Heroes of Lite

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The document provides an overview of a tabletop roleplaying game called Heroes of Lite that aims to emulate the Fire Emblem video game series. It streamlines mechanics from Fire Emblem for a tabletop experience.

The races described include Beorc, Laguz, Taguel, Manaketes, and Monsters. Beorc and Laguz are human and animal-like races respectively, while Taguel and Manaketes can transform. Page 7, 8, and 19 cover these races.

Character creation aspects covered include stats, selecting a race, movement type, weapon type, and skills. Pages 5-6 and 12-14 discuss these character building elements.

Heroes of Lite

A Fire Emblem Tabletop, Version 3.7


By Cecil and Rubin
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . .03 Post Combat . . . . . . . . . . . . . . . . . . . . . .28
What is Fire Emblem? . . . . . . . . . .04 Indexes . . . . . . . . . . . . . . . . . . . . . . . . . .29
The Basics . . . . . . . . . . . . . . . . . . . . . . . .05 Skills . . . . . . . . . . . . . . . . . . . . . . . .29
Stats . . . . . . . . . . . . . . . . . . . . . . . .05 Items . . . . . . . . . . . . . . . . . . . . . . .40
Character Creation . . . . . . . . . . . . . . . . .06 Weapons . . . . . . . . . . . . . . . . . . . .41
Races . . . . . . . . . . . . . . . . . . . . . . . . . . . .07 GMing: Tips and Tricks . . . . . . . . . . . . . .55
Beorc . . . . . . . . . . . . . . . . . . . . . . .07 Creating Chapters . . . . . . . . . . . . .56
Laguz . . . . . . . . . . . . . . . . . . . . . . .08 Map Making . . . . . . . . . . . . . . . . .59
Taguel and Manaketes . . . . . . . . .19 Preset Units . . . . . . . . . . . . . . . . . .62
Monsters . . . . . . . . . . . . . . . . . . . .10 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Movement Types . . . . . . . . . . . . . . . . . .11 Stat Sheets . . . . . . . . . . . . . . . . . . . . . . .66
Statting Your Character . . . . . . . . . . . . .12
Selecting a Weapon Type . . . . . . . . . . .13
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Leveling Up . . . . . . . . . . . . . . . . . . . . . . .16
Weapon Refinement . . . . . . . . . . .17
Playing The Game . . . . . . . . . . . . . . . . .18
Using Out of Combat Actions . . . .19
Supports. . . . . . . . . . . . . . . . . . . . .20
Combat . . . . . . . . . . . . . . . . . . . . . . . . . .21
Declaring Combat . . . . . . . . . . . . .21
Using Action Skills . . . . . . . . . . . . .22
Using Staves. . . . . . . . . . . . . . . . . .22
Rescuing Units . . . . . . . . . . . . . . . .23
Trading and Using Items . . . . . . . .23
Waiting . . . . . . . . . . . . . . . . . . . . . .23
Barrier and Multi HP Units . . . . . .24
Terrain . . . . . . . . . . . . . . . . . . . . . .25
Siege Weaponry . . . . . . . . . . . . . .25
Fog of War . . . . . . . . . . . . . . . . . . .26
Status Effects . . . . . . . . . . . . . . . . .27
Stabilization . . . . . . . . . . . . . . . . . .27

02
Introduction
Welcome to Heroes of Lite!

A Tabletop Roleplaying Game created to emulate the Fire Emblem experience, Heroes of Lite takes inspiration
from games across the entire Fire Emblem series. Most prominent are influences from the Radiance games,
Sacred Stones, Awakening, Three Houses and the mobile game Heroes. Being that Fire Emblem games run a
lot of math under the hood and that emulating that math in a TTRPG context would be both painstaking and
time-consuming, Heroes of Lite streamlines mechanics when possible. The result is a game that is easy to play
either digitally or with traditionally. Heroes of Lite is meant to be equally playable by veterans of TTRPGs and
newbies alike, as well as by those who have played every Fire Emblem game and those who haven’t touched a
single entry.

This version of the Heroes of Lite handbook is the 3.7 release — our sixth public release of the system. Having
been playtested and used over a wide variety of campaigns, it is also our final version of the handbook! However,
if there are any typos within the book, feel free to reach out to our twitter, @nattwentea, or our Discord, which
you can join via this invite: https://discord.gg/BBHSUvS.

Lastly, thank you for playing, and have fun!

— Cecil and Rubin

03
What is Fire Emblem?
Fire Emblem is a video game series set in medieval ages, where knights patrol, dragons roam the skies, and gods
can control the very nature of the world itself. The game uses a turn-based grid battle system, and plays very
similarly to other strategic board games, such as Risk, but on a smaller scale. The story of the game typically
follows a lord (or any other vein of royalty) who, upon realizing the threat of another nation, must unite with
various allies to vanquish not only the opposing armies, but often, a supernatural force that’s eager to be
summoned to do battle with the heroes.

The most charming part of the series is the sheer number of units that you can recruit. A classic staple of the
Fire Emblem video game series is that anyone that is killed in battle is dead for good, which in turn means that a
player’s actions and decisions are very important — while this system can support ‘permadeath’ in this manner,
the default standards of play are a bit more forgiving; after all, while you can always hit the reset button on a
video game that has gone awry due to poor luck, the same cannot be said about a Tabletop game. That said, Fire
Emblem is a game about utilizing strategic prowess to win maps, exercising charm to bolster their ranks with new
allies, and building your army to be well-rounded masters of combat. If a player plays their cards right, they will
find themselves with allies from a wide variety of backgrounds by the end of the game.

While having played a Fire Emblem game before will help you understand the general gameplay mechanics and
flow of battle, it is not a requirement. This tabletop system has been designed to best emulate the Fire Emblem
experience without requiring large amounts of bookkeeping or number-crunching for players or game masters,
making it fairly easy to pick up for beginners.

For those unfamiliar with the series who wish to GM this system, reading the Tips and Tricks section (Page 55)
is recommended — it’s perfect for those who are trying to build a game and are in need of some
planning and ideas.

04
The Basics
Contrary to the large number of characters some Fire Emblem games allow, this game is recommended to be
played with 1 game master (henceforth referred to as the ‘GM’) and 1-4 Players. Along with the statsheets
provided in this handbook, you’ll also need a set of dice, tokens, and a board with a grid to play on. If you’re
thinking of playing online, clients like roll20.com are an excellent way to manage sessions over the Internet.

This game relies solely on 20-sided dice, or d20, to generate rolls. Most often, rolls will use a 1d20 (one roll of the
die), but occasionally may call for 2d20 when advantage or disadvantage comes into play. Once the die is rolled,
any applicable stats are added. In some situations, you may need to divide this number to get your result. If the
number needs to be rounded, always round down. In the case of a tie, the defender always wins.

Stats
The next thing you should become familiar with are Stats, which determine how a unit performs actions
in and out of battle, from attacking and defending oneself to gathering knowledge and sweet-talking others.

In Combat Stats
HP: The amount of Hit Points a unit has — reaching 0 renders the unit unconscious.
Attack: Used when calculating Power.
Defense: Reduces the damage taken when attacked with a physical weapon, such as a Sword.
Dexterity: Affects Hit and Critical rate. For every 4 points in Dexterity, 1 extra point of Hit is gained.
Speed: Allows a unit to gain or avoid Follow-up Attacks. A unit that has 4+Speed
more than their opponent gains a Follow-up Attack.
Resistance: Reduces the damage taken when attacked with a magical weapon, such as Anima Magic.
Luck: Affects your ability to avoid attacks. For every 4 points, 1 extra point of Avoid is gained.

Hit: Accuracy in landing attacks, affected by a unit’s Dexterity.


Avoid: The ability to dodge, affected by a unit’s Luck.
Critical Avoid: The means to avoid Critical Hits, based on a unit’s Avoid. Found by adding Avoid+15.
Might: The amount any weapon adds to any attacks made with it.
Tri: This is the modifier used for the Weapon Triangle, found by Power/5.
Power: The cumulative power of an attack. Found by Attack+Might, then ± Tri (if applicable).
Damage: The value subtracted from a unit’s HP after an attack. Found by Power - (Defense or
Resistance), then adding (or subtracting) from factors such as Skills and Refines.
Charge: A value built up through battles that can be spent to trigger Combat Arts.
Gauge: When Laguz Transform, this value determines various stats. Starts at 4 upon
Transforming, then going down by 1 each turn until reaching 1.

Move: The distance a unit can move; determined by the Movement Type a unit has.
Size: The size of a unit. Used to determine a unit’s Aid.
Aid: The ability to rescue another unit. Based on a unit’s Strength and Movement Type.
Con: How easily a unit can be rescued by another. Based on Size and Movement Type.

Out-of Combat Stats


Strength: Ability to perform strength-based tasks, such as moving and lifting objects unaided.
Intellect: A unit’s knowledge of events and other information found in books or taught in classes.
Perception: The ability to perceive, such as the ability to notice things of importance or read lies.
Charisma: The overall presence a unit gives; can be used for charm or intimidation.
Fate: Used for non-combat, luck-based rolls. Is either Luck/5 or 3, whichever is lower.
Finesse: Correlates with the ability to perform fine-motor tasks or precise actions.
Is either Dexterity/5 or 3, whichever is lower.
Acrobatics: Determines a unit’s ability to run, jump, and other physical feats.
Is either Speed/5 or 3, whichever is lower.

05
Character Creation and Progression
The Fire Emblem series is known for its colorful cast of characters, and so for both the GM and players, Character
Creation is a significant part of the tabletop. While there are some known archetypes that have developed over
the years, it’s rare to have one character be exactly the same as another. As such, this tabletop focuses on
offering flexibility and freedom in creating and developing characters so that each character can be unique.

Unless otherwise stated, players should only be making one character per campaign. That said, if preferred, a
GM may give players the option to create two or more characters so that the player has a starting army, if the
GM has no plans to make NPCs to give the player at the start of the game. A quick list of the steps involved in
creating a character is as follows:

Choose a Race (Page 7)


Heroes of Lite has several distinct playable races to choose from: Beorc, the “humans”, and Laguz, Taguel, and
Manaketes, the shapeshifters. All of these races are expanded upon in the pages that follow. It is of course also
entirely plausible that a character might come from a mixed background, but mechanically mixed characters will
be treated as one of the prior-listed races. Monsters exist as well, but if you are interested in playing a Monster,
discuss it with your GM prior to starting the campaign.

Decide Movement Type (Page 11)


There are four Movement types — Infantry, Armor, Flier, and Cavalry. Your character’s Movement Type
determines what sorts of terrain they can and can’t go through, their base movement, and factors into rescuing
and being rescued.

Distribute Stats (Page 12)


Each character starts at Level 1, gets 12 points to spend across their Combat Stats, and 6 for Non-Combat Stats.
Armor characters get a bonus of +2 Defense, and +1 to HP and Resistance upon creation.

Pick a Weapon Type (Page 13)


Each character chooses a Weapon Type they excel at by default, receiving a basic weapon of that type at no cost.
A scant few weapons are only accessible by certain races.

Choose Skills (Page 14)


Each player chooses two Skills to start: one skill based on their Movement Type, and the other from any skill
on the Skills Page (Page 29 and onwards) for which the unit qualifies. In some cases, the GM may allow you to
choose a Personal Skill for the latter instead, in which case the GM will provide guidelines as necessary.

Leveling Up (Page 16)


Depending on the campaign, or when a player joins, the character they create may not be Level 1. In this
instance, the character levels up to the appropriate level, gaining any Attributes and additional skills that they
would have been eligible to obtain along the way.

Set up Inventory
Last is items. Aside from the basic weapon received from choosing a Weapon Type, as well as a mount based
on what your movement allows, each character receives 1000 Gold (g) and a Herb. Further purchases, if the GM
allows it, can be made based on the Items list found on Page 40, while additional weapons (Page 40 and
onwards) are generally only available for players starting in the middle of the campaign.
06
Races
When first creating a character, one must decide on a race. There are several races in the world of Fire
Emblem. A character’s race affects what sorts of actions they may have access to, and may offer a bonus
weapon that can be chosen instead of the typical options. Each of the traditional races featured in
Fire Emblem are introduced below, though not every race may be present in every campaign.

Beorc
Weaknesses: None Bonus Weapon: None
Lifespan: ~70-90 years

Also commonly known as humans, Beorc are the only race


entirely incapable of transforming to fight. In spite of this,
they have coexisted and thrived among the other races for
centuries, and many heroes of legend were Beorc who
had mastered the powerful weaponry at their arsenal.
Historically, Beorc overcame their disadvantage of not hav-
ing a form armed with claw and fang through the creation
of weaponry and mastery of magic. Those who choose to
fight by Beorc-crafted weaponry are often blessed in the
realm of versatility. In addition, Beorc have no innate weak-
nesses, but have the shortest life expectancy of any of the
races -- though not drastically compared to Beast Laguz.

Half-Beorc
Weaknesses: None* Bonus Weapon: None*
Lifespan: ~100+ years*

*Weaknesses, Bonus Weapon, and Lifespan can vary


based on lineage.

As no race is so different from any other as to be entirely


socially incompatible, all races are capable of loving and
being loved by one another. Being the only living race
incapable of transformation in any capacity, when Beorc
have children with a shapeshifting race, their children
may or may not be able to transform. Regardless of their
capability to access shifters’ weaponry, such as strikes and
stones, Half-Beorc children usually have lifespans inbe-
tween that of their Beorc and non-Beorc parent, and even
those incapable of transformation may be inclined towards
certain magical capabilities. Like any other child, Half-Beorc
children inherit physical traits from their family members
on a case-by-case basis. A Half-Beorc child who can trans-
form has access to any exclusive weaponry their non-Beorc
parent had, but in turn, also complies with any weaknesses
their parent may have had while transformed as well. On
the other hand, a Half-Beorc who cannot transform does
not have access to exclusive weaponry, but also does not
have any innate weaknesses as a result.

07
Laguz
Weaknesses, Bonus Weapon, and Lifespan are based on the subspecies below.

Laguz is the name given to those who can transform into Beasts, Birds, and Dragons at will. These forms are,
when trained properly, adept at combat and other physical tasks. As such, many Laguz who choose to fight
use their innate shifting abilities to do so. While some Laguz can remain shifted for extended periods of
time, doing so is generally exhausting, and so most spend the majority of their time outside of battle
untransformed. Strategically, shifting between these two forms have their own boons and banes — at
the cost of tremendous power, many Laguz gain an additional weakness in this form. Laguz have longer
lifespans than Beorc on average; by how much is heavily dependent on their subspecies.

Beast Laguz
Weaknesses: When transformed, Beastslaying
Bonus Weapon: Strike Lifespan: 150-200 years

Beast laguz encompass a large faction of laguz.


Common ones, such as Cats, Tigers, and Lions, are
known for their signature ears and tail. Transformed,
they take on the form of larger than life beasts not
unlike real-world counterpoints, and their claws are
not to be tested. Felines are not the only beasts that
can be played. Any mammal is classified as Beast
Laguz, such as Bears, Weasels, and even the likes of
Horse Laguz.

Bird Laguz
Weaknesses: When transformed, Wingclipping
Bonus Weapon: Talons Lifespan: 200-300 years

Hawks, Ravens, and Herons make up the typical


arrangement of Bird Laguz. Often fast and nim-
ble opponents, Bird Laguz take to the skies to do
combat. However, as Bird Laguz often retain their
wings — and thus, take the Flier Movement — they
generally do not get the tactical advantage of
untransforming to avoid their weaknesses.

Heron Laguz are a rare case — generally not


fighters, these units thrive in support rather than
offensive tactics, making them a common candidate
for skills like Perform.

Dragon Laguz
Weaknesses: When transformed, Armorslaying
Bonus Weapon: Breath Lifespan: 1000-1100 years

Dawning Red, Black, and White colors, Dragon Laguz are the oldest subspecies of Laguz. Not only can they
fight with their impressive size, but they have their breath, which can be honed to perform various feats.
Untransformed, Dragon Laguz appear the most human-like, though it’s not impossible for Dragon Laguz to
adorn horns or even a tail and wings.

08
Taguel and Manaketes
Weaknesses, Bonus Weapon, and Lifespan are based on the subspecies below.

Taguel and Manaketes transform as Laguz do, but their means of doing so differ vastly. Historically, the
ancestors of these modern races had once been able to assume their beastly forms at will, but as these
beings aged, they became susceptible to descending into madness. To prevent such a fate, they infused their
great power into stones, but doing so came at a cost; while they can call upon their power anytime, losing
their stone prevents them from transforming altogether.

Unlike Laguz, simply equipping their respective Stone nets them a weakness associated with their stone —
Beastslaying for Beaststones, and Armorslaying for Dragonstones. Depending on which stone they wield,
their age also differs drastically; Dragonstone users often live over the course of many generations, while
Beaststone users are closer in lifespan to a Beorc’s.

Taguel
Weaknesses: When using Stones, Beastslaying
Bonus Weapon: Stones
Lifespan: ~70-100 years

Taguel can become beasts of limitless kinds.


They use mystical Beaststones imbued with
magical power to assume their alternate form.
Common forms that a Taguel can take are Foxes
and Wolves, known as Kitsune and Wolfskin
respectively.

That said, Taguel come in a variety of forms


both magical and mundane, furry, feathery,
and everything inbetween.

Manakete
Weaknesses: When using Stones, Armorslaying
Bonus Weapon: Stones
Lifespan: 4000-5000 years

The longest-lived of all sapient species,


Manaketes live for thousands of years, far
longer than any of their brethren. They see
ages come and pass as others do seasons, and
use powerful Dragonstones to transform in
times of need.

Manaketes are often, but not always, associated


with an element. While it doesn’t change how
they play, it can flavor the character themself
— an Ice or a Fire Manakete might prefer vastly
different living environments, for example.

09
Monsters
Weaknesses: Fiendslaying
Bonus Weapon: Claws/Curses Lifespan: Varies

“Monsters” are an interesting edge case; not quite a race in and of itself, “Monster” is a blanket term used to
describe otherwordly fiends who may or may not fall cleanly into the races above. While typically reserved
as an enemy-only classification, as most are non-sapient, characters may be created as or become Monsters
by taking the GM-approval-only Monstrous skill. Some examples of monsters can be found below.

Undead
Additional Weapons, as well as weaknesses, are based on the race they were in life.

Revenants, bonewalkers, and other reanimated beings fall under this category. While some may pick up the
weapons they knew in life, many resort to slashing their foes with their claws. They rarely listen to reason
and are prone to reckless endeavors.

Creatures
Cannot wield Strikes, Talons, Breaths, Beaststones or Dragonstones.

Mogalls, Mauthe Doogs, and Gargoyles are just some of the many fiends one may face on their journey.
While many utilize their claws in combat, some steal the weapons of those they’ve felled, while others, such
as Mogalls, have mastered the art of curses. Generally feral and unpredictable, but not uncommon for some
to have the capability to strategize and work together in groups.

Constructs
Bonus Weapons, Weaknesses, and other factors differ wildly from one Construct to another.

Morphs, Stoneborn, and other artificially-made beings, often created with a purpose in mind. These beings
can have access to as many or little weapon variance as their creator gifts them with, and their lifespan
varies heavily on what keeps them living in the first place. Some listen to the beck and call of their creator,
while others can act independently and think for their own goals, making them difficult to plan around in
the heat of battle.

10
Movement Types
Once a race is selected, each character is given a Movement Type. There are four different Movement Types
that a character can choose from, each with their own advantages and disadvantages.

