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Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#1: Oct 29th 2016 at 9:57:03 PM

For over a century, Imperial Vissan, the mightiest nation on the continent of Tropera, has been waging a war of expansion. The Empire's armies have swallowed one kingdom after another, and their sights now lie on the peaceful kingdom of Calderia as the world watches. To the west, King Dolfen of Frael has moved his loyal knights to reinforce the Vissan border, leaving many of the mountain villages vulnerable to bandit attacks. Disgusted with the King's apparent apathy for the common people, Sir Tigra has resigned her knightly commission in order to build a mercenary company to defend the villages from the bandit menace herself.

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Fire Emblem Tropera is a tactical FRPG based on the Fire Emblem tactical RPG franchise, in particular the GBA entries, Rekka No Ken and Sacred Stones, with most of the game's mechanics borrowed directly from these games. The players began as members of a newly-formed mercenary company in the Kingdom of Frael in order to battle local bandit groups, but were soon driven to flee the kingdom as the Empire of Vissan invaded. Taking the exiled prince, Addelus, under their protection, the players now travel the continent in search of the pieces of the legendary Fire Emblem, in order to bring an end to Vissan's expansionist ambitions once and for all.

In order to keep gameplay moving at a reasonable pace, the game is limited to 8 players, and combat rounds are resolved roughly every two days, with all player actions and moves required to be in ahead of a set deadline. Consistent failure to meet deadlines will result in removal from the game.

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    Character Creation and Leveling Up 

Characters start with 10 Hit Points and 5 Movement. From there, players have 35 points they may assign to Hit Points, Strength, Magic, Skill, Speed, Luck, Defense, and Resistance as they choose, but not exceeding 10 points per stat (20 for HP).

Once a character's points are assigned, the player chooses their stat growth rates by assigning a value between 0-3 (0-4 for HP) to each stat. Whenever the character levels up, the GM rolls a d20 for each stat, and add the character's growth rates to the results. Of the 5 highest results, the player chooses 4 to increase by 1 point. In the event of a tie, the roll with the higher growth rate is selected. If two or more tied rolls have the same growth rate, they are rerolled and the highest result wins. A natural 20 grants a free point in the corresponding stat and does not count as one of the 5 eligible stats for increase, while a natural 1 renders the stat ineligible for increase for this level, even if modifiers would raise it to eligibility. At levels 8 and 16, players have 9 points to freely assign to their stats without rolling (maximum of 2 per stat), and gain 2 additional hit points.

To finish character creation, the player chooses a feat from the list in either the Player's Ebook or the Rules Thread, and a D-rank weapon or magic proficiency.

The player gains an additional rank of proficiency at 4th, 7th, 10th, 13th, 16th, and 19th, and 20th levels.

The player also gains an additional feat of choice, and an additional space of movement at 8th and 16th levels.

Characters start the game with 3 inventory slots for weapons, 2 slots for items, and 1 slot for a relic. At 8th level, characters gain an additional slot each for weapons and items, but not for relics.

Optional Rule: Laguz and Manakete

Two types of inhuman characters are available: laguz, and manakete. Laguz are humanoids capable of transforming into bestial forms to enhance their fighting abilities, while manakete are the winged descendants of unions between humans and dragons. Laguz fight using their beast forms’ natural weapons - fangs, claws, and talons - which they enhance by equipping magical accessories called “clips.” Manakete wield weapons like their human cousins.

To create a laguz or manakete character, choose one of the following options in place of the character’s level 1 feat. If they are a laguz, also take “Clips” as their level 1 weapon proficiency. Transforming into or out of laguz form is a bonus action. While in laguz form, you cannot use weapons other than clips and your beast form’s natural weapons, even if you are proficient with them.

  • Laguz: Beast: Your bestial form is that of a predatory beast, such as a panther or wolf, increasing your movement by 1. Your claws are your natural weapon.
  • Laguz: Bird: Your bestial form is that of a giant bird, such as a hawk or swan, increasing your movement by 2 and making you unimpeded by difficult or impassible terrain other than interior walls. However, you do not benefit from terrain bonuses, and are grounded with a -2 movement penalty during adverse weather. Your talons are your natural weapon.
  • Laguz: Dragon: Your bestial form is that of mighty dragon with thick scales that reduce the damage you take from physical attacks by half, but you move more slowly, suffering a movement penalty of -1. Your bite is your natural weapon.
  • Manakete: Your wings allow you to move unimpeded by difficult or impassible terrain except for interior walls.

LaguzWeaponMightAccuracy
BeastClaws 4 85
BirdTalons 2 95
DragonBite 5 80

Optional Rule: Alts

In order to simulate the large roster and limited unit deployment of Fire Emblem, players have the option to create alternate characters at the GM’s discretion. The player may then control all of their characters during roleplay, but chooses only one of their characters to deploy to each battle map, leaving the others behind. Alts level up along with the rest of the party, regardless of whether they participated in a battle.

    Character Stats 

  • Hit Points: Your life. When you run out of HP, you become critically wounded, and must be healed within a time limit or become crippled for the remainder of the map.
  • Strength: Physical power. Determines your damage dealt with weapons. 1 point of Strength = 1 point of physical damage.
  • Magic: Magical power. Determines your damage dealt with magic and healing done with staves. 1 point of Magic = 1 point of magical damage or staff healing.
  • Skill: Your technique and ability. Determines your chance to hit and critically hit, and your avoidance while Defending. 1 point of Skill = 2 points of Hit, 1/2 a point of Critical Hit, and 1 point of Avoidance when Defending.
  • Speed: How fast you are. Determines your ability to evade attacks, as well as the number of attacks in an Attack Sequence. 1 point of Skill = 2 points of Avoidance, and 4 points of Speed or more above an opponent grants an Extra Attack in your Attack Sequence.
  • Luck: How fondly fate smiles upon you. Determines your ability to dodge attacks and how likely you are to be critically hit. 1 point of Luck = 1 point of Hit, Avoidance, and Critical Avoidance.
  • Defense: Your ability to deflect or block attacks. Reduces damage taken from weapon attacks. 1 point of Defense reduces physical damage dealt to you by 1.
  • Resistance: Your resilience against magic. Reduces damage taken from magical attacks. 1 point of Resistance reduces magical damage dealt to you by 1.
  • Movement: How many spaces you can move per turn.
  • Proficiency Rank: Your ability with a particular type of weapon or magic. Higher ranks improve your abilities when wielding the matching type in battle. Ranks go from D to S+4.

