Tomes
Name Rank Rng Mt Hit Crt Use Wrth Effect
Bonus vs Beast Tribe
Fire E 1-2 5 80 - 40 560
Laguz
Bonus vs Dragon Tribe
Thunder D 1-2 7 70 5 35 700
Laguz
Bonus vs Beast Tribe
Elfire C 1-2 9 75 - 30 1200
Laguz
Bonus vs flying units and
Aircalibur B 1-2 10 75 - 25 1600
Bird Tribe Laguz
3-
Bolting B 12 50 - 5 3000
10
Fimbulvetr A 1-2 13 70 - 20 4500
Rexbolt S 1-2 18 70 15 20 - Skl + 5
Light Tomes
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Dark Tomes
Name Rank Rng Mt Hit Crt Use Wrth Effect
Flux E 1-2 7 70 - 40 900
Worm D 1-2 9 60 - 30 1200
Converts dmg
Nosferatu C 1-2 10 55 - 20 3000
dealt into HP
Reduces target
Eclipse B 3-10 - 35 - 5 4000
HP to 1 on hit
Fenrir A 1-2 15 60 - 20 9000
Gleipnir S 1-2 23 65 - 20 - Mag + 3
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Dragonstones
A Manakete holding a Dragonstone corresponding their Tribe proficiency
gain passive stat bonuses that persist as long as the unit holds the Dragonstone.
Note that Dragonstones held by non Manaketes have no effect.
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Laguz Weapons
Laguz weaponry can only be used when a Laguz unit has shifted into their
Laguz form and automatically wield the highest ranking weapon they can. Laguz
weapons cannot be unequipped, disarmed, or sold to vendors.
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Staves List
All staves grant EXP upon use, but the amount varies on which staff you're
using. The amount of given EXP for each variety of staff is listed in the EXP
column.
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Items
This section is dedicated to all items found in Fire Emblem: The Tides of
War. There are a plethora of items that aren't directly used in chopping heads and
burning flesh that fall into separate categories. The following table will be your
legend for reading the incoming pages. The tables aren't anything complex, but for
the sake of being thorough, here's an extra two minutes of effort for you all.
Uses: How many times the item can be used before it disappears
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Recovery Items
Name Uses Effect
Herb 8 Restores 5 HP
Vulnerary 3 Restores 10 HP
Concoction 3 Restores 20 HP
Elixir 3 Restores all HP
Antitoxin 3 Cures unit of status ailments
Promotional Items
Promotional items may be used to promote a unit into a second tier class any
time after the unit reaches Level 10 in their first tier class. Has no effect on Laguz.
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Stat Boosting Items
Name Uses Effect
Seraph Robe 1 Permanent +7 to maximum HP
Energy Drop 1 Permanent +2 to current Strength
Spirit Dust 1 Permanent +2 to current Magic
Secret Book 1 Permanent +2 to current Skill
Speedwing 1 Permanent +2 to current Speed
Goddess Icon 1 Permanent +2 to current Luck
Dracoshield 1 Permanent +2 to current Defense
Talisman 1 Permanent +2 to current Resistance
Statue Frag 1 Permanent +1 to current Con
Boots 1 Permanent +2 to Move
Metis's Tome 1 Permanent +1 to all base stats
Gems/Gold Bags
Name Uses Effect
Red Gem 1 Can be sold for 2,500 gold
Blue Gem 1 Can be sold for 5,000 gold
White Gem 1 Can be sold for 10,000 gold
Black Gem 1 Can be sold for 15,000 gold
Gold Gem 1 Can be sold for 20,000 gold
Bullion (S) 1 Can be sold for 1,000 gold
Bullion (M) 1 Can be sold for 5,000 gold
Bullion (L) 1 Can be sold for 10,000 gold
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Other Items
Items listed in this table with no Uses can be held in a unit’s inventory to
gain their passive bonuses.
