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DUNGEONS & DRAGONS ROSES AND

SWORDS SYSTEM:
PLAYER’S HANDBOOK (ed. 2023)

Based on the ‘Player’s handbook’, ‘Dungeon Master’s Guide’, and the


‘Monster Manual’ from Dungeons & Dragons 5th ed. (Wizards of the Coast,
2014).
Setting and illustrations based on Fire Emblem: Genealogy of the Holy War &
Fire Emblem: Thracia 776 (Nintendo & Intelligent Systems, 1996-2001).
TABLE OF CONTENTS
INTRODUCTORY REMARKS 3

I. CHARACTERS 4

II. GAMEPLAY 6

III. ACTIONS AND ACTION CHECKS 6

IV. BATTLE AND COMBAT CHECKS 7

V. DAMAGE, HEALING AND DEATH 9

VI. PLAYER PROGRESSION 9

ANNEX I: ARCHETYPES 10

ANNEX II: ITEMS AND TRADE 20

ANNEX III: CHARACTER ART FOR INSPIRATION 24

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Introductory remarks
Dungeons & Dragons (D&D) is a cooperative role-playing game for 3 to about 8 players,
each of whom takes on the role of a character, and one “narrator” or “dungeon master” (DM),
giving players an adventurous context with challenges.
This guide covers a role-playing system based on that D&D game, titled Roses and Swords
(R&S). It has been simplified and streamlined to be more welcoming to players not
accustomed to the roleplaying genre.
Basic conditions for R&S remain the same as in D&D:
- The players work together. It's not about one player winning or losing; The narrator offers
challenges to the players but does not work against them.
- The players roleplay and try to play according to what their character would do as an
adventurer, including motivation and (long-term) goals.
- Discussion is possible between the players and the narrator when situations arise that are not
explicitly stated in the rules.
- The adventures usually span multiple play sessions.
- The adventure ends when certain conditions within the story are met by the players and the
climax is reached. The narrator determines this in advance. The formulation of the ending
depends on the choices and actions of the players.
D&D allows the narrator to design adventures and worlds with certain characteristics. The
details of this fantasy world are discovered by the players themselves during their adventure,
but for this system (R&S) in particular, the following properties are important to know in
advance:
- The world has an early medieval base; electricity, internet, cars, ... are not present.
- The world has recently discovered (limited forms) magic. People can apply healing and
telekinesis and can create fireballs, lightning and gusts of wind with the use of magical staffs
and tomes, respectively.
- The world has a low-fantasy setting compared to the setting described in D&D. Conflicts
and plot points primarily take place between human settlements; other races such as dwarves
and elves are not (directly) present, but may rarely surface in sub-plots. Monsters and other
creatures are considered folk tales by most, or are seen as stories parents tell their kids
warning them not to stray off to far into impenetrable woods by others.
Within D&D, multiple conventions are followed when it comes to the transparency regarding
the amounts needed on successful dice rolls (see III, IV), as well as things like player
progression (“experience” gain) and damage (expressed in “hitpoints” in D&D). In R&S,
these numbers are generally kept hidden from players, as it is believed this improves
immersion and the roleplaying experience. The narrator instead consults a set of tables in a
separate guiding document (“Narrator’s guide”), and based on this, details the results of the
player’s actions.