Infantry
Traveling by foot, Infantry are the most versatile of movement, gaining no
notable bonuses or weaknesses.

Prerequisite: Travels by foot; unencumbered by armor weight.


Movement: 5 [2 per Space in Rough Terrain; cannot traverse Difficult Terrain]
Base Aid: 2
Weaknesses: None
Bonus Skill: Choose between Shove, Reposition, Swap, Draw Back, or Pivot.

Cavalry
Noble and courageous, Cavalry are the beasts accustomed to quickly traveling
long distances or those who ride them. Players who chose this class may start
off with a mount of their choice if they are not a beast themself.

Prerequisite: Travels by land (i.e. Horses, or due to being a Beast themself)


Movement: 7 [3 per Space in Rough Terrain; cannot traverse Difficult Terrain]
Base Aid: 4
Additional Weaknesses: Beastslaying Weapons
Bonus Skill: Canto

Flier
This class excels in the skies, flying by help of a mount or by their own wings.
Players who choose this class can start off with a mount of their choice if their
race doesn’t already offer them flight.

Prerequisite: Travels by air (i.e. Pegasi, Wyverns, or by their own wings)


Movement: 6 [Not hindered by Rough or Difficult Terrain]
Base Aid: 4
Additional Weaknesses: Wingclipping Weapons
Bonus Skill: Canto

Armor
Often seen as the defense of an army, Armor characters are slower, but can
reliably take hits. During character creation, Armor units get an additional +2
to Defense, +1 to HP, and +1 to Resistance.

Prerequisite: Travels by foot; encumbered by heavy armor.


Movement: 4 [2 per Space in Rough Terrain; cannot traverse Difficult Terrain]
Base Aid: 2
Additional Weaknesses: Armorslaying Weapons
Bonus Skill: Shove

11
Statting Your Character
Next comes statting your character. Each character starts at level 1, and has two types of stats to work with:
Combat Stats, which are used during battles; and Non-Combat Stats, which reserved for narrative moments.

Combat Stats
Each character has a minimum of 15 HP and 3 in all other Combat Stats upon creation, which starts at level 1.
As a result, at the beginning of Character Creation, a character’s combat stats will look as follows:

HP: 15, Attack: 3, Speed: 3, Dexterity: 3, Defense: 3, Resistance: 3, and Luck: 3

Each character then gets 12 more points to distribute across these stats. While your race or Movement Type
does not limit you in how you may distribute these stats, the maximum HP any character may have at level 1 is
20, and the maximum value for all other stats is 8. Additionally, if your character is of the Armor movement type,
they get an extra +2 to Defense, +1 to Resistance, and +1 to HP at character creation (these points cannot be
used to surpass the caps).

Non-Combat Stats
After a character’s Combat Stats are determined, there are seven Non-Combat Stats. Four of them — Strength,
Intellect, Perception, and Charisma — are determined at the start by assigning a value of 0 to 3 to each one.
Unlike combat stats, these do not increase over the course of the game, and must total 6 altogether.

The three other Non-Combat-Stats — Fate, Finesse, and Acrobatics — are calculated based on a character’s Luck,
Dexterity, and Speed respectively. For every 5 points in the appropriate combat stat, the respective non-combat
stat rises by one, until that stat reaches 3 — thus, a character with 5 Luck would have a stat of 1 in Fate, but a
character with 20 speed would still have 3 Acrobatics, rather than 4. As mentioned prior, always round down.

Values Affected by Stats


Once Combat and Non-Combat Stats are determined, there are several values that can be calculated
through a combination or one or more stats:

Hit, Avoid, and Critical Avoid


A character’s Hit modifier is determined by their Dexterity divided by 4, rounded down. Their Avoid is calculated
by dividing their Luck by 4, rounding down, and adding 4, while their Critical Avoid is found by adding Avoid+15.
Thus, a character with 6 Dexterity and 4 Luck at level 1 would have a Hit of 1, an Avoid of 5, and a Critical Avoid
of 20.

Power and Tri


The next stats to calculate are Power and Tri, both of which are dependent on what weapon the character has
equipped. Once a character has a weapon, their Power and Tri can be calculated. A character’s Power is equal to
their Attack+their equipped weapon’s Might, while their Tri is that Power divided by 5 and rounded down.

Size, Con, and Aid


Lastly, it’s time to determine the stats related to rescuing. First, determine the character’s Size, which represents
their size without equipment and untransformed. There are four sizes, which are as follows:

» 1: Small characters, usually young or small in build.


» 2: Medium sized, or characters of average build and height.
» 3: Large characters, usually especially stocky or tall.
» 4+: Extra Large, which is usually only reserved for monsters
Based on their Size and Movement Type, a character’s Con can be determined. For most, Con is equal to their
size, with two exceptions — firstly, Armor Units gain an innate +2 to Con; secondly, while Transformed, units
with Strike, Talon, or Breath Weapons gain +2 Size, upping their Con by the respective amount. Lastly, their Aid is
found by adding their Strength to their Base Aid, which is based on what Movement Type they are.

12
Selecting a Weapon Type
Once you’ve finished picking a race, picking a Movement Type, and distributing your character’s starting stats,
the next thing to do is select a weapon. Weapons are for the most part uninhibited by a character’s Movement
Type, race, and stats, minus a couple of rules: firstly, Beorc cannot transform and thus cannot use Laguz
Weaponry or Shapeshifting Stones, and secondly, units cannot transform atop a mount, meaning that Laguz,
Manaketes, and Taguel who want to make use of a mount will need to pick up Beorc Weaponry or Staves.

These rules in mind, each unit will receive a weapon from the table below corresponding to the weapon
type they choose. Physical weapons attack an opponent’s Defense, while Magical weapons attack an
opponent’s Resistance:

Name Range Might Type Restrictions


Iron Sword 1 6 Physical Unit uses Swords
Iron Lance 1 6 Physical Unit uses Lances
Iron Axe 1 6 Physical Unit uses Axes
Iron Bow 2 4 Physical Unit uses Bows
Iron Dagger 1-2 4 Physical Unit uses Daggers
Anima 1-2 4 Magical Unit uses Anima Magic
Light 1-2 4 Magical Unit uses Light Magic
Flux 1-2 4 Magical Unit uses Dark Magic
Heal 1 5 Physical Unit uses Staves
Strike 1 3 Physical Unit is a Beast Laguz
Talon 1 3 Physical Unit is a Bird Laguz
Breath 1 3 Physical Unit is a Dragon Laguz
Dragonstone 1 6 Magical Unit is a Manakete or Half-Manakete
Beaststone 1 6 Magical Unit is a Taguel or Half-Taguel
Claws 1 5 Physical Unit has the Monstrous skill
Curse 1 3 Magical Unit has the Monstrous skill

Strikes, Talons, and Breaths


Strike, Talon, Breath weapons seem abnormally weak at a first glance, but this is deceptive: when Laguz
transform, they gain +4 to their Might, represented by their Gauge. However, remaining transformed is
exhausting — each turn transformed, this bonus decreases by 1 until the bonus reaches 1, after which the
effective Might of a Laguz’s weapon does not decrease further. An easy way to keep track of this is by using a
4-sided die, turning it to 4 when the unit transforms, and flipping it at the beginning of each turn transformed.

Untransforming for a full turn allows this bonus to reset back to full upon next transformation. Because of this,
Laguz need to transform and untransform tactically — even if they aren’t completely exhausted yet, if they know
they’ve reached a calm moment in battle, it may be prudent to take a turn to rest so that they are prepared
when the next wave of enemies arrives.

Non-Proficient Weapons
On a final note, should a unit purchase or obtain a weapon type they cannot use, these weapons should be
placed in the inventory, as they cannot be equipped by those who don’t know how to use them. Don’t be afraid
to use them for creative means outside of combat – but in combat, they cannot be used.

13
Skills
Lastly, characters are defined by their Skills — feats that can be used in and out of combat to effect the way one
fights on the battlefield. While many are offered for anyone to take, there are also some that are restricted to a
unit’s weapon proficiencies or movement type.

In Heroes of Lite, Skills also come in five types:

» Passive: Are always active as long as any conditions stipulated by the skill are met
» Action: Are activated by using the user’s full action
» Strategy: Are declared before the user initiates combat
» Technique: Are declared after combat is initiated, before the user or an ally strikes an opponent
» Reflex: Are declared after combat is initiated, when an opponent strikes the user or an ally
At Character Creation, a unit is allowed 2 Skills by default: one of their choice, and one based on their
movement type. After that, units are allowed to take a new skill every 5 levels, up until the proposed
Level cap of 30. Each Skill can only be taken once per unit. Any stats gained as a result of skills are calculated
independently of stat caps; therefore, by using stat-boosting skills, a unit can slightly surpass their stats cap.

A full list of Skills can be found starting on Page 29.

Combat Arts
As units level up, special skills called Combat Arts can be taken. Combat arts cost Charge — points that are
accrued through participating in combat, at a base rate of one point per round of combat — to use. Charge
can be spent at any time to trigger a Combat Art, so long as any conditions that the Combat Art stipulates are
met. Combat Arts must be declared at the appropriate time based on their type; for example, in order to use a
“Strategy” Combat Art, the user must have the Charge required to activate it and declare that they are activating
it before initiating combat, while Technique Combat Arts must be called before rolling for Accuracy on an attack.
A unit may activate as many Combat Arts as they have the Charge for, i.e. a unit with 8 Charge could choose to
spend all of their charge to activate two Combat Arts that cost 4 Charge each.

Charge can be accrued and stored with no upper limit—it is sometimes strategically sound for a unit to activate
a weaker Combat Art as soon as they have the charge for it, while at other times, it may be better to save up
your Charge until an important battle and activate multiple Combat Arts in one strike. A unit gains Charge even
after combat where they use Combat Arts.

Personal Skills
If a GM has a good handle on how the system works, and is comfortable offering players customization options,
offering player characters the opportunity to modify or create a personalized skill to take as their Level 1 skill
during Character Creation helps make them feel unique. The only exception to this rule are those who decide to
take Perform on Creation — a GM who feels comfortable doing so may offer Personals at Level 5 to performers
instead to allow everyone an opportunity at taking a Personal.

Personal skills should reflect the character’s personality, playstyle, or otherwise give them an edge in a specific
niche. On the next page are a list of some potential personal skills — however, a GM can consider speaking with
their players to create a skill based on the gameplay experience they’re looking for.

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Personal Skill Examples
Figurehead [Passive] Hunter’s Boon [Passive]
Prereq: A background in nobility or leadership Prereq: A background in hunting
Effect: When adjacent to at least two allies, the user’s Effect: When fighting an opponent with less than 50%
Might is increased by their Charisma HP, the user gains Hit+1.

For a Cause [Passive] Scholarly Expertise [Passive]


Prereq: A background in nobility or leadership Prereq: A background in research or academics
Effect: When the user’s HP reaches 0, they may make Effect: The user picks a topic of expertise. This user
a Charisma check. On a 18+, they will instead become adds +2 to any Perception or Intellect rolls involving
KO’d at the beginning of their next turn assuming their this topic.
HP is still 0.
Tactically-Minded [Passive]
Chivalry [Passive] Prereq: A background in research or academics
Prereq: A background in knighthood Effect: At 1/2 HP or less, Defense+2 and Resistance+2,
Effect: The user adds +2 to damage dealt and -2 to Attack-1.
damage taken against enemies at full HP.
Fate’s Blessing [Passive]
Shining Armor [Passive] Prereq: A background in religion
Prereq: A background in knighthood Effect: When the user is KO’d in combat, they may
Effect: When rescuing an ally at 1/4 or less of their immediately make one Fate roll to stabilize themself.
max HP, the user does not take rescue penalties.
Peacebringer [Passive]
Perfect Pitch [Passive] Prereq: A background in religion
Prereq: A background in the performance arts Effect: All allies and enemies within 2 spaces of the
Effect: After using a “Rally” or “Perform” skill, any user deal 2 less damage.
allies within 2 tiles of this unit restore 5 HP.
Opportunist [Passive]
Fancy Footwork [Passive] Prereq: A background in combat
Prereq: A background in the performance arts Effect: If the foe cannot Counterattack, the user adds
Effect: Attack+2 and Speed+2 to all adjacent allies for 1 +4 to their Attack.
Turn when a “Rally” or “Perform” skill is used.
In Extremis [Passive]
Forager [Passive] Prereq: A background in combat
Prereq: A background in farm life Effect: When the user’s HP is 1/4 or under, gain Hit+2.
Effect: When standing in Forest terrain, the user
regains 2 HP at the beginning of every turn. Barter [Passive]
Prereq: A background in merchant work
Animal Friend [Passive] Effect: The user can purchase an item for half its cost in
Prereq: A background in farm life exchange for an item in their inventory.
Effect: When the user begins their turn adjacent to a
Cavalry, Taguel, or Beast Laguz ally, they regain 2 HP. Resourceful [Passive]
Prereq: A background in merchant work
Hunter’s Grasp [Passive] Effect: When the user uses an item, any effects—such
Prereq: A background in hunting as HP recovered, damage dealt, or stats gained—are
Effect: After combat, the foe cannot use the skill doubled.
Canto, and suffers a -2 move penalty until the end of
their next turn.

15
Leveling Up
Optionally, a character may not start at Level 1, instead beginning as the level that the GM grants. When this
happens, the unit is brought to the appropriate level, and are granted the following bonuses: After adjusting the
proper level, units can gain further Levels by two distinct means:

#1: Completing a map: After completing a map, all units should gain a Level, regardless of frequency of use.
This ensures everyone’s units remain balanced.

#2: Completing quests: Units should also be given Levels for completing quests. These might be as simple as
escorting a royal to their castle, or as challenging as taking down the general of an enemy nation. As a rule of
thumb, when it feels as though a significant milestone in the plot has been reached, a Level should be gained.

For each level a unit gains, they gain 3 points to be distributed into stats of their choice. However, there are caps
that prevent a stat from going too high from the other stats. These stat caps increase over the course of the
game, and are as follows:

Levels 1-10: HP caps at 30, other stats cap at 12. Levels 21-25: HP caps at 45, other stats cap at 25
Levels 11-15: HP caps at 35, other stats cap at 16 Levels 26+: HP caps at 50, other stats cap at 30
Levels 16-20: HP caps at 40, other stats cap at 20

In addition, at certain levels, units will gain further bonuses:

Level Bonus
5 New Skill
7 Basic Attribute (Primary Weapon)
10 New Skill
15 New Skill
17 Any Attribute (Primary Weapon) or
Basic Attribute (Secondary Weapon)
20 New Skill
25 New Skill
Any Attribute (Any Proficient Weapon)
27 or gains unique Attribute on Strike/Breath
(Single Proficient Units only)
30 New Skill

Level 30 is the suggested level cap, but feel free to


continue leveling past 30 if the campaign necessitates it.

16
Weapon Refinement
As characters level up and become stronger during their journeys, you will quickly realize that enhancing your
stats and skills only goes so far — to best protect yourself and your allies, you will need to upgrade your
weaponry as well. At Character Creation, all units choose a weapon type that they are proficient in, and choose
a basic weapon of that type; over the course of the game, units get the opportunity to refine their chosen
weaponry to become stronger and gain additional edges against opponents in battle. Buying additional weapons
allows for versatility, but in general, a character’s strongest weapons will be the ones they refine to suit their
specific needs.

Additionally, Weapons that can be refined gain access to two types of Attributes — Basic and Advanced.
Every Weapon is allowed to have up to two Attributes, but each Attribute can only be taken once, and only one
may be Advanced (note that each stat granted by the Enchanted refine counts as a different refine); for example,
a knight with a favored javelin could add Beastslaying or Fiendslaying, but cannot give it the Brave Attribute due
to already owning the Blessed Attribute. An archer with a Enchanted (Resistance) bow can add the Enchanted
(Defense) refine, but cannot add Enchanted (Resistance) a second time. On a final note, Bows, which have
innate Wingclipping, and Staves, which have innate Heal, still qualify to gain two additional Attributes
through refinement.

The kinds of Attributes available depend on the weapon in question, found on Page 41 and onwards.

Effects
Some Attributes —found primarily on Staves — grant the ability to use Effects. When that Weapon is equipped,
a unit can use their whole action to use an Effect, rolling Accuracy if targeting an opponent. These Effects may be
improved by other Attribute(s) the Weapon has. By default, Staves come with the Heal Effect innately, which can
be used to restore an adjacent ally’s HP based on the user’s Attack+Might.

Secondary Weapon Type


Once a unit reaches level 17, they can choose to refine another weapon that they own. This may be either
an additional weapon of the same type as the first, or they can choose one from their Secondary Weapon
Type — the weapon they choose to wield through means of the Dual Wield skill.

This occurs again at Level 27, giving the players three points where they can refine a weapon for free. However,
if by level 27, a player does not have a second weapon of their Weapon Type(s), they may choose to pay 500g
to purchase a basic weapon and add any basic Attribute that weapon qualities for without any additional cost.
Lastly, Infantry Units who decide to take Dual Wield a second time — and thus, a Tertiary Weapon Type — can
use the Level 27 refine to upgrade their third weapon type in this way.

Laguz Weapons
Unlike other weapon types, Laguz Weapons — Strikes, Talons, and Breaths — often do not have the flexibility of
purchasing multiple of their weapon. As such, at level 27, transforming Laguz units who did not pick a Secondary
Weapon Type get a +7 to Might instead, which decreases by 2 each turn until it reaches +1. Taking this Unique
Attribute locks them out of taking Dual Wield for their level 30 skill.

Further Refinement
Whether an Attribute doesn’t suit the unit’s needs, or the unit has meet all the free refines they can receive
though level up, a GM may allow means to purchase or even replace Attributes on a weapon, often through a
service from a town’s blacksmith. When a refine is done in that way, a player will pay the appropriate cost of the
Attribute plus a small fee, should the Attribute be available to buy.

17
Playing the game
While much of the game is the combat, there is much preparation to be done before one heads off to the
battlefield. This downtime can involve visiting shops and other locations of note for resources, conversing with
other characters to learn more about them or strengthen your bonds, or otherwise interacting with the world
at large. While at a first glance out-of-combat time may simply seem to exist to bridge the gaps between maps,
it is often just as important as the combat itself, and can offer a great deal of interest and intrigue to those who
invest themselves in it. Characters who spend their downtime wisely will find themselves better off for it.

Time outside of combat can be spend in many locations--in general, it is wise to gravitate towards areas of
civilization when resting, as they offer various amenities that one is unlikely to find out in the wilderness, often
where characters will spend their hard-earned money that they gain over the course of their journey. Some kinds
of amenities characters may encounter are as follows:

Armories: These offer physical Beorc Weaponry, and may have a blacksmith who can craft special weaponry.
Early game, armories should have basic physical weaponry, as well as a few refined weapons with the Cheap
Attribute applied to them.

Vendors: In contrast to armories, vendors have magical Beorc Weaponry, and occasionally, offensive staves.
At the beginning, they’ll have basic Magic such as Anima or Light, and rarely, status-inflicting staves (often with
Harmful or Sacrificial Attributes attached to them.)

Apothecaries: Apothecaries focus on healing, so this is where staves can be found, as well as herbs and other
medical concoctions for self-use. Early game, apothecaries will mainly have herbs, vulneraries, and basic Heal
staves, but Mend staves and other staves may become available later on.

Secret Shops: Elusive in nature, Secret Shops are only heard of through word of mouth, particularly from
thieves, merchants, and other questionable individuals. Supplies in these shops are limited, and they offer
rare, one-of-a-kind special items.