96
Name Uses Effect
Crusader - +1 to Base Luck and Defense, +2 to Base Magic when
Scroll: Heim held
Crusader - +1 to Base Strength, +2 to Constitution, -1 to Base Luck
Scroll: Hezul when held
Crusader - +1 to Base Strength, Defense, and Constitution, -1 to Base
Scroll: Neir Skill when held
Crusader - +1 to Base Speed, Luck, and Defense, +2 to Base
Scroll: Noba Strength, -1 to Base Magic when held
Crusader - +1 to Constitution, +2 to Base Skill when held
Scroll: Odo
Crusader - +1 to Base Magic, +2 to Base Skill, -1 to Constitution
Scroll: Sety when held
Crusader - +1 to Base Strength, Magic, Skill, and Luck when held
Scroll: Tordo
Crusader - +1 to Base Skill, Speed, and Luck when held
Scroll: Ulir
Delphi Shield - Prevents extra damage from Bows/Aircalibur when held
Allows a Laguz tobystay
a flying unit
shifted while held but only
Demi Band - receives half of their Laguz Transformation Bonuses
(rounded down)
Door Key 2 Opens locked doors
Emblem Seal - Grants Hit/Avo+10 when held by unit
Prevents all extra damage from bonus effects when held
Full Guard - by unit (ex: will negate a Hawk Laguz’s vulnerability to
bows and Aircalibur)
Iote's Shield - Prevents Bonus damage to flying units
Iron Rune - Prevent enemy Critical Hits while held by unit
Knight Ward - Increases Def/Res by 2 when held by Knights, Cavaliers,
Laguz Band - Allows aSoldiers, andtotheir
Laguz unit staypromoted classes
shifted with no penalties
Laguz Gem 1 Enables a Laguz to stay shifted for one entire skirmish
Laguzguard - Halves all damage received from Laguz attacks
Laguz Stone 2 Fills a Laguz’s Transformation Bar to maximum
Light Rune 3 Permanently blocks adjacent space with a barrier of light
97
Name Uses Effect
Lockpick 15 Unlocks any lock. Only usable by Thieves/Assassins
Olivi Grass 4 Adds 15 Laguz Points to a Laguz’s Transformation Bar
Repair 1 Repairs one selected weapon to maximum durability
Hammer
Master Key 3 Unlocks any lock
Member Card - Allows access to Secret Shops when held by unit
Mine 1 Places a traversable trap that deals 10 damage to the first
unit to walk or fly over it
Seed of Trust 1 Can be used to improve one Support Bonus to the next
Rank
Silver Card - Buy items for 1/2 price from all stores when held by unit
Torch 3 Increases Fog of War visibility by 4 (-1 Rng per turn)
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Skills
Skills truly showcase how fearsome a single unit can be. Sages tap into the
depths of their arcane knowledge to split the skies and make the earth growl with
rage while Generals stand under the crashing waves of man and steel with
unwavering adamancy. Warriors display unmatched melee prowess through
powerful counterattacks and the crafty Summoners weave dark rituals to summon
the deceased to do their bidding. The swift Swordmaster's strokes can only be
described as a mighty cyclone of ravenous fangs tearing into flesh and stone alike.
Skill activation can turn the tide of battle in a flash, so knowing how skills
work and what they do can make or break a victory for you and your teammates.
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Skill Activation
Active/Combat Skills:
Passive Skills
Skills that are always activated in and out of battle, such as a stat boosting
skill.
For a Passive skill, no rolls have to be made since they are always active. If
you have a Combat skill, however, your activation rate is dependent on your Skill
stat. Each combat skill has an activation rate; the higher the rate, the more often the
combat skill activates. Your activation rate varies by skill, but for this example,
we'll use a common activation rate of (Skill/2). If a unit with this skill were to
attack, each attack would have a (Skill/2) % chance of being skill activation.
To check when a skill activates, simply flip the results of your d100 attack
roll. If a unit rolled a 19 on their attack roll, their roll for activating their skill
would be 91. If the 91 fell under the unit's skill activation range. A unit's skill
activation rate is always counted backwards from 100, so if a skill has a 15%
chance to activate, one would need to roll an 85 or above to activate the skill. In
this case, 91 falls under the range of (100-15=85), so the skill would activate.
Skill List
While skills are normally learned through entering different classes, at the
GM's discretion, skills can be learned through manuals. These manuals would let a
unit learn a skill it doesn't normally have access to. There also a few skills that can
only be learned through manuals, as no class would learn them normally. Such
skills will be listed towards the end of the list in their own table.
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The maximum amount of skills a unit can possess is four. Any skills learned
after that overwrites a chosen skill. Skill activation only occurs on a single
attack unless stated.
P/C/A: Whether the skill is a Passive (P) skill, Combat (C) skill, or an Activated
(A) skill you choose to use out of combat. Activated skills are classified as
Standard actions unless noted.
%: The formula for the skill's activation percentage. Remember that skills are
rolled backwards from 100, so subtract the number you obtain through the formula
from 100 to learn the skill's range.