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I. The players take on the role of a self-created character.
Each character is created based on one of 12 potential archetypes (or “classes” in
D&D): knight, warrior, barbarian, thief, ranger, archer, academic, mage, mage
knight, priest, druid, bard. See Annex I for a detailed description of the archetypes.
Player creativity is encouraged in the thematic interpretation of his or her chosen
archetype.
Each archetype is focused on one of four skills: vitality (VIT), agility (AGI), mind
(MND), heart (HRT), meaning there are three archetypes per skill focus. Again,
players are free to experiment with this focus and design characters to their heart’s
content.
Each character has a score or “skill bonus” of -X to +X in each of the four skills.
However, at the start of the game, a character starts with a total score of 7, with the
minimum score per skill being -4 and the maximum score being +4.
At the beginning of the game, a character also starts with a weapon of the player’s
choosing. It corresponds to one of the four skills and is used during combat checks
(see IV) but serves for thematic flair otherwise. An overview:
Vitality: swords, axes, lances, clubs, ... (physical weapons used up up close).
Range: adjacent spaces.
Agility: (cross)bows, throwing spears, throwing knives, ... (projectile
weapons). Projectiles are not infinite (player starts with x20) and must be
purchased if depleted. Range: one space diagonally, two spaces
horizontally/vertically without accuracy loss. Further distances result in
accuracy loss (based on a table used by the narrator).
Mind: magical books (fire, lightning, wind). one space diagonally, two spaces
horizontally/vertically. Standard magic can be used as many times as the mind
bonus number. It is reset after a “rest” (long, undisturbed sleep).
Heart: staff with crystal (used for telekinesis and healing). Range: one space
diagonally, two spaces horizontally/vertically. Standard staves can be used as
many times as the heart bonus number. It is reset after a “rest” (long,
undisturbed sleep).
At the beginning of the game, a character starts with a backpack, 50 gold pieces, and a
starting object.
For the initial object, there are four choices: a torch, a lockpick, a dose of
health water (heals damage, see V), a dose of refreshment water (replenishes
mind or heart energy).
A backpack can carry up to four stacks of a different object. Gold is counted
separately. The 50 gold coins can also be exchanged for additional initial
objects (see annex II).
Certain archetypes can exchange something for other initial objects, weapons,
or more gold coins (see annex I).

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The choices made by a player in designing his/her character are written down in a
“character sheet.” This document is used throughout the game by each player,
tracking their progression, inventory, and health. An example may be found below.
EXAMPLE OF A CHARACTER SHEET

Name: Reinhardt

Archetype: Knight

SKILLS (MORE CELLS ARE INCLUDED FOR PLAYER PROGRESSION)

VITALITY +3

AGILITY -1

MIND +2

HEART +3

WEAPONS

Longsword (VIT)

ITEMS / GOLD: 50

Torch

TALENTS (GAINED UPON PLAYER PROGRESSION; SEE VI)

HEALTH STATUS (SEE V)

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II. The narrator describes the world, the events in it, and the context in which the
players find themselves, often with a clear challenge.
The players discuss. They may ask the narrator for a more detailed description of the
context.
The players take turns saying what their character wants to do in the given context.
The dice are rolled if appropriate (see iii. actions and action checks).
The players describe their action, the narrator describes the consequence of this action
on the story’s context.
The story continues, with new contexts and new challenges.

III. Players who want to do something in the given context that has a realistic probability of
failure make an action check on the narrator's instruction.
An action check occurs when the characters use their skills to do something in the
world. Action checks are usually unforeseen in the story. These actions are distributed
as follows:
Vitality: pushing, lifting, damaging, destroying, intimidating
Agility: jumping, acrobatics, sneaking, stealing, unlocking, dexterity, hiding,
throwing
Mind: tracking, examining, identifying, and imitating objects and people,
communicating, magical creation (book: fire, lightning, wind)
Heart: lying, persuasion, charming, dancing, performing, healing (staff),
applying telekinesis (staff)
During an action check, three 6-sided dice are rolled.
The total of the roll is added to the appropriate skill bonus of the character doing the
action. For example, should a player character wish to intimidate the owner of an inn
into giving them free drinks, he will make a 3D6 roll and add or subtract his VIT-
bonus.
The narrator consults an action check table to see if or not the character succeeds.
A roll with two or more ones is a “critical failure.”
In the event of a critical failure, the narrator rolls the dice himself and
determines the consequence (something bad) by means of a table.
A roll with two or more sixes is a “critical success.” The action succeeds
regardless of the action check table’s contents.
IV. Players who want to enter battle make a combat check on the narrator's instructions.
A fight can happen spontaneously and is unforeseen in the story. These are played out
on a blank 8x8 map.