    The Attack Sequence 
Attack Sequences: When two or more characters become engaged in combat with each other through the Attack or another hostile action, the Attack Sequence is the order in which each character's attacks, counterattacks, and other combat effects take place. The basic Attack Sequence begins when one character takes the Attack action against another. First, each participant's total number of attacks are totaled based on the following:

  • Range: A character who is attacked from a range which their equipped weapon cannot target does not get to make any attacks in an Attack Sequence.
  • Speed: The participants' Speed stats are compared. If either character's Speed is 4 or more points higher than the other's, that character gain an Extra Attack.
  • Feats: Some feats grant or deny additional attack in a character's Attack Sequence, or alter the order of the Sequence. The Sentinel feat, for example, grants a character an Extra Attack when they are the target of an attack while taking the Defend action, while the Wary feat denies opponents one of their Extra Attacks against the character.
  • Weapon Properties: Some weapons have special properties that change the number of attacks, such as Brave weapons, which always grant an Extra Attack, or Heavy weapons, which do not benefit from Speed for Extra Attacks.
    • Staves: Staves do not benefit from Extra Attacks.
  • Status Effects: Some status conditions can alter the number of attacks in a Sequence, such as the Slowed condition inflicted by the Frost Tome.

Once each participants' total number of attacks has been calculated, the Attack Sequence begins. Each participant takes turns to attack their opponent, alternating until either one is defeated, or both characters have exhausted their total number of attacks. If one character runs out of attacks before the other, the other character's remaining attacks are all executed back to back. By default the first attack in an Attack Sequence goes to the character who initiated the Attack action, but some feats or special weapon properties such as the Vantage feat can alter this order.

Most Attack Sequences only have two participants, but some can involve more by virtue of attacks which target multiple opponents, such as the Chain Lightning Tome. In such Sequences, the turn order starts with the Attacker, then goes down the list of each enemy involved in the attack in the order which the attack targeted them.

For example, if Player A makes an attack against Enemy 1 with a Chain Lightning Tome, which then jumps to Enemy 3, and then to Enemy 2, the order of the Attack Sequence will be Player A, Enemy 1, Enemy 3, Enemy 2, and then back to Player A. This Sequence continues until all participants have exhausted their attacks, or until all involved characters on one side have been defeated.

Each attack in the Sequence is calculated before the next is executed, starting with an Attack Roll made by the DM to determine whether the attack hits or misses. First, the DM finds the attack's Hit Chance by taking the attacker's Hit and subtracting the target's Avoidance. Likewise, the DM finds the attack Critical Hit Chance by taking the attacker's Critical Hit and subtracting the target's Critical Avoidance. The DM then rolls a d100. If the result of the roll is equal to or lower than the Hit Chance, the attack hits (and if it's equal to or lower than the Critical Hit Chance, it is a critical hit).

If an attack successfully hits, the DM determines the damage by taking the attack's Damage and subtracting the target's Defense if the attack was made with a physical weapon, or the target's Resistance if the attack was made with a magic tome.

    Combat Formulas 

  • Damage: (Attacker’s [Strength if Physical, Magic if Magical] + [Equipped Weapon Might {x3 if Effective}] + Proficiency Bonus + Other Bonuses) - (Target’s [Defense if Physical, Resistance if Magical] + Terrain Bonus + Other Bonuses)
  • Heavy Armor/Resistant: (Damage) /2
  • Hit: (2x Skill) + (Luck) + (Weapon Accuracy) + (Proficiency Bonus) + (Perform Bonus) + (Other Bonuses)
  • Avoidance: (2x Speed) + (Luck) + (Terrain Bonus) + (Other Bonuses)
  • Hit Chance: (Attacker’s Hit) - (Target’s Avoid)
    • True Hit: In order to reduce some of the uncertainty of the system, Accuracy rolls are made twice each time a unit makes at attack with an Accuracy of 60% or higher, and the results averaged together. If the averaged result would hit, the attack hits.
  • Extra Strike (Speed): (Attacker’s Attack Speed) ≥ (Target’s Speed +4)
  • Critical Hit: (Skill /2) + (Bonuses)
  • Critical Avoidance: (Luck) + (Bonuses)
  • Critical Accuracy: (Attacker’s Critical Hit) - (Defender’s Critical Avoidance)
  • Critical Hit Damage: 3x Damage

    Feats 

Instead of choosing unit classes, players customize their characters' abilities by choosing feats at certain levels.

