FE Handbook PDF
FE Handbook PDF
1
Table of Contents
Table of Contents……………………………………………………………………………………………....2
Introduction to the Game and a Message from the Creator/Adapter………………………………………………..3
Introduction to the System………………………………………………………………………………....…4-7
The Weapon Triangle…………………………………………………………………………………………..8
The Map and Objectives………………………………………………………………………………………..9
Classes……………………………………………………………………………………………………10-30
Weapons………………………………………………………………………………………………….31-35
Forging……………………………………………………………………………………………………....36
Items……………………………………………………………………………………………………..37-38
Skills……………………………………………………………………………………………………..39-42
Character Sheet…………………………………………………………………………………………....43-44
Character Creation……………………………………………………………………………………………45
Leveling Up….……………………………………………………………………………………………....46
Granting Experience Points (EXP)……………………………………………………………………………..47
GM Tips………………………………………………………………………………………………….48-49
2
Introduction to the Game and a Message from the Creator/Adapter
The Fire Emblem RPG is a fan-made tactical role-playing game where the players form a party and battle
through various maps and scenarios placed before them. All players take their turn at the same time, and
cooperation and communication will be vital in their survival. Just as players take their turn together, so too
do all of their opponents. How challenging will this be? That depends on the GM, and the players. Those
familiar with Fire Emblem will likely remember difficulty with maps you’re not familiar with, and with a new
RPG that experience should be happening again and again. So if you’re looking for a challenge – this should be
ready to deliver. Of course, if you’re not – don’t worry. This should have you covered too.
The world of the Fire Emblem RPG takes place in a world where what we know as humans are known as
Beorc. There are other races which have access to fantastical powers known as Laguz, who have the ability to
change their form into animals according to which tribe they belong to. Laguz fight using the weapons given to
them through their animal forms, too proud to have to rely on weapons and spells as Beorc do. Humans and
Sub-Humans are derogatory terms used in hatred, and members of the other race would do well to avoid those
who utter these words. The presence of Laguz and their relationship with Beorc is something every GM will
have to decide whether or not they wish to include in their game. There are other tribes of Laguz I have not
included in this system for one reason or another, however if you are so inclined you are more than welcome to
create stats for them so you can play as or against them. The tribes I didn’t include in the game are Wolves,
Lions, and Black Dragons. Red and White Dragons, as well as Manaketes, can be found in the Dragons
Rising expsansion.
To fans of the series, I hope this was an accurate re-creation of something we’ve grown up loving. Ever since I
first played Fire Emblem I’ve wanted to be able to play it outside of just video games, and unfortunately I
couldn’t find anything that lets me do that. So I figured I’d give it a try. I’ve taken aspects from all of the
games I’ve played, which is all but the newest ones, and thrown them together into what I believe is the ideal
tabletop Fire Emblem experience. Of course, this doesn’t run as smoothly as it would in a video game, and of
course I don’t expect all players to like every aspect of the game I’ve compiled. For those of you who aren’t
happy with it, please change it to suit your liking. Or just omit what you don’t like. This is in your hands right
now after all, there’s nothing stopping you from ripping up a page you don’t like. I expect one issue quite a few
will have will be the Laguz. I found PoR/RD did it well in theory but not in execution, so I tweaked it to my
liking and left it largely the same. Nothing comes from me refusing to adapt, and if you find a certain play-
style more enjoyable – do it! And to those who like what I’ve done – thank you. Truly. Either way, thank you
for at least giving this a try.
Much love,
Dylan
3
Introduction to the System
To play the Fire Emblem RPG, you’ll need a pencil, an eraser, percentile dice (2d10s or 1d100),
possibly a d6 and/or a d8 depending on how you handle leveling up, and a calculator could be
handy to make combat quicker.
In Fire Emblem, there will be a gamemaster, or GM, and either 1 player or a group of players
who will form a party. In the case of a single player and a GM, the player will create all of the
Player Controlled characters and make all of the decisions both in and out of battle. If there are
multiple players, they will each create 1 character who they will control in and out of battle.
Parties can be as large or small as a group wants, depending on the setting and scale of the
campaign or one-shot.
For example, a PC-controlled band of mercenaries aiding a local village against bandits can
consist of anywhere from 4-7 PC’s and still feel natural in terms of size. An army waging large
battles being led by the PC’s on other hand could feel off if the only “allies” on the battlefield
are the 4 PC’s. There are 2 ways to fix cases like this. The first is to have each player roll up 2
PC’s to control instead of just 1. As a result, it would end up with 8 “allies” on the battlefield.
The second option is to introduce ally NPC’s to the battle, which the PC’s can possibly give
vague instructions to (such as engage the enemy, avoid the enemy, go to the target area, etc),
increasing the number of allies without manipulating the party. Of course there are other ways
to deal with these issues, as such every game can, and will, be different.
Fire Emblem rules are almost exclusively designed for the battlefield, though as an RPG role-
playing is highly encouraged. If this is desired, take a look at the “Ultra Abilities” expansion,
as it enables possibilities for role-playing with mechanics behind it. As always, if there’s
another way you’d prefer to do this, do it! As a GM you could always just choose whether
something succeeds or not whether it’s realistic or fun, or what the player said was convincing
to a certain NPC.
On the battlefield, there will typically be 2 or more sides taking turns to attempt to achieve
certain goals depending on the map. The PC’s will always go first.
4
Unit Stats
HP – this is the unit’s total hit points. When taking damage, a unit’s HP goes down. When at 0 HP, units are dead (or
incapacitated). HP cannot go above the unit’s maximum total.
STR – this is the unit’s strength. This determines how much damage the unit does with weapons.
MAG – this is the unit’s magic. This determines how much damage the unit does with tomes or staves’ effectiveness.
DEF – this is the unit’s defense. This determines how much the unit reduces damage it takes from weapons by.
RES – this is the unit’s resistance. This determines how much the unit reduces damage it takes from tomes or magic by.
SKL – this is the unit’s skill. This determines how likely the unit is to hit opponents with attacks and get critical hits.
SPD – this is the unit’s speed. This determines how many attacks a unit gets per combat and its ability to dodge attacks.
LUK – this is the unit’s luck. This determines how likely the unit is to hit opponents with attacks and dodge the attacks
and critical hits of its opponents.
Class – this is the unit’s class. This determines the units starting stats, proficiencies, and its role in battle. There are
currently 53 classes (Beorc and Laguz) in this handbook, and many more classes in expansions. Once a non-promoted
Beorc unit reaches 20th level and levels up once more, or it uses a master seal at any time, it chooses one of the two
promoted unit options available for that class.
Level – this is the unit’s level. Units start at level 1, and can progress by gaining experience points, or EXP. These can be
obtained through battle, using staves or class abilities, or through other means the GM sees suitable. Once at 100 EXP, a
unit levels up and begins counting experience from 0, carrying over any excess EXP.
Movement – this is how many spaces the unit can move every turn. Units move vertically or horizontally, not diagonally.
Units can pass through allies, but not enemies.
Con – this is the unit’s constitution. This represents how big the unit is, including a mount or armour it is wearing. This
affects which other units this unit can shove, or rescue or be rescued by. Typically, a unit can shove a unit whose
constitution is 2 larger or any amount lower than its own, or rescue any unit with a smaller constitution. The average
constitution of a class is presented with its stat block but can be changed within reason during character creation.
Line of Sight – How far the unit can see (what radius around the unit is revealed) in maps where vision is obscured.
Condition – this is what state the unit is currently in. A condition usually wears off after a set amount of turns unless
re-afflicted, or healed by item or staff. Typically, a unit is in normal condition, but can be put under the following:
Berserk: When the Berserk status is applied to a unit, it loses control and will automatically target the most
vulnerable unit in its range, even if it’s an ally. Lasts 3 turns.
Silence: When the Silence status is applied to a unit, it is unable to use magic tomes or staves. Lasts 4 turns.
Sleep: When the Sleep status is applied to a unit, it cannot move, take actions, or counter-attack. This also
affects the unit’s ability to dodge. Lasts 3 turns. Optional: Each combat the afflicted unit is a part of reduces
the duration of the Sleep status condition by 1.
Poison: When the poison status is applied to a unit, it inflicts 3 damage to the afflicted unit at the start of each
of its turns, as well as -10 Accuracy and Dodge. Lasts 5 turns.
Stun: When the Stun status is applied to a unit, it cannot move, take actions, or counter-attack. This also
affects the unit’s ability to dodge. Lasts 1 turn.
5
Shift – this is a Laguz’s shift gauge (Beorc don’t have a shift gauge). This controls their ability to switch forms. A Laguz
automatically goes from humanoid form to animal form once the gauge is full, and from animal form to humanoid form
when it is empty. Laguz can switch from animal form to humanoid form at any time during their turn, and from
humanoid to animal form when it is at 20 or more. While in humanoid form, the shift gauge increases at the start of the
unit’s turn, and with any combat the unit participates in. In animal form, the shift gauge decreases at the start of the
unit’s turn, and with every combat the unit participates in. Each Laguz tribe has a different starting point and rate at
which the gauge increases and decreases.
Proficiency – this is the unit’s skill with a weapon, staff, or tome. This increases through using the desired item, as each
has a weapon experience rating, or wEXP rating, which represents how much wEXP a unit gains with each use.
Whenever a weapon is used, the player fills in boxes underneath that proficiency equal to the weapon’s wEXP rating.
Once a proficiency has reached 100 wEXP, it increases to the next rank. As this increases, the unit will be able to use
weapons with a higher rank, which are typically more powerful. The ranks are, in order: E, D, C, B, A, and S. At S
rank, the user gains +10 hit, +5 crit, and +1 damage with that weapon.