Blacksmiths: Blacksmiths can forge or refine special weapons. These can be used as a plot explanation for how
characters refine their weapons as they level up, or can offer players the option to tweak other weapons at a
price. Forging not as a result of level-up comes at a cost — the user must pay the Blacksmith a base forge price of
200g, and an additional fee corresponding to the effect they are adding. For example, adding the Steel effect to a
Javelin will cost 500 total.

Places of Worship: Campaigns with prominent deities may have buildings like this. While thematic in nature, it
can provide temporary boosts in a stat or two for players who provide gifts or prayer to the establishment. These
boosts range from 1-3 temporary points in a stat for the chapter, based on the player’s connection the deity, as
well as the means they go about worshipping them.

18
Using Non-Combat Actions
When acting out of combat, sometimes one will need to use their Non-Combat Stats. These stats generally
represent a unit’s ability to perform outside of the battlefield in both a mental and physical sense. The
following are some non-exhaustive lists of what needs to be rolled in certain non-combat situations.

The following activities would use non-combat stats, and require rolling the number of d20s the non-combat
stat has, taking the highest result. In the case that a unit has a 0 in a non-combat stat, they roll 2d20 and use
the lower of the two rolls.

» Moving or lifting an object with one’s own power (Strength)


» Recalling information read in books or learned in studies (Intellect)
» Seeing through another’s lie or noticing something out of place (Perception)
» Trying to lie, charm someone, or intimidate (Charisma)
» Gambling or any other test of luck (Fate)
» Tests of precision or otherwise using one’s fine motor skills (Finesse)
» Running, jumping, or any test of speed (Acrobatics)

In contrast, the following, even if done outside of combat, would still use a unit’s combat stats, and thus require
a roll of 1d20+the combat stat it calls for:

» To try and destroy a lock, rather than pick it (Hit)


» To use a weapon or something weapon-like to slice or chop (Hit)
» To avoid being caught in traps and other hazards (Avoid)

Determining Success
When a unit needs to roll to complete a task, the GM first must consider the difficulty level of the task at
hand — after all, it takes a great thief to pick a lock deftly, but even your average joe probably has enough
Finesse to slice bread. General guidelines for the numbers needed to succeed at certain tasks are as follows:

» A simple task, that even the average person could perform: 6


» A moderate task, which requires some concentration or some basic skills in a particular field: 9
» A difficult task, which requires concentration or more advanced skills in a particular field: 12
» A true test of abilities, which only those greatly skilled — or absurdly lucky — could hope to pull off: 15
Once the GM decides on the difficulty, the proper dice are rolled. In all cases, a Natural 20 is a complete success,
while a Natural 1 is a complete failure. On all other rolls, refer to the following:

» 5+ under: Complete failure


» 4-1 under: Failure, or success at a great cost
» Exact number: Success, but at a minor cost
» 1-4 over: Success at no cost
» 5+ over: Complete Success, and probably some sort of bonus on the side
There are also occasions where two or more units will roll stats against each other. For example, a thief trying
to sweet talk their way out of being suspected would use their Charisma, but a suspicious player could roll
Perception to see through them. In cases like these, the difference between the unit’s rolls is used to
determine who succeeds and how well.

19
Supports
Over the course of the campaign, units may converse and bond with those they fight alongside in battle during
their downtime. When this happens, they can gain a Support. Supports allow two units to fight more skillfully
when together. The closer two units get, the better they fight in tandem. Increasing Supports can be handled in
several ways:

#1: Number of Maps: A campaign more focused on combat and less focused on roleplaying will benefit from
a more mechanics-based approach to increasing Support levels. The number of chapters two units must be
deployed on the same map in order to increase their Support level should be around 3-5, at the GM’s discretion.

#2: Story-Based: Campaigns more focused on roleplay may be better suited by increasing Supports according
to the story. For example, two units who find themselves regularly talking during or outside of battle could be
granted a C support; if they continue talking, their Support level may continue to increase. In this case, it is up to
the GM’s discretion when two units have become close enough to achieve a greater Support rank — as a basic
guide, a C Support is usually a casual acquaintance, B is friendship, A is for best friends or confidants, and
S usually represents a lifelong attachment — romantic, platonic, or otherwise.

Two supported units get boosts to their stats in battle when they are within 2 spaces of one another. These
bonuses are based on their partner’s movement type, with Infantry units getting the option to choose during
Character Creation which of the bonus lines below they will give to their partner. The extent of the bonus is
based on the level of their Support:

Movement Type C Support B Support A Support S Support


Attack+2 Attack+3
Cavalry Attack+1 Attack+2
Hit+1 Hit+1
Speed+2 Speed+3
Flier Speed+1 Speed+2
Avoid+1 Avoid+1
Defense+1 Defense+2 Defense+3
Armor Defense+1
Resistance+1 Resistance+2 Resistance+3

So, for example, if an Armor unit and a Cavalry unit have a B support with each other, as long as they are
within two spaces of one another, the Armor unit will gain Attack+2, and the Cavalry unit will gain Defense+1 and
Resistance+1. If an Infantry unit decides during Character Creation that they will give their support partner Flier
bonuses and has an A support with a Flier, both units will gain Speed+2 and Avoid+1 when they are within
2 spaces of each other.

Roleplaying Supports
In the Fire Emblem games, Supports often come with small conversations between the units, giving insight to
their specific backstories and their place in the story at large. However, some groups might find that
roleplaying Supports in depth costs too much time to be worth it.

Larger groups should stick to summarizing the reasoning behind how and why the two units in question have
bonded. For example, a knight who supports with their childhood friend may say that they’ve vowed to protect
them, even in a risky situation. The childhood friend would then counter with their goal, stating that they want
nothing more than to work together with them, instead of having the knight shoulder all of their burdens.

As the campaign moves along, these reasons for remaining by each others’ sides should evolve, and the units
in question will be shaped by it. Perhaps something causes the knight to reconsider their motivations or deters
their self esteem. The childhood friend, determined, decides to keep the knight’s spirits high, continuing to
prove that they don’t need to handle everything alone.

Using this method, Supports should only take a minute or so to discuss at the end of any given session.

20
Combat
As you travel and explore, characters may find themselves in Combat, which moves to the grid-based map.
Combat is divided into segments called ‘phases’: Player Phase, Ally Phase, Enemy Phase, and Other Phase. In
most cases, combat begins with the Player Phase, and not all maps will have every kind of phase — at a
minimum, battles will have at least one Player phase and Enemy phase. At the start of a phase, the units that
represent the party a phase indicates receive the following start of turn effects in the order listed below:

» All Positive effects from Skills, Attributes, and Terrain Activate; if applicable, status is Restored.
» All Negative effects from Status, Skills, Attributes, and Terrain Activate; Transformed Laguz lose 1 Gauge.
Once the following has been tracked, each unit may take their turn, which is divided into two parts — moving
and acting. First, a unit may move as much as their Movement allows. Then they may do the following:

» Initates Combat (whole action) » Rescue a unit (whole action)


» Use an Action Skill (whole action) » Drop a rescued unit (whole action)
» Use a Staff’s Effect (whole action) » Take a rescued unit from an ally (half action)
» Use an Item (whole action) » Trade Items with an adjacent unit (half action)
» Wait (whole action) » Equip or unequip a weapon (half action)
» Change form (Laguz; free action; once per phase)
After moving, a unit may either use one whole action; a half action and a whole action (in that order); or two half
actions. However, there two clauses to this rule: units with Canto may move any remaining movement after all
actions have been spent, and Laguz can only Change Form before using any actions. Once all units have gone,
the phase moves to the next party, from Players — all units the players have created or recruited — to Allies —
allied armies or forces that assist yours in the short term — followed by Enemies, and then Others — unaffiliated
parties or innocents who have been caught up in the battle.

Initiating Combat
When a unit initiates combat against another, that unit must choose a weapon, then rolls 1d20+Hit and
compares the result to the opponent’s Avoid; if the attacker rolls higher, they hit, and if they don’t, they miss;
in the case of a tie, the defender wins. A hit deals Damage equal to the attacker’s Power minus the defender’s
Defense (for Physical Weapons) or Resistance (for Magical Weapons), with 1 being the minimum amount of
Damage an attacker can make. Additionally, there are some factors that affect Damage, such as...

Critical Hits
When the attack hits, if the result was also higher than the opponent’s Critical Avoid, then the unit performs
a Critical Hit. Critical Hits double the Damage dealt to a foe, after factoring in the opponent’s Defense or
Resistance and any modifiers from Skills. This means the minimum amount of Damage a Critical Hit can do is 2.

Combat Arts
Combat Arts are special abilities used to deal and mitigate Damage; however, using them strategically is vital, as
they cost Charge to use. At the beginning of each map, all units start off with 0 Charge. After every combat, each
participant gains 1 Charge — sometimes more, if they have skills that increase their Charge earned circumstan-
tially — that they can use towards activating Combat Arts of their choice. When a unit has enough charge to do
so, they may spend Charge to activate a Combat Art. A unit can activate as many Combat Arts as they have the
Charge for, but only at the times specified in their descriptions and only so long as any qualifiers are met.

21
Supports
As characters progress through the game, they build up bonds with other characters called Supports, the
mechanics of which are detailed on Page 20. Any given character can have as many support partners as they like,
but may only have one active Support per map, which is chosen before the map begins proper — additionally,
active Supports must be mutual, so if character A decides that character B is their active support partner,
character B’s active support partner must be character A. Lastly, this support bonus only comes into play when
the two characters are within 2 tiles of each other — but when it does come into play, it can impact both units’
combat prowess significantly.

The Weapon Triangle


Certain weapons perform better in certain situations. The most fundamental way that this manifests is in the
Weapon Triangles, which explain which weapons perform well against others. The two Triangles are as follows:

» Swords are Advantageous against Axes; Axes are Advantageous against Lances;
Lances are Advantageous against Swords
» Anima is Advantageous against Light; Light is Advantageous against Dark;
Dark is Advantageous against Anima.
When a character uses an Advantageous Weapon against their opponent, the user adds +2 to their Hit, and
adds their Tri to their Power, and their opponent subtracts -2 from their Hit and subtracts their Tri from their
Power. Conversely, when a character initiates combat against an opponent who wields a weapon Advantageous
against their own, the character at a disadvantage subtracts -2 from their Hit and subtracts Tri from their Power,
and the opponent at an advantage adds +2 to their Hit and adds Tri from their Power.

Effective Weapons
Additionally, there are weapons that deal additional damage against certain kinds of units. This is determined by
a Weapon’s Attributes, discussed on Page 17. The following allow a weapon to be effective against certain units:

» Armorslaying: effective against Armor and transformed Breath- or Dragonstone-equipped Units


» Beastslaying: effective against Cavalry and transformed Strike- and Beaststone-equipped Units
» Wingclipping: effective against Flier and transformed Talon-equipped Units
» Fiendslaying: effective against units with the Monstrous Skill
For example, if an Armor unit is hit by a weapon with the Armorslaying attribute, when calculating damage, the
might of the effective weapon is tripled—so an Armorslaying Axe only has its standard 6 Might against a Flier, but
would have 18 Might against an Armor. Slaying bonuses do not stack against units weak to multiple Attributes —
therefore, even if that Armorslaying Axe also had Beastslaying, it would still only have 18 Might against a
Beaststone-wielding Armor unit. Using effective weaponry at the appropriate time is integral to many a strategy.

Most weaponry must be refined in order to gain Effectiveness against a unit type, with the sole exception being
Bows—Bows are inherently Wingclipping, and thus always gain a Might bonus against the appropriate units.

Counterattacking and Follow-Ups


Once the attacker has struck (successful or not), it’s the defender’s turn to strike! This time, the defender, if they
have an equipped weapon, rolls 1d20+Hit, and they compare it to the opponent’s Avoid. Just like the attacker,
the defender can also get Critical Hits and use Special Skills. Once both sides have attacked, if one unit has 4 or
more speed than the other, they get to attack one more time; this is called a Follow-Up attack. Roll appropriately,
and then that combat is over.

As a side note, a unit equipped with a staff can Counterattack by whacking their opponent at 1 Range: in this
case, the Power of the attack is the staff-user’s Attack stat exclusively, and is effected by the opponent’s Defense.
Conversely, if a unit has no weapons, or has chosen to unequip their weaponry, they cannot counterattack.

Post-Combat Damage
Found on certain skills and refines, Post-Combat damage is last step of any combat. Any damage defined as
Post-Combat happens immediately after combat is finished, and is not reduced by any skills or stats.

22
Using Staff Effects
Staves, when equipped, can be used to heal allies and debilitate foes. Every staff has a basic Heal Effect—which
heals an adjacent ally for the Staff’s Might plus the user’s Attack—but as staves are refined further, they may gain
other Effects that the user can switch between, all of which are detailed on Page 49.

On a unit’s turn, they can use one of their staff’s Effects on an ally or foe of their choice as a Whole Action; a
staff-user who uses an Effect to heal an ally does not have to roll any checks, and simply calculates any HP healed
or specifies any statuses they are removing. In contrast, a staff-user using a debilitating Effect on a foe must make
a standard accuracy roll against the foe in question, using their Hit against the foe’s Avoid. Debilitating Effects
cannot critical, but on a Hit, any statuses or negative Effects are successful. A staff-user gains one Charge after
using an Effect, regardless of whether it is positive or negative.

As an example, a healer who has refined their staff to have the Gravity Attribute has both the Gravity and Heal
Effects to choose from at any given time, and thus can use their Whole Action to either use their staff’s base Heal
capability to heal an ally, or use Gravity to reduce a foe’s Movement.

Using an Action Skill


There are skills that can be used to aid allies rather than attack foes. These skills, labeled Action Skills, take up a
unit’s full action when used, but allow the unit to move allies, perform, steal from enemies, among other things.

Rescuing Units
Occasionally, a unit might be in a condition that requires them to be taken away from the battlefield. An adjacent
unit can do so by Rescuing them, temporarily giving them protection until they decide to drop the unit in anoth-
er location. This effectively removes the rescued unit from the battlefield. Any given unit can Rescue only one
other unit at a time, but can hold onto that unit indefinitely, with the exception that if rescuer’s HP reaches 0 the
rescue will be dropped.

Rescuing, however, comes at a cost. When Rescuing a unit, the rescuer suffers a penalty that halves their Speed
and Dexterity for as long as they are rescuing. On the turn that they Rescue a unit, they can use Canto to move
if applicable, but otherwise end their turn. Action proceeds similarly when the rescuer decides to drop the
rescue — they place the unit in any adjacent square, regain their normal Dexterity and Speed stats, and can
Canto if applicable. A unit who is rescued cannot move nor act until the turn after they are dropped.

However, not all units can Rescue each other; the ability to rescue or be rescued are related to the Aid and Con
stats respectively. A unit can Rescue any unit whose Con is less than their Aid.

Trading and Using Items


A unit can use their action to manage their items. If the user is adjacent to any party members, they can select
one to Trade items with. Units can only initiate a Trade once per phase. After trading, the initiator of the trade
can also choose to Use an Item if they please.

Units can also equip a specific weapon at this time. When a unit is attacked by another, the weapon they go into
battle with is whichever weapon — staves included — they had equipped at the end of their Phase. As such, at
sometimes, it is strategically sound to use your turn to use an item and/or switch weapons.

Waiting
Lastly, a unit without any actions can end their turn by waiting, after moving the distance desirable for them.
Units that wait may get bonuses from certain skills when done in this way.

23
Units with Barriers
Occasionally, you may encounter formidable opponents — some so big they even take up multiple spaces —
that have a barrier tied to them. Often reserved for towering monsters and terrifying bosses, barriers function
in Heroes of Lite using the following rules:

» There is one barrier per tile that the unit occupies.


» When in combat with a unit that has a barrier, all damage taken by that unit is halved. In the case
that a unit has several barriers, this effect only applies if the space targeted has an active barrier.
» When counting terrain bonuses, these bonuses only apply to the tile a unit targets. In addition, any
Penalties to Movement from entering Terrain are multiplied by the number entered per space moved;
for example, stepping into one Forest tile as 2x2 Infantry unit still counts as 2 Movement, but stepping
into a space with two Forest tiles would cost 4 Movement.
» When initiating combat with this unit, if the space targeted has an active barrier, after combat, that
barrier breaks, which causes it to disappear.
» If a unit’s final barrier is broken, the unit becomes unable to attack, move, or use an action until the
end of the attacker’s next phase.
» If a unit’s barriers are all broken, they may use their action to spend Charge to fix a number of barriers,
with each barrier costing 1 Charge.
When fighting foes of this size, the best strategy is working together to take the barriers down to create an
opening in the foe’s defenses. However, be warned that until all barriers are down, the opponent can hit back,
and hard, if you’re not careful!

Units with Multiple HP Bars


In addition, an especially powerful opponent may have multiple HP bars. A unit with multiple HP bars will
have a number of markers equal to the number of HP bars they have past the first. When an attack brings this
opponent’s HP to 0, combat immediately ends, and the opponent removes one marker, refilling their HP back
to full and recovering any status effects — any damage past the amount that brings the opponent’s HP to 0 is
not carried over to the new HP bar. Once the opponent has no more markers, they cannot draw forth more HP,
and thus, can be KO’d like any other opponent.

On a final note, Units with Multiple HP bars may have skills that only come into play at certain milestones. For
example, an opponent might have Vantage, but it might only come into effect once they have lost their first
marker. Opponents become tougher as they are whittled down, heightening the tension and weight of the
battle; it’s important to plan ahead for what the opponent has in store!

24
Terrain
Battles do not exist in a vacuum — a battle is greatly affected by the location it takes place. This is reflected in
Terrain — each tile on any map has a specific type of terrain, which may help or harm those who battle in them:

Name Terrain Effects Move rules


Floors, Plains N/A Standard Terrain
Pillars, Forests +1 Avoid +1 Def Rough Terrain
Mountains +2 Avoid, +2 Def Difficult Terrain
Peak +3 Avoid, +2 Def Difficult Terrain
Fort +2 Avoid, +2 Def. +3HP when unit’s turn starts Standard Terrain
Gates, Thrones +3 Avoid, +2 Def. +3HP when unit’s turn starts Standard Terrain
Sea +1 Avoid Difficult Terrain
Rough Terrain [excepting Infantry equipped
Desert +1 Avoid
with Anima, Light, or Dark Magic]
Houses, Shops +1 Avoid Standard Terrain
Miasma Lose -3 HP when unit’s turn starts Standard Terrain
Acts like a Floor or Plain tile. When
Pitfall Inflicts Shock when stopped on (once per map)
revealed, becomes Difficult Terrain.
Wall N/A Impassable Terrain.
Cracked Wall, Impassable Terrain. Break to turn into
Has HP stat of 20-80 HP
Snag Standard Terrain.
Magic Floor +1 Res, Recover Status when unit’s turn starts Standard Terrain
Cursed Tile Inflict Silence when stopped on Standard Terrain

Terrain Effects
Units may receive benefits (or penalties) when they go into combat in certain Terrains. These effects last until the
unit leaves the terrain in question, in which the new terrain’s effects kick in. Fliers are universally not affected by
the positive or negative effects of terrain, aside from effects that cause the unit to lose or gain HP.