  • Adept: You gain an Extra Attack whenever your Skill is 4+ higher than your target's.
  • Anthropomorph: Your humanoid form takes on more of the characteristics of your bestial form. Requires Laguz: Any.
    • Beast Laguz: Your humanoid form gains claws, allowing you to attack with Clips in your humanoid form.
    • Bird Laguz: Your humanoid form gains wings and is unimpeded by difficult or impassible terrain other than interior walls.
    • Dragon Laguz: Your humanoid form gains tough scales which halve physical damage taken.
  • Arsenal: You can carry one additional weapon and item. Additionally, whenever an ally sends a weapon, item, or relic to storage, you can send one of your carried items of the same type in its place.
  • Battle Medic: You can use medicinal items on adjacent allies.
  • Canto: You may use any remaining movement you have left for the turn after performing a main action.
  • Cleave: Whenever you hit an adjacent enemy with a weapon attack on your turn, you make a free attack against a different adjacent enemy with -15 accuracy. This effect can repeat off of itself, the accuracy penalty stacking with each successive Cleave. This free attack does not trigger counterattacks.
  • Dragon’s Breath: Your draconic breath becomes a natural weapon, using your character level as its damage stat and Resistance as its defending stat. Choose Fire, Ice, or Lightning as your element. Requires Laguz: Dragon or Manakete.
    • Fire: 11 Might, 65 Accuracy, 0 Critical Hit, 1 Range, 0 Weight. Hits one adjacent target.
    • Ice: 10 Might, 70 Accuracy, 0 Critical Hit, 1 Range, 0 Weight. Reduces the target's attacks per combat by 1 (minimum of 1).
    • Lightning: 8 Might, 80 Accuracy, 30 Critical Hit, 1 Range, 0 Weight.
  • Fast Healer: You recover hit points equal to 1/4 your level (rounded down, minimum 1) whenever you take the Defend action. Additionally, all other healing you receive is increased by 1/4 of your level (rounded down, minimum 1).
  • Flying Mount: Your movement is increased by 2 and you are unimpeded by difficult or impassible terrain except for indoor walls, but you do not benefit from terrain bonuses and are grounded with -2 movement by adverse weather. Additionally, you can pick up an adjacent ally without the Armored feat as a main action and carry them as a passenger. While carrying an ally, your avoidance is halved. You or your passenger must use a main action to dismount them to an adjacent space. Taking Mounted at a later level negates this feat. Cannot be Laguz or Manakete.
  • Focus: You gain one rank in a proficiency of your choice, and a +2 Proficiency Bonus to Critical Hit if the proficiency is a weapon, or +2 Avoidance if it's Staff or Perform. You gain this bonus again with every rank you have in this proficiency.
  • Gamble: You add your Luck to your Critical Hit Chance. Additionally, you are no longer affected by True Hit, making very high and very low Hit Rolls more likely.
  • Grappler: When you make an attack, you can choose to grapple your target instead of dealing damage. When you grapple a target, their movement becomes 0, and their avoidance is halved (not including terrain bonuses) until your next turn. Requires Martial Artist.
  • Guard Break: Whenever you hit an enemy with an attack, their Avoidance is reduced by half your Strength until the start of your next phase. This effect does not stack.
  • Guerilla: You gain an additional 10 Avoid, 1 Defense, and/or 1 Healing from terrain that confers the same benefit. Additionally, your movement is unimpeded by difficult terrain, and you can cross impassible terrain (other than cliffs and walls) as if it were difficult terrain.
  • Hardy: You gain 10 hit points and your hit point cap is increased by 10.
  • Heavy Armor: You take half damage from attacks targeting Defense, but your movement is reduced by 1. Cannot be Laguz.
  • Mage Armor: You gain a bonus to your defense equal to half of your base resistance, and a bonus to your resistance equal to half your base defense. Requires War Mage.
  • Martial Artist: You gain an unarmed attack with a Might of 2 and Accuracy of 95, modified by equipping Clips. Your attacks are not affected by the weapon triangle.
  • Miracle: Doubles the effect of Luck on your Avoidance. Additionally, the first time per round that you are dealt lethal damage, you are instead reduced to 1 hit point.
  • Mounted: Your movement is increased by 2, but difficult terrain costs 3 movement to enter. Additionally, you can pick up an adjacent ally as a main action and carry them as a passenger. While carrying an ally, your avoidance is halved. You or your passenger must use a main action to dismount them to an adjacent space. Taking Flying Mount at a later level negates this feat. Cannot be Laguz or Manakete.
  • Multishot: Whenever you take the Attack action targeting an enemy that is not adjacent to you, you can divide however many strikes you are eligible to make against that target between any other targets within your attack range. You only provoke counterattacks from your initial target.
  • Overload: You gain the Overload action. When you take this action, your Magic stat doubles for the duration of your next phase.
  • Pierce: Your attacks with Weapons and Magic Weapons cannot deal less damage than the weapon's Might value.
  • Provoke: As an action you can taunt all foes within 2 spaces, forcing them to ignore any allied units but you on their next turn.
  • Quick Draw: Whenever you are attacked during the enemy's phase you will switch your equipped weapon to the weapon with the most favorable effect on your chance to avoid the attack and hit with a counterattack.
  • Quick Salve: You can use medicinal items as a bonus action.
  • Reckless: You gain an Extra Attack to all of your Attack Sequences, but you take an Extra Attack from all enemies that attack you.
  • Resistant: You take half damage from attacks targeting Resistance and have a 15 Avoidance bonus against staves that inflict ailments, but the effect of healing staves is also halved on you.
  • Sentinel: You can Defend as a bonus action. While defending, you gain an extra strike to all your counterattacks.
  • Shade: As an action you can mask your presence, forcing all foes to ignore you on their next turn as long as at least one other target is in their range.
  • Shield: You take no damage from the first attack to hit you in each phase. Requires Heavy Armor.
  • Silencer: When you hit an enemy with an attack that does not kill them, if their remaining hit points are equal to or less than half your Skill stat (rounded down), the attack kills them instantly. Requires Thief.
  • Sure Strike: Your Skill now counts toward your Accuracy 3x instead of 2x.
  • Thief: You gain the ability to Steal and Pick Locks, and can move through spaces occupied by enemy units.
  • Trample: The first time you deal damage to an enemy as part of your Attack action while you have at least 2 Movement remaining, you can deal extra damage equal to your Movement stat and end your attack sequence in an empty space on the opposite side of your enemy. Requires Mounted or Laguz: Beast; cannot have Flying Mount.
  • Touch and Go: Your flying mount now gains the benefits of terrain bonuses. Requires Flying Mount or Laguz: Bird.
  • Vantage: Your first counterattack goes before your attacker's first attack whenever your Speed is higher than your attacker's.
  • Versatile: You gain one rank in 3 different proficiencies.
  • War Mage: You add half of your magic to your damage when attacking with physical weapons, and half of your strength when attacking with magic tomes. Magic weapons use 100% of both.
  • Wary: Reduces the number of strikes you are subject to each time you are attacked by 1 (minimum 1).