Effect: Anything from what the skill does in battle, the passive effect it grants, or
the effect it has once it is manually activated
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Name P/C Class % Effect
(Stat)+x P Varies - Increases indicated Current stat by
the value of x (Ex Strength+2)
Adept C Nomad, Skill/2 Immediately grants another attack
Falcoknight
Aegis C Paladin, Skill Halves damage received from bows
Tiger Laguz and tomes
Aether C Great Lord Skill/2 Consecutively activate Sol and Luna
in a single attack
Aggressor C Dread - Attack+7 when unit initiates combat
Fighter
Shaman,
Anathema P Dragon - Avo-10 to all enemies within 3 tiles
Laguz
Aptitude P Soldier - Subtract 1 from your roll for each
stat when leveling up
Astra C Swordmaster Skill/2 Grants five consecutive attacks
(cannot be avoided)
Bond P Valkyrie, - Restores 10 HP to all allies within 3
Heron Laguz tiles at beginning of unit's turn
Mage Negates the enemy's next attack
Cancel C Knight, Skill/2
when activated
Hawk Laguz
Canto P Varies - Allows the unit to take actions in the
middle of their Move action
Charm P Lord - Hit/Avo+5 to all allies within 3 tiles
Corona C Bishop Skill/2 Negates enemy Res and reduces
enemy Hit by 50% until end of phase
Counter C Warrior - Returns 100% of damage when
attacked by an adjacent enemy
Crit+x P Varies - (unless damage
Increases Critreceived
by valueisoffatal)
x
Deadeye C Sniper Skill/2 Inflicts Sleep on target (5 turns)
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Name P/C Class % Effect
Demoiselle P Troubadour - Avo+10 to all male allies within 3
tiles
Discipline P Cavalier - Doubles gained weapon EXP per hit
Flare C Sage Skill/2 Negates Enemy Res during an attack
Focus P Mage - Crit+10 when no allies within 3 tiles
Dark Flier, Grants an additional full turn after a
Galeforce P - successful kill. Only activates once
Raven Laguz
per turn.
Gamble A Pirate, Lion Active Halved Hit but x2 to Crit to next
Laguz round of attacks
Ignis C Grandmaster Skill/2 Adds (Str/2) to magical attacks or
(Mag/2) to physical attacks
Restores 1/2 of max HP after a
Lifetaker C Druid - successful kill during the Player
Phase
Great
Luna C Knight, Lion Skill/2 Negates enemy Def during an attack
Laguz
Miracle P Priest/Cleric, Luck Reduces lethal damage to 1/2
Tiger Laguz damage. Will not activate at 1HP
Griffon
Knight, Negates enemy skills during an
Nihil C -
Dragon attack
Laguz
Allows unit to move through any
Pass P Rogue - unit’s space. Cannot end their turn
sharing a space with another unit
Patience P Mercenary, - Hit/Avo+10 during Enemy Phase
Wolf Laguz
Pavise C General Skill Halves damage received from
swords, axes, and lances
Pick A Rogue Active Unlock adjacent chest or door
without the need of a Lockpick/Key
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Name P/C Class % Effect
Prescience P Archer, Cat - Hit/Avo+10 during Player Phase
Laguz
Rally Heart A Bride - Grants +2 to all stats and +2 Move to
all units within 3 spaces
Pegasus Restore 1/10th of max HP at start of
Relief P - Player phase when no allies within 3
Rider
tiles
War Restores 1/4 of max HP at beginning
Renewal P Monk/War -
of unit's turn
Cleric
Dancer, Allows adjacent target have a full
Revitalize A Bard, Heron Active
extra turn
Laguz
Silencer C Assassin, Skill/4 Instantly kill the target. Does not
Wolf Laguz work on bosses
Sol C Hero Skill/2 Restores HP equal to damage dealt
Special Dancer, Gives Str/Mag/Def/Res+2 to
A Bard, Heron Active
Dance adjacent target for one turn
Laguz
Steal A Thief, Raven Active Steal one unequipped item from
Laguz adjacent target
Wyvern
Stun C Lord, Cat Skill/2 Inflicts Paralysis on target (2 turns)
Laguz
Solidarity P Tactician - Crit+10/CrtAv+10 to adjacent allies
Summon* A Summoner Active Summons a skeleton in adjacent tile
Wyvern (See footnote
Hit/Avo+10 whenatno
end of table)
allies within 3
Tantivy P Rider, Hawk -
tiles
Laguz
Tomebreaker C Dread - Hit/Avo+50 when target is wielding
Fighter a tome
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Name P/C Class % Effect
Vantage P Myrmidon - Always attack first when unit is
below 1/2 of max HP
Wrath C Berserker - Crit+50 when unit is below 1/2 of
max HP
Zeal P Fighter - Crit+5
*Footnotes on Summon
A phantom that attacks or kills an enemy unit grants its Summoner 1/2 of the
EXP it would have normally gained from combat.