Special Quality – this is something out of the ordinary about the unit. Usually a special quality only affects combat,
however a unit with the “Flying” special quality can travel over most obstacles, but not enemies, during its movement.
Weapon Stats
Mt – this is the weapon’s might. This is added to either the unit’s STR for weapons or MAG for tomes to determine how
much damage is dealt with each attack.
Hit – this is the weapon’s hit rate. This is used to determine how accurate an attack will be.
Crit – this is the weapon’s critical hit rate. This is added to ½ of the unit’s SKL to determine an attack’s critical hit rate.
Range – this is the weapon’s range. This determines what spaces a unit can attack with a certain weapon or tome.
Wt – this is the weapons weight. The unit’s STR is subtracted from this, which is then subtracted from the unit’s SPD
to determine the unit’s speed in battle with a certain weapon equipped. This in turn can be used to find the Dodge rate in
battle by doubling the Speed and adding the unit’s LUK.
Uses – this is the weapon’s (or item’s) durability. Once an item’s durability reaches zero, it is destroyed. Melee and
thrown weapons only lose durability when they strike an enemy, and bows, tomes, and staves lose durability at any time
they are used, even if they miss.
Effect – this is the effect the weapon inflicts upon contact, or any effectiveness it has. If a weapon is effective against a
unit, it deals damage as though its Mt was 3x as high as it really is.
Rank – this is the weapon’s rank. See Proficiency.
wEXP – this is the weapon’s weapon experience rating. See Proficiency.
Other Stats
Gold – this is how much gold the unit has. In order to buy items, a unit needs gold. Items can also be sold for ½ of their
value, which decreases as durability is used up.
Exp – this is the unit’s experience points. See Level.
Note: For all purposes, stats and numbers are always rounded down if applicable,
and any negative numbers become 0 instead.
6
Introduction to the System – Actions
A unit can do any of the following during its turn:
Move: Units can move any number of spaces in its range up to its movement through open spaces or spaces occupied by
allies, but not by enemies. Movement can typically be taken back, unless the unit runs into a unit not revealed in maps due
to visibility or GM discretion. After moving a unit can perform any other action.
Attack: Units with a weapon equipped can attack an enemy unit. After a unit attacks its turn is over.
Equip a different item: Units can equip a different item at any time during its turn before it acts. Until its next turn, a
unit is stuck with whatever it has equipped. Equipping a different item does not end a unit’s turn.
Use an item: Units can use an item in its inventory to gain its effects. After a unit uses an item its turn is over.
Trade: Units can trade items with other allied units. After a unit trades with another it can do any action except move,
otherwise its turn is over. In order to trade items the two units have to be adjacent to one another.
Shove: Non-mounted units can shove other units 1 space. After a unit shoves another its turn is over. The space must be
unoccupied, and up to the GM’s discretion some units cannot be shoved.
Rescue: Units can rescue and drop other allied units. A unit rescuing another loses ½ its SPD and SKL. After a unit
rescues another its turn is over.
A class ability that requires an action: After a unit uses a class ability that requires an action, its turn is over
Wait: Units can end its turn at any time, even without doing another action that would end its turn.
Seize: Units can end certain maps by choosing the “Seize” action on certain spaces of the map. After a unit seizes a space,
its turn is over or the map is completed.
Escape: Units can escape certain maps by choosing the “Escape” action on certain spaces of the map. After a unit escapes a
map, it is removed from the map. Typically once all party members or a certain party member has escaped, the map is over.
Note: A mounted or flying unit can move any number of left over movement spaces after an
action other than “Wait” that ends their turn, but must “Wait” after this movement.
7
The Weapon Triangle
In the Fire Emblem RPG there are two Weapon Triangles, similar to Rock-Paper-Scissors, in
which weapons have an advantage against one type of weapon but have a disadvantage to
another. One is for weapons, and one is for tomes.
The two weapon triangles are:
Swords Dark
Fire
Thunder Wind
Anima
When in combat against a weapon or tome against which a unit has an advantage through the
weapon triangle, the unit gets +10 to accuracy and +2 damage.
When in combat against a weapon or tome against which a unit has a disadvantage through
the weapon triangle, the unit loses 10 accuracy and 2 damage.
Weapons not included in a weapon triangle neither have an advantage nor disadvantage
against any weapons, and a weapon does not have an advantage or disadvantage against
itself.
8
The Map and Objectives
The Fire Emblem RPG is played on a grid, where the player characters start in set spaces where they can rearrange
themselves in, and then have to work their way towards a certain goal, depending on the map. This goal is typically
explained to the players before the map begins. Goals can include, but are not limited to:
Seize: Have a player character choose the “Seize” action on a certain space on the map
Rout: Defeat all enemies on the map
Defeat the Boss: Defeat a certain unit on the map, designated as the “Boss”
Survive: Survive a certain number of turns
Defend: Prevent enemies from ending their turn on a certain space on the map
Escape: All players must choose the “Escape” action on a certain space on the map
A map can be in any climate, whether it’s on a mountaintop or in a desert. Certain terrains will impose movement
restrictions on units though, or have other effects. Here is a list of several terrains and some modifiers that may apply:
Plain: No modifiers
Forest: +1 Defense, +15 Dodge, every space of movement takes the equivalent of two
Mountain: +2 Defense, +20 Dodge, every space of movement takes the equivalent of three
Fort/Throne: +2 Defense, +30 Dodge, no movement penalty, unit gains 10% of total HP each turn
Sea: +10 Dodge, every space of movement takes the equivalent of two
Desert: +5 Dodge, every space of movement takes the equivalent of two, movement for armoured and mounted
units takes the equivalent of three, magic users and thief line are unaffected
Certain maps will have terrain at different elevations. If a ranged attack is made against a unit at a lower elevation, the
attacker gets +1 damage and +30 Accuracy. If a ranged attack is made against a unit at a higher elevation, the attacker
gets -1 damage and -30 Accuracy. Melee attacks cannot be made against targets at different elevations.
It is important to note that the terrain can and should be used to control where units can move through the use of
buildings, fences, rivers, walls, rock-faces, and countless other ways to manage movement. Flying units can mitigate
these as per the GM’s discretion, typically they can fly over most obstacles. Doors are common obstacles in maps with
buildings, and can be opened through the use of a key or the pick skill, or through brute force. Depending on the type of
door, it will require a different amount of damage dealt to it in order to open.
Door Type Door HP Landmark Type Landmark HP Effect
Wooden Door 25 Snag 25 Falls into unoccupied adjacent space, units
Reinforced Wooden Door 40 can now cross it if they could not before.
Iron Door 50 Boulder 30 Rolls down map in a straight line, dealing
Reinforced Iron Door 65 10 points of damage to units in the way.
Portcullis 80 Cliffside 50 Rolls down map in a straight line, dealing
Castle Door 100 20 points of damage to units in the way.
On the battlefield there will occasionally be stationary weaponry found. These are usable by any non-mounted unit with
proficiency with bows, regardless of rank. The stationary weapons which can be found are:
Weapon Name Mt Hit Crit Range Wt Uses Effect wEXP
Ballista 18 100 0 3-10 30 5 Flying, Ignores user’s STR 4
Iron Ballista 22 90 0 3-15 30 5 Flying, Ignores user’s STR 4
Killer Ballista 20 95 15 3-10 30 5 Flying, Ignores user’s STR 4
Onager 20 Always Cannot 3-10 30 5 Damages the target space and all units 4
hits in adjacent spaces, Ignores user’s STR
9
Classes
Archer
Lightly armored warriors who attack from a distance.
Starting Stats Proficiencies: Bow
HP 17 Starting Skills: -
STR 6 Special Qualities: -
MAG 0
DEF 4
RES 3
SKL 9
SPD 7
LUK 5
MOV 6
CON 6
LoS 4
Promotes To:
Ranger
Soldiers of the wilderness who utilize both the sword and bow to deadly effect.
Promotion Stat Increases Proficiencies gained: Sword
HP 2 Promotion Skill: Swiftfoot
STR 3 Occult Skill: Multishot
MAG 1 Special Qualities: -
DEF 3
RES 1
SKL 1
SPD 2
LUK 1
MOV 1
Sniper
Veteran archers whose skill with the bow is unmatched.
Promotion Stat Increases Proficiencies gained: -
HP 1 Promotion Skill: Hawkeye
STR 2 Occult Skill: Deadeye
MAG 1 Special Qualities: -
DEF 1
RES 1
SKL 3
SPD 3
LUK 2
MOV 1
10
Bard
Talented individuals who inspire their allies in battle.
Starting Stats Proficiencies: Knife
HP 17 Starting Skills: Canto
STR 2 Special Qualities: -
MAG 3
DEF 1
RES 5
SKL 6
SPD 6
LUK 11
MOV 6
CON 5
LoS 4
Promotes To:
Skald
Hardy warriors who inspire their allies from the frontlines.
Promotion Stat Increases Proficiencies gained: Axe
HP 3 Promotion Skill: Battle Cry
STR 4 Occult Skill: Encore
MAG 0 Special Qualities: -
DEF 3
RES 1
SKL 1
SPD 1
LUK 1
MOV 1
Troubadour
Mounted performers whose sacred staves aid allies.
Promotion Stat Increases Proficiencies gained: Staff
HP 2 Promotion Skill: Resonance
STR 0 Occult Skill: Inspire
MAG 3 Special Qualities: Mounted
DEF 1
RES 2
SKL 1
SPD 3
LUK 1
MOV 2
11
Brigand
Mighty axe-fighters who fell enemies with brute strength.