Ideas for feats not listed here are negotiable.

    Proficiency Ranks 

Players start with one rank of proficiency, gaining additional levels at 4, 7, 10, 13, 16, 19, and 20th levels. New proficiency ranks can be used to either gain a D rank in proficiency (to a maximum of 3 different proficiencies), or increase a rank in an existing class to a maximum of S+4. Each proficiency rank above D grants a bonus or special effect to the character's effectiveness with any actions that use that proficiency. These bonuses are listed below, and are additive with each rank. For example, the +1 Might bonus for Swords at ranks C, B, and A add up to a total +3 Might to attacks made with swords for a user at A Rank.

TypeD RankC RankB RankA RankS Rank
Swords/TalonsUsable+1 Might+1 Might+1 Might+5 Critical Hit
Lances/ClawsUsable+1 Might+5 Accuracy+1 Might+5 Critical Hit
Axes/BiteUsable+5 accuracy+5 Accuracy+5 accuracy+5 Critical Hit
BowUsable+1 Might+5 Accuracy+1 Might+5 Critical Hit
LightUsable+1 Might+5 Accuracy+1 Might+5 Critical Hit
AnimaUsable+1 Might+5 Accuracy+1 Might+5 Critical Hit
DarkUsable+1 Might+5 Accuracy+1 Might+5 Critical Hit
StaffUsable+1 Might, +5 Accuracy+1 Might, +5 Accuracy+1 Might, +5 Accuracy+5 Avoidance
Perform+1 D Rank+1 D-C Rank+1 D-B Rank+1 D-A Rank+1 D-S Rank, +5 Avoidance

Perform: Whenever a character gains a rank in Performance Proficiency, they choose one performance from the Performance List for each proficiency rank they know to learn permanently. For example, a character with C Rank Performance knows 1 C Rank performance and 2 D Rank performances, and will learn 1 B Rank, another C Rank, and another D Rank performance upon reaching B Rank Proficiency in Performance.

Performances KnownD RankC RankB RankA RankS Rank
Total D12344
Total C01234
Total B00123
Total A00012
Total S00001

S+ Rank: Above S Rank in a proficiency, a character gains special bonus effects with that weapon type. These bonuses depend on the weapon's type, shown below:

  • Swords, Axes, Lances, Magic Tomes, and Laguz Weapons
    • S+: You no longer have weapon triangle disadvantage with this weapon type.
    • S+2: Your attacks with this weapon type gain weapon triangle advantage against the same weapon type. This effect cancels out against another unit with this benefit.
    • S+3: All of your Attack Sequences with this weapon type gain an Extra Attack.
    • S+4: +15 Critical Hit Chance.
  • Bows
    • S+: Your minimum range with all bows becomes 1.
    • S+2: Your attacks with this weapon type gain weapon triangle advantage against the same weapon type. This effect cancels out against another unit with this benefit.
    • S+3: All of your Attack Sequences with this weapon type gain an Extra Attack.
    • S+4: +15 Critical Hit Chance.
  • Staves:
    • S+: You no longer expend charges when using D-Rank staves.
    • S+2: You no longer expend charges when using C-Rank staves.
    • S+3: You no longer expend charges when using B-Rank staves.
    • S+4: You no longer expend charges when using A-Rank staves.
  • Perform:
    • S+: Whenever you take the Perform action, you can add the effects of another performance you know with the same area of effect (up to D-Rank) to the performance.
    • S+2: The added performance effect can be up to C-Rank.
    • S+3: The added performance effect can be up to B-Rank.
    • S+4: The added performance effect can be up to A-Rank.

    Weapon Stats 

Different weapons have different statistics which determine how much damage they deal, how accurate they are, and other factors.

  • Might: The weapon’s base damage, increased by your Strength for a physical weapon, or your Magic for a magical tome.
  • Accuracy: The weapon’s base accuracy, increased by your Skill and Luck. Higher accuracy makes it more likely that you will successfully hit your target.
  • Critical: The weapon’s case critical hit chance, increased by your Skill. Critical hits deal 3x the normal damage.
  • Range: The distance from which you can make attacks with the weapon.
  • Special: Some weapons have special effects, such as increasing one of the wielder’s stats or dealing additional damage to certain enemies.
  • Charges: Some weapons have a limited number of uses per battle. Once all charges have been expended, the weapon cannot be used again for the remainder of the map.

    Combat Triangles 

Different types of weapons and magic have advantages and disadvantages against each other, potentially making it easier or harder to hit a target. Attacking a target whose weapon or magic is at a disadvantage to yours grants +15 Accuracy to the attack, while attacking a target with an advantageous weapon imposes a -15 Accuracy penalty.

  • Weapons: Swords/Talons < Lances/Claws < Axes/Bite < Swords/Talons
  • Magic: Light < Anima < Dark < Light
  • Neutral: Bows, Staves, Martial Arts, Dragon's Breath, Performance

    Actions 

Players have several command options during battles.