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However, certain large-scale battles are usually planned by the narrator. They take
place on a pre-designed map.
During battle, a map with squares and pawns is used to visually represent the
battle. 1 square = 1 meter unless otherwise stated.
During a round of combat, there is always an aggressor (the character who starts
fighting) and a target.
Both sides roll three dice to make a “combat check”. The narrator rolls the
dice for characters in the context of the story (“NPCs” or non-playable
characters). The aggressor describes the way he/she attacks.
Both sides add the total of their rolls to the skill score corresponding
with the weapon the characters are currently using (for example, VIT
for an axe, AGI for a crossbow, etc.)
If both characters are in each other's reach (adjacent space):
The character with the highest roll inflicts damage
based on the difference between the two rolls (see V).
If the aggressor has a wider range than the target (see earlier
under weapon types discussed in I):
The aggressor inflicts damage based on the difference
between the two rolls when making the highest roll. If
the target makes the highest roll, it evades all attacks,
but does not counterattack, unless it also has a ranged
weapon.
All units within the same “faction” take turns before the other faction moves its units
(and takes actions with them).
A character can move up to 4 squares or 8 squares (with mount) in straight
lines and not through obstacles.
After this, a character can use an object, interact with the environment
and roll an action check, or attack.
Characters can escape a battle if their movement exceeds the edges of the map, and if the map
is not closed off by in-game barriers such as walls, rivers, etc.
As with action checks, there are failures and automatic successes during battle.
Rolling two or more ones is a critical failure.
In the event of a failure, the narrator rolls the three dice himself and
determines the consequence (something bad) by means of a table.
Rolling two sixes or more is an automatic success: the difference between the
aggressor and defender’s rolls is doubled.
A player character may have a greater chance of failure due to "hardship". This is
announced or explained by the narrator when appropriate in-game.

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Sleep deprivation, illness, or other forms of hardship that players suffer result
in dice progressively capping out at lower numbers. For example, a player
character that hasn’t eaten nor slept in 48 hours might, according to the
narrator, cap out at a maximum of 3 per rolled dice.
A player character can have "advantage" on his attack.
In "advantage", the player may roll all dice twice and keep the best result of both
rolls.
Advantage always occurs when:
A character attacks a sleeping or unconscious character.
A character attacks another character in the back or in some other way that is
unforeseen.
The opponent is otherwise not focused on the fight (stumbled, nauseous, ...)
Another circumstance as stipulated by the narrator occurs.
Opponents can also have "advantage", going by the same conditions as described
above.
Under the influence of certain items, weapons, or other circumstances, the total number of a
roll may differ (increased or decreased).

Example of a player turn: movement, then attack. Player is equipped with a bow, enemy with
axe.
Upon attack, player rolls 3D6. Result: 12. Adds AGI bonus: +2. Total: 14.
Narrator rolls 3D6 for enemy. Result: 10. Adds VIT bonus: +2. Total: 12.
Enemy character takes damage (see next section V).

Rocks

PLAYER 1 Rocks ENEMY


CHAR. CHAR.
2 3 4
ATTAC
K
V. The narrator consults a table to describe the effect of damage suffered by a character.
The greater the difference between the two rolls during a combat check, the more
severe the damage. This is described by the narrator and indicated by a token on the
player sheet, which has room for four degrees of damage, which correspond with:
grade I superficial cuts/bruises, grade II serious wounds/concussions, grade III broken
bones/bleeding profusely, grade IV mortally wounded.

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On the narrator’s instruction, damage can cause a character to have temporarily lower
bonuses, lose consciousness and stop taking actions. This happens when damage
accumulates or reaches higher grades.
Should a (player) character accumulate serious damage, the narrator will usually issue
a “death warning.” This means a character might die within a set amount of turns
unless healing is applied (see below).
It is possible for a character to die instantly from critically high damage.
Characters may choose to intentionally inflict less severe damage than their roll
allows for. They should describe this during the attack.
Damage can be healed.
Characters who sleep voluntarily for a certain amount of time can allow lighter
damage (grades I, II) to heal on its own over time.
All damage can be repaired with a dose of health water.
All damage (even death) can be repaired with a staff and a successful healing
check using the HRT skill, though the required roll amount to recover from
death is prohibitively high (listed in the narrator’s table). Also, a dead
character has to be carried by another player character out of the battle(field),
which takes up all 4 inventory slots.
If a character dies irrevocably (= is left behind), the player in question can create a
new character with the same total score for the abilities, but redistributed, and in a
different archetype. The objects and weapons of the deceased character can also be
recovered.
If all the characters die, the game progression is reset to the moment of the last “rest”.
The players must try again with a different approach.
VI. Player characters can become more skilled by performing (un)successful actions and by
inflicting and absorbing damage. The narrator tracks this by means of a table.
The moment a player has performed sufficient (un)successful actions, the skill score
bonus increases permanently. Under certain conditions that the table stipulates, a
character can develop up to four "talents." Talents are tied to the four skills. They are
mechanisms that give players more possibilities.
The more challenging opponents within an adventure also have their own talents!