Starting Stats Proficiencies: Axe
HP 27 Starting Skills: -
STR 10 Special Qualities: -
MAG 0
DEF 1
RES 1
SKL 3
SPD 4
LUK 6
MOV 5
CON 11
LoS 4
Promotes To:
Berserker
Those skilled in killing blows who live to fight.
Promotion Stat Increases Proficiencies gained: -
HP 4 Promotion Skill: Frenzy
STR 3 Occult Skill: Rage
MAG 0 Special Qualities: -
DEF 1
RES 1
SKL 1
SPD 2
LUK 2
MOV 1
Brawler
Powerhouses who throw their opponents around with ease.
Promotion Stat Increases Proficiencies gained: Sword
HP 3 Promotion Skill: Bulldozer
STR 3 Occult Skill: Cleave
MAG 0 Special Qualities: -
DEF 1
RES 2
SKL 2
SPD 1
LUK 2
MOV 1
12
Cavalier
Mounted knights with superior movement.
Starting Stats Proficiencies: Axe or Lance or Sword
HP 18 Starting Skills: -
STR 7 Special Qualities: Mounted
MAG 0
DEF 7
RES 1
SKL 5
SPD 8
LUK 3
MOV 8
CON 18
LoS 4
Promotes To:
Paladin
Talented cavaliers dedicated to the art of horsemanship.
Promotion Stat Increases Proficiencies gained: Axe or Lance or Sword
HP 3 Promotion Skill: Strike True
STR 2 Occult Skill: Challenge
MAG 0 Special Qualities: Mounted
DEF 1
RES 2
SKL 3
SPD 2
LUK 1
MOV 1
Vanguard
Battle-hardened cavaliers who excel on the frontlines.
Promotion Stat Increases Proficiencies gained: -
HP 3 Promotion Skill: Counter
STR 3 Occult Skill: Supremacy
MAG 0 Special Qualities: Mounted
DEF 4
RES 1
SKL 1
SPD 1
LUK 1
MOV 1
13
Cleric
Holy wielders of radiant magic and staves.
Starting Stats Proficiencies: Light, Staff
HP 16 Starting Skills: -
STR 1 Special Qualities: -
MAG 5
DEF 3
RES 9
SKL 5
SPD 6
LUK 6
MOV 6
CON 6
LoS 4
Promotes To:
Bishop
An honorary given to those who have reached enlightenment.
Promotion Stat Increases Proficiencies gained: -
HP 2 Promotion Skill: Blessing
STR 1 Occult Skill: Holy Aura
MAG 2 Special Qualities: -
DEF 1
RES 3
SKL 1
SPD 1
LUK 3
MOV 1
Paragon
Blessed warriors who fight for holy causes.
Promotion Stat Increases Proficiencies gained: Lance
HP 2 Promotion Skill: Boon
STR 3 Occult Skill: Judgement
MAG 1 Special Qualities: Mounted
DEF 2
RES 1
SKL 1
SPD 2
LUK 1
MOV 2
14
Druid
Powerful wielders of the ancient dark magic arts.
Starting Stats Proficiencies: Dark
HP 20 Starting Skills: -
STR 3 Special Qualities: -
MAG 9
DEF 4
RES 7
SKL 3
SPD 4
LUK 2
MOV 5
CON 7
LoS 4
Promotes To:
Necromancer
Masters of dark magic who use it to control the dead.
Promotion Stat Increases Proficiencies gained: -
HP 2 Promotion Skill: Rise
STR 1 Occult Skill: Army of the Dead
MAG 3 Special Qualities: -
DEF 2
RES 2
SKL 2
SPD 1
LUK 1
MOV 1
Warlock
Wielders of both dark and anima magic who curse their foes.
Promotion Stat Increases Proficiencies gained: Fire or Thunder or Wind
HP 2 Promotion Skill: Drain
STR 1 Occult Skill: Hex
MAG 4 Special Qualities: -
DEF 3
RES 1
SKL 1
SPD 1
LUK 1
MOV 1
15
Fighter
Combatants whose strength and hardiness carry them to glory.
Starting Stats Proficiencies: Axe
HP 24 Starting Skills: -
STR 9 Special Qualities: -
MAG 0
DEF 3
RES 2
SKL 5
SPD 5
LUK 3
MOV 6
CON 9
LoS 4
Promotes To:
Guardian
Fighters who have gotten their allies through countless perils.
Promotion Stat Increases Proficiencies gained: Lance
HP 3 Promotion Skill: Redirect
STR 2 Occult Skill: Parry
MAG 0 Special Qualities: Armoured
DEF 5
RES 2
SKL 1
SPD 1
LUK 0
MOV 1
Warrior
Battle-tested warriors who have proven their strength.
Promotion Stat Increases Proficiencies gained: Bow
HP 4 Promotion Skill: Cripple
STR 3 Occult Skill: No Escape
MAG 0 Special Qualities: -
DEF 1
RES 0
SKL 3
SPD 2
LUK 1
MOV 1
16
Knight
Heavily armoured knights whose great defense acts like a wall against all.
Starting Stats Proficiencies: Lance
HP 21 Starting Skills: -
STR 9 Special Qualities: Armoured
MAG 0
DEF 12
RES 0
SKL 5
SPD 3
LUK 2
MOV 5
CON 15
LoS 4
Promotes To:
General
Seasoned knights who can hold off whole battalions by themselves.
Promotion Stat Increases Proficiencies gained: Axe
HP 3 Promotion Skill: Bastion
STR 2 Occult Skill: Iron Wall
MAG 0 Special Qualities: Armoured
DEF 3
RES 1
SKL 2
SPD 2
LUK 1
MOV 1
Great Knight
Mounted knights who crash down upon their foes as a highly mobile wall of steel.
Promotion Stat Increases Proficiencies gained: -
HP 2 Promotion Skill: Pavise
STR 1 Occult Skill: Charge
MAG 0 Special Qualities: Armoured, Mounted
DEF 2
RES 1
SKL 2
SPD 4
LUK 1
MOV 2
17
Mage
Those schooled in anima magic who buffet foes with the elements.
Starting Stats Proficiencies: 2x Anima (Fire or Thunder or Wind)
HP 15 Starting Skills: -
STR 1 Special Qualities: -
MAG 7
DEF 1
RES 8
SKL 8
SPD 6
LUK 5
MOV 6
CON 5
LoS 4
Promotes To:
Mage Knight
Mobile mages who found excellence on the battlefield.
Promotion Stat Increases Proficiencies gained: -
HP 3 Promotion Skill: Aegis
STR 1 Occult Skill: Flare
MAG 1 Special Qualities: Mounted
DEF 2
RES 1
SKL 1
SPD 3
LUK 1
MOV 2
Sage
Arcane masters who delved into their art and came out with greater knowledge.
Promotion Stat Increases Proficiencies gained: Dark or Light or Fire or Staff or
HP 1 Thunder or Wind
STR 1 Promotion Skill: Phasing
MAG 3 Occult Skill: Deeper Knowledge
DEF 1 Special Qualities: -
RES 2
SKL 3
SPD 1
LUK 2
MOV 1
18
Mercenary
Professional soldiers with superior combat prowess.
Starting Stats Proficiencies: Sword
HP 18 Starting Skills: -
STR 7 Special Qualities: -
MAG 0
DEF 5
RES 2
SKL 8
SPD 7
LUK 4
MOV 6
CON 8
LoS 4
Promotes To:
Hero
The finest of mercenaries who have proven their capabilities.
Promotion Stat Increases Proficiencies gained: Axe
HP 2 Promotion Skill: Dash
STR 2 Occult Skill: Disarm
MAG 0 Special Qualities: -
DEF 1
RES 1
SKL 4
SPD 3
LUK 1
MOV 1
Sentinel
Professional fighters with a keen awareness of their surroundings.
Promotion Stat Increases Proficiencies gained: Lance
HP 4 Promotion Skill: Vigilance
STR 1 Occult Skill: Diehard
MAG 0 Special Qualities: -
DEF 3
RES 3
SKL 1
SPD 1
LUK 1
MOV 1
LoS 2
19
Myrmidon
Swordsmen specialized in killing blade strokes.
Starting Stats Proficiencies: Sword
HP 16 Starting Skills: -
STR 6 Special Qualities: -
MAG 0
DEF 2
RES 2
SKL 10
SPD 9
LUK 6
MOV 6
CON 6
LoS 4
Promotes To:
Soulblade
Swordsmen wielding arcane blades which can bypass armour.
Promotion Stat Increases Proficiencies gained: Dark or Fire or Light or Thunder or
HP 2 Wind
STR 1 Promotion Skill: Infuse
MAG 4 Occult Skill: Arcane Rush
DEF 1 Special Qualities: -
RES 3
SKL 1
SPD 1
LUK 1
MOV 1
Swordmaster
Those dedicated to the sword who can cut down foes faster than lightning.
Promotion Stat Increases Proficiencies gained: -
HP 2 Promotion Skill: Finesse
STR 2 Occult Skill: Astra
MAG 1 Special Qualities: -
DEF 1
RES 1
SKL 2
SPD 4
LUK 1
MOV 1
20
Nomad
Incredibly swift archers riding on horseback.
Starting Stats Proficiencies: Bow
HP 18 Starting Skills: -
STR 6 Special Qualities: Mounted
MAG 0
DEF 3
RES 2
SKL 6
SPD 10
LUK 4
MOV 8
CON 14
LoS 4
Promotes To:
Nomad Trooper
Sword-swinging, arrow-flinging battle hardened nomadic warriors.