  • Move Action: Move up to your maximum movement total as allowed by the terrain. Moving does not end your turn.
    • Difficult Terrain: Some terrain, such as forests and shallow water, is more difficult to move across. Entering a space of difficult terrain uses 2 movement instead of 1 (3 for characters with the Mounted feat), and cannot be entered if the character doesn't have at least 2 movement left. Certain feats can negate these penalties for certain types of difficult terrain.
    • Impassable Terrain: Some terrain, such as mountains or deep water, are entirely impassable unless the character has a feat that allows them to cross.
  • Main Action: Main Actions are actions that take up the majority of your character's attention or effort on their turn. Main Action commands end your turn after being taken.
    • Attack: Initiates an Attack Sequence against a hostile target.
      • Destructible Terrain: Some terrain such as dead trees or crumbling walls can be destroyed with attacks, creating new paths. Attack Sequences against terrain do not benefit from Extra Attacks.
    • Dash: Sprint, doubling your movement distance for this turn.
    • Defend: Take a defensive stance, adding your Skill to your Avoidance until the beginning of your next turn.
    • Prepare Attack: You ready yourself to make an attack during the enemy's phase when an enemy unit enters a space you designate. You can designate multiple spaces, but only make your attack against the first enemy to meet your requirements. You can designate any space(s) within your attack range. If the enemy makes an attack from the space you designated, their attack goes first.
    • Use Item: Use an item you are carrying such as a Vulnerary or Pure Water.
    • Use Staff: Cast a spell using the chosen staff's effects. Staves that target hostile units initiate Attack Sequences.
  • Bonus Action: Bonus Actions are actions that your character can undertake without much effort or attention. You may take one Bonus Action on your turn. Bonus Actions can be taken while moving, and do not end your turn.
    • Equip: Switch which weapon you are wielding. Attacking with a weapon or tome, or using a staff that targets a hostile unit automatically equips it. Staves that target allies are not equipped at all.
    • Embark/Disembark: Take or abandon control of a siege vehicle or special space, such as a ballista or mage tower.
    • Trade: Give, take, or exchange items or equipment with an adjacent friendly character.
    • Transform (Laguz Only): Transform into or out of your beast form.
    • Search: Inspect a house or other suspicious space you are standing on for items, people, etc.
  • Special Actions: Some relics or feats may give your character access to a special command, such as the Steal command of the Thief feat. Special Actions will specify whether they require a Main or a Bonus Action to undertake.

Enemy Actions

Enemy forces come in a variety of levels of leadership and training. Different levels have more or fewer restrictions on the order in which they can act during their phase, and what actions they can take.

  • Mob: "Mobs" are disorganized groups with little tactical sense. Mob-level enemies always act in numerical order and solely prioritize the easiest targets to hit above all other concerns. Enemies that make up a mob have little proper combat training, and have fewer action options available to them.
    • Move Actions
      • Move
    • Main Actions
      • Attack
      • Embark/Disembark
      • Transform (Laguz Only)
      • Use Item
      • Use Staff
    • Special Actions
      • All special actions require a main action to use, regardless of the feat description.
  • Army: "Armies" are organized forces with a fundamental level of training and discipline. Army-level enemies always act in numerical order, and consider both chance to hit and chance to be hit by counterattacks when choosing their targets, but take less notice of how much damage they will potentially deal or take. Members of armies have a basic level of training, and can perform most standard actions.
    • Move Actions
      • Move
    • Main Actions
      • Attack
      • Defend
      • Use Item
      • Use Staff
    • Bonus Actions
      • Embark/Disembark
      • Trade
      • Transform (Laguz Only)
    • Special Actions
      • Special Actions are used as described in the feat.
  • Elite: "Elite" foes are highly experienced and capable of advanced strategy. Elite forces can act in any order during their phase, and prioritize targets based on a trade off of their likelihood to defeat the target with their turn, and the likelihood of being defeated themself. Elite foes are fully trained, and can perform all standard actions.
    • Move Actions
      • Move
    • Main Actions
      • Attack
      • Dash
      • Defend
      • Prepare Attack
      • Use Item
      • Use Staff
    • Bonus Actions
      • Embark/Disembark
      • Trade
      • Transform (Laguz Only)
    • Special Actions
      • Special Actions are used as described in the feat.

    Death 

When a character is reduced to 0 hit points, they are Critically Wounded, and a countdown begins, counting down at the beginning of each round. If the character is not healed before the timer expires, the character is Crippled for the remainder of the battle. A Crippled character suffers a -10 penalty to their Hit, Avoid, Critical, and Critical Avoid for the remainder of the map, and, if their player has any alternate characters, cannot participate in the next battle while they take time to recover.

A wounded character cannot move or take any actions, though they can be picked up and carried by a mounted character the same as normal, except that they cannot dismount on their own; either the rescuing character or an adjacent ally must use their action to dismount the wounded character. Adjacent characters can use their action to administer medicinal items they are carrying to the dying character as if they were using them on themself.

A character who has been healed from a critical wound may move, but not take any main or bonus actions on the same turn that they are healed.

Times WoundedCountdown
1st2 Rounds
2nd1 Round
3rd0 Rounds
4thCrippled

A character can be Critically Wounded up to three times per map, with the countdown becoming shorter with each time. The fourth time a character is reduced to 0 hit points on a single map they are automatically Crippled.

____________________________________________________

    Tropera 

Map.