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Annex I: archetypes
All characters that players create fall under 12 possible "archetypes", linked to the four skills.
An archetype helps to shape the character and makes it easier for the players to empathize
with their role. A group of players consisting of multiple archetypes also helps to increase
synergy between the players, but this is not an obligation.
Vitality archetypes
1. Knight, nobleman or woman, soldier, ...

The archetype of the knight includes men and women dressed in splendid armor or going to
war on horseback with swords, axes, lances, ... - usually they do so either in the service of
their lord, their people, or because they are trying to fulfill a personal quest. Knights are
experienced riders, but a novice player who takes on the role of a knight starts without a
horse. Knights are expected to be both physically trained and to have a sharp intellect
(although a player may deviate from this for story reasons – for example, he can take on the
role of knight that failed his military training).
Knights may exchange their initial item (see earlier) at the beginning of the game for an
additional money exchange of 25 gold coins.
Recommended strong skills: vitality, mind.

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2. Warrior, fighter, mercenary, ...

Unlike the knight, a warrior is not bound to any particular lord, quest, or belief. Warriors
usually work pragmatically and offer their services based on a personal code – even if that
code states that the highest payer is always right. Exactly which code a warrior follows
depends on the player in question. However, just like the knights, warriors are in top
physical condition and control the sword, the axe, the spear, ... like no other. They are
dressed in light armor for greater freedom of movement.
Warriors may exchange their initial item for another physical weapon at the beginning of the
game.
Recommended strong skills: vitality, agility.

3. Barbarian, tribesman/woman, chieftain, ...


The barbarian lives as much as possible secluded from the civilized world. Many barbarians
possess a strong connection to nature and while usually unable to master erudite magic-
creating tomes, they do appear to have a natural affinity towards using healing staves –
especially the shamans among them. Both the men and women also take pride in achieving
physical excellence and openly show off their muscles to shivering opponents. Barbarians
often crack down on those opponents with brutal weapons such as clubs and axes.
Recommended strong skills: vitality, heart.
At the beginning of the game, barbarians are allowed to exchange their gold coins for an
extra axe or club (or any weapon of their choice).

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Agility archetypes
4. Thief, assassin, spy, ...

Thieves and other similar sub-archetypes share one thing: they work from the shadows and
strike out of nowhere. Both thieves and assassins use their dexterity to sneak around
undetected, open locks, and claim other people's belongings — in the most drastic cases:

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they might claim someone's life. For this purpose, quick and projectile weapons are the most
ideal. Thieves are also true masters at deceiving and charming their unsuspecting victims.
Recommended strong skills: agility, heart.
At the beginning of the game, thieves are allowed to exchange their initial weapon for 50
extra gold coins and an extra starting item.

5. Ranger, scout, forester, ...

Rangers live closer to nature than to civilization. Deftly maneuvering over difficult terrain is
often equal to taking a stroll for these people. They attempt to maintain all balance in nature
and will often use a (cross)bow to stop brutes who try to plunder the forest’s natural bounty.
Because of their excellent agility, these men or women are also often used as scouts during
militaristic operations.
Recommend strong skills: agility, mind.
At the beginning of the game, rangers are allowed to exchange half of their arrows or
projectiles for an additional starting item.

6. Archer, sniper, hunter/poacher, ...

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Unlike the rangers, who try to live in harmony with the balance of nature, archers usually
master it. Any living creature or animal that thrives within their territory can be considered
prey and can suddenly receive an arrow between the eyes. Archers can be just as pragmatic
as warriors and will want to offer their services, especially their sniper eye, to anyone
willing to compensate them for it, or according to their personal code.
Recommended strong skills: agility, vitality.
At the beginning of the game, archers are allowed to exchange their initial item for 20 extra
arrows.
Mind archetypes
7. Academic, professor, student, ...
People in academia devote themselves to the study of a certain subject. And what topic is
more interesting and popular than the recently discovered elemental magic? Academics often
focus on all facets of magic (although they usually have other interests) and study the
process behind the magical creation of fireballs, gusts of wind and lightning bolts through
mastering complex tomes. And a good experiment is not complete without practical
application...
Recommended strong skills: mind, heart.
At the beginning of the game, academics can exchange their initial item for a second magic
book.