Move Rules
When moving from one terrain to another, there are four distinct Move Rules — Standard, Rough, Difficult, and
Impassable. No units suffer movement penalties when crossing Standard terrain, while Rough Terrain’s
Movement cost is dependent on your Movement type (2 per tile for Infantry and Armor, and 3 per tile for
Cavalry). Only Fliers can traverse Difficult Terrain, and lastly, Impassable Terrain cannot be traversed by anyone.

Siege Weaponry
Siege Weaponry — considered Impassable Terrain — are large catapults that launch powerful ammunition from
great range. Siege Weaponry can be either Physical or Magical, and can be used to weaken or defeat enemies
from afar without putting oneself into danger. Units must be standing adjacent to a Siege Weapon to use it,
and only one unit can use any given weapon at a time. Siege weaponry cannot be moved nor double, but have a
massive 3-10 Range. Additionally, Siege weapons have a base Might of 10, but do not take the user’s Attack stat
into account when calculating damage. Details on Siege Weaponry and their Attributes can be found on Page 54.

25
Fog of War
Occasionally, the battlefield may be obscured by fog, darkness, or other conditions that inhibit vision. When a sit-
uation like this is presented, the GM may make this map have Fog of War — where the players only have visibility
on a number of Zones at a given time.

Revealing Zones
During Fog of War, the battlefield is divided into areas based on the GM’s discretion — usually each about 15-to
30-tiles in size — that are hidden from the players until one of the following is met:

A player’s unit is placed in a Zone. Any zones with a


player’s unit in them are automatically revealed, and
there is no limit to the number of Zones that can be
revealed when a player’s unit is within that zone. At the
start of a given map, at least one Zone will have players in
them, and thus, is revealed to them at the map’s start.

A player’s unit is 2 spaces away from an adjacent Zone.


Anytime a unit is 2 spaces away from an adjacent Zone,
they can choose to reveal that Zone. Only 2 Zones can be
revealed by the players in this way, and anytime no unit
can meet the 2 space condition, that Zone is automatically
hidden. In the event that a player has to choose between
Zones to see, the Zone they choose remains the one
revealed until another Zone is concealed by not meeting
the 2 space condition — they cannot decide, for example,
to look at the north Zone on turn 1, and then decide to
look at the east Zone on Turn 2.

A unit uses an Item or Effect that alters the number of


Zones visible. There are times where items and Effects can
change the way players can see the map. When doing so,
follow the steps of that Item or Effect. There is no limit to
In the above image, the Unit riding a horse is 2 spaces
how many times the user can use that Item or Effect, nor away from Zone 3, allowing the GM to reveal Zone 3 to
how many units can use the Item or Effect in question the players. If said unit were to then move north on their
concurrently. turn (to the space marked by the arrow), they would reveal
Zone 1 as well, though because they are Moving into the
Unknown, they may be stopped prior to their destination.
Other Parties
Unlike the units that are controlled by the players, any units considered an enemy, an ally, or an other unit do
not follow the rules of Fog of War. These units are not seen on the map until the players reveal their Zone in
which they are present in, and can move as if Fog of War doesn’t exist for them, making them a dangerous force
if the players don’t exercise caution.

Moving into the Unknown


Lastly, there are times where players want to advance, but cannot see ahead. At times like these, players can
venture into areas they cannot see, but with the following conditions:

» When heading into a zone they do not see, they should take Movement one space at a time, to allow
the GM to keep track of where they’ve been.
» Each time the player moves into an empty space, the GM should let them know how many spaces
moving to that tile took, letting them know how many spaces they have left to move.
» If the player attempts to move into a space but either do not have enough Movement, or cannot enter
to begin with, their turn immediately ends.
» If they bump into another character, be it ally, enemy, or other, their turns ends immediately. Thus, they
cannot attack an opponent they bump into.

26
Status Effects
There are various Status Effects, most of which are inflicted through a Weapon’s Attributes. Unless otherwise
stated, Status Effects are given to a unit after combat, and take 3 turns to recover from. When recovering from
status in this way, this happens at the start of the turn; for example, a character poisoned on turn 1, which takes
3 turns to recover from, would remove the poison status — a positive start of turn effect — at the start of turn 4.

Poison: Unit loses 4HP at the start of their turn (can reduce a unit’s HP to 0).
Silence: Unit cannot use Anima, Light, Dark, or Staff Weapons, but may still equip them.
Berserk: Unit attacks other units nearby indiscriminately, regardless of affiliation.
Sleep: Unit cannot move, attack, or use any actions.
Shock: Unit cannot move, but may still use their actions. Avoid is set to 0 (Critical Avoid to 15)
This status lasts for 1 turn.
Petrify: Unit’s Defense is raised by 10, but their Avoid is set to 0, and they cannot move, attack, or use any
actions. This status can only be healed by certain Staff Effects, skills, and items.

When a particular status is inflicted, the unit must first recover from that status before it can be inflicted again—
an opponent cannot, for example, cast Silence on a unit that is already Silenced in order to extend the amount
of time it takes to heal from it. However, this does not stop a unit from having multiple types of status effects. If
the unit is brought to 0HP, all status effects automatically disappear from the unit; this includes units that have
multiple HP bars though the use of Markers.

Stabilization
When a unit’s HP reaches zero, they are knocked out, unable to participate for the rest of this map. However,
another unit can use a full action to stabilize an adjacent unit in order to minimize the penalties the knocked out
unit will receive on the concurrent map(s). This is performed by rolling the stabilizing unit’s Fate, taking the
highest number — or lowest number, should their Fate be 0 — and adding 10 to that number should the unit be
proficient in Staves. Should they succeed, the unit is penalized for the following number of maps:

15: 3 Maps 16-19: 2 Maps 20+: 1 Map Nat 20: No penalty

On fail, units can try again on subsequent turns, so long as they have an action to do so. In additional, there is
no limit to how many times a unit is stabilized, but once the map is over, the highest result is what the unit takes
into determining the severity of their penalty. Should no one attempt during the map, the unconscious unit’s
penalty automatically becomes active for 4 maps.

Fighting While Injured


While advised that recovering units should stay on sidelines until they recover, these units can still be deployed
on the maps after the one they’ve fallen on — and sometimes, there may be cases where avoiding battle for the
unit is impossible. When cases like this occur, a recovering unit can still be deployed, but they gain penalties to
Attack, Defense, Dexterity, Speed, and Resistance. This number is based on the number of maps left before they
are fully recovered — thus, a unit who has 2 more maps left gets -2 to the appropriate stats.

However, should the unit fall again in battle, and require being stabilized again, the penalties are additive -- for
example, if the above character fell again, they would have penalties equal to 2+the stabilization results of this
map, if any. That said, no character can ever have a penalty of more than 4 maps.

Lastly, units recover at the end of a map, and on a per map basis, not per chapter. Therefore, a multi-map
chapter could see a unit fall at the beginning, and rise back on their feet by the last of the chapter.

Optional Rule: Classic Mode


For those seeking a unforgiving version of the game, a GM may allow classic mode rules. While stabilization as a
core remains the same, there are few changes. Firstly, fallen units must be stabilized within 3 turns. Should this
requirement not be met, be it through failed rolls or not getting to the unit in time, the knocked out unit is
permanently removed from play, usually with the implication of death. If this was the only playable unit by a
player, the GM should allow them to stat up a new character, or provide them with a new character to play.

27
Post-Battle
After the skirmish is over, players move away from the gridded battlefield and back to narrative play. All units
that are still KO’d at the end of a battle are automatically stabilized and their recovery period is set to the
maximum of 4 maps, any current penalties from prior maps are reduced by 1, any temporary status conditions
that were gained during the battle are healed, and units recover all lost HP.

Additionally, post-battle is generally when the characters will get any applicable rewards for accomplishing the
map conditions. The GM usually determines how characters are rewarded for their troubles — the main rewards
for a successful map are usually the following:

Gold: The most common reward, most parties gain some sort of monetary compensation for their troubles. The
amount of money a party is rewarded with should increase proportionately with the party’s collective level, to
correlate with items and weaponry costing more and more as the game goes on.

Level-Up: The other most common reward, completing a map usually allows all characters to Level Up. In order
to avoid disrupting the flow of the session, players are usually advised to level up their characters after the
session as a whole is over, as distributing stat points, selecting new skills, and determining weapon Attributes
can take time and concentration.

New Allies: In some cases, the GM might decide to reward their players with new members of the party after
battle, should circumstances suggest that it is likely. For example, if players successfully protect a mercenary
group from attack, those mercenaries may choose to join the party. New allies should be distributed among the
players as equally as possible, and during all subsequent battles should be controlled by one player of choice
in order to keep the flow of gameplay as smooth as possible. New allies are an excellent way of increasing the
flexibility of any given party, but should be given wisely, as the more characters that are in play in any given map,
the slower the gameplay will move.

If it seems narratively appropriate, of course other rewards may be given. Maybe the characters who have just
successfully protected the royal family are rewarded with a family heirloom, which just so happens to be an
expertly-crafted sword. Maybe some merchants in town are impressed by the display of their ability, and decide
to reward the players with items. The GM and players always have room to decide how the party is rewarded
based on the narrative, rather than what is necessarily traditional.

28
Skills
All-Access Skills
Celerity [Passive] HP+3 [Passive]
Prereq: None Prereq: Lv 5
Effect: Permanently raise unit’s Movement stat by 1. Effect: Permanently raise the unit’s HP stat by 3.
Cannot be Negated. Cannot be negated.

Draw Back [Action] Attack+2 [Passive]


Prereq: None Prereq: Lv 5
Effect: User uses their Action to move themself and an Effect: Permanently raise the unit’s Attack stat by 2.
adjacent ally back 1 space. Cannot be negated.

Obstruct [Passive] Defense+2 [Passive]


Prereq: None Prereq: Lv 5
Effect: When user has 1/2 or more HP, any opponent Effect: Permanently raise the unit’s Defense stat by 2.
that moves onto a space adjacent to the user Cannot be negated.
immediately ends their movement.
Luck+2 [Passive]
Pass [Passive] Prereq: Lv 5
Prereq: None Effect: Permanently raise the unit’s Luck stat by 2.
Effect: The user can pass through enemies. Ignores Cannot be negated.
Obstruct.
Speed+2 [Passive]
Pivot [Action] Prereq: Lv 5
Prereq: None Effect: Permanently raise the unit’s Speed stat by 2.
Effect: User uses their Action to move themself to the Cannot be negated.
other side of an ally.
Dexterity+2 [Passive]
Reposition [Action] Prereq: Lv 5
Prereq: None Effect: Permanently raise the unit’s Dexterity stat by 2.
Effect: User uses their Action to move an ally to the Cannot be negated.
other side of them.
Resistance+2 [Passive]
Swap [Action] Prereq: Lv 5
Prereq: None Effect: Permanently raise the unit’s Resistance stat by 2.
Effect: User uses their Action to swap places with Cannot be negated.
an adjacent ally.
Cancel Affinity [Passive]
Solidarity [Passive] Prereq: Lv 10
Prereq: Lv 5 Effect: Both the user and the opponent ignore bonuses
Effect: Hit+1 and Avoid+1 to all adjacent allies. and penalties granted by the Weapon Triangle during
combat.

29
Triangle Adept [Passive] Quick Riposte [Passive]
Prereq: Lv 10 Prereq: Lv 15; User does not have Brash Assault,
Effect: User’s Tri is calculated as (Power/5)*1.5. Desperation, or Vantage
Effect: If user has 3/4 or more HP, the user can make a
Escape Route [Passive] Follow-Up Attack if foe initiates combat.
Prereq: Lv 10
Effect: If the user is at 1/2 HP or less, they may move Rally _____ [Action]
adjacent to any ally (user spends all of their Movement Prereq: Lv 15
doing this). User can perform their action after moving. Effect: Choose either Attack, Defense, Speed, Dexterity,
Resistance, or Luck. On the user’s turn, they can use
Wings of Mercy [Passive] their action to give an adjacent ally +4 in that stat
Prereq: Lv 10 until the start of the ally’s next phase. *Note: after
Effect: If an ally is at 1/2 HP or less, the user may move picking a stat, you cannot change this skill to effect
adjacent to that ally (user spends all of their Movement a different stat.
doing this). User can perform their action after moving.
Vantage [Passive]
Brash Assault [Passive] Prereq: Lv 15; User does not have Brash Assault,
Prereq: Lv 15; User does not have Desperation, Desperation, or Quick Riposte
Quick Riposte, or Vantage Effect: If user has 1/2 or under HP, they can attack
Effect: If user has 1/2 or less HP and initiates combat first regardless of who initiates combat.
against an opponent that can counterattack, the user
performs a Follow-Up Attack regardless of Speed. Wrath [Passive]
Prereq: lv 15
Desperation [Passive] Effect: While the user is at 1/2 HP or less, the
Prereq: Lv 15; User does not have Brash Assault, opponent’s Critical Avoid is treated as though it
Quick Riposte, or Vantage is 5 lower.
Effect: If the user attacks at 1/2 or less HP, they can
perform their Follow-Up Attack (if viable) before the Flashing Blade [Passive]
opponent does a Counterattack. Prereq: lv 15; User does not have Heavy Blade
Effect: If the user’s Speed is greater than the
Dual Wield [Passive] opponent’s Speed and the user initiates combat,
Prereq: Lv 15 the user gains an additional +1 Charge after combat.
Effect: The user takes on a second weapon type, so
long as they qualify for it. Infantry units may take this Heavy Blade [Passive]
skill a second time on subsequent levels, gaining a third Prereq: lv 15; User does not have Flashing Blade
weapon in this fashion. Cannot be Negated. Effect: If the user’s Attack is greater than the
opponent’s Attack and the user initiates combat,
Poison Body [Passive] the user gains an additional +1 Charge after combat.
Prereq: Lv 15
Effect: If an opponent attacking this unit would recover Fortune [Passive]
HP from their attack through a Skill (i.e. Sol or Aether) Prereq: Lv 25
or Refine (i.e. Resire), that opponent loses that HP Effect: User does not take double nor triple damage
instead of recovering it. from Critical Hits.

Hardy Bearing [Passive] Nihil [Passive]


Prereq: Lv 15 Prereq: Lv 25; GM’s Permission
Effect: Both user and foe cannot use skills that effect Effect: The opponent cannot activate any Passive,
priority (such as Vantage, Desperation, and Quick Technique, Strategy, or Reflex skills against this unit.
Riposte) or frequency (such as Wary Fighter) of attack.
Quickened Pulse [Passive]
Guard [Passive] Prereq: Lv 25; User has a Combat Art
Prereq: Lv 15 Effect: All Combat Arts requiring 3 or more base charge
Effect: Opponents do not gain Charge through to use require one less charge to activate.
fighting this unit.

30
Rally Spectrum [Action] Performance of the Stalwart [Strategy]
Prereq: Lv 25 Prereq: Lv 15; Perform
Effect: The user gives an adjacent ally +2 to all Effect: When Perform is used, the next combat with an
combat stats (barring HP) until the start of the unit’s opponent prevents the opponent from doubling. Wears
next Phase. off at the start of this unit’s next phase.

Perform [Action] Inspiring Performance [Strategy]


Prereq: Unit has a background in singing, dancing, Prereq: Lv 20; Perform
or makes the initiative to learn during the story. Effect: When Perform is used, target is also granted
Effect: User refreshes an adjacent non-performing Attack, Speed, Defense, and Resistance+2 until the start
unit’s movement and actions. Units with Perform take of this unit’s phase.
stat penalties of -3 to HP, and -2 to four additional
combat stats of their choice. Steal [Action]
Prereq: Unit has a background in stealing,
Performance of the Focused [Strategy] or makes the initiative to learn during the story.
Prereq: Lv 15; Perform Effect: The user can use their action to do the following:
Effect: When Perform is used, the target’s next attack unlock doors, chests, and anything else locked; steal
may roll Hit twice and take the higher of the two an unequipped item if their speed is higher than the
results. Wears off at the start of this unit’s phase. opponent’s; or choose to steal money instead of an
item equal to opponent’s level times 10.
Performance of the Fortunate [Strategy]
Prereq: Lv 15; Perform Keen Vision [Passive]
Effect: When Perform is used, during the target’s next Prereq: None
combat, their opponent must roll Hit twice and take the Effect: User can see into areas up to 4 spaces away
lower of the two results. Wears off at the start of this in Fog of War.
unit’s phase.

31
Sword, Lance, and Axe Skills
Drag Back [Strategy] Lancebreaker [Passive]
Prereq: Unit uses Swords, Lances, Axes, Beaststones, Prereq: Lv 15; Unit’s primary weapon type is Axe
Dragonstones, Strike, Talon, or Breath Effect: Hit+3 and Avoid+3 when fighting an opponent
Effect: After combat, the user moves back 1 space with equipped with a Lance.
their opponent. If there is no room for the user to move
back, this skill fails. Axebreaker [Passive]
Prereq: Lv 15; Unit’s primary weapon type is Sword
Quixotic [Passive] Effect: Hit+3 and Avoid+3 when fighting an opponent
Prereq: Lv 5; Unit uses Swords, Lances, or Axes equipped with an Axe.
Effect: Hit+3 and Avoid-3 for the User.
Swordfaire [Passive]
Underdog [Passive] Prereq:Lv 20; Unit does not have Dual Wield
Prereq: Lv 5; Unit uses Swords, Lances, or Axes Effect: Attack+3 and Hit+1 when equipped with
Effect: Hit+2 and Avoid+2 when fighting an opponent of a Sword.
a higher level than the user.
Lancefaire [Passive]
Swordbreaker [Passive] Prereq: Lv 20; Unit does not have Dual Wield
Prereq: Lv 15; Unit’s primary weapon type is Lance Effect: Attack+3 and Hit+1 when equipped with a Lance.
Effect: Hit+3 and Avoid+3 when fighting an opponent
equipped with a Sword. Axefaire [Passive]
Prereq: Lv 20; Unit does not have Dual Wield.
Effect: Attack+3 and Hit+1 when equipped with an Axe.

Anima, Light, Dark, Dagger, and Bow Skills


Focus [Passive] Bowfaire [Passive]
Prereq: Lv 5; Unit uses Anima, Light, Dark, Prereq: Lv 20; Unit does not have Dual Wield
Daggers, or Bows Effect: Attack+3 and Hit+1 when equipped with a Bow.
Effect: Hit+2 when there are no allies within a 2-tile
radius. Daggerfaire [Passive]
Prereq: Lv 20; Unit does not have Dual Wield.
Heartseeker [Passive] Effect: Attack+3 and Hit+1 when equipped with a
Prereq: Lv 5; Unit uses Anima, Light, Dark, Dagger.
Daggers, or Bows
Effect: Avoid-2 to enemies adjacent to the user Tomefaire [Passive]
during combat. Prereq: Lv 20; Unit does not have Dual Wield.
Effect: Attack+3 and Hit+1 when equipped with Anima,
Bowbreaker [Passive] Light, or Dark Magic.
Prereq: Lv 15; Unit’s primary weapon type is Anima,
Light, or Dark Magic
Effect: Hit+3 and Avoid+3 when fighting an opponent
equipped with a Bow.

Daggerbreaker [Passive]
Prereq: Lv 15; Unit’s primary weapon type Bows
Effect: Hit+3 and Avoid+3 when fighting an opponent
equipped with a Dagger.