  • Calderia: The current target of Vissan’s aggression, Calderia lies on northeastern corner of the continent, protected for now by the Forest of Durvalla to the south, the sea to the north and east, and towering river cliffs to the west. Ruled by the venerable King Leoran, regarded by many as one of the wisest men in the world, Calderia is a center of philosophy, art, and magic.
  • Ephlund: The forested island kingdom only a few miles off the west coast of Vissan was originally a Reginor colony, until Reginbor ceased its explorative activity in the face of Vissan expansion and cut off aid to the colony. Today the two kingdoms are once again on good terms, although Ephies often harbor some resentment toward Reginors for abandoning them in the past. King Torun still wears the crown, but it is common knowledge that the aging monarch has passed the reigns of leadership to his son, Prince Ymdor.
  • Frael: The kingdom of Frael lies in the forested northwestern foothills of the Cairn Mountains. A small kingdom in resource-rich land with a small army, Frael has somehow completely avoided the attention of Imperial Vissan to the north, perhaps protected by the river that flows along their border. Many Fraelish villages grew up around lumber or mining camps, and the kingdom is wealthy for its small size thanks to its ore and lumber exports. King Dolfen is unpopular amongst the populace since his decision to withdraw the army from protecting the hill towns from bandits attacks in order to reinforce the Vissan border has left many forts abandoned, or worse, held by bandit groups.
  • Kambacha: In an age long past, mages waged a magical battle so immense that it still scars the land to this day. That land is the mystic desert of Kambacha, its sands still infused with the fallout of that epic war. Mysterious visions, otherworldly beings, and enlightenment are all said to await those who wander beyond the relative safety of the towns and villages that dot the verges of the desert, often making a living uncovering relics of the mages’ lost civilization to sell. Kambacha has no organized government, with each town acting autonomously.
  • Murgavio: Located at the neck that joins the northern and southern halves of Tropera, the city-state of Murgavio is a trade- and treasure-hunter’s paradise. Almost all goods traveling from the mystic desert in the south to the kingdoms of the north or vice-versa pass through Murgavio, including those traveling via the black market. Surrounded by the Cairn Mountains to the west, the Forest of Durvalla to the north, the sea to the east, and Lake Murgavio to the south, Murgavio is the link between the north and south. Murgavio has no king or queen, and is instead governed by a Prosper Council of respected merchants and citizens.
  • Reginbor: Occupying the frigid highlands at the northern knob of Tropera is the kingdom of Reginbor. Ruled by the recently-crowned Queen Seigalfa, the Reginor are a hearty people who carve a living from the icy sea and winter wood. Bordered by Vissan to the south, the people of Reginbor seem to have little concern for the possibility of invasion, perhaps confidant in the harsh conditions of their homeland to keep the lowlanders at bay. Until around 80 years ago, as Vissan’s expansion began to raise concerns among even their most distant neighbors, Reginbor had boasted many renowned explorers who sailed and settled around the world.
  • Sowtlund: The subcontinent of Sowtlund lies off Tropera’s southeastern coast. Though settlers from Reginbor gave the land the name it is best known by in the north, Sowtlund was already long inhabited by people sharing common ancestry with the inhabitants of Kambacha, who called their homeland Chamur. While the Reginor settlers were warmly received and the two groups have generally cohabitated and even intermingled peacefully, there are those among both people who would rather see the subtropical isle belong to theirs alone.
  • Vissan: Stretching from the western coast to the Great Forest of Durvalla in the east, Imperial Vissan is the largest nation on Tropera. Starting from a single kingdom in the middle of the northern half of the continent, over the last century Vissan has expanded to engulf its neighbors, and their neighbors, and their neighbors, until it became the empire it is today. Ruled by Emperor Richtavia, a woman with a reputation for vengefulness, Vissan casts a shadow over all other kingdoms of the north. Due to their decades of expansion and absorption of neighboring kingdoms, Vissan boasts a diverse assortment of geography, resources, and craftsmen. From the farmland plains, to the fishing ports, to the mines and smithies in the mountains, Vissan is a powerhouse.

    Vissan Territories 

Vissan's expansion took place in two "Aggressions." The First Aggression began with their war with Prenailia roughly 118 years ago, and ended with the surrender and ceding of Aren about 112 years ago. The territories seized in the First Aggression are generally better integrated into the Empire than those taken in the Second Aggression, which lasted from the conquest of Craelach beginning about 87 years ago and lasting to today, as the Empire presses on toward the conquest of Calderia. Citizens of Aren, for example, typically feel a deeper identity as Vissans than kinship with the people of Frael, whom they tend to see as cowards who abandoned them, while Durvalla remains an unruly addition to the Empire with minor acts of domestic resistance being commonplace and even armed resistance not unheard of, further troubling any attempts to push into Calderia.

  • Old Vissan: Before the war began, Vissan was one of seven relatively small kingdoms that divvied the lowlands of northern Tropera. Vissan lay in the center north, giving them control of the great northern lake and the river to the sea, which in turn gave them control over the flow of trade through the northern lowlands, and even into the highlands of Reginbor to the northwest and Calderia to the east. The military knowledge and magical secrets they acquired from these trade partners were the key to their success in the early days of the war, before they had acquired enough territory and power to crush other kingdoms with numbers.
  • Prenailia (Conquered ~118 years ago): Prenailia was Vissan's chief trade rival, situated south of the other kingdom and controlling trade along the Cairn mountains by way of the rivers that ran from the great lake to both the northwest and southeast. Besides trade, Prenailia was known for its exquisite jewelers, working with materials from neighborly Arenfrael.
  • Murinor (Conquered ~113 years ago): Murinor was a splinter kingdom of Reginbor that lay in the forested foothills west of Vissan. The Murinor had a long tradition of warrior culture and military strength which proved superior to Vissan's enlisted troopers, but Vissan's magical edge won out after a grueling war.
  • Arenfrael (Conquered ~112 years ago): The kingdom of Arenfrael spread from the northwestern Cairns across the great river. The rich mineral deposits in its mountains made Arenfrael the chief producer of metals and precious metals in northern Tropera, and gave rise to many of the greatest metalworkers and blacksmiths of their time. When Vissan invaded, Arenfrael's prince fled the capitol to a stronghold on the mountainous side of the river, and ceded everything north of the river to Vissan in suit for peace. The lost land became known as Vissan's Aren province, taking many of the best metalworkers with it, while the land to the south and its rich mines became known as the Kingdom of Frael.
  • Craelach (Conquered ~84 years ago): More of a confederation of affiliated fiefdoms than a true kingdom, the League of Craelach covered territory to the east of Prenailia that expanded from high in the Cairns to across the river valley. As a decentralized League rather than a true singular nation, Craelach itself was never at agreement how to respond to Vissan's expansion, whether to fight back, ignore it, welcome their new overlords, or what else, and that wild variance of opinion holds true to this day. Modern Craelach is plagued by holdouts high in the Cairns, whether they be freedom fighters, bandits, or isolationists, who are simply too much trouble for the Vissan military to stamp out once and for all.
  • Weizen (Conquered ~75 years ago): Lying between the original Vissan and Calderia, Weizan was the strongest naval power in Tropera until the kingdom's fall, boasting fleets of fishing and mercantile ships alongside its warships. After the capitol's fall, the queen and her loyalist forces fled to exile in the northern archipelago, where their dreams of rallying to retake their kingdom were dashed by constant conflict with the pirate groups who already used the islands as bases of operations. Today, her daughter rules as the queen of a pirate armada that attacks all ships with equal opportunity.
  • Durvalla (Conquered ~30 years ago): Lying on the northeastern verges of the great forest that bears its name, the Kingdom of Durvalla was a staunch ally of Calderia prior to their fall, and second only to the Calderians in magical aptitude and ability in all of the north. The Durvallans preached harmonious living with nature, and were ruled by a high druid until the kingdom's fall, when he and his inner circle retreated into the depths of the forest, never to be seen again but in rumors and legends.