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8. Mage

Mages are men or women who have mastered certain forms of magical creation after
intensive study. The more intelligent, the bulkier their fireballs, the more powerful their gusts
of wind, the wilder the lightning bolts they can conjure out of nowhere, using a magical tome

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containing wicked formulas. Most mages are attached to a certain school and assist with
academics, but some also offer their services as mercenaries, functioning as mobile artillery
from behind the front line. Because of their high intelligence, mages also often make it to
administrative positions.
Recommended strong skills: mind, agility.
At the beginning of the game, magicians can exchange their initial item for two doses of
refreshment water.
9. Mage Knight

Mages who want to use their magical creation on an offensive level and combine this with
their knighthood are counted among the mage knights. In many ways they are identical to the
knights as described in (1), but there are a number of crucial differences. To begin with, a
mage knight must study intensively in order to master magical creation. Not every knight
succeeds in this, and because so much time is spent on studying, magical knights are often
slightly less physically imposing than "ordinary" knights. In addition, they can only wear a
light harness, since the heavy metal seems to have a negative influence on the flow of magic.
Recommended strong skills: mind, vitality.
At the beginning of the game, mage knights can exchange their money purse for an (extra)
physical weapon or a magic tome.

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Heart archetypes
10. Priest, priestess, monk, ...

Clergy such as priests and monks are directly connected to their community (usually their
village or city of birth). They offer spiritual support to the people and visit the weakest to
provide them with medical support. To do this, they use a staff with a polished crystal. By
channeling their pure ‘heart’ into the staff with the crystal, they manage to awaken a healing
power. Some priests earn a living by visiting inns and healing exhausted adventurers. If
necessary, they use their telekinetic abilities to deter brutes from causing havoc.
Recommended strong skills: heart, mind.
At the beginning of the game, priests can exchange their initial item for two doses of health
water.

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11. Druid

The original discovery of magic, about a century ago, is attributed to druids (although
legends tell of a non-human civilization being the true originators of magic). Druids believe
that man must take care of all that lives; they are the "gardeners" of nature. This also
includes a good physical condition. They use their staff with a polished crystal not only
because of its healing effect, but also specialize in telekinesis. In doing so, they hope to deter
foes who pose a danger to nature's weakest. Because of this protective attitude, druids were
spiritual leaders for centuries, but after the recent discovery and study of elemental tome
magic over the last few years, their influential position has diminished.
Recommended strong skills: heart, vitality.
At the beginning of the game, druids can exchange their gold coins for a dose of refreshment
water and a dose of health water.
Gods?
The presence of clergy suggests that there must be a belief in certain gods. However, priests
traditionally believe in the goodness of man, while druids focus on believing in the balance of
nature. There is no classic 'God' that is currently worshipped in the setting of R&S. However,
that does not mean that the players as priests or druids are not allowed to invent their own
God, since they are strangers in the world of R&S.

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12. Bard, troubadour, dancer, ...

A charismatic personality does not always have to lead to a spiritual career, on the contrary:
many bright and charming men and women live as bard, troubadour, dancer, ... They earn
their living by entertaining people with songs, dance, poetry and in this way, like priests,
offer support and distraction to those who need it. However, because of their strong pure
heart, bards can also handle a staff with a focus crystal; For example, they apply telekinesis
as part of their act, or use the healing effect to make people happier for a short time. And
when it is really necessary, such a staff with telekinetic gifts also serves as a means of
protection against bandits and robbers, who are after the bard's often well-stocked purse.
Recommend strong skills: heart, agility.
At the beginning of the game, bards can exchange their initial weapon for 100 additional
gold coins.

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Annex II: items and trade

The objects that appear in the adventures of R&S can be divided into different categories.

Travel items
From this list, players can purchase additional items with their available gold coins at the
beginning of the game (when they design their character).
These items are usually available in every travel shop in villages and towns, but their cost
might differ heavily.
Refreshment water (1 dose) 10 GS. Restores exhausted magic without the character
having to rest (long, undisturbed sleep).
Health water (1 dose) 50 GS. Heals all wounds.
20 projectiles (arrows, throwing knives, ...) 20 GS
Tools (saw, hammer, auxiliary) 3 GS
Rod and bait 1 GS
Rope (10m) 1 GS
Torch (infinitely reusable) 5 GS
Flints 2 GS
Wooden plank 1 GS
Iron wire (can be twisted into a lockpick) 2 GS
Silver bar 50 GS
Gold bar 200 GS
Rough emerald, ruby, sapphire, opal 75 GS
Travel rations 24h 5 GS
Inns

Inns sell one-day travel rations (price varies) and offer (for a fee) the possibility to sleep
undisturbed for a long time (rest) and to have a healer (priest) come. Some inns also sell
rumors and information.