Promotion Stat Increases Proficiencies gained: Sword
HP 3 Promotion Skill: Flanking
STR 2 Occult Skill: Master Horseman
MAG 0 Special Qualities: Mounted
DEF 3
RES 2
SKL 2
SPD 1
LUK 1
MOV 1
Raider
Nomads specializing in hit-and-run tactics with both lance and bow.
Promotion Stat Increases Proficiencies gained: Lance
HP 2 Promotion Skill: Trample
STR 3 Occult Skill: Pierce
MAG 0 Special Qualities: Mounted
DEF 2
RES 1
SKL 1
SPD 3
LUK 2
MOV 1
21
Pegasus Knight
Mounted knights who travel the skies on pegasi.
Starting Stats Proficiencies: Lance
HP 16 Starting Skills: -
STR 6 Special Qualities: Flying, Mounted
MAG 0
DEF 4
RES 5
SKL 5
SPD 10
LUK 3
MOV 8
CON 16
LoS 5
Promotes To:
Falcoknight
Pegasus knights who rule the skies with their blistering speed.
Promotion Stat Increases Proficiencies gained: Sword
HP 2 Promotion Skill: Air Superiority
STR 3 Occult Skill: Giantkiller
MAG 0 Special Qualities: Flying, Mounted
DEF 1
RES 1
SKL 3
SPD 3
LUK 1
MOV 1
Valkyrie
Blessed Pegasus knights renowned for their grace and magic.
Promotion Stat Increases Proficiencies gained: Light
HP 2 Promotion Skill: Holy Conduit
STR 1 Occult Skill: Favoured
MAG 4 Special Qualities: Flying, Mounted
DEF 1
RES 2
SKL 1
SPD 1
LUK 2
MOV 1
22
Soldier
Footsoldiers with great versatility and potential everywhere.
Starting Stats Proficiencies: Lance
HP 17 Starting Skills: -
STR 7 Special Qualities: -
MAG 0
DEF 6
RES 3
SKL 6
SPD 6
LUK 6
MOV 6
CON 8
LoS 4
Promotes To:
Commander
Soldiers who have risen in the ranks and inspire their comrades.
Promotion Stat Increases Proficiencies gained: Sword
HP 3 Promotion Skill: Motivate
STR 2 Occult Skill: Rally
MAG 0 Special Qualities: Armoured
DEF 4
RES 2
SKL 1
SPD 1
LUK 1
MOV 1
Halberdier
Skilled lancers capable of downing foes in a single thrust.
Promotion Stat Increases Proficiencies gained: -
HP 2 Promotion Skill: Lunge
STR 2 Occult Skill: Impale
MAG 0 Special Qualities: -
DEF 1
RES 1
SKL 4
SPD 3
LUK 1
MOV 1
23
Thief
Fortune-seekers skilled both in and out of combat.
Starting Stats Proficiencies: Knife
HP 15 Starting Skills: Pick
STR 4 Special Qualities: -
MAG 0
DEF 1
RES 1
SKL 8
SPD 15
LUK 6
MOV 7
CON 5
LoS 6
Promotes To:
Assassin
Agile and powerful deliverers of instant death.
Promotion Stat Increases Proficiencies gained: -
HP 2 Promotion Skill: Reaper
STR 3 Occult Skill: Lethality
MAG 1 Special Qualities: -
DEF 1
RES 1
SKL 3
SPD 2
LUK 1
MOV 1
Rogue
Lightning-fast thieves who take what they please.
Promotion Stat Increases Proficiencies gained: Bow
HP 2 Promotion Skill: Steal
STR 2 Occult Skill: Fast Fingers
MAG 1 Special Qualities: -
DEF 1
RES 1
SKL 2
SPD 3
LUK 2
MOV 1
24
Wyvern Rider
Knights on wyvernback who are a terror to face on the ground or in the air.
Starting Stats Proficiencies: Lance
HP 20 Starting Skills: -
STR 9 Special Qualities: Dragon, Flying
MAG 0
DEF 9
RES 0
SKL 4
SPD 5
LUK 2
MOV 8
CON 24
LoS 5
Promotes To:
Dracoknight
Knights who have an unbreakable bond with their flame-spewing wyvern.
Promotion Stat Increases Proficiencies gained: Fire
HP 2 Promotion Skill: Firebreathing
STR 1 Occult Skill: Inferno
MAG 4 Special Qualities: Dragon, Flying
DEF 1
RES 3
SKL 1
SPD 1
LUK 1
MOV 1
Wyvern Lord
Wyvern knights who rule the battlefield on enormous wyverns.
Promotion Stat Increases Proficiencies gained: Axe
HP 3 Promotion Skill: Ironhide
STR 3 Occult Skill: Fearsome
MAG 0 Special Qualities: Dragon, Flying
DEF 3
RES 1
SKL 2
SPD 1
LUK 1
MOV 1
25
Laguz
When a Laguz shifts into their animal form from their humanoid form, their STR, MAG,
DEF, RES, SKL, and SPD all receive a 50% boost, plus their CON increases drastically. This
increase will differ slightly for each unit but should roughly be around 75%. While in their
animal form, Laguz’s Movement is increased by 2. This potentially makes them very powerful,
but Laguz can’t be in this form all the time – and when they’re in humanoid form they’re
vulnerable to attacks. Feel free to change the starting shift gauge within reason when making
a Laguz.
When Laguz reach the level at which they would promote if they were a Beorc, they instead
gain a special skill and continue leveling up as normal. Once a Laguz has reached this point,
they can receive their Occult skill as if they had promoted. A Laguz cannot receive their occult
skill before they reach the level at which they would promote if they were a Beorc. If the player
is leveling up with the growth rate system, at this time the growth rates all increase by 5% and
may be rearranged. At this time the unit’s base movement also increases by 1.
In humanoid form, Laguz can only counterattack, using their untransformed stats for combat.
Cat
Laguz that use cunning and nimble attacks to corner and defeat enemies.
Starting Stats Proficiencies: Fang
HP 22 Starting Skills: -
STR 5 Laguz Skill: Nimble
MAG 0 Occult Skill: Pounce
DEF 3 Special Qualities: Beast*, Laguz*
RES 2 *Only has Special Quality in animal form
SKL 7
SPD 8
LUK 4
MOV 6
CON 10
LoS 5
26
Hawk
Laguz that use aerial acrobatics and deadly talons to throw off and defeat enemies.
Starting Stats Proficiencies: Talon
HP 24 Starting Skills: -
STR 6 Laguz Skill: Tailwind
MAG 0 Occult Skill: Hit and Run
DEF 5 Special Qualities: Flying, Laguz*
RES 1 *Only has Special Quality in animal form
SKL 5
SPD 6
LUK 3
MOV 7
CON 8
LoS 5
27
Heron
Laguz who use magical songs to invigorate and aid their allies.
Starting Stats Proficiencies: -
HP 15 Starting Skills: Canto, Reverberate
STR 1 Laguz Skill: Grace
MAG 5 Occult Skill: Ancient Verse
DEF 1 Special Qualities: Flying, Laguz*
RES 7 *Only has Special Quality in animal form
SKL 4
SPD 5
LUK 12
MOV 6
CON 5
LoS 5
28
Raven
Laguz who use unmatched speed and intuition to sow confusion and defeat enemies.
Starting Stats Proficiencies: Beak
HP 18 Starting Skills: -
STR 4 Laguz Skill: Vortex
MAG 0 Occult Skill: Whirlwind
DEF 3 Special Qualities: Flying, Laguz*
RES 3 *Only has Special Quality in animal form
SKL 8
SPD 9
LUK 5
MOV 7
CON 6
LoS 5
29
Tiger
Laguz who use power and speed to wreak havoc among enemy lines and defeat enemies.
Starting Stats Proficiencies: Claw
HP 25 Starting Skills: -
STR 7 Laguz Skill: Rend
MAG 0 Occult Skill: Roar
DEF 6 Special Qualities: Beast*, Laguz*
RES 2 *Only has Special Quality in animal form
SKL 4
SPD 5
LUK 2
MOV 6
CON 13
LoS 4
30
Weapons
If a weapon has a special quality listed under its effect, it is effective against a unit with that special quality.
Axes
Axe Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Bronze Axe E 7 80 0 1 8 50 250 - 1
Hand Axe E 7 70 0 1-2 13 25 375 - 1
Iron Axe E 8 75 0 1 10 45 300 - 1
Halberd D 10 65 0 1 18 18 810 Mount 3
Hammer D 10 65 0 1 20 18 800 Armour 3
Iron Poleax D 12 60 0 1 16 30 700 - 2
Steel Axe D 11 65 0 1 15 35 420 - 2
Venin Axe D 5 65 0 1 11 40 360 - 1
Killer Axe C 12 65 30 1 12 20 1,000 - 2
Laguz Axe C 13 70 0 1 16 15 5,250 Laguz 3
Short Axe C 10 75 5 1-2 13 15 1,500 - 2
Steel Poleax C 15 50 0 1 18 25 1,100 - 3
Wyrm Axe C 14 65 0 1 18 18 6,000 Dragon 3
Bolt Axe B 13 65 0 1-2 12 25 4,750 MAG not STR, Thunder 2
for magic weapon triangle
Brave Axe B 11 60 0 1 14 30 4,600 2x Strikes 2
Tomahawk B 13 70 0 1-2 17 15 5,550 - 2
Silver Axe A 17 70 0 1 14 25 1,250 - 3
Silver Poleax A 21 55 0 1 20 20 2,200 - 4
Urvan S 22 75 10 1 18 30 10,000 +5 DEF 5
Bows
Bow Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Bronze Bow E 5 90 0 2 4 50 375 Flying 1
Iron bow E 6 85 0 2 5 45 540 Flying 1
Crossbow D 8 70 0 2 14 18 1,750 Flying, Armour 3
Iron Longbow D 8 70 0 2-3 7 25 1,500 Flying 2
Short Bow D 7 80 5 2 6 30 1,500 Flying 1
Steel Bow D 9 75 0 2 9 35 840 Flying 2
Venin Bow D 4 70 0 2 6 40 600 Flying, Poison 1
Killer Bow C 9 75 30 2 7 20 1,050 Flying 2
Laguz Bow C 10 75 0 2 10 15 1,950 Flying, Laguz 3
Steel Longbow C 11 60 0 2-3 11 20 3,000 Flying 3
Brave Bow B 10 70 0 2 12 30 5,850 Flying, 2x Strikes 2
Bright Bow B 10 70 0 2 9 25 5,750 Flying, MAG not STR, 2
Light for magic weapon
triangle
Double Bow A 9 65 5 1-2 10 30 5,400 Flying 2
Silver Bow A 13 80 0 2 13 25 2,000 Flying 3
Silver A 15 65 0 2-3 15 20 5,000 Flying 4
Longbow
Rienfleche S 15 80 15 2 13 30 10,000 +5 LUK, Flying 5
Note: A weapon that is effective against a unit is treated as having its Mt being 3x as large as it is when fighting that
unit.