Edited by Wryte on Mar 11th 2021 at 6:55:31 AM

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
SabresEdge Show an affirming flame from a defense-in-depth Since: Oct, 2010
Show an affirming flame
#2: Nov 1st 2016 at 1:16:32 PM

A few observations on mechanics.

The "four points instead of 1d6" is biased, slightly, towards the guaranteed point gain, since the average of a 1d6 is 3.5: 50% of the time you'll do worse, 17% of the time you'll do as well, and 33% of the time you'll do better.

It looks like we're taking weapon durability out of the picture entirely? No objection here.

As feats go, we seem not to be using them much with only one feat at level one, one more at ten, one more at twenty. This'll limit some of the more fun things. I take it that the FE9 additions of things like Canto aren't featured.

A potentially big issue is turn order. In the games it's strictly sequential (unit A, unit B, unit C), but that can slow things down massively; on these fora we normally do simultaneous execution (players post, GM resolves actions, GM posts) but I'm not sure how well that'll work with a grid—especially if players try to get fancy with logic gates ("if target X dies I switch to target Y"...)

Charlie Stross's cheerful, optimistic predictions for 2017, part one of three.
nman Since: Mar, 2010
#3: Nov 1st 2016 at 1:58:32 PM

He's using a similar leveling scheme as Dungeons and Dragons. In the latest edition, for instance, you get a choice of 4 for a d6, 5 for a d8, 6 for a d10, and 7 for a d12 (as well as getting bonus stats at level 4 and multiples thereof). So if you have an issue with that, you probably ought to send a strongly-worded letter to Wizards of the Coast. [lol]

But yeah generally rolling for your HP is just more "fun" for roleplaying and gambling than it is about having something statistically equal for every size hit die.

Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#4: Nov 1st 2016 at 5:06:39 PM

As Nman correctly surmised, the inspiration for this choice was 5th edition D&D. Part of the trick of modifying FE mechanics for a forum RP is needing to guarantee that no individual player gets screwed by bad level up RNG as can happen in the games, since they can't just bring a different unit to battle. That's why I went with the static point option, while also keeping the random element for anyone who enjoys it more that way. The important thing to remember is that while it's only a 33% chance to do better than the static option, it's a 50% chance to not do worse. You have an even chance to do as well or better as you have to do worse. If the odds were any better of beating the static points, I'd worry about the gamble feeling mandatory.

On a similar note, another point of clarification, we won't be tracking individual character's experience points, as that could too easily lead to certain characters (healers and performers in particular) getting left in the dust, or one player emerging as the Jeigan if they get to hog too many kills. Instead, the entire party will level up together at check points in the story, generally after each main storyline mission.

As far as feats, I considered at one point including skills from the Radiant games (you'll notice that Gamble made it in), but as most of the mechanics I'm using otherwise are drawn from the GBA titles, I decided to stick more closely to the class skills in Rekka No Ken and Sacred Stones, especially considering how much more powerful some of those abilities are than others (looking at you, Adept). The main point of feats in this case is to take the place of a rigid class system, since relatively few classes in the GBA games had special skills. If there are particular skills from other games in the series you'd be interested in using here, we can talk about them. You mentioned Canto in FE 9 in particular, which is currently covered by the Perform feat.

Battles will be played out in team-based turns, with all players posting their actions during the team's turn, me resolving their rolls, and then taking the enemy's turn. I've actually played a couple games in this board that worked exactly this way with maps, and the workaround was generally as you described: "I take this action unless X, in which case I take this action instead."

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
nman Since: Mar, 2010
#5: Nov 4th 2016 at 1:33:40 PM

Dang dude, those are some pretty good sprites so far.

Suttungr Since: May, 2010
#6: Nov 4th 2016 at 7:42:40 PM

Just thought of a couple things I should probably ask...

1: Is the Rescue mechanic in this RP in any form? For example, could Grendan give Gertrude a ride to the front lines if necessary?

2: More of an in-character thing rather than mechanical, but how would Sir Tigra expect her subordinates to address her? Given the backstories thus far, Grendan, at least, would likely know that much.

3: Would Sir Tigra be considered the "Lord" equivalent? (Hopefully not to the "instantly lose if character is defeated" level even if so...)

TehStanman Master Saboteur from Standard Since: Feb, 2012 Relationship Status: You can be my wingman any time
Master Saboteur
#7: Nov 4th 2016 at 9:00:15 PM

I have a question too. What's the attack speed difference required to double attack? I assume it's 4, if we're going off the GBA games.

"Why does everything have to loop back to YGO?" -Guy who ruined YGO
Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#8: Nov 4th 2016 at 9:07:52 PM

^^^ Thanks, but they're mostly just palette swaps and minor modifications. Yours easily gave me the biggest headache so far. Had to transplant the head of a special character from one game onto the body of a generic, then recreate the robes of another generic.