Tomebreaker [Passive]
Prereq: Lv 15; Unit’s primary weapon type is Daggers
Effect: Hit+3 and Avoid+3 when fighting an opponent
equipped with Anima, Light, or Dark Magic

32
Beaststone and Dragonstone Skills
Drag Back [Strategy] Supportive [Passive]
Prereq: Unit uses Swords, Lances, Axes, Beaststones, Prereq: Lv 10; Unit uses a Dragonstone or Beaststone
Dragonstones, Strike, Talon, or Breath Effect: Hit+1, Damage+2, and Received Damage-2 to an
Effect: After combat, the user moves back 1 space with adjacent Support partner.
their opponent. If there is no room for the user to move
back, this skill fails. Distant Shot [Passive]
Prereq: Lv 15; Unit uses a Dragonstone
Blessed Strike [Passive] or Breath Weapon
Prereq: Lv 10; Unit uses a Dragonstone or Beaststone Effect: Unit can attack from Range 1-2 when
Effect: Attacks made with a Dragonstone or Beaststone equipped with a Dragonstone or Breath Weapon.
calculate damage using the lower of the foe’s Defense
or Resistance. Grisly Wound [Passive]
Prereq: Lv 15; Unit uses a Beaststone
Even Rhythm [Passive] Effect: The opponent takes 5 Post-Combat damage after
Prereq: Lv 10; Unit uses a Dragonstone or Beaststone, any combat with this unit.
has not taken Odd Rhythm
Effect: On even turns, the opponent’s Critical Avoid is Stonefaire [Passive]
treated as though it is 2 lower. Prereq: Lv 20; Unit does not have Dual Wield
Effect: Attack+3 and Hit+1 when equipped with a
Odd Rhythm [Passive] Beaststone or Dragonstone.
Prereq: Lv 10; Unit uses a Dragonstone or Beaststone,
has not taken Even Rhythm
Effect: On odd turns, the opponent’s Critical Avoid is
treated as though it is 2 lower.

Strike, Talon and Breath Skills


Drag Back [Strategy] Blood Tide [Passive]
Prereq: Unit uses Swords, Lances, Axes, Beaststones, Prereq: Lv 20; Unit uses Strike, Talon, or Breath
Dragonstones, Strike, Talon, or Breath Effect: Allies gain Attack+3 and Hit+1 when battling
Effect: After combat, the user moves back 1 space with adjacent to this ally.
their opponent. If there is no room for the user to move
back, this skill fails. White Tide [Passive]
Prereq: Lv 20; Unit uses Strike, Talon, or Breath
Boon [Passive] Effect: Allies gain Avoid+1 and Speed+3 battling
Prereq: Lv 10; Unit uses Strike, Talon, or Breath adjacent to this ally.
Effect: Restores the status conditions of units adjacent
to the user at the beginning of each turn. Night Tide [Passive]
Prereq: Lv 20; Unit uses Strike, Talon, or Breath
Vigor [Passive] Effect: Allies gain Defense+3 and Resistance+3 battling
Prereq: Lv 10; Unit uses Strike, Talon, or Breath adjacent to this ally.
Effect: At the start of their turn, all adjacent
transformed units gain +1 to their Gauge. Strikefaire [Passive]
Prereq: Lv 20; Unit does not have Dual Wield
Distant Shot [Passive] Effect: Attack+3 and Hit+1 when equipped with a
Prereq: Lv 15; Unit uses a Dragonstone Strike Weapon.
or Breath Weapon
Effect: Unit can attack from Range 1-2 when Talonfaire [Passive]
equipped with a Dragonstone or Breath Weapon. Prereq: Lv 20; Unit does not have Dual Wield
Effect: Attack+3 and Hit+1 when equipped with a
Talon Weapon.

33
Staff Skills
Charm [Passive] Live to Serve [Passive]
Prereq: Lv 5; User uses Staves Prereq: Lv 10; User uses Staves
Effect: Avoid+1 to all allies within a 3-tile radius. Effect: When healing allies with a staff, unit also
recovers the same amount.
Wrathful Staff [Passive]
Prereq: Lv 10; User uses Staves Dazzling Staff [Passive]
Effect: Unit can now initiate combat with Staves. When Prereq: Lv 25; Unit’s primary weapon type is Staves
attacking with a Staff in any instance, user also gains 5 Effect: When initiating an attack (regardless
Attack for that combat (attacking with a Staff still only of currently-equipped weapon), the opponent
uses the user’s Attack when calculating damage). cannot counterattack.

Monster Skills
Monstrous [Passive] Coral Cover [Passive]
Prereq: GM permission Prereq: Lv 15
Effect: The user becomes weak to Fiendslaying weap- Effect: This unit doubles all terrain Effects and
ons. If targeted by a status-inflicting staff, weapon, or Movement penalties, both beneficial and not.
combat art the opponent must roll twice for accuracy
and use the lower result to determine if the user is Shadow Gambit [Passive]
inflicted with a status (for weapons, the first roll is still Prereq: Lv 15
used to determine whether or not the attack hits and Effect: This unit ignores all terrain Effects and
deals damage). Cannot be Negated. Movement Penalties, including damage taken from
terrain.
Divide [Action]
Prereq: Lv 10 Anathema [Passive]
Effect: User spends half their current HP to create a Prereq: Lv 20
copy of themself; the copy’s Stats, Weapons, Weak- Effect: Unit takes 1/2 Damage from Anima
nesses, and current HP (after halving) are equal to that and Dark Magic, and takes double Damage from
of the original. Copies do not inherit the Skills of their Light magic.
user. Neither the user nor their copies can be healed
while copies are on the field. Magic Seal [Passive]
Prereq: Lv 25; GM Permission
Self-Destruct [Action] Effect: Anima, Light, Dark and Staves of both allies
Prereq: Lv 10 and enemies do not work within 10 spaces of this unit
Effect: The user explodes, dealing damage equal to (including any Anima, Light, Dark and Staves the user
their Attack stat to everyone within 2 spaces (Ignoring can equip).
Defense and Resistance). User becomes KO’d, and their
recovery time is set to 3 maps.

Vengeful Cry [Passive]


Prereq: Lv 10
Effect: User prioritizes attacking the first unit that’s
attacked them, gaining +2 Attack and Hit when
attacking that unit for the rest of the map.

34
Infantry Skills
Shove [Action] Mountain Climber [Passive]
Prereq: Infantry or Armor Prereq: Infantry or Armor
Effect: User uses their action to push an ally Effect: Mountains become Rough Terrain for this unit.
1 space away from the user.
Seafarer [Passive]
Hit and Run [Strategy] Prereq: Infantry
Prereq: Infantry Effect: Water becomes Rough Terrain to this unit.
Effect: After combat, the user moves 1 space back,
regardless of remaining Movement. (Fails if unit Smite [Passive]
is to move into a space it cannot land on). Prereq: Lv 5; Infantry or Armor
Effect: User uses their action to push an ally 2 spaces
Lunge [Strategy] away from the user.
Prereq: Infantry
Effect: After combat, user can move forward 1 space Acrobat [Passive]
(user can swap with the opponent in this way). Prereq: Lv 10; Infantry
Effect: All rough Terrain becomes Standard Terrain.
Knock Back [Strategy]
Prereq: Infantry
Effect: After combat, the opponent is pushed 1 space
away from the user. If there is no room for the
opponent to move into that space, this skill fails.

Armor Skills
Shove [Action] Warding Stance [Passive]
Prereq: Infantry or Armor Prereq: Lv 15; Armor
Effect: User uses their action to push an ally Effect: If the user has 1/2 or more HP, when the oppo-
1 space away from the user. nent initiates the battle, -3 to magical damage received
(down to a minimum of 1).
Mountain Climber [Passive]
Prereq: Infantry or Armor Vengeful Fighter [Passive]
Effect: Mountains become Rough Terrain for this unit. Prereq: Lv 15; Armor, User does not have
Wary Fighter
Smite [Action] Effect: If the user has 1/2 or above HP and the foe
Prereq: Lv 5; Infantry or Armor initiates combat, user makes a guaranteed
Effect: User uses their action to push an ally 2 spaces Follow-up Attack.
away from the user.
Wary Fighter [Passive]
Natural Cover [Passive] Prereq: Lv 15; Armor, User does not
Prereq: Lv 10; Armor have Vengeful Fighter
Effect: When user fights in terrain with terrain effects, Effect: If the user has 1/2 or above HP, neither
all damage taken -3 (down to a minimum of 1). combatant can perform a Follow-up Attack.

Armored Stance [Passive] Svalinn Shield [Passive]


Prereq: Lv 15; Armor Prereq: Lv 25; Armor, GM’s permission
Effect: If the user has 1/2 or more HP, when the oppo- Effect: This unit does not take effective damage from
nent initiates the battle, -3 to physical damage received Armorslaying weapons.
(down to a minimum of 1).

Watchful Stance [Passive]


Prereq: Lv 15; Armor
Effect: If the user has 1/2 or more HP, when the
opponent initiates the battle, +1 to Hit.
35
Cavalry Skills
Canto [Passive] Armored Blow [Passive]
Prereq: Cavalry or Flier Prereq: Lv 15; Cavalry
Effect: After performing all actions, the user can use Effect: If the user has 1/2 or more HP, when user
any remaining Movement to position themselves in a initiates the battle, -3 to physical damage received
new location. (down to a minimum of 1).

Elbow Room [Passive] Warding Blow [Passive]


Prereq: Lv 10; Cavalry Prereq: Lv 15; Cavalry
Effect: When user fights in terrain with no terrain Effect: If the user has 1/2 or more HP, when user
effects, +2 Damage during combat. initiates the battle, -3 to magical damage received
(down to a minimum of 1).
Defender [Passive]
Prereq: Lv 10; Cavalry; user does not have Savior Precision Blow [Passive]
Effect: When rescuing, user gains Defense+2 Prereq: Lv 15; Cavalry
and Resistance+2 Effect: If the user has 1/2 or more HP, when user
initiates the battle, +1 to Hit.
Savior [Passive]
Prereq: Lv 10; Cavalry or Flier; user does not Grani’s Shield [Passive]
have Defender or Deliverer Prereq: Lv 25; Cavalry, GM’s permission
Effect: When rescuing, the user does not take any Effect: This unit does not take effective damage from
penalties. Beastslaying weapons.

Flier Skills
Canto [Passive] Trample [Passive]
Prereq: Cavalry or Flier Prereq: Lv 15; Flier
Effect: After performing all actions, the user can use Effect: If the opponent is not a Cavalry or Flier unit, the
any remaining Movement to position themselves in a user does +3 damage (before subtracting Defense or
new location. Resistance.)

Camaraderie [Passive] Guidance [Passive]


Prereq: Lv 10; Flier Prereq: Lv 20; Flier
Effect: Recover 5 HP at the beginning of the user’s turn Effect: Infantry and Armor allies within the user’s
if there is at least 1 ally within 2 spaces. Movement Range can move to a space adjacent to this
unit (the moving unit spends all of their Movement
Savior [Passive] doing this). The moving unit can perform their action
Prereq: Lv 10; Cavalry or Flier; user does not have after moving.
Deliverer or Defender
Effect: When rescuing, the user does not take Iote’s Shield [Passive]
any penalties. Prereq: Lv 25; Flier, GM’s permission
Effect: This unit does not take effective damage from
Deliverer [Passive] Wingclipping weapons.
Prereq: Lv 10; Flier, user does not have Savior
Effect: When rescuing, user gains Movement+2.

Air Superiority [Passive]


Prereq: Lv 10; Flier
Effect: Hit+3 and Avoid+3 when fighting other Fliers.

36
Combat Arts
Beastly Ward [Reflex] Gamble [Strategy]
Prereq: Unit uses a Dragonstone or Beaststone Prereq: Lv 5
Required Charge: 1 Charge Required Charge: 1 Charge
Effect: When an adjacent ally is hit by an attack, the Effect: During this combat, the opponent is treated as
user may activate this skill to reduce the damage of though they have 5 lower Critical Avoid and 5 higher
that attack by 1/2. Avoid.

Pickpocket [Strategy] Imbue [Strategy]


Prereq: None Prereq: Lv 10; User uses Staves
Required Charge: 3 Charge Required Charge: 2 Charge
Effect: After combat, this unit can obtain one un- Effect: Increase the amount of HP restored by a healing
equipped item from the opponent’s inventory, or gold Staff Effect by 5.
equal to half the value of the opponent’s equipped
weapon. Can only be used if the user is adjacent to Multitask [Strategy]
their opponent. Prereq: Lv 10; User uses Staves
Required Charge: 2 Charge
Bliss [Action] Effect: After using a non-healing staff Effect on an ally,
Prereq: User uses Strike, Talon or Breath that ally also recovers 5 HP.
Required Charge: 1 Charge
Effect: The user transfers all Charge (minus the Charge Silencer [Strategy]
spent activating this skill) to an adjacent ally. Prereq: lv 10; user uses Daggers
Required Charge: 2 Charge
Guardian [Reflex] Effect: After combat, if the user’s Dagger attack hits the
Prereq: None opponent, the opponent gains the Sleep status.
Required Charge: 1 Charge
Effect: When an adjacent ally is hit, the user can take Sorcery Blade [Technique]
the Damage that ally would have taken—after factoring Prereq: Lv 10; user uses Swords, Lances, or Axes
in that ally’s Defense or Resistance—instead. Required Charge: 2 Charge
Effect: The user’s attack targets Resistance instead of
Curved Shot [Strategy] Defense.
Prereq: Lv 5; user uses Bows
Required Charge: 1+X Charge Cease Conflict [Technique]
Effect: The user’s Bow attack has an additional 1 Range Prereq: lv 10; User uses Staves
per X charge spent, up to a maximum of additional 5 Required Charge: 2 Charge
Range total. If the user can strike multiple times (i.e. Effect: The opponent’s weapon immediately becomes
due to Follow-Up Attacks or a Brave refine) and wants unequipped and combat immediately ends. Only
to, the user must spend the required charge per strike works on opponents whose level is equal to or lower
before combat starts. than the user’s.

Bane [Strategy] Knightkneeler [Technique]


Prereq: Lv 5; user uses Daggers Prereq: Lv 10
Required Charge: 1+X Charge Required Charge: 3 Charge
Effect: The user’s Dagger attack gains an additional +1 Effect: The user’s attack gains the Beastslaying
hit per X Charge spent, up to a maximum of 5 extra attribute.
Hit. If the user can strike multiple times (i.e. due to
Follow-Up Attacks or a Brave refine) and wants to, the Helmsplitter [Technique]
user must spend the required charge per strike before Prereq: Lv 10
combat starts. Required Charge: 3 Charge
Effect: The user’s attack gains the Armorslaying
attribute.

37
Grounder [Technique] Atrocity [Technique]
Prereq: Lv 10 Prereq: Lv 20; Unit uses Lances
Required Charge: 3 Charge Required Charge: 4 Charge
Effect: The user’s attack gains the Wingclipping Effect: Calculates damage dealt as though the attack
attribute. were effective.

Bane of Monsters [Technique] Exhaustive Strike [Technique]


Prereq: Lv 10 Prereq: Lv 20; Unit uses Axes
Required Charge: 3 Charge Required Charge: 1+X Charge
Effect: The user’s attack gains the Fiendslaying Effect: The user adds 3 Damage per extra Charge spent
attribute. on this attack, up to a maximum of 15 additional dam-
age.
Roar [Strategy]
Prereq: Lv 15; Unit uses Strike weapons Deep Bite [Strategy]
Required Charge: 3 Charge Prereq: lv 20; Unit uses a Beaststone
Effect: Increases Strike Damage dealt by 5. After Required Charge: 2 Charge
Combat, if the user’s attack hits the opponent, the Effect: The user doubles all Post-Combat damage they
opponent becomes Shocked. would deal to the opponent after this combat.

Vortex [Strategy] Subdue [Strategy]


Prereq: Lv 15; Unit uses Talon weapons Prereq: Lv 20
Required Charge: 3 Charge Required Charge: 3 Charge
Effect: User’s Talon attack(s) do Wingclipping damage, Effect: The user automatically hits and does a Critical
and targets Resistance instead of Defense. Hit. However, this attack cannot double, and if the
attack would bring the opponent’s HP to 0, they are
Parity [Strategy] left with 1 HP instead.
Prereq: Lv 15
Required Charge: 3 Charge Dragon Fang [Technique]
Effect: During this combat, neither the user nor the Prereq: Lv 20
opponent can activate any Passive, Reflex, or Technique Required Charge: 3 Charge
skills, and neither party gets any bonuses attained Effect: Add 1/2 of the user’s Attack to the total
through Supports, Terrain, or allies’ skills. Damage dealt.

Pavise [Reflex] Finesse Blade [Technique]


Prereq: Lv 15 Prereq: Lv 20
Required Charge: 2 Charge Required Charge: 3 Charge
Effect: When the user is attacked from 1 space away, Effect: Add 1/2 of the user’s Dexterity to the total
reduce Damage by 1/2. Damage dealt.

Aegis [Reflex] Ignis [Technique]


Prereq: Lv 15 Prereq: Lv 20
Required Charge: 2 Charge Required Charge: 3 Charge
Effect: When the user is attacked from 2 or more Effect: Add 1/2 of the user’s Defense to the total
spaces away, reduce Damage by 1/2. Damage dealt.

Miracle [Reflex] Glacies [Technique]


Prereq: Lv 15 Prereq: Lv 20
Required Charge: 4 Charge Required Charge: 3 Charge
Effect: Allows the user to survive an otherwise lethal Effect: Add 1/2 of the user’s Resistance to the total
blow, instead being left with 1HP. Damage dealt.

Astra [Technique]
Prereq: Lv 20; Unit uses Swords
Required Charge: 3 Charge
Effect: Doubles the total Damage dealt to an opponent.
38
Counter [Reflex] Vengeance [Technique]
Prereq: Lv 20 Prereq: Lv 20
Required Charge: 3 Charge Required Charge: 3 Charge
Effect: When the user is attacked from 1 space away, Effect: Add Damage equal to 1/2 of the HP the user is
the opponent also takes Damage equal to the amount missing to the total Damage dealt.
of Damage the user took.
Revitalize [Technique]
Ice Mirror [Reflex] Prereq: Lv 20
Prereq: Lv 20 Required Charge: 3 Charge
Required Charge: 3 Charge Effect: When the user heals an ally’s status, all other
Effect: When the user is attacked from 2 or more allies recover status as well.
spaces away, the opponent also takes Damage equal
to the amount of Damage the user took. Dark Spikes [Action]
Prereq: Lv 20; User has Monstrous
Sol [Technique] Required Charge: 4 Charge
Prereq: Lv 20 Effect: Each opponent within 2 spaces takes 10 damage.
Required Charge: 3 Charge
Effect: After attacking, the unit heals themself 1/2 of Upheaval [Action]
the Damage they just dealt to the opponent. Prereq: Lv 20; User has Monstrous, GM Permission
Required Charge: 4 Charge
Luna [Technique] Effect: Each opponent on the map takes 5 damage.
Prereq: Lv 20
Required Charge: 3 Charge Heavenly Light [Technique]
Effect: When dealing Damage to an opponent, calculate Prereq: Lv 25
as if they had 1/2 less Defense or Resistance. Required Charge: 3 Charge
Effect: When healing an ally with a staff, all other allies
Alert Stance [Action] recover 10HP.
Prereq: Lv 20
Required Charge: 3 Charge Galeforce [Strategy]
Effect: Until the beginning of the user’s next turn, the Prereq: Lv 25
user is treated as though they have 5 higher avoid. Required Charge: 4 Charge
Effect: After this unit attacks, refresh this unit’s
Triangle Attack [Strategy] Movement and Actions (once per phase).
Prereq: Lv 20
Required Charge: 0 Charge Eclipse [Technique]
Effect: The user’s next attack automatically hits and Prereq: Lv 25
Critical hits, but cannot perform a Follow-Up Attack. Required Charge: 4 Charge
This skill can only be used when two other units with Effect: When dealing damage to an opponent, treat it
Triangle Attack are each in a Cardinal Direction of the as if they have no Defense or Resistance.
target, are all of equal distance from the target, and
are all no further than 2 spaces away from the target. Aether [Technique]
Prereq: Lv 25
Required Charge: 4 Charge
Effect: When dealing damage to an opponent, treat it
as if they had 1/2 less Defense or Resistance. Then, the
unit heals themself 1/2 of the damage they just dealt.