31
Lances
Lance Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Bronze Lance E 6 85 0 1 7 50 360 - 1
Iron Lance E 7 80 0 1 8 45 450 - 1
Javelin E 6 75 0 1-2 11 25 500 - 1
Slim Lance E 5 90 5 1 6 35 525 - 1
Heavy Lance D 9 75 0 1 18 18 1,260 Armour 3
Iron Greatlance D 11 65 0 1 14 40 640 - 2
Knight Killer D 7 75 0 1 16 18 1,170 Mount 3
Steel Lance D 10 75 0 1 13 35 560 - 2
Venin Lance D 4 70 0 1 9 40 440 Poison 1
Killer Lance C 10 75 30 1 10 20 1,200 - 2
Laguz Lance C 12 75 0 1 16 15 1,620 Laguz 3
Short Spear C 9 80 0 1-2 12 15 1,950 - 2
Steel Greatlance C 14 60 0 1 18 30 1,120 - 3
Wyrm lance C 13 70 0 1 17 15 1,950 Dragon 3
Brave Lance B 10 70 0 1 17 30 5,700 2x Strikes 2
Flame Lance B 10 75 0 1-2 12 25 7,500 Beast, MAG not STR, Fire 2
for magic weapon triangle
Spear B 12 75 5 1-2 15 15 5,700 - 3
Silver Greatlance A 17 60 0 1 17 20 2,100 - 4
Silver Lance A 13 75 0 1 12 25 1,500 - 3
Wishblade S 16 80 10 1-2 15 30 10,000 +5 RES 5
Swords
Sword Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Bronze Sword E 5 90 0 1 6 50 350 - 1
Iron Sword E 6 85 0 1 7 45 460 - 1
Slim Sword E 4 95 5 1 5 35 560 - 1
Armourslayer D 8 70 0 1 17 18 1,260 Armour 3
Iron Blade D 10 70 0 1 15 35 980 - 2
Longsword D 6 70 0 1 15 18 1,260 Mount 3
Steel Sword D 9 75 0 1 12 35 700 - 2
Venin Edge D 3 75 0 1 8 40 520 Poison 1
Killing Edge C 9 80 30 1 9 20 1,300 - 2
Laguzslayer C 9 75 0 1 13 15 1,800 Laguz 3
Steel Blade C 11 60 0 1 17 35 900 - 2
Wyrmslayer C 10 70 0 1 15 18 2,500 Dragon 3
Brave Sword B 9 70 0 1 16 30 5,400 2x Strikes 2
Sonic Sword B 10 75 0 1-2 9 25 5,500 Flying, MAG not STR, 2
Wind for magic weapon
triangle
Runesword A 12 70 0 1-2 19 15 7,200 MAG not STR, Gain HP equal to 3
damage, Dark for magic weapon
triangle
Silver Blade A 15 65 0 1 14 15 1,800 - 4
Silver Sword A 13 80 0 1 11 25 1,875 - 3
Vague Katti S 13 85 35 1 8 30 10,000 +5 LUK 5
Note: A weapon that is effective against a unit is treated as having its Mt being 3x as large as it is when fighting that
unit.
32
Knives
Knife Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Bronze Knife E 4 95 0 1-2 1 30 350 - 1
Bronze Dagger D 5 90 0 1 2 45 450 - 1
Iron Knife D 5 85 5 1-2 2 25 600 - 1
Stiletto D 7 70 10 1 12 20 1,350 Armour 3
Venin Dagger D 3 75 0 1 3 35 400 Poison 1
Beastslayer C 7 70 0 1 5 15 2,000 Laguz 3
Iron Dagger C 6 80 0 1 3 40 700 - 2
Killer Dagger C 7 75 30 1 6 15 1,500 - 2
Steel Knife C 6 75 5 1-2 3 20 850 - 2
Wyrm Dagger C 8 70 0 1 7 15 2,500 Dragon 3
Brave Dagger B 7 75 0 1 6 30 6,500 2x Strikes 2
Steel Dagger B 7 70 0 1 4 35 950 - 2
Silver Dagger A 11 75 5 1 6 25 1,300 - 4
Silver Knife A 9 80 10 1-2 5 15 1,200 - 3
Peshkatz S 13 90 20 1-2 7 30 10,000 +5 DEF 5
Staves
Staff Name Rank Hit Effect Range Wt Uses Cost wEXP
Heal E - Heals 10 + MAG 1 2 40 700 1
Mend D - Heals 20 + MAG 1 4 20 1,000 2
Restore D - Removes all conditions 1 4 10 2,000 1
Unlock D - Opens 1 door or chest 1-2 7 10 1,500 1
Hammerne C - Restores all uses to 1 weapon 1 8 3 1,800 4
Physic C - Heals 10 + MAG 1-MAG/2 5 15 3,750 3
Rescue C - Teleports ally in range to an adjacent space 1-MAG/2 6 10 3,000 2
Ward C - +7 RES, decreases by 1 each turn until normal 1 4 15 2,250 1
Berserk B 60 + User’s Target is Berserk 1-MAG/2 8 3 1,500 3
Mag -
Target’s RES
Recover B - Heals all HP 1 6 15 2,250 2
Silence B 70 + User’s Target is Silenced 1-MAG/2 5 3 1,200 2
Mag -
Target’s RES
Warp B - Teleports adjacent ally to a space in range 1-MAG/2 9 5 3,500 3
Fortify A - Restore all HP to all allies in range 1-5 7 10 2,500 2
Sleep A 65 + User’s Target is Asleep 1-MAG/2 5 3 1,200 3
Mag -
Target’s RES
Ashera Staff S - Restores all HP to all allies, +5 DEF - 7 3 10,000 30
Note: A weapon that is effective against a unit is treated as having its Mt being 3x as large as it is when fighting that
unit.
33
Tomes
Anima
Fire
Tome Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Fire E 4 80 0 1-2 2 40 600 Beast 1
Elfire D 5 70 5 1-2 4 30 900 Beast 1
Meteor C 9 65 0 3-10 11 5 1,200 Beast 2
Rexfire C 6 70 30 1-2 8 10 2,000 Beast 3
Bolganone B 8 70 0 1-2 8 25 2,650 Beast 2
Eruption A 11 65 0 1-2 10 20 4,000 Beast 3
Forblaze S 15 80 10 1 and 2 (both spaces, in 12 30 10,000 Beast 5
straight line)
Thunder
Tome Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Thunder E 5 75 0 1-2 3 40 700 Dragon 1
Elthunder D 6 65 5 1-2 5 30 950 Dragon 1
Bolting C 10 60 0 3-10 12 5 1,400 Dragon 2
Rexthunder C 7 65 30 1-2 9 10 2,250 Dragon 3
Storm B 9 65 0 1-2 9 25 3,150 Dragon 2
Thoron A 12 60 0 1-2 11 20 4,500 Dragon 3
Arcblast S 20 75 15 1-2 13 30 10,000 Dragon 5
Wind
Tome Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Wind E 3 85 0 1-2 1 40 500 Flying 1
Elwind D 4 75 5 1-2 3 30 850 Flying 1
Blizzard C 8 70 0 3-10 10 5 1,000 Flying 2
Rexwind C 5 75 30 1-2 7 10 1,750 Flying 3
Tornado B 7 75 0 1-2 7 25 2,150 Flying 2
Hurricane A 10 70 0 1-2 9 20 3,500 Flying 3
Aircalibur S 14 85 10 1-4 11 30 10,000 Flying 5
Note: A weapon that is effective against a unit is treated as having its Mt being 3x as large as it is when fighting that
unit.