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Manual Only Skills
Note that some of these skills are much more powerful than standard class
skills. As such, they are expected to be very rare, if any corresponding manual are
rewarded to players at all.
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Name P/C Class % Effect
Limit Breaker P Any - Increase all stat caps by 5
Paragon P Any - Doubles gained experience points
Provoke P Any - Increases chances of being attacked
Proximity Shot P Any - Allows bows to attack adjacent units
Resolve C Any - When under 1/2 of max HP, Str, Mag,
Skill, and Speed are doubled
Scion P Any - Increase skill activation rates by 10% in
addition to normal activation rates
Slayer P Any - Deal Bonus damage to monsters and
undead
Shade P Any - Decreases chances of being attacked
Shadowgift P Any - Gain proficiency with Dark Tomes
(starting at Rank E)
Allows the user to attack with razor
Vortex A Any - winds. Mt 5, Hit 80, Bonus vs flying units
and Bird Tribe Laguz
Enables a half-shift while in humanoid
Any form, adding half of a Laguz’s
Wildheart P - Transformation Bonus to the unit’s
Laguz
Humanoid stats. The Laguz may still
transform normally
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Gamemaster Notes
This section is for the Gamemaster, the one who sets out the adventure and
controls the world around the heroes. Those uninterested in running the game can
ignore this section.
As the Gamemaster, it's your job to lay out the world and the people in it for
your players to explore and, of course, fight in. Having played a Fire Emblem
game before will greatly increase your insight as to how to balance encounters and
other aspects of the game, but you can make do without previous experience with
the games. Here are some tips for GMs of all experience levels to try out in their
games.
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3) Keep it harsh but fair!
Players like to be challenged, but not unfairly. On average, a standard player
unit should be able to have a fairly high chance of survival against a single enemy,
but two units at a time should be something to keep an eye out for. Squad-based
tactics should be relied on by players, so lone wolves don't fair too well against a
group of two or three enemies at a time without a terrain advantage.
Keep the reinforcements under control as well. I've learned that it's easy to go
overboard with extra enemy units, so find the right balance between fair and
threatening..
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The stats of monsters should be a point or two higher than the standard enemy
you're basing the class off of to reflect their deadlier nature. For larger monsters
like dragons, starting from scratch would be better than converting an existing
class. Keep it harsh but fair!
Cavalier
HP: 22
Hit: 80
Avo: 15
Atk: Iron Sword 12 / Iron Lance 14
Def/Res: 5/2
Speed: 7
See? It's easy to refer to and easy to keep track of. I recommend using a single
stat block for each enemy of a single class, as making eight different blocks with
eight sets of numbers for your eight Cavaliers will get tiring after a while.
Speaking of numbers...
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Standard Character Sheets
On the following pages are the standard character sheets for fire Emblem:
The Tides of War. The first sheet is used for regular human characters, or Beorc,
and the second sheet is used for Laguz characters.
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Name: Class: Lvl: Hit Points: /
Resistance CrtAv
Constitution
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Name: Tribe: Lvl: Hit Points: /
Laguz Form
Turn Battle
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Future Implementations
Possible Reclassing mechanics and trainee classes
o How to address balance issues
Third Tier Classes (?)
o A worthwhile and possible inclusion but only if demand is there
A possible Fire Emblem: Fates update featuring new classes and skills from
the newest title
o Not many new classes and skills (not accounting for Hoshidan class
and weapon renaming) so update would not be large
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Credits
Personal thanks go out to:
Nintendo and Intelligent Systems for making a great video game series
My group for helping me play test and for helping me flesh out concepts
4chan's /tg/ board for bringing up the idea of a Fire Emblem pen and paper game to
me. I know there's another system out there but multiple systems mean more ways
to enjoy Fire Emblem.
Random anon from 4chan's /tg/ board for suggesting Only War's method for skill
activations. Seriously, thank you.
And myself for actually finishing a project even though it took a few tries
Fire Emblem: The Tides of War was not meant for profit, so if you bought this
rulebook I suggest getting your money back.
If you have any experiences with the game you'd like to share or if you see any
errors within the rulebook, feel free to contact me at Obelion13@yahoo.com or on
my blog at www.obelion13.wordpress.com. I check my blog more often, so I'd
start there on the "Comments" page.
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