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Weapons
1. Martial weapons
This concerns weapons for the categories of vitality and agility.
Martial arts weapons can be obtained in certain stores during the adventure. The stock, price
and availability depends from store to store. Some weapons are not sold but can only be
found in certain locations during the adventure. Four weapons have a legendary status,
indicated by the use of **. While they can appear during an adventure, this is not a
guaranteed fact.
Vitality weapons

Standard weapons: sword, axe, lance, club, Can break. Available in most stores.
whip, ...
Silver weapons Unbreakable, always give advantage on the
first attack during a combat round. Special
techniques exclusive to silver weapons can
be learned during the adventure.
Magically fused weapons Must have been magically fused by an
amethyst staff. Adds the MND bonus to
every combat check.
*The Sword Mystletain* Unbreakable; gives advantage on all
physical attacks, gives talent 'Luna',
teleports user a box to the side of choice
when attacked.

Agility weapons

Standard projectile weapons: bow, Available in most stores. Gone after use and
crossbow, throwing knives, throwing spears, need to be purchased.
... (largest range)
*The Bow Parthia* Unbreakable and contains infinite number
of arrows, doubles AGI bonus during first
battle round. Always gives advantage.
Pierces rows of four spaces, leaving flames
behind.

2. Magical weapons
This concerns weapons for the categories of intelligence and charisma.
Magical weapons can be obtained in certain stores during the adventure. The stock, price and
availability depends from store to store. Some weapons are not sold, but can only be found in
certain locations during the adventure.

Mind weapons

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Standard tome: magical creation of fire, Standard book. Can be used as many times
wind, lightning as the MND bonus, then exhausted until the
next rest or after a dose of refreshment
water.
Tornado tome (wind) Can be used twice as many times as the
MND bonus.
Bolganone tome (fire) Can be used twice as many times as the
MND bonus.
Thoron tome (lightning) Can be used twice as many times as the
MND bonus.
*The Book Valflame* Gives advantage to any attack or action with
fire magic, doubles result of the roll. Can be
used an infinite number of times.

Heart weapons

Staff A wooden or metal staff that the user


designs himself. A staff must always be
provided with a "focus" (a crystal or
gemstone, see below) in order to be able to
apply the telekinetic and healing effect.
Transparent crystal or glass Standard focus. Can be used as many times
as the HRT bonus, then exhausted until the
next rest or after a dose of refreshment
water.
Opal Gives advantage on persuasion/lying.
Sapphire Gives advantage on telekinesis with objects.
Emerald Gives advantage on healing.
Ruby Gives advantage on telekinesis with living
beings.
Amethyst Can fuse martial weapons with magical
tomes. The characteristics of the book are
adopted by the martial weapon.
Sleep crystal Living creature caught by telekinesis sleeps
involuntarily and without healing
(unconscious) for three turns or for 5
minutes. Crystal breaks after one use.
Silence crystal Living creature caught by telekinesis cannot
speak for five turns or 10 minutes (and
therefore cannot use magic). Crystal breaks
after being used three times.
*The Staff Valkyrie* Unbreakable and inexhaustible. Contains the
properties of all other crystals. Can reverse time
one turn back, every three other turns.
Rings
Rings are jewelry with sometimes powerful properties that are rarely sold but can be found in
certain places in the world.

Skill ring Gives a +3 bonus to the respective skill as

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long as the ring is worn in the inventory
slot.
Ruby: VIT; Emerald: AGI, Sapphire: MND,
Opal: HRT
Seer ring (transparent crystal) Provides information about the skills of
another living being (takes a turn for this
effect to resolve).
Immunity ring (Amethyst) Ignores all the damage the wearer would
normally have suffered during the first
attack of a battle.

Instruction booklets
Some stores sell instruction booklets that, after being read, allow a character to recreate
certain items themselves.
Horses
In some cities, horses and all associated attributes are sold.

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Annex III: character art for inspiration

The following pages contain illustrations drawn by Mayumi Hirota, taken from the official
web page for Fire Emblem: Thracia 776.

https://www.nintendo.co.jp/n02/shvc/bfej/data/chara/index.html

These illustrations can be freely used by players for inspiration when designing their own
character, as they may help convey the setting and atmosphere of the adventures in R&S.

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