34
Light
Tome Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Light E 2 90 0 1-2 2 40 600 - 1
Ellight D 3 80 5 1-2 4 30 800 - 1
Chastise D - 65 0 1-2 5 20 1,400 Mt = HP lost last turn 1
Purge C 6 75 0 3-10 9 5 1,100 - 2
Shine C 4 85 30 1-2 5 10 2,000 - 3
Aura B - 70 0 1-2 3 25 3,000 Mt = HP paid per turn 2
Divine A 8 75 5 1-2 8 20 2,000 - 3
Aureola S 13 90 15 1-3 5 30 10,000 LUK +5 5
Dark
Tome Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Flux E 6 70 0 1-2 4 40 700 - 1
Luna D 7 60 0 1-2 5 30 900 - 1
Toxin D 2 65 0 1-2 5 20 1,500 Poison 2
Eclipse C - 50 0 3-10 14 5 2,500 Target’s HP becomes 1 3
Twilight C 1 65 15 1-2 6 10 2,000 Ignores RES 2
Nosferatu B 10 60 0 1-2 9 25 3,000 Damage heals user 3
Ruin A 13 55 0 1-2 13 20 2,500 - 1
Ereshkigal S 18 70 10 1-2 17 30 10,000 DEF +5 5
Laguz
Weapon Name Rank Mt Hit Crit Range Wt Uses Cost Effect wEXP
Beak E 2 80 5 1 - - - - 1
Claw E 4 65 0 1 - - - - 1
Fang E 3 75 0 1 - - - - 1
Talon E 3 70 0 1 - - - - 1
Beak D 3 80 5 1 - - - - 1
Claw D 5 65 0 1 - - - - 1
Fang D 4 75 0 1 - - - - 1
Talon D 4 70 0 1 - - - - 1
Beak C 5 85 10 1 - - - - 2
Claw C 7 70 0 1 - - - - 2
Fang C 6 80 5 1 - - - - 2
Talon C 6 75 0 1 - - - - 2
Beak A 7 90 15 1 - - - - 2
Claw A 9 75 5 1 - - - - 2
Fang A 8 85 10 1 - - - - 2
Talon A 8 80 5 1 - - - - 2
Beak S 11 95 20 1 - - - +5 RES, +5 MAG 5
Claw S 13 80 10 1 - - - +5 DEF 5
Fang S 12 90 15 1 - - - +5 SKL 5
Talon S 12 85 10 1 - - - +2 MOV 5
Note: S – Rank Weapons and Tomes are both powerful and rare, perhaps there is only one of each in your world. As such, GM’s are
more than welcome to change the names of them to better suit the world and setting they have created.
35
Forging
Weapons can be modified upon their purchase, if the GM decides that a forge is available at the time. Once a
weapon has been purchased and selected to be forged, the following stats can be changed in set increments.
As each stat can be modified up to 5 times, the total number of modifications a weapon can have is 20.
Each modification applied to a weapon costs gold, and each increment costs more than the last.
Each modification increment costs 150 gold x the increment level. As the 1st modification costs 150 and the 2nd
modification costs 300, the total cost of 2 stat increments to a stat would cost 450 gold. All costs are in
addition to the base weapon cost.
To increase a weapon stat all the way up to 5 increments, it would cost 2,250 gold. To increase all stats all the
way up to 5 increments, it would cost 9,000 gold in addition to the base weapon cost.
Note: Staves are not considered weapons for the purposes of forging,
so their stats cannot be modified as such.
36
Items
Healing Items
Item Name Effect Uses Cost
Herb Restores 10 HP 5 300
Vulnerary Restores 20 HP 3 600
Concoction Restores 40 HP 3 1,200
Elixir Restores all HP 3 3,000
Laguz Items
Item Name Effect Uses Cost
Laguz Stone Fills shift meter equal to 1 round in humanoid form 3 400
Laguz Pearl Fully fills Shift meter 1 800
Laguz gem Fully fills Shift meter 3 3,000
Condition Items
Item Name Effect Uses Cost
Antitoxin Removes poison condition 3 450
Panacea Removes all conditions 3 1,500
Keys
Item Name Effect Uses Cost
Chest Key Opens 1 chest 2 400
Door Key Opens 1 door 2 200
Master Key Opens 1 chest or 1 door 2 1,000
Equip Items
Item Name Effect Uses Cost
Full Guard Negates bonus damage against the unit with this item equipped Equip 8,500
Wing Guard Negates bonus damage against the unit with this item equipped from being flying Equip 6,000
Laguz Guard Negates bonus damage against the unit with this item equipped from being Laguz Equip 6,000
Iron Rune Negates any critical hits against the unit with this item equipped Equip 6,500
Knight Ring Unit can move the remainder of its Movement after actions, as though it had the Mounted Equip 8,500
or Flying special qualities
Knight Ward Unit gains +2 DEF and RES, as well as +30% SPD growth rate. Cavalier, Knight, and Equip 6,500
Soldier lines only
Note: Only 1 equip item may be equipped at any given time
Stat Items
Item Name Effect Uses Cost
Arms Scroll Increases 1 proficiency to the next rank 1 8,000
Boots Permanent +2 Movement 1 8,000
Dracoshield Permanent +2 DEF 1 8,000
Energy Drop Permanent +2 STR 1 8,000
Goddess Icon Permanent +2 LUK 1 8,000
Secret Book Permanent +2 SKL 1 8,000
Seraph Robe Permanent +7 Max HP 1 8,000
Speedwing Permanent +2 SPD 1 8,000
Spirit Dust Permanent +2 MAG 1 8,000
Statue Frag Permanent +2 Con 1 8,000
Talisman Permanent +2 RES 1 8,000
37
Sellable Items
Item Name Effect Uses Cost
Black Gem Can be sold for 20,000 gold - 40,000
Blue Gem Can be sold for 5,000 gold - 10,000
Coin Can be sold for 1 gold, or used during forging for 1 random stat increment, user - 2
chooses whether it adds or subtracts once chosen
Red Gem Can be sold for 2,500 gold - 5,000
White gem Can be sold for 10,000 gold - 20,000
Promotion Items
Item Name Effect Uses Cost
Master Seal Promotes a Beorc unit before their promotion level, or grants a Laguz unit their 1 20,000
Laguz skill and the ability to receive their occult skill before the appropriate
level
Orion’s Bolt Promotes an Archer or Nomad unit before their promotion level 1 10,000
Fell Contract Promotes a Thief unit before their promotion level 1 10,000
Knight Crest Promotes a Cavalier, Knight, or Soldier unit before their promotion level 1 10,000
Guiding Ring Promotes a Bard, Cleric, Druid, or Mage unit before their promotion level 1 10,000
Hero Crest Promotes a Brigand, Fighter, Mercenary or Myrmidon unit before their 1 10,000
promotion level
Elysian Whip Promotes a Pegasus Knight or Wyvern Rider unit before their promotion level 1 10,000
Laguz Seal Grants a Laguz unit their Laguz skill and the ability to receive their occult 1 10,000
skill before the appropriate level
Occult Scroll Grants promoted units their occult skill 1 15,000
Other Items
Item Name Effect Uses Cost
Light Rune Blocks off 1 adjacent space 1 800
Pure Water +7 RES, decreases by 1 each turn until normal 3 900
Torch +4 Line of Sight, decreases by 1 each turn until normal 1 300
Note: Upon defeating some enemies, the players may gain an item that enemy was holding. In this case, the
GM should tell the players which item it will give the unit that defeated it if they request the unit’s info.
38
Skills
Generic Skills
Skill Name Effect
Adept SKL/2% chance during this unit’s non-additional attacks: 1 additional attack
Barrier +2 RES
Cancel SKL/2% chance during this unit’s attacks: Negate enemy’s next attack
Celerity +2 Movement
Clear Vision +2 LoS
Corrosion SKL/2% during this unit’s attacks: Enemy’s equipped weapon loses uses equal to this units level
Daunt Reduces the Accuracy and Critical of enemies in a 3-space-radius by 10
Discipline Negates weapon triangle
Focus +2 MAG
Fortunate +2 LUK
Gamble* When initiating combat: Halve Accuracy to double Critical
Loot Gain 20 gold every time this unit defeats an enemy
Miracle LUK% chance to halve a fatal blow
Nihil Negate enemy’s battle related skills
Nullify Negates any bonus damage
Perceptive +2 Line of Sight
Prowess +2 SKL
Renewal Restore 10% of this unit’s max HP at the start of this unit’s turn
Resolve +50% SRT, MAG, SKL, and SPD when this unit is at ½ HP or less
Savior No penalties from rescuing
Smite* Shoves a unit 2 spaces instead of 1 space.
Swift +2 SPD
Tough +2 DEF
Unorthodox Reverses weapon triangle
Vantage Always go first in combat
Vigor +5 Max HP
Wrath +50 critical when at ½ health or less
Zeal +2 STR
*Choose when to activate
Class-Specific Skills
Skill Name Effect Class
Pick* Opens doors or chests without needing a key Thief line. From start
Canto* 1 adjacent ally without the Canto skill that has already acted Bard line, Heron. From start
can move and act again this turn
Reverberate Canto targets all adjacent allies when in animal form Heron. From start
Feral Instincts* Shift forms at will, shifted stats only get 25% boost instead Cat, Tiger, Hawk, Raven
of 50% boost, Shifted movement -1. When shifted, EXP gain
is halved.