^^ I've gone back and forth on that, and for the time being at least I'm saying no. We may revisit that decision later on if it becomes an issue.

Tigra is no longer a knight, since she resigned her commission, but she isn't likely to protest too much if anyone wants to keep referring to her as "Sir." She does expect at least some degree of respect from the troop, as she is their boss.

Tigra is not a Lord character.

^ Yes, it'll be 4.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
TehStanman Master Saboteur from Standard Since: Feb, 2012 Relationship Status: You can be my wingman any time
Master Saboteur
#9: Nov 4th 2016 at 9:12:40 PM

Since she's the leader of a mercenary company now, would Tigra's official title be "Commander" then?

"Why does everything have to loop back to YGO?" -Guy who ruined YGO
Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#10: Nov 4th 2016 at 9:17:02 PM

Sir, Ma'am, Boss, Captain, Commander... she'd probably be fine with any of those.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
RAlexa21th Brenner's Wolves Fight Again from California Since: Oct, 2016 Relationship Status: I <3 love!
Brenner's Wolves Fight Again
#11: Nov 4th 2016 at 9:38:27 PM

nvm

edited 4th Nov '16 9:52:25 PM by RAlexa21th

Where there's life, there's hope.
Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#12: Nov 4th 2016 at 9:49:40 PM

There is the option to take proficiency in both a weapon and a type of magic, though I do expect that to be an unlikely choice for most players due to the increased stat requirements.

Not sure where you're getting 5 stats from, though. There are 8 stats total, of which Str/Mag are only two.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
RAlexa21th Brenner's Wolves Fight Again from California Since: Oct, 2016 Relationship Status: I <3 love!
Brenner's Wolves Fight Again
#13: Nov 4th 2016 at 9:51:45 PM

Oops, I forgot Luck and Skill, 6 stats is Pokemon.

If the party fails the mission or retreats without you, you die.

How exactly does mission failure and retreat work?

edited 4th Nov '16 9:56:27 PM by RAlexa21th

Where there's life, there's hope.
SabresEdge Show an affirming flame from a defense-in-depth Since: Oct, 2010
Show an affirming flame
#14: Nov 4th 2016 at 10:00:32 PM

GM will probably drop a retreat tile and from there on it'll come down to how well we can rearguard, I suppose.

Charlie Stross's cheerful, optimistic predictions for 2017, part one of three.
Suttungr Since: May, 2010
#15: Nov 6th 2016 at 1:00:05 PM

Does anyone else think we should start anyway if no more applications are made soon? I mean, I think 6-7 players (depending on whether Arthur's player comes back and revises his application as requested) is plenty for an interesting game (possibly even a crowded one for a first-time GM), but it's not just my decision.

Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#16: Nov 6th 2016 at 1:04:28 PM

That's what I'm leaning toward, yes. Having characters join along the way in the story is in keeping with the source material, after all. tongue

We'll probably be starting this week, whether we have the last spots filled or not.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
DarknessAwaits from R'lyeh Since: Jul, 2014 Relationship Status: You cannot grasp the true form
#17: Nov 9th 2016 at 1:50:08 PM

Arthur's player is here and will modify the backstory as soon as he gets on his PC- due to school happening and being very demanding, he mostly operates from his phone right now.

Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#18: Nov 9th 2016 at 4:36:24 PM

Good to hear.

I'll be launching the game thread Friday afternoon, and expect our first battle to start on Saturday in order to give everyone some time to start mingling in-character before stuff hits the fan.

On that note, I have decided to change the Flying Mount rules as discussed earlier. Flying Mounts, instead of taking increased damage from ranged weapons, now cannot benefit from terrain bonuses.

Also, boy what a difference a new tablet makes.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
Suttungr Since: May, 2010
#19: Nov 9th 2016 at 4:46:41 PM

That's a MASSIVE difference. It actually looks like a map now instead of a three-year-old's first scribbles.

Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#20: Nov 9th 2016 at 8:35:38 PM

Yeah, that first one was freakin' embarrassing. I don't know what happened to my old tablet, but trying to draw with it was like trying to draw with my feet. The new one'll take some getting used to yet in terms of getting a feel for the sensitivity, spatial distribution vs the monitor, etc., but it's already infinitely better line quality.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#21: Nov 11th 2016 at 7:04:52 PM

The game thread is now up! Sorry to get it up so late; I wound up needing to run errands after work that then took longer than I expected. We'll be beginning our first battle Sunday, instead, since it's so late already.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
CathariSarad Since: Jan, 2014
#22: Nov 11th 2016 at 7:48:27 PM

Question before I start working on my post. Is it assumed that the player characters have met already, or is Sir Tigra still on the lookout for more troops? I ask this mostly because I haven't quite figured out what Zeera's interactions would be like if the group has already assembled for the most part (and also because I kinda assumed people would be joining the company within the first portion of the RP as opposed to before the RP takes place).

Wryte Pretentious Git from A Disney Pocket Dimension Since: Jul, 2010 Relationship Status: Wishfully thinking
Pretentious Git
#23: Nov 11th 2016 at 8:00:30 PM

Let's say Tigra recruited each member individually, and told them to meet here on this date. The group is formed, but no one's necessarily met anyone but Tigra herself and maybe Malia yet.

What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.
Suttungr Since: May, 2010
#24: Nov 11th 2016 at 8:24:32 PM

Who's Grendan talking to? I'm not really sure; if one of the other players wants to answer, go for it.

Also, his wyvern is apparently named Heath.

RAlexa21th Brenner's Wolves Fight Again from California Since: Oct, 2016 Relationship Status: I <3 love!
Brenner's Wolves Fight Again
#25: Nov 11th 2016 at 8:36:33 PM

Reminds me of a wyvern named Minerva.

Where there's life, there's hope.

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