Fire Emblem [Strategy]


Prereq: Lv 25
Required Charge: 4 Charge
The two positions a Triangle Attack can take, with red Effect: After combat, this character and all allies gain
being the opponent, and blue being the user and their +2 to all stats until the start of this unit’s phase.
allies. While a Triangle Attack can work from other
cardinals (ie; one from the South instead of the North),
they cannot deviate from the above options.
39
Purchasing and Refining
General Items
Name Range Uses Cost Effect
Herb Self 6 400g Heal self for 10HP
Vulnerary Self 5 800g Heal self for 20HP
Concoction Self 4 1200g Heal self for 40HP
Elixir Self 3 2000g Heal self for all missing HP
Antitoxin Self 3 150g Removes poison status from self
Panacea Self 3 1300g Removes all statuses from self
Attack Tonic Self 3 700g +2 Attack to self for one turn
Speed Tonic Self 3 700g +2 Speed to self for one turn
Dexterity
Self 3 700g +2 Dexterity to self for one turn
Tonic
Luck Tonic Self 3 700g +2 Luck to self for one turn
Defense Tonic Self 3 700g +2 Defense to self for one turn
Resistance
Self 3 700g +2 Resistance to self for one turn
Tonic
Creates 1 impassable space adjacent to self that
Shine Barrier 1 5 500g
lasts for three turns
Can be set on an adjacent space. When a unit ends
Mine 1 3 600g their move action on that space, that unit takes 10
damage and the mine disappears
Increases sight in Fog of War, allowing party to see
Torch Self 5 500g not only their current area, but all adjacent areas
for 2 turns.
Door Key 1 2 600g Opens an adjacent Door
Chest Key 1 2 200g Opens an adjacent Chest
Red Gem N/A 1 2500g Sell for 2500g
Blue Gem N/A 1 5000g Sell for 5000g
White Gem N/A 1 10000g Sell for 10000g

40
Swords
Base Weapon Base Cost Base Range Base Might Type
Iron Sword 500g 1 6 Physical

Basic Attributes
Name Additional Cost Effect
Steel 300g Adds +3 to the Weapon’s Might.
Deals effective damage against Armor and transformed
Armorslaying 600g
Breath- or Dragonstone-equipped Units
Deals effective damage against Cavalry and transformed
Beastslaying 600g
Strike- and Beaststone-equipped Units
Fiendslaying 600g Deals effective damage against units with the Monstrous skill
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
400g
[Stat] user gains +2 to this stat while this weapon is equipped, ignoring stat caps.

Advanced Attributes
Name Additional Cost Effect
Silver 400g Adds +4 to the Weapon’s Might.
When the user initiates battle, the user deals 2 consecutive strikes per at-
Brave 900g
tack instead of 1. Nullifies the effect of Canto for the unit it is equipped to.
Blessed 200g Weapon can now hit from one range further
Killer 900g When in combat against this unit, the opponent has 5 less Critical Avoid

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.
Adds +6 to the weapon’s Might; If the result of the user’s Accuracy check
Hexed 1000g is between 1-6, the user takes the damage the attack would have dealt
instead of the opponent.

Example Weapons
Name Cost Might Refine 1 Refine 2
Wind Edge 500g 4 [Cheap] [Blessed]
Killing Edge 1200g 4 [Cheap] [Killer]
Brave Sword 1200g 4 [Cheap] [Brave]
Armorslayer 900g 4 [Cheap] [Armorslaying]
Steel Sword 800g 9 [Steel] --
Barrier Blade 900g 6 [Enchanted Resistance] --
Safeguard 900g 6 [Enchanted Defense] --
Rapier 1700g 6 [Armorslaying] [Beastslaying]
Devil Sword 1500g 12 [Hexed] [Sealed]
Falchion 1500g 10 [Armorslaying] [Silver]

41
Lances
Base Weapon Base Cost Base Range Base Might Type
Iron Lance 500g 1 6 Physical

Basic Attributes
Name Additional Cost Effect
Steel 300g Adds +3 to the Weapon’s Might.
Deals effective damage against Armor and transformed
Armorslaying 600g
Breath- or Dragonstone-equipped Units
Deals effective damage against Cavalry and transformed
Beastslaying 600g
Strike- and Beaststone-equipped Units
Fiendslaying 600g Deals effective damage against units with the Monstrous skill
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
400g
[Stat] user gains +2 to this stat while this weapon is equipped, ignoring stat caps.

Advanced Attributes
Name Additional Cost Effect
Silver 400g Adds +4 to the Weapon’s Might.
When the user initiates battle, the user deals 2 consecutive strikes per at-
Brave 900g
tack instead of 1. Nullifies the effect of Canto for the unit it is equipped to.
Blessed 200g Weapon can now hit from one range further
Killer 900g When in combat against this unit, the opponent has 5 less Critical Avoid

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.
Adds +6 to the weapon’s Might; If the result of the user’s Accuracy check
Hexed 1000g is between 1-6, the user takes the damage the attack would have dealt
instead of the opponent.

Example Weapons
Name Cost Might Refine 1 Refine 2
Javelin 500g 4 [Cheap] [Blessed]
Killer Lance 1200g 4 [Cheap] [Killer]
Hexlock Spear 700g 4 [Cheap] [Enchanted Resistance]
Ridersbane 900g 4 [Cheap] [Beastslaying]
Steel Lance 800g 9 [Steel] --
Wishblade 900g 6 [Enchanted Luck] --
Naginata 1300g 6 [Enchanted Defense] [Enchanted Resistance]
Rhomphaia 1700g 6 [Armorslaying] [Beastslaying]
Master Lance 1700g 9 [Steel] [Brave]
Vidofnir 1500g 10 [Fiendslaying] [Silver]

42
Axes
Base Weapon Base Cost Base Range Base Might Type
Iron Axe 500g 1 6 Physical

Basic Attributes
Name Additional Cost Effect
Steel 300g Adds +3 to the Weapon’s Might.
Deals effective damage against Armor and transformed
Armorslaying 600g
Breath- or Dragonstone-equipped Units
Deals effective damage against Cavalry and transformed
Beastslaying 600g
Strike- and Beaststone-equipped Units
Fiendslaying 600g Deals effective damage against units with the Monstrous skill
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
400g
[Stat] user gains +2 to this stat while this weapon is equipped, ignoring stat caps.

Advanced Attributes
Name Additional Cost Effect
Silver 400g Adds +4 to the Weapon’s Might.
When the user initiates battle, the user deals 2 consecutive strikes per at-
Brave 900g
tack instead of 1. Nullifies the effect of Canto for the unit it is equipped to.
Blessed 200g Weapon can now hit from one range further
Killer 900g When in combat against this unit, the opponent has 5 less Critical Avoid

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.
Adds +6 to the weapon’s Might; If the result of the user’s Accuracy check
Hexed 1000g is between 1-6, the user takes the damage the attack would have dealt
instead of the opponent.

Example Weapons
Name Cost Might Refine 1 Refine 2
Hand Axe 500g 4 [Cheap] [Blessed]
Killer Axe 1200g 4 [Cheap] [Killer]
Hit Axe 700g 4 [Cheap] [Enchanted Dexterity]
Hammer 900g 4 [Cheap] [Armorslaying]
Steel Axe 800g 9 [Steel] --
Tomahawk 700g 6 -- [Blessed]
Bolt Axe 1300g 6 [Armorslaying] [Blessed]
Devil Axe 1500g 12 [Hexed] [Sealed]
Silver Axe 1200g 13 [Steel] [Silver]
Freikugel 1300g 10 [Enchanted Speed] [Silver]

43
Daggers
Base Weapon Base Cost Base Range Base Might Type
Iron Dagger 500g 1-2 4 Physical

Basic Attributes
Name Additional Cost Effect
Steel 300g Adds +3 to the Weapon’s Might.
Deals effective damage against Armor and transformed
Armorslaying 600g
Breath- or Dragonstone-equipped Units
Deals effective damage against Cavalry and transformed
Beastslaying 600g
Strike- and Beaststone-equipped Units
If the user initiates combat and their attack hits, the foe becomes
Poison 200g
Poisoned after combat
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
400g
[Stat] user gains +2 to this stat while this weapon is equipped, ignoring stat caps.

Advanced Attributes
Name Additional Cost Effect
Silver 400g Adds +4 to the Weapon’s Might.
Blessed 600g Weapon can now hit from one range further
If the user initiates combat and their attack hits, the foe becomes Shocked
Incapacitating 200g
after combat
Killer 900g When in combat against this unit, the opponent has 5 less Critical Avoid
Lethal 700g Critical hits by this weapon multiply damage done by 3 instead of 2.

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 to the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.

Example Weapons
Name Cost Might Refine 1 Refine 2
Hunter’s Knife 900g 2 [Cheap] [Beastslaying]
Poison Dagger 500g 2 [Cheap] [Poison]
Spy’s Dagger 900g 2 [Cheap] [Blessed]
Shuriken 900g 4 [Enchanted Speed] --
Steel Dagger 800g 7 [Steel] --
Deathly Blade 700g 4 [Poison] --
Stiletto 2000g 4 [Armorslaying] [Killer]
Sting Shuriken 1500g 4 [Enchanted Speed] [Armorslaying]
Lethal Blade 1500g 7 [Steel] [Lethal]
Lyfjaberg 1100g 4 [Enchanted Resistance] [Incapacitating]

44
Bows
Base Weapon Base Cost Base Range Base Might Type
Iron Bow 500g 2 4 Physical

All bows come with an innate Wingclipping Attribute, which deals effective damage
against Flier and transformed Talon-equipped Units.

Basic Attributes
Name Additional Cost Effect
Steel 300g Adds +3 to the Weapon’s Might.
Short 200g Weapon can also hit at 1 range.
Deals effective damage against Cavalry and transformed
Beastslaying 600g
Strike- and Beaststone-equipped Units
Fiendslaying 600g Deals effective damage against units with the Monstrous skill
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
400g
[Stat] user gains +2 to this stat while this weapon is equipped, ignoring stat caps.

Advanced Attributes
Name Additional Cost Effect
Silver 400g Adds +4 to the Weapon’s Might.
When the user initiates battle, the user deals 2 consecutive strikes per at-
Brave 900g
tack instead of 1. Nullifies the effect of Canto for the unit it is equipped to.
Long 600g Weapon can also hit at 3 range.
Killer 900g When in combat against this unit, the opponent has 5 less Critical Avoid

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.

Example Weapons
Name Cost Might Refine 1 Refine 2
Longbow 900g 2 [Cheap] [Long]
Quick Bow 1200g 2 [Cheap] [Brave]
Hunter’s Bow 1100g 4 [Beastslaying] --
Beacon Bow 1100g 4 [Fiendslaying] --
Yumi 900g 4 [Enchanted Resistance] --
Shortbow 700g 4 [Short] --
Silver Bow 1200g 11 [Steel] [Silver]
Silencer 1700g 7 [Steel] [Killer]
Skadi 1300g 4 [Short] [Long]
Mulagir 1500g 4 [Enchanted Speed] [Silver]

45
Anima Magic
Base Weapon Base Cost Base Range Base Might Type
Anima 500g 1-2 4 Magical

Basic Attributes
Name Additional Cost Effect
Elder 300g Adds +2 to the Weapon’s Might.
Deals effective damage against Armor and transformed
Armorslaying 600g
Breath- or Dragonstone-equipped Units
Deals effective damage against Cavalry and transformed
Beastslaying 600g
Strike- and Beaststone-equipped Units
Wingclipping 600g Deal effective damage against Flier and transformed Talon-equipped Units
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
400g
[Stat] user gains +2 to this stat while this weapon is equipped, ignoring stat caps.

Advanced Attributes
Name Additional Cost Effect
Arcane 400g Adds +3 to the Weapon’s Might.
Blessed 900g Weapon can now hit from one range further
Weapon has Weapon Triangle Advantage against Stones, Strikes, Talons,
Adaptive 600g
Breaths, Bows, Daggers, Staves, Claws, and Curses.

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.

Example Weapons
Name Cost Might Refine 1 Refine 2
Saggitae 700g 2 [Cheap] [Enchanted Defense]
Breeze 900g 2 [Cheap] [Wingclipping]
Zap 900g 2 [Cheap] [Armorslaying]
Fire 1100g 4 [Beastslaying] --
Elthunder 1400g 6 [Elder] [Armorslaying]
Arcwind 1500g 7 [Wingclipping] [Arcane]
Thoron 1700g 6 [Elder] [Blessed]
Fimbulvetr 1200g 6 [Elder] [Enchanted Resistance]
Forseti 1300g 7 [Enchanted Speed] [Arcane]
Corvus Tome 1400g 6 [Elder] [Adaptive]

46
Light Magic
Base Weapon Base Cost Base Range Base Might Type
Light 500g 1-2 4 Magical

Basic Attributes
Name Additional Cost Effect
Elder 300g Adds +2 to the Weapon’s Might.
Fiendslaying 600g Deals effective damage against units with the Monstrous skill
If the user initiates combat and their attack hits, the foe becomes
Poison 200g
Poisoned after combat
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
400g
[Stat] user gains +2 to this stat while this weapon is equipped, ignoring stat caps.

Advanced Attributes
Name Additional Cost Effect
Arcane 400g Adds +3 to the Weapon’s Might.
Blessed 600g Weapon can now hit from one range further
Resire 1000g Restores HP equal to 1/2 the damage dealt to the opponent

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.

Example Weapons
Name Cost Might Refine 1 Refine 2
Nosferatu 1300g 2 [Cheap] [Resire]
Shine 700g 2 [Cheap] [Enchanted Speed]
Divine 900g 2 [Cheap] [Fiendslaying]
Ellight 800g 6 [Elder] --
Prayer 900g 4 [Enchanted Speed] --
Resire 1500g 4 -- [Resire]
Valaura 1100g 7 [Poison] [Arcane]
Seraphim 1500g 7 [Fiendslaying] [Arcane]
Purge 1400g 6 [Elder] [Blessed]
Ivaldi 1500g 4 [Enchanted Defense] [Fiendslaying]

47
Dark Magic
Base Weapon Base Cost Base Range Base Might Type
Flux 500g 1-2 4 Magical

Basic Attributes
Name Additional Cost Effect
Elder 300g Adds +2 to the Weapon’s Might.
If the user initiates combat and their attack hits, the foe becomes Silenced
Eerie 400g
after combat
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
400g
[Stat] user gains +2 to this stat while this weapon is equipped, ignoring stat caps.

Advanced Attributes
Name Additional Cost Effect
Arcane 400g Adds +3 to the Weapon’s Might.
Blessed 600g Weapon can now hit from one range further
When the user initiates battle, the user deals 2 consecutive strikes per at-
Brave 900g
tack instead of 1. Nullifies the effect of Canto for the unit it is equipped to.
Killer 900g When in combat against this unit, the opponent has 5 less Critical Avoid

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.

Example Weapons
Name Cost Might Refine 1 Refine 2
Night 700g 2 [Cheap] [Enchanted Resistance]
Waste 1200g 2 [Cheap] [Brave]
Swarm 900g 2 [Cheap] [Blessed]
Mire 1100g 4 -- [Blessed]
Ruin 1400g 4 -- [Killer]
Theurgia 1800g 4 [Enchanted Attack] [Brave]
Goetia 1300g 7 [Enchanted Attack] [Arcane]
Almadel 1500g 4 [Enchanted Attack] [Eerie]
Death 1400g 6 [Elder] [Blessed]
Apocalypse 1200g 9 [Elder] [Arcane]

48
Staves
Base Weapon Base Cost Base Range Base Might Type
Heal 500g 1 5 Physical

Staves may have a number of Effects, which are discussed further on page 23.
All staves come with an innate Heal Effect; an Action which restores an adjacent ally’s HP by the user’s Power.

Basic Attributes
Name Additional Cost Effect
Mend 300g Adds +5 to the Weapon’s Might.
Restore 600g Effect: Heals an adjacent ally’s Status Effects
Rescue 600g Effect: Teleports one distant ally to a space adjacent to the user. Range 2-7
Effect: On hit, reduces an opponent’s Movement by 1/2 for 1 turn.
Gravity 500g
Range 2-7.
Effect: On hit, prevents an opponent from countering for 1 turn.
Dazzle 500g
Range 2-7.
Effect: Lights up an adjacent area that the user currently is in, lasting 3
Torch 300g
turns. If a new area is chosen, it overrides the first effect. Range 2-7
Unlock 300g Effect: Unlocks anything locked, including doors and chests. Range 1-7.

Advanced Attributes
Name Additional Cost Effect
Recover 800g Adds +10 to the Weapon’s Might.
Physic 1000g Gives all staff Effects 1-7 Range.
Warp 1000g Effect: Teleports one adjacent ally to a tile within range. Range 1-7.
Berserk 800g Effect: On Hit, inflicts Berserk on one opponent. Range 2-7.
Sleep 800g Effect: On hit, inflicts Sleep on one opponent. Range 2-7.
Shock 800g Effect: On hit, inflicts Shock on one opponent. Range 2-7.
Silence 800g Effect: On hit, inflicts Silence on one opponent. Range 2-7.

GM-Only Attributes
Name Additional Cost Effect
Harmful -200g Causes the target to lose 5 HP when an Effect is used on them.
Sacrificial -200g Causes the user to lose 5 HP when an Effect is used by them.
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.

Example Weapons
Name Cost Might Refine 1 Refine 2
Sacrifice 1300g 5 [Sacrificial] [Physic]
Rescue 1100g 5 [Rescue] --
Torch 800g 5 [Torch] --
Miswarp 1300g 5 [Harmful] [Warp]
Mis-Sleep 1100g 5 [Sacrificial] [Sleep]
Catharsis 1800g 10 [Mend] [Physic]
Recover 1600g 20 [Mend] [Recover]

49
Strikes, Talons, and Breaths
Base Weapon Base Cost Base Range Base Might Type
Strike 500g 1 3 Physical
Talon 500g 1 3 Physical
Breath 500g 1 3 Physical

Strike, Talon, and Breath Weapons use the Transform action to increase their weapon’s Might and, as they refine
their weapon, other key stats. The amount is relative to their Gauge, which starts at 4 when they first Transform
as a Free Action, and decreases by 1 at the start their turns until it reaches one. More information on the
Weapon and the Transform Action can be found on Pages 13 and 21 respectively.

Basic Attributes
Name Additional Cost Effect
+4 Speed when transformed. Bonus decreases each turn until it reaches
Faster --
+1. Bonus is reset back to +4 after untransforming for a full turn.
+4 Defense when transformed. Bonus decreases each turn until it reaches
Bulkier --
+1. Bonus is reset back to +4 after untransforming for a full turn.
+4 Resistance when transformed. Bonus decreases each turn until it
Calmed --
reaches +1. Bonus is reset back to +4 after untransforming for a full turn.
+4 Dexterity when transformed. Bonus decreases each turn until it reach-
Precise --
es +1. Bonus is reset back to +4 after untransforming for a full turn.
+4 Luck when transformed. Bonus decreases each turn until it reaches +1.
Luckier --
Bonus is reset back to +4 after untransforming for a full turn.
+2 Movement when transformed. Bonus decreases every other turn until
Nimbler --
it reaches +1. Bonus is reset back to +2 after untransforming for a full turn.