Wildheart +5 Starting shift gauge (can have this skill multiple times) Cat, Tiger, Hawk, Heron, Raven
Primal Tenacity Shift gauge starts each map where the shift gauge was at the Cat, Tiger, Hawk, Heron, Raven
end of the last map
Untamed Persistence +2 shift modifier per turn in humanoid form (can have this Cat, Tiger, Hawk, Heron, Raven
skill multiple times)
*Choose when to activate
39
Promotion Skills
Skill Name Effect Class
Swiftfoot Ignore any terrain movement penalties, can pass through some natural obstacles, +1 MOV Ranger
Hawkeye +15 Hit, +15 Critical Sniper
Battle Cry Canto targets gain 3 STR , MAG, and SPD until the end of the turn Skald
Resonance Canto targets up to 2 adjacent allies, not 1 Troubadour
Frenzy +50% STR when at ½ health or less Berserker
Bulldozer After this unit shoves an enemy: That unit’s movement is 0 until the end of its next turn Brawler
Strike True* If this unit missed an attack roll by 10% or less: Re-roll the attack roll, once per combat Paladin
Counter SKL/2% when this unit takes damage from 1 range: Inflict the same amount to the attacker Vanguard
Blessing Can use staves at 2x their normal range Bishop
Boon Restores all adjacent allies to normal condition at the start of the this unit’s Turn Paragon
Rise* When killing an enemy, revive it as an ally with 1 HP, up to 3x per map. It is under the GM’s Necromancer
control and can be given vague instructions (Attack, avoid, etc)
Drain On a critical hit, restore ½ of the damage dealt to this unit’s HP Warlock
Cripple Critical hits cause the target to lose 50% of its STR for 2 turns Warrior
Redirect* Once per turn, this unit can instead take the damage an attack would deal to an adjacent ally Guardian
and change the values depending on this unit’s DEF or RES
Bastion* As an action: Enemies cannot pass through 1 unoccupied adjacent space until this unit’s next General
turn
Pavise Negate all critical hits against this unit Great Knight
Aegis Add 25% of this unit’s RES to this unit’s DEF Mage Knight
Phasing* As an action: This unit can pass through some obstacles using its regular movement. After this Sage
movement, this unit’s turn is over
Dash* During movement, this unit can move diagonally once instead of vertically and horizontally. The Hero
number of times this unit can move diagonally increases by one at level 6, 11, and 16
Vigilance* +25 Dodge Sentinel
Infuse* When initiating combat with a sword at 1 range: Reduce Critical to 0 to add ½ MAG to Soulblade
damage, calculated against RES, not DEF
Finesse +25 Critical Swordmaster
Flanking +3 STR, SKL, and SPD when fighting an enemy with an ally on the opposite side of it Nomad Trooper
Trample* Inflict 4 points of damage to each enemy adjacent to this unit’s movement and 2 to this unit for Raider
every enemy unit damaged this way
Air Superiority +4 STR, SKL, and SPD when fighting flying enemies Falcoknight
Holy Conduit This unit’s critical hits restore HP to 1 adjacent ally equal to damage dealt with light tomes Valkyrie
Motivate Adjacent allies get +3 DEF, RES, and LUK Commander
Lunge* Can initiate combat with a weapon that has a range of 1 as though its range was 2. When doing Halberdier
so, this unit gets +10 Critical
Reaper 2x SKL when using a dagger Assassin
Steal* Steal 1 unequipped item from adjacent enemy as an action Rogue
Firebreathing* Fire attribute spells target up to 2 spaces in a straight line at the same time instead of only 1 Dracoknight
space
Ironhide This unit takes no damage from E or D rank weapons (tomes still inflict damage as normal) Wyvern Lord
Nimble Move through enemies as though they were allies Cat, at would-be promotion level
Tailwind Adjacent allies get +5 SPD Hawk, at would-be promotion level
Grace At the start of this unit’s turn: Adjacent allies gain HP equal to this unit’s MAG Heron, at would-be promotion level
Vortex* Attack using a wind tome with 1-2 range of rank equal to this unit’s highest proficiency without Raven, at would-be promotion level
needing the tome or proficiency
Rend* When this unit is attacking: Reduce Critical to 0 to double weapon Mt Tiger, at would-be promotion level
*Choose when to activate
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Occult Skills
Skill Name Effect Class
Multishot SKL/2% when this unit initiates combat with a bow equipped: 1 extra attack against enemy adjacent to the Ranger
target (but not adjacent to this unit), no counterattacks from that unit if it has a ranged weapon equipped
Deadeye SKL/2% during this unit’s attacks: 2x damage and gives the target the Sleep condition Sniper
Encore SKL/2% after this unit initiates combat: Canto on self, up to twice per turn Skald
Inspire Canto targets gain +1 SPD, LUK, and Movement Troubadour
Rage This unit is immune to the Sleep condition. When this unit attacks following an enemy’s attack, it adds ½ of Berserker
the damage received to its Critical.
Cleave SKL/2% when this unit initiates combat in an adjacent space: 1 extra attack against an enemy adjacent to Brawler
this unit, no counterattacks from that unit
Challenge* 3x/map: Choose 1 enemy on the map. +3 STR, SPD, SKL, and DEF against that enemy. This unit can only Paladin
have 1 enemy unit selected this way at a time
Supremacy +20 Accuracy and Dodge when fighting units without special qualities Vanguard
Holy Aura LUK/2% at the start of this unit’s turn: Allies in a two space radius gain 20% of their total HP Bishop
Judgement SKL/2% when this unit attacks with a lance: Add ½ of this unit’s MAG to the damage, enemy is stunned Paragon
Hex SKL/2% after combat: Enemy gains -6 STR and MAG for 3 turns Warlock
Army of the SKL/2% at the start of this unit’s turn: Create an undead minion in an adjacent space whose stats are equal Necromancer
Dead to ½ of this unit’s current stats, rounded down, except its STR is equal to ½ of this unit’s MAG. This unit
can choose whether the minion has an iron lance, iron sword, or iron axe equipped as it is created, the created
minion cannot equip another weapon while it exists on the map. Undead always have weapon triangle
disadvantage against Light tomes
No Escape SKL/2% when an enemy leaves an adjacent space: This unit makes 1 attack against the enemy without a Warrior
counterattack from that unit
Parry SKL/2% when an adjacent ally would take damage equal to or greater than ½ of their current HP: Negate Guardian
all damage and inflict damage to the attacker equal to ½ of the damage this unit’s ally would have taken
Iron Wall SKL/2% when this unit is attacked: Negate all damage General
Charge +50% damage when initiating combat after a full movement Great Knight
Flare SKL/2% during this unit’s attacks: Ignore ½ RES Mage Knight
Deeper SKL/2% during this unit’s attacks: 4x weapon triangle effects that are beneficial to this unit and no Sage
Knowledge weapon triangle effects that are detrimental to this unit
Disarm SKL/2% during this unit’s attacks: Enemy un-equips equipped weapon (does not affect Laguz) Hero
Diehard SKL/2% at the start of this unit’s turn: This unit gains 20% of its total HP Sentinel
Arcane Rush SKL/2% during this unit’s attacks with a sword at 1 range: 2 consecutive attacks, first attack resolves as Soulblade
normal, additional attack uses MAG and is calculated against RES
Astra SKL/2% during this unit’s attacks: 5 consecutive attacks at ½ damage, only consumes one weapon use Swordmaster
Master SKL/2% when this unit moves after taking an action that would end its turn: This unit can perform another Nomad Trooper
Horseman action at the end of the movement, but its turn is over after that action
Pierce SKL/2% during this unit’s attacks: Ignore ½ DEF Raider
Giantkiller Weapons this unit uses with effectiveness against certain units deal damage with 4x their Mt, not 3x Falcoknight
Favoured 1x/map: A lethal blow reduces this unit to 1 HP instead if this unit had more than 50% health, this unit Valkyrie
takes no damage for the rest of that turn
Rally SKL/2% at the start of this unit’s turn: Adjacent allies gain +2 to 1 attribute of their choice for 1 turn Commander
Impale SKL/2% during this unit’s attacks: Attack deals 4x damage Halberdier
Lethality Critical/2% during this unit’s attacks from 1 range: Automatically kill most units Assassin
Fast Fingers SKL/2% during this unit’s melee attacks: Steal 1 unequipped item from an enemy Rogue
Inferno MAG/2% when this unit initiates combat with a fire tome: All enemies adjacent to the target as well as Dracoknight
target take additional damage equal to ½ this unit’s MAG at the start of their next turn. Units other than
the target don’t get counterattacks
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Fearsome STR/2% at the start of enemy’s turns: Enemies adjacent to this unit become stunned Wyvern Lord
Pounce* Trade places with enemy after movement in a straight line, 3 consecutive attacks replace this unit’s attacks Cat
Hit and Run SKL/2%: Move up to full movement after attacking, gaining 1 HP per space moved this way. Hawk
Ancient Verse*Canto can be used with 1 of the following effects instead of its regular effect: Heron
“Target heals HP equal to this unit’s MAG”, “Target gains DEF and RES equal to ¼ of this unit’s LUK”,
or “The weapon target has equipped gains 2 uses”
Whirlwind SPD/2% during this unit’s attacks: Attack with Elwind using SKL instead of MAG when calculating Raven
damage, pushes all adjacent enemies back 1 space if possible
Roar STR/2% when this unit initiates combat: 3x STR and enemy becomes stunned Tiger
*Choose when to activate
Skills can be assigned or removed at any time out of combat, or at any other time the GM sees
fit. Typically the maximum amount of skills a unit can have at once is four, but according to
GM discretion this can be expanded within reason. Skills can be found as any item can be, but
they cannot be “used” like an item. Usually skills cannot be bought and sold, but depending on
the skill gold values can easily be assigned.
The next two pages are both pages of the character sheet which can be used for
every character
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43
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Character Creation
1. Copy down the base stats and any starting skills for the class you choose, possibly adjusting Con a bit
to fit your concept better. Growth rates (if any) go in the small box beside the stat’s name (see p.45)
a. HP, STR, MAG, DEF, RES, SKL, SPD, and LUK are all in the top left corner
i. If playing a Laguz, when shifting from humanoid to animal form, your STR, MAG,
DEF, RES, SKL, and SPD all increase by 50%, and your Constitution increases
greatly (an example of a this would be a Tiger’s Constitution going from 11 to 18, or
a Cat’s from 8 to 14). Movement then increases by 2 as well. For these increases, it
would likely be best to write those changes in the “Temp” boxes next to the relevant
stat so you don’t have to change it constantly.
b. Name, Class, Level, Movement, Con, LoS, and Condition are at the top of the first page
c. Proficiencies are in the middle of the second page. Your first proficiency starts at D rank, any
others gained always start at E rank. If you start with two or more proficiencies, you must
choose one to be D rank and the rest must be E rank. All proficiencies start with 0 wEXP.
d. Shift gauge information is at the top right of the second page
2. Depending on how the GM and players decide is best, adjust character stats in one of these ways:
a. Each player has a pool of points to assign to stats, no stat can be increased by more than 2
during character creation.
i. For a low-powered game, each player gets 4 points
ii. For a mid-powered game, each player gets 5 points
iii. For a standard game, each player gets 6 points
iv. For a high-powered game, each player gets 7 points
b. For each stat, flip a coin. Heads – increase the stat by 1. Tails – Leave the stat how it is.
i. Or increase it by 1 for Heads and decrease it by 1 for Tails, get creative!
c. Each player rolls a d8 (an eight-sided die), and gets that many points to spend to assign to
stats, no stat can be increased by more than 2 during character creation.
d. Come up with a different way to change your starting stats! This is your game after all!
3. Each player starts with 1,000 gold. At this time all players can buy any weapons or items they can
afford. Players can’t pool together their resources at this stage of the game, after character creation it’s
up to the GM and players whether or not the players can or will pool their gold together.
4. Fill in the stats of the weapons and items (if any) you bought, as well as 1 box on the bottom of the
first page for each weapon you have with you. When you’ve filled in all of the weapon stat blocks, fill
in or check off 1 of the small boxes that say “Equipped” by 1 of these stat blocks to signify you
equipping that weapon, to avoid any confusion in combat. (Don’t worry, changing which weapon you
have equipped is as easy as erasing that mark and filling in another box – during your turn)
5. Depending on the GM, they may allow players to gain skills outside of their starting class skills right
off the bat.
6. And now it’s time for the little things – your character’s homeland, allegiance (if any), and gender.
Depending on the game and the GM, you may be required to fill in all or none of these – as long as you
have what is needed and you want to do, you’re doing great!
7. If there’s anything else you want to write down, but didn’t have a place to, use the notes section!
Note: It can often be a good idea to discuss what you’re planning to be with your fellow players, and
balancing your party, but be careful that nobody is forced into playing something they don’t want to.
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Leveling Up
PC’s will be levelling up quite a bit in the Fire Emblem RPG. Let’s make sure it’s done properly.
Through combat, using certain items or class features, or whatever else your GM deems worthy to reward
experience points (also known as EXP), you’ll eventually reach 100 EXP. Once you’ve reached 100 EXP you
level up and carry over any excess EXP, restarting the process from 0 EXP but 1 level higher.
There’s several options of how to do it when it comes to leveling up, but it’s best if all players use the same
method once a way has been chosen.
1. Each player has a pool of points to assign to stats, no stat can be increased by more than 1 when
leveling up.
a. Anywhere from 3-5 should work for balancing, depending on how hard you want it to be.
i. Of course this is your game, so you can go higher or lower if you want too.
2. For each stat, flip a coin. Heads – increase the stat by 1. Tails – Leave the stat how it is.
3. Each player rolls a d6 (a 6-sided die), and gets that many points to spend to assign to stats, no stat can
be increased by more than 1 when leveling up.
4. Every player is given 8 growth rates, 80%, 70%, 65%, 60%, 50%, 35%, 25%, and 20%
a. Each player then assigns each stat 1 of these growth rates (you can’t give the same growth
rate to 2 stats)
b. Every time you level up, roll percentile dice for each stat. If you rolled equal to or under the
growth rate value, increase the stat by 1.
5. Come up with another way to manage leveling up. There’s no one right or wrong way to do it!
You might have noticed that these are pretty much identical to the methods used to increase stats during
character creation, and that’s because really there is no difference! Leveling up in Fire Emblem really “only”
increases your stats, and your proficiency is increased through using your weapon of choice. As you go through
your adventures you’ll also come across skills to further increase your power.
Promoting
Once a Beorc unit has reached level 20 (or another level if the GM decides to go with another one) and reaches
enough EXP to level up 1 more time it promotes. At this time, the unit must choose 1 of the 2 promoted classes
available to it to become, and upon making this choice adds bonuses to its stats depending on the class it chose.
This always grants the unit a new skill upon promotion, and its effect is always unique to the class. Once a
unit has promoted, it can be given a skill known as an Occult skill, a powerful skill that is also unique to that
promoted class. Promoted units may also grant additional proficiencies or a new special quality. If a unit
promotes and is using the growth rate method of leveling up, each growth rate increases by 5% and can be
reassigned at this time. Once promoted, previous levels are kept and new levels are added to the previous levels,
the total of which is the unit’s effective level, which is used for certain skills, classes, and abilities.
Laguz don’t promote like Beorc do upon reaching a certain level, instead they continue leveling up as normal
but gain their Laguz skill at this time. A Laguz skill acts much like a promotion skill, as they are
automatically assigned at a certain level. After this point, a Laguz can get their Occult skill just like Beorc do,
it is still unique to every Laguz tribe and it is still very powerful.
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Awarding Experience Points (EXP)
Here are some methods you can use for awarding EXP. As always, feel free to adjust them as you see fit.
Staves
Staff Used EXP gain pre-promote EXP gain once promoted
Heal 11 5
Mend 14 7
Restore 20 10
Unlock 17 8
Hammerne 40 20
Physic 22 11
Ward 17 8
Rescue 40 20
Berserk 40 20
Warp 85 42
Recover 17 8
Silence 30 15
Fortify 60 30
Sleep 35 17
Ashera Staff 100 50
Class Abilities
It’s up to the GM to decide which class abilities grant EXP, here are just some examples One can also grant an equal
amount of EXP to each PC
Class Ability Used EXP gain pre-promote EXP gain once promoted
Canto 10 5 after every map, so no 1 player
Pick 10 5 is over-levelled and players
Steal - 10 don’t have to track EXP
during combat.
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GM Tips
So you’re running a session. Maybe it’s even a campaign! Either way, I’m proud you wanted to do this. Or
maybe you got pushed to do it because none of your friends wanted to do it. It doesn’t really matter. What’s
important is that you’re doing it. Plus you’re reading this, so that’s a start! I’ll try to give you some “quick”
advice that should help you make a better session or campaign, and more enjoyable for everyone. As with the
rest of this handbook, you don’t have to listen to these. You may disagree with what I wrote, and that’s fine.
1. Play some Fire Emblem games! No seriously. If you’ve played them all, replay them. Pay attention to what
units were placed where, and why. Why is such a vital question. Think about anything in your world. Why is
it the way it is? As soon as you ask why, you’ll think of answers to those questions. And then more questions
to those answers. Then more answers, and questions, you get it. But yeah, tip #1: Everything has a “why”.
2. Ask your players what kind of game they want to play in. Like, seriously ask them. Or if that’s not your
style, come up with 3 or more different settings or types of games you want to run. Then have your players vote
on which one(s) they’d want to play most. Say you send them standard fantasy, swashbuckling pirate, and
school of magic. If all of them vote on the pirates, it’ll probably be a great and fun game since everyone is
playing in a game they chose! Of course, if the results are scattered there might be a problem. Seriousness is also
good to clarify right off the bat. So in short, tip #2 is get everyone on board in a game they want to play in.
3. You don’t have to make an entire world with centuries of history and political interactions right away. You
might never have to make one. Don’t be intimidated by the enormous blank slate in front of you. If the PC’s
start in a town, feel free to just make the town and the surrounding area. If they’re starting in a kingdom and
making their way towards a goal, flesh out the kingdom, take down a few important points about the goal,
and make up the rest on the PC’s journey. Naturally, if you feel comfortable going all out right away, great!
This one’s more to prevent beginner GMs from being overwhelmed. So tip #3: Don’t be afraid to start small.
4. Ask your players how hard they want the game, and try to figure out how to provide that. You can make
encounters harder by adding more units for them to fight, increasing the levels of their opponents, giving their
opponents better gear, or through crafty unit placement. You can do the opposite to ease up on the PC’s as
well. Also think about what strategies enemies use – do they attack whatever’s in range/run up or do they
have plans? Basically tip #4: Figure out the difficulty setting and how to get there (and how to mix it up).
5. Names are important. Refer to each player by their character’s name for immersion and plan NPC names
beforehand. Create a list of names you can refer to if they ask a villager or guard for their name, just so you can
look like you had it all planned out. Tip #5: Names cause characters to become real to the players (and you).
6. Give the players options. Not in combat, your players should have free reign there anyway but be made
aware of the consequences of failure in battle before it actually happens. But out of combat, during role-play,
the players should feel like the choices they made are their choices, not choices you forced them into. Sure you
can nudge them a bit, but ultimately the choice to go on has to be theirs. If they’re mercenaries, what’ll happen
if they don’t take the job? What’s your plan then? Tip #6: Keep both your own and the players’ options open.
7. For opponents your players can face, don’t be afraid to make your own content. Monsters and dragons have
both been plots present in Fire Emblem games! As long it has a stat score, be it STR or SPD, MAG or RES, it
can fit the system. They can either only come into play at the very end of a campaign, or the entire time
throughout. Finally tip #7: only your imagination limits you.
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Well, we’re at the end of the book.
Thank you for reading this.
It’s for people like you I made this. People who read rulebooks cover to cover. I’m
like that you know. I love nothing more than flipping through the rulebook of an
RPG for the first time, picking up mechanics and ideas as I’m reading it.
But in all the books I’ve read, there’s always been one line that’s universal through
every system. And I’m not going to end that tradition here. No matter how much
you try, you’re not going to be able to memorize every rule in every system. Because
that’s not what RPGs are about. Here’s the point I’m trying to get across.
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