Weapon Promotion
At level 27, transforming Laguz units who did not take Dual Wield get “Mastered” Strike, Talon or Breath. This
allows the weapon to get +7 when transforming, at the cost that the Might decreases by 2 each turn instead of 1
until it reaches +1. This also locks the unit out of picking up Dual Wield as a skill.

GM-Only Attributes
Name Additional Cost Effect
Cheap -- Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.

50
Stones
Base Weapon Base Cost Base Range Base Might Type
Beaststone 500g 1 6 Magical
Dragonstone 500g 1 6 Magical

Basic Attributes
Name Additional Cost Effect
Greater 300g Adds +2 to the Weapon’s Might.
Deals effective damage against Armor and transformed
Armorslaying 600g
Breath- or Dragonstone-equipped Units
Deals effective damage against Cavalry and transformed
Beastslaying 600g
Strike- and Beaststone-equipped Units
Even Stronger 500g Deals 4 Post-Combat Damage on even turns.
Odd-Shaped 500g Deals 3 Post-Combat Damage on odd turns.

Advanced Attributes
Name Additional Cost Effect
Superior 400g Adds +3 to the Weapon’s Might.
User heals 6 HP when equipped with this weapon at the start of
Even Brighter 900g
even turns
Oddly
900g User heals 7 HP when equipped with this weapon at the start of odd turns
Glowing

GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Sealed -- Seals away a Weapon’s Basic Refine. Cannot be removed or changed.

Example Weapons
Name Cost Might Refine 1 Refine 2
Blessedstone 1200g 4 [Cheap] [Even Brighter]
Strangestone 1200g 4 [Cheap] [Oddly-Glowing]
Piked Stone 900g 4 [Cheap] [Beastslaying]
Smoothstone 1000g 6 [Even-stronger] --
Steelstone 800g 2 [Greater] --
Undragonstone 1600g 6 [Armorslaying] [Odd-Shaped]
Herostone 1200g 11 [Greater] [Superior]
Divinestone 2000g 6 [Armorslaying] [Even-brighter]

51
Claws
Base Weapon Base Cost Base Range Base Might Type
Claws -- 1 5 Physical

Basic Attributes
Name Additional Cost Effect
Rotten -- Adds +3 to the Weapon’s Might.
Grants +3 damage on odd turns (after factoring in the opponent’s Defense
Odd-Shaped --
or Resistance)
If the user initiates combat and their attack hits, the foe becomes
Poison --
Poisoned after combat
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
--
[Stat] user gains +2 to this stat during combat, ignoring stat caps and skills.

Advanced Attributes
Name Additional Cost Effect
Fetid -- Adds +4 to the weapon’s might
Oddly
-- User heals 7 HP when equipped with this weapon at the start of odd turns
Glowing
When the user initiates battle, the user deals 2 consecutive strikes per at-
Brave --
tack instead of 1. Nullifies the effect of Canto for the unit it is equipped to.

GM-Only Attributes
Name Additional Cost Effect
Cheap -- Subtracts -2 to the Weapon’s Might. Cannot be removed or changed.
Adds +6 to the weapon’s Might; If the result of the user’s Accuracy check
Hexed -- is between 1-6, the user takes the damage the attack would have dealt
instead of the opponent.

Example Weapons
Name Cost Might Refine 1 Refine 2
Rotten Claw -- 8 [Rotten] --
Odd-shaped
-- 5 [Odd-Shaped] --
Claw
Poison Claw -- 3 [Cheap] [Poison]
Venin Claw -- 5 [Poison] --
Undead Claw -- 5 [Cheap] [Oddly-Glowing]
Fetid Claw -- 12 [Rotten] [Fetid]
Eternal Claw -- 5 [Odd-shaped] [Oddly-Glowing]
Quick Claw -- 5 [Enchanted Dexterity] [Brave]

52
Curses
Base Weapon Base Cost Base Range Base Might Type
Curse -- 1 3 Magical

Basic Attributes
Name Additional Cost Effect
Evil -- Adds +2 to the Weapon’s Might.
If the user initiates combat and their attack hits, the foe becomes Silenced
Eerie --
after combat
Enchanted Choose a stat -- Attack, Defense, Speed, Dexterity, Resistance, or Luck. The
--
[Stat] user gains +2 to this stat during combat, ignoring stat caps and skills.

Advanced Attributes
Name Additional Cost Effect
Crimson -- Adds +3 to the weapon’s might
Resire -- Restores HP equal to 1/2 the damage dealt to the opponent
If the user initiates combat and their attack hits, the foe becomes
Stone --
Petrified. Reduces user’s Hit by 5 when equipped.
If the attack hits, the opponent’s remaining hit points are halved. Cannot
Half --
Critical, cannot double, and cannot bring HP to 0.
Blessed -- Weapon can now hit from one range further

GM-Only Attributes
Name Additional Cost Effect
Cheap -- Subtracts -2 to the Weapon’s Might. Cannot be removed or changed.
Adds +6 to the weapon’s Might; If the result of the user’s Accuracy check
Hexed -- is between 1-6, the user takes the damage the attack would have dealt
instead of the opponent.

Example Weapons
Name Cost Might Refine 1 Refine 2
Eerie Screech -- 1 [Cheap] [Eerie]
Nightmare -- 1 [Cheap] [Resire]
Stone -- 1 [Cheap] [Stone]
Shadowshot -- 3 -- [Blessed]
Wretched Air -- 3 -- [Half]
Crimson Eye -- 8 [Evil] [Crimson]
Ravager -- 3 [Enchanted Attack] [Enchanted Defense]
Demon Light -- 3 [Enchanted Attack] [Enchanted Resistance]
Hell’s Fire -- 12 [Hexed] [Crimson]

53
Siege Weaponry
Base Weapon Base Cost Base Range Base Might Type
Stonehoist -- 3-10 10 Physical
Magic Orb -- 3-10 10 Magical

Siege weaponry generally have anywhere from 5-10 Ammo that it can fire before it is considered unusable. The
number of shots one begins with at default should be chosen based on the number of Siege weapons on the
map, the purpose (be it for player use, enemy use, or a mix of both), and how long the map is expected to take.
Alternatively, a Siege Weapon can be given unlimited Ammo; however, note that the tactical planning that comes
with either taking a Siege Weapon from another party or exhausting their Ammo will be lost.

GM-Only Attributes
Name Additional Cost Effect
Heavy -- Adds +3 to the Weapon’s Might.
Armorslaying Deals effective damage against Armor and transformed
--
Breath- or Dragonstone-equipped Units
Beastslaying Deals effective damage against Cavalry and transformed
--
Strike- and Beaststone-equipped Units
Fiendslaying -- Deals effective damage against units with the Monstrous skill
Wingclipping -- Deal effective damage against Flier and transformed Talon-equipped Units
Cheap -- Subtracts -2 to the Weapon’s Might. Cannot be removed or changed.

Example Siege Weaponry


Name Type Might Refine 1 Refine 2
Basic Ballista Physical 8 [Cheap] [Wingclipping]
Fire Orb Magical 8 [Cheap] [Beastslaying]
Thunderbolt Magical 10 [Armorslaying] --
Hoistflamme Physical 10 [Beastslaying] --
Onager Physical 13 [Heavy] --
Steel Ballista Physical 10 [Wingclipping] --
Mountbane Physical 10 [Beastslaying] [Wingclipping]
Storm Orb Magical 10 [Wingclipping] [Armorslaying]
Meteor Magical 13 [Heavy] [Beastslaying]
Blizzard Magical 13 [Heavy] [Wingclipping]

54
GMing: Tips and Tricks
This section of the guide is for those seeking to run a campaign of your own. Below are some tips and tricks
about how to handle various aspects of the game, such as game prep, encounters, and hooking the players.

Gathering Players
Before planning a campaign, a GM should consider their player count. This is important for planning not only
from a story standpoint, but gameplay as well. Do you have each player command a small army? How many
characters does each player start with? Knowing how many players you have will help you determine how many
recruitable NPCs will be available in your campaign.

A GM running a game for a couple of players should let each player create a character and also provide each of
them a couple other units to control so that they have a more rounded party. The GM can create these NPCs or
the Players can, depending on preference. As the campaign continues, plan more recruitable units.

Campaigns with more players require more regulation in unit count to prevent battles from becoming too big.
One way you can do this is by limiting the number of units they get at the outset of the game: each player
creates one character to start off, and players should work together closely during Character Creation to ensure
a balanced party. Alternatively, give each player several units at the outset of the game as you would with a
smaller player count, but limit the number of recruitable units, or consider determining a maximum number of
units a player can deploy per map.

Planning a Campaign
It is highly recommended that you discuss with your players what they are looking for out of this campaign
before delving too deeply into planning. Check in with everyone and come to a consensus on what sort of
balance between roleplay and gameplay everyone wants; it is far better to work out any wrinkles before the
campaign starts than make it halfway through only to find out that no one is having fun. Be sure not only to
ask what your players do want, but also what they do not.

If your players enjoy roleplay, feel free to give them ample time to explore new areas and bond with other
characters. Consider giving them “breather” chapters to explore new areas, greet NPCs, and initiate Support
Conversations. On the other end of the spectrum, campaigns focused on combat and gameplay can forego idle
time and stick to brief interactions between maps — as the GM, your job will be to introduce the situation,
create conflict, and send your players off to battle. Neither of these is a “wrong” way to play this system.

You’ll also want to assess your players’ skill levels with regards to this system and Tabletop RPGs in general.
Have your players played this system before? Is this system the first time they’ve picked up a Tabletop RPG?
Understanding your players experience level will help you plan a proper difficulty curve and guide any
new players as needed.

55
Understanding Themes
While discussing with your players, make sure set aside time to address what themes will be explored. Not only
can it serve to get your creativity flowing, but more importantly, it will give you insight as to what themes should
— or shouldn’t — be explored during your campaign. Not every player, for example, is going to be comfortable
with the racism subplot of Fire Emblem 9 and 10, or the Greek-tragedy-esque arranged incest that fueled the
plot of Fire Emblem 4 — even if both were presented with negative connotations. That doesn’t mean that your
campaign can’t have dark themes — but respecting players’ comfort results in a game that everyone can enjoy.

In addition, knowing the basics of what is and isn’t present in your campaign allows your players to plan their
own characters more definitively. Players who know what the world is like can think more about how their own
character is situated in it. Depending on everyone’s comfort with the system, the GM can consider homebrewing
skills that are not listed in this handbook, or even forbid skills from being taken for plot reasons — just make sure
to notify your players of any changes that may affect their Character Creation.

Once the players address the type of campaign they’d like to take a part in, consider what elements you want to
bring to you game. Below are some elements found universally in the Fire Emblem games that can assist your
group when crafting a campaign:

Gods and Goddesses


Deities play a large part in the lore of each Fire Emblem game, usually giving mankind the power to fight for
themselves and defeat ancient evils. Often, weapons of great power exist blessed and gifted to humanity by the
deities of the past. In some cases the gods may be allies who your players will travel to in search of guidance; in
others, they may be fallen beings your players will find as foes. Deciding what form your deities take and what
part they play in day-to-day life is a great jumping-off point for crafting your lore.

Great Evil
In the past, there was often a great conflict, a great evil that threatened mankind, and heroes who defeated
it. This evil is rarely gone entirely — it slumbers until one so inclined may revive it. This evil rarely walks alone,
and evil beings of lesser strength often congregate around it. A king of demons and the monsters who do their
bidding, a fell dragon and their mortal followers, a corrupt goddess and those who would take advantage of her
blessings; evil forces take many forms. Consider what form evil took in the past, what form it takes now, and
what allows it to rise once again.

Legendary Weapons and Heroes


Weaponry rivaled by no common blade, Legendary Weapons are blessed with mysterious and ancient power,
and were often wielded by legendary heroes of the past in their protection of humanity. Often there are many
Legendary Weapons, and they can only be used by those not only skilled, but chosen by destiny. Legendary
Weapons are often passed down by royal families, the descendants of those heroes of the past, and are only
used in times of great peril. The heroes and the weapons they wielded go hand-in-hand — think about not only
how these weapons may be obtained, but how to make their history resonate with your players’ characters so
that they feel important.

The Fire Emblem


An object of great importance used to seal away evil. It has taken many forms across the series — a shield, a
crest, a medallion, a sword, and even a song. The Fire Emblem is generally mysterious and hard to get one’s
hands on, but usually ends up being an item pivotal to the heroes completing their quest. This is probably the
most important archetype of the series, being its namesake. What form does your Fire Emblem take? How will
it help your heroes?

Ancient Dragons
Mysterious and powerful, dragons often play a significant role in the story of any Fire Emblem game. Long-lived
as they are, Dragons live long enough to see the beginning and end of any conflict — they make valuable allies
or formidable foes. The wisdom of ancient dragons is often sought after by heroes; their power, meanwhile, is
sought by villains. If applicable, consider if any dragons of the past are still alive today in your world, what sort of
lives they live, and how they might contribute to your plot.
56
Creating Chapters
Chapters are the short story arcs that organize your campaign, and they are comprised of four parts: initial
Exploration, Incentive, Conflict, and the Aftermath. Depending on your gameplay-roleplay balance and how
much ground you cover in each session, one Chapter may be one or several sessions long; a general suggestion
is that each chapter should be no more than three sessions long to keep things from getting stale.

Exploration
The first part of a Chapter is exploration — Introducing the setting and give players time to prepare and restock
supplies. Exploration can take anywhere from a few minutes to a few hours, depending on preference.

For example, let’s say our cast of characters are mercenaries searching for a job together. A roleplay-focused
GM could give them the time to explore town, introducing locations such as taverns and NPCs to reach out to
in search of job offers. This is the perfect opportunity to give players time to roleplay Supports or make
preparations. Do not mistake this for an excuse to let things die down — if your players seem lost or struggle to
decide on what to do, offer them guidance through an NPC, making them roll, or bringing the combat to them.

A combat-driven campaign, on other hand, should keep the exploration segment short. Using the example
above, the GM should determine what kind of job the players are looking for, plan how to introduce them to the
combat, give them the opportunity to buy items, and then bring them to battle. When introducing new towns,
only points of significance need be mentioned. However, don’t deter your players from exploring if they express
interest. A little exploration only helps a campaign, and ties the characters more strongly to the world and plot.

Lastly, don’t feel limited to granting levels after combat. Should exploration lead to any plot pivotal changes, such
as uncovering significant secrets or shifting the party’s goal, levels can be given to reflect the story advancing.
Players should be rewarded for having an impact on the plot even if combat is not involved.

Shops and Services


Shops and other services are a significant part of exploration. Early game, it’s recommended to sell weapons and
staves with the Cheap Attribute attached to them, but as the game continues, slowly introduce more powerful
weapons and items to give players more options in combat. Use the following Levels that the party is at to assist
in choosing what weapons can and can’t be available:

» Level 1: [Cheap] weapons with [Blessed], [Enhanced Stat], or a Slaying Attribute in the Second Slot.
» Level 7+: Weapons with 1 Basic Attribute in the first slot.
» Level 17+: Weapons with an empty Basic Attribute, and any Attribute in the second slot.
» Level 27+: Weapons with multiple Attributes.
In addition, there may be times where a unit wants to forge a new Attribute to their weapon. In cases like these,
the Forge will have the following services based on the party’s level:

» Level 7+: Add or replace a Basic Attribute with another Basic Attribute.
» Level 17+:Add or replace a Basic or Advanced Attribute with a different Attribute.
Typically, the Forge’s service is a 200g base fine plus the Attribute that the Blacksmith is adding or replacing.
However, if the party is changing one their starting weapon’s free refinements, consider giving them a one time,
free to use Attribute change if the reason behind the fact relates to improving their unit’s enjoyability.

57
Incentive
Understanding each players goals, in-character and not, are key for incentivizing the characters to act and
advance the plot. Incentives can be as simple as monetary rewards, or can be more complex, such as incentives
that draw from a character’s backstory. Feel free to introduce characters and items as necessary to compel
your players to pursue the plot.

As for our team of mercenaries, hinting towards potential jobs can incentivize them to pursue what is going on in
your world. Maybe they learn of and pursue a risky job through a shady individual manning the local tavern, or
perhaps dealing with an accidental encounter with bandits becomes their first ‘job’ of sorts.

Conflict
Once you’ve incentivized your players to act, use that to drive them into conflict. In most cases, but not all,
conflict will result in combat, which is around when you will start a Map.

When combat does ensue, consider the circumstances of the fight. Is it an ambush, where the players wouldn’t
reasonably have time to react? Or have the players initiated the battle themselves? Moreover, not every
battle has the same goal, and not every map requires the players to slay all enemies: some battles may
have players defending a person or place for a period of time, some may have them attempting to travel from
one place to another with minimal bodily harm. Players may even reconsider their goal midway through a map:
perhaps trying to run from a foe too terrifying to fight, should their comrades attempt the feat and fail.

Unless the enemies your players face are non-negotiating monsters, take note that your players may attempt
talking to the enemy, in hopes to cease conflict. This can lead to persuading one or two enemy units to join their
cause, or even stop the battle altogether, depending on the player’s attempts (usually though roleplay and/or a
Charisma roll). Allow players to use this tactic thematically — even with a natural 20 on a Charisma roll, the main
antagonist shouldn’t be swayed by a complete stranger unless the GM (or player) can give reasonable evidence
as to why. But don’t punish your players for trying — Tabletop RPGs are an exercise in collaborative storytelling,
and it should always be give and take. Let everyone have an impact on the plot, and think seriously about what
sort of impact your players’ characters have on others. Let your players shape your story.

Results
Once the conflict is resolved, be it through combat or otherwise, players should be rewarded with a level per
unit, regardless of how much each unit has performed in battle; rewarding levels evenly helps prevent anyone
from falling behind, especially units like healers, who don’t get to partake in the action until much higher levels.
If you are not planning on roleplaying Supports in-depth, now would be a good time to discuss them briefly.

Rewarding Money
Most campaigns will want to give their players a steady income, so that they can continue purchasing supplies
and new weapons as needed. After battle is a good time to do so, be it through the spoils of battle, through
payment from a contractor, or any other applicable means. The money players get through battle should start
low and slowly increase over the course of the game, which acts as a natural way to prevent characters from
getting more powerful items and weaponry until later in the game. For example, the start of the game should
only give the players 100-200g each per chapter, or 1000g once every 5 or 6 chapters. By the end of the game,
make sure that you are giving your players enough money to prepare themselves for the serious challenges they
will encounter or forgo money in favor of gifting rare weapons and items as seems thematically appropriate.

58
Map Making
Combat takes place on a Grid-based map. In each chapter, one — or rarely more — maps are created for
characters to battle on. There are several factors that a GM needs to consider when making a map, the most
important of which are Setting, Objective, and Enemy Spread.

Setting
The setting of the map has a great effect on how it will be played. Are characters in the mountains, trekking
through a risky narrow path to get to the next town faster? In that case, the terrain will probably be dotted
with mountains, and all but fliers will need to fight in close quarters. Are they storming a castle, taking most of
the fight indoors? The map may be divided into rooms, and the leader of the enemy troops may be seated on a
throne. Use the chapter’s setting not only to establish how terrain is set up, but also to determine the size — by
default, a standard outdoor map will be 20 by 20 tiles on average, maps in close quarters may be as small as 10
by 10 tiles, and larger maps could go up to 35 by 35 tiles. The size of the map also gives a sense of the scale of
the fight — maps may get bigger as the story progresses and the players’ party has more enemies to fight.

Objectives
Lastly, every map must have an objective. An objective is the bare minimum of what the players must do to
complete a map; The most common objectives are Seize and Rout, but using a wide variety of objectives
throughout your campaign helps keep things interesting. Keep in mind that depending on how things
develop an objective may change depending on the characters’ in-game goals — in these cases, thinking
on your feet is imperative.

Seize: One of the player’s units must seize the area the enemy is defending by occupying it. This is often a fort or
castle, and usually where the boss is located. Not all enemies must be defeated to complete a Seize map.

Rout: All enemies must be defeated.

Defeat the Boss: This requires the group to defeat a specific enemy.

Defend: Defend maps prioritize defense over offense, and require the players to outlast the enemy and prevent
them from seizing a specific point or area. Defend maps either require the players to successfully defend their
point for a specific number of turns, until the enemy is routed, or until the boss is defeated. If your player group
is large, consider giving them multiple places or a larger area to defend. In the event that the enemies succeed in
seizing the defend point, the map’s objective may become Seize or Rout.

Escort: Rather than defend an area, players must defend specific unit(s). The target does not need to be killed for
players to lose an Escort map — you can make use of the Rescue mechanic to have enemies kidnap the target,
among other options. Should the players fail to protect the target, consider giving your players a chance rescue
them from wherever they are being held or whoever they are being held by. This can make for a fun map in and
of itself.

Escape: Unlike other objectives, a strategically-played Escape map can be completed with absolutely no violence.
An Escape map requires the player characters to reach a certain point, generally an exit of some sort. Escape
chapters may also have an element of stealth, having characters moving strategically and occasionally rolling
Perception or Acrobatics when attempting to escape precarious situations. For example, characters attempting
to escape a dungeon may want to escape unnoticed, rather than cause a ruckus and face all of the guards.

Points of Interest
Aside from the objectives above, consider placing other areas or items of interest on your map for players to
interact with. Placing chests filled with rare items strategically across your map, for example, offers an extra,
secondary goal for your more treasure-inclined characters. Putting villages on your map for characters to visit,
similarly, may motivate some to take a detour. Secondary goals can provide the opportunity to offer story-based
information, additional items, or recruitable characters and can help each map feel unique and multi-faceted.

59
Enemy Spread
When determining the specifics of the enemies your players will be facing, the first thing to consider is their
count. When your players are first dipping their toes into the campaign, it’s advisable to keep the enemy total
small while they get used to the flow of combat; the first chapter may have a party of 3 only fight 7 or 8 enemies
total. As the characters become stronger, their party becomes larger, and your players get a greater sense of
what they are capable of, you should slowly increase the enemy count. That said, a general rule of thumb is that
the number of enemies on the map should equal no more than the number of characters times 3 — thus, a party
of 12 should not have to face more than 36 enemies, including any bosses. Keep in mind as well that not all
enemies need to be on the map right off the bat; enemies can come in as reinforcements to keep things exciting.

Statting Generic Enemies


With the exception of bosses and recruitable NPCs, enemies do not need to be individually statted. Instead,
focus on creating a couple of enemy types and making several copies of each one. These units should be the
same level as the players; however, depending on the difficulty, generic enemies should given the following
penalties: -2 to all stats but HP for easier encounters, -1 to all stats but HP for average encounters, and no
penalties to stats for difficult encounters. Keep in mind as well that large swathes of weaker enemies can be just
as challenging as a few stronger ones.

Weapons: For weapons, feel free to give most enemies the same weapons, sans one or two, to make bookkeep-
ing easier. All the statted axe-wielders, for example, might have iron axes except for one or two, who have ranged
axes instead; the addition of just a couple of outliers is enough to keep players on their toes. Some foes can even
drop their weapons as spoils upon defeat to allow your players access to weapons outside their norm. Unless
the GM wants to provide a unforgiving challenge, Weapons should be one lower Attribute than what the party
currently has -- for example, a party at level 7 should only face foes with no Attributes, and parties just starting
out should only face foes that have a Cheap Attribute in their basic slot.

Skills: Most enemies should not have more than 2 Skills, if any at all. Combat Arts are even rarer, and should only
be reserved for one or two enemies at most, if any, aside from major bosses and NPCs. If stuck on which skills,
consider the following guide based on the enemy’s level:

» Level 1-10: No skills for easy or average encounters, 1 for difficult. No combat arts.
» Level 11-20: No skills for easy, 1 for average, and 2 for difficult. Combat arts on 1-2 enemies.
» Level 20+: 1 Skill for easy, 2 for average and difficult encounters. Combat arts on 1 enemy type.
This guide doesn’t need to be followed linearly; not all maps need units with Combat Arts, and sometimes, units
only need 1 skill to change up the game. On a final note, as most generics do not have Combat Arts, they don’t
need to track Charge, unless they have a Barrier. Preset Stats can be found starting on Page 62.

Statting Bosses
Bosses should be the player characters’ level on easy encounters, while average or difficult encounters should
have them be 2 or 4 levels higher respectively. After statting, a Boss’s HP can be multiplied by 2 to encourage
longer battles. They may also have Barriers or Markers, which are explained on the next page.

Weapons: Unlike generics, bosses should have the same number of Attributes that the party has gotten for free
via level up. As the game progresses, bosses can optionally have a second or even a third weapon at levels 15
and 25, taking Dual Wield as needed if the boss wishes to use more than one type of weapon in battle.

Skills: Bosses, at a minimum, should have one skill. This can be a Personal Skill made for the boss, or any skill that
they qualify for based on their level. In addition, Bosses may get more skills based on the challenge a GM wants:

» Easy: Only have 1 Skill. No Combat Arts.


» Average: Have 2-3 Skills at most. Are allowed 1 Combat Art.
» Hard: Can have up to as many skills as the players do. Can have Combat Arts.
Markers: Bosses can have a number of Markers up to their Level/10, rounding down, if a GM wishes to utilize
Multiple HP bars for late game encounters.

60
Building with Unique Skills
On rare instances, bosses may require certain skills to keep combat challenging for the players. In cases like this,
consider using one of these skills, or creating Personal Skills to keep the players on their toes:

Distant Counter [Passive] Steady Heart [Passive]


Prereq: GM Only Prereq: GM Only
Effect: This unit may counterattack at any range. Effect: This unit recovers from Status Effects quickly,
Cannot be negated. taking only 1 turn to recover instead of the usual
duration. Cannot be negated.
Stalwart Guard [Passive]
Prereq: GM Only Fortified Heart [Passive]
Effect: This unit cannot be moved out of their Prereq: GM Only
position by an opponent’s Skill (such as Lunge). Effect: This unit cannot be inflicted with Status Effects.
Cannot be negated. Cannot be negated.

Building Units with Barriers


Units with Barriers should be used sparingly, typically for large bosses or other especially formidable foes.
Regardless of whether they have a Combat Art or not, a unit with Barriers track Charge to assist in repairing their
Barriers once they’ve been broken. Unless Barrier opponents make up the bulk of the enemy spread, Generics
that have Barriers should be statted a difficulty higher than the rest of the map’s Generic enemies.

When choosing the number of Barriers, consider the size of the unit. A unit with barriers should take up
multiple tiles to feel the benefit of barriers; while some might be 1-by-2 spaces or maybe 2-by-2 spaces wide,
an especially large enemy may take up a 3-by-3 area to denote their power. Keep in mind that the larger a unit is,
the longer it takes for the players to knock out all of the unit’s barriers; however, in contrast, taking up more tiles
means more players can launch an attack against that unit at any given time.

Building Units with Markers


Truly formidable units may have Markers, which represent the number of HP bars they have remaining when
their current one drops to 0. If a GM decides to use Markers, consider putting Skills that are locked behind each
Marker, instead of dropping an opponent with all Skills at the beginning, to gradually increase the tension. For
example, a Boss with 3 Markers may only have access to their Combat Art, Eclipse, when all of their markers are
gone — but by then, they may have enough Charge to call it during combat more than once, especially if they
have the Speed to double.

Markers should ideally only be used for pivotal Bosses that play an active role in the story; players coming across
an enemy like this should be a rarity.

Enemy Transparency
Lastly, unlike many other Tabletop RPGs, don’t be afraid to be a little transparent with your players about the
stat spreads and equipment of their enemies. Part of what makes the strategy portion of Fire Emblem function
is being able to strategize around how your enemies are built--not knowing how they are built makes this a lot
more difficult, and can lead to player frustration when their characters die to enemies they didn’t think were
capable of killing them. It’s not to say you should never have a surprise or two left up your sleeve, but a
well-designed map will present a challenge even if the players have intel on their opponents.

One example of showing transparency is writing out information about each enemy type, recording their HP,
Weapon Type, Power, threshold of doubling and being doubled, and any noteworthly Attributes, Skills, and other
abilities that will severely effect how a unit is placed on notecards, laying the information on the table for player
access. This allows players to double check a unit at anytime and plan carefully, ensuring a unit with middling
speed doesn’t place themselves in a position of high speed units, or the party’s Beast Laguz doesn’t transform in
front of a group of enemies wielding Beastslaying Weapons.

61
Preset Units
There are times where your players’ actions deviate from what you have planned, and you find yourself
needing to create enemies on the fly. In times like these, preset units are a quick, effective way of statting foes
on the spot. When picking presets, consider your player’s builds — for example, a Knight, while easily able to
take hits from a Sword or a Bow, would easily fall to the party’s Dark Magic user; conversely, while the said Dark
Magic user would hardly injure a Pegasus Knight, it only takes one shot from a Bow user to ground that foe.
Creating matchups like this is the key to making a map where everyone can pitch in!

In addition, once a campaign surpasses Level 1, preset units should also level up appropriately, favoring the stats
they excel at over others. However, it’s best not to optimize too much: for example, using the Knight preset as
reference, has two good stats — Defense and HP — three middling — Attack, Dexterity, and Luck — and two
poor — Speed and Resistance. Thus, for every 9-10 levels, consider the following guideline: 5 points for good
stats, 2-4 for middling, and 0-2 for poor stats, doubling any of these factors by 2 when inputting for HP.

Mercenary Cleric
Size: 2 Size: 2
Movement: Infantry Movement: Infantry
Weapon Type: Sword Weapon Type: Staff
Recommended Base Stats: Recommended Base Stats:
HP: 18; Atk: 6; Spd: 4; Dex: 6; Def: 5; Res 3; Luck: 3 HP: 16; Atk: 6; Spd: 4; Dex: 4; Def: 3; Res 7; Luck: 5
Recommended Skills: Recommended Skills:
Lv 10 :Triangle Adept Lv 10: Live to Serve
Lv 20: Dual Wield (Axe), Vantage Lv 20: Dual Wield (Light), Guard

Mage Ranger
Size: 2 Size: 2
Movement: Infantry Movement: Cavalry
Weapon Type: Anima Weapon Type: Bow
Recommended Base Stats: Recommended Base Stats:
HP: 16; Atk: 6; Spd: 5; Dex: 5; Def: 3; Res 6; Luck: 4 HP: 16; Atk: 6; Spd: 5; Dex: 7; Def: 4; Res 3; Luck: 4
Recommended Skills: Recommended Skills:
Lv 10: Cancel Affinity Lv 10: Dexterity+2, Escape Route
Lv 20 Skill: Dual Wield (Dagger), Focus Lv 20: Curved Shot, Dual Wield (Sword)

Pegasus Knight Wyvern Rider


Size: 2 Size: 2
Movement: Flier Movement: Flier
Weapon Type: Lance Weapon Type: Axe or Lance
Recommended Base Stats: Recommended Base Stats:
HP: 17; Atk: 4; Spd: 6; Dex: 5; Def: 4; Res 5; Luck: 4 HP: 18; Atk: 7; Spd: 4; Dex: 3; Def: 6; Res 3; Luck: 4
Recommended Skills: Recommended Skills:
Lv 10: Camaraderie Lv 10: Attack+2, Lunge
Lv 20: Swordbreaker, Wings of Mercy Lv 20: Trample, Sword/Lancebreaker

Knight Cavalier
Size: 3 Size: 2
Movement: Armor Movement: Cavalry
Weapon Type: Lance Weapon Type: Lance or Sword
Recommended Base Stats: Recommended Base Stats:
HP: 20; Atk: 5; Spd: 3; Dex: 5; Def: 7; Res 4; Luck: 5 HP: 18; Atk: 5; Spd: 5; Dex: 5; Def: 5; Res 3; Luck: 4
Recommended Skills: Recommended Skills:
Lv 10: Natural Cover, Obstruct Lv 10: Elbow Room, Drag Back
Lv 20: Wary Fighter, Warding Stance Lv 20: Armored Blow, Dual Wield (Lance, Sword, or Axe)

62
Fighter Wolfskin
Size: 3 Size: 2
Movement: Infantry Movement: Infantry
Weapon Type: Axe Weapon Type: Beaststone
Recommended Base Stats: Recommended Base Stats:
HP: 20; Atk: 7; Spd: 4; Dex: 3; Def: 4; Res 3; Luck: 4 HP: 19; Atk: 6; Spd: 3; Dex: 4; Def: 6; Res 3; Luck: 4
Recommended Skills: Recommended Skills:
Lv 10: Quixotic, HP+3 Lv 10: Mountain Climber
Lv 20: Brash Assault, Gamble Lv 20: Grisly Wound, Beastly Ward

Thief Cat
Size: 2 Size: 2 (4 transformed)
Movement: Infantry Movement: Infantry
Weapon Type: Dagger Weapon Type: Strike
Recommended Base Stats: Recommended Base Stats:
HP: 16; Atk: 3; Spd: 8; Dex: 6; Def: 3; Res 3; Luck: 6 HP: 17; Atk: 4; Spd: 6; Dex: 6; Def: 4; Res 3; Luck: 5
Required Level 1 Skill: Steal Recommended Skills:
Recommended Skills: Lv 10: Knock Back, Dexterity+2
Lv 10: Pass, Celerity Lv 20: White Tide
Lv 20: Acrobat, Tomebreaker
Hawk
Druid Size: 2 (4 transformed)
Size: 2 Movement: Flier
Movement: Infantry Weapon Type: Talon
Weapon Type: Dark Magic Recommended Base Stats:
Recommended Base Stats: HP: 17; Atk: 6; Spd: 6; Dex: 5; Def: 5; Res 3; Luck: 3
HP: 19; Atk: 6; Spd: 3; Dex: 3; Def: 5; Res 6; Luck: 3 Recommended Skills:
Recommended Skills: Lv 10: Air Superiority
Lv 10: Heartseeker Lv 20: Guidance, Blood Tide
Lv 20: Hardy Bearing, Bowbreaker
Raven
Manakete Size: 2 (4 transformed)
Size: 2 Movement: Flier
Movement: Flier Weapon Type: Talon
Weapon Type: Dragonstone Recommended Base Stats:
Recommended Base Stats: HP: 16; Atk: 4; Spd: 7; Dex: 6; Def: 4; Res 3; Luck: 5
HP: 19; Atk: 4; Spd: 3; Dex: 4; Def: 6; Res 6; Luck: 3 Recommended Skills:
Recommended Skills: Lv 10: Solidarity
Lv 10: Blessed Strike, Odd Rhythm Lv 20: Quick Riposte, Desperation
Lv 20: Distant Shot
Black Dragon
Taguel Size: 3 (5 transformed)
Size: 2 Movement: Armor
Movement: Cavalry Weapon Type: Breath
Weapon Type: Beaststone Recommended Base Stats:
Recommended Base Stats: HP: 20; Atk: 6; Spd: 3; Dex: 3; Def: 7; Res 6; Luck: 4
HP: 16; Atk: 5; Spd: 6; Dex: 6; Def: 4; Res 3; Luck: 5 Recommended Skills:
Recommended Skills: Lv 10: Obstruct, Boon
Lv 10: Even Rhythm, Supportive Lv 20: Night Tide, Vengeful Fighter
Lv 20: Stonefaire

63
Stoneborn Gargoyle
Size: 5 Size: 3
Movement: Armor Movement: Flier
Weapon Type: Claws Weapon Type: Lances
Recommended Base Stats: Recommended Base Stats:
HP: 20; Atk: 6; Spd: 3; Dex: 3; Def: 10; Res 4; Luck: 3 HP: 17; Atk: 5; Spd: 8; Dex: 4; Def: 5; Res 3; Luck: 3
Required Level 1 Skill: Monstrous Required Level 1 Skill: Monstrous
Recommended Skills: Recommended Skills:
Lv 10: Obstruct Lv 10: Speed+2
Lv 20: Coral Cover, Wary Fighter Lv 20: Trample, Lancefaire

Bael Tarvos
Size: 5 Size: 3
Movement: Infantry Movement: Cavalry
Weapon Type: Claws Weapon Type: Axes
Recommended Base Stats: Recommended Base Stats:
HP: 19; Atk: 6; Spd: 4; Dex: 3; Def: 6; Res 4; Luck: 3 HP: 17; Atk: 6; Spd: 6; Dex: 5; Def: 5; Res 3; Luck: 3
Required Level 1 Skill: Monstrous Required Level 1 Skill: Monstrous
Recommended Skills: Recommended Skills:
Lv 10: Mountain Climber, Drag Back Lv 10: Elbow Room
Lv 20: Vengeful Cry Lv 20: Wrath, Axefaire

Mauthe Doog: Morph


Size: 2 Size: 1-3
Movement: Infantry Movement: Any
Weapon Type: Claws Weapon Type: Any
Recommended Base Stats: Recommended Base Stats:
HP: 17; Atk: 5; Spd: 8; Dex: 6; Def: 3; Res 3; Luck: 3 Any builds’ stats on Pages 62-63 are applicable.
Required Level 1 Skill: Monstrous Required Level 1 Skill: Monstrous
Recommended Skills: Recommended Skills:
Lv 10: Lunge, Acrobat Lv 10: Cancel Affinity
Lv 20: Desperation Lv 20: Anathema, Shadow Gambit

Mogall Bonewalker
Size: 3 Size: 2-3
Movement: Flier Movement: Any
Weapon Type: Curse Weapon Type: Swords or Lances
Recommended Base Stats: Recommended Base Stats:
HP: 17; Atk: 5; Spd: 6; Dex: 6; Def: 3; Res 5; Luck: 3 HP: 17; Atk: 5; Spd: 8; Dex: 3; Def: 3; Res 3; Luck: 6
Required Level 1 Skill: Monstrous Required Level 1 Skill: Monstrous
Recommended Skills: Recommended Skills:
Lv 10: Divide, Camaraderie Lv 10: Hit and Run
Lv 20: Self-Destruct Lv 20: Brash Assault, Coral Cover

Cyclops Zombie Manakete


Size: 5 Size: 1-3
Movement: Infantry Movement: Flier
Weapon Type: Axes Weapon Type: Dragonstone
Recommended Base Stats: Recommended Base Stats:
HP: 19; Atk: 8; Spd: 3; Dex: 3; Def: 6; Res 3; Luck: 3 HP: 19; Atk: 6; Spd: 3; Dex: 5; Def: 5; Res 4; Luck: 3
Required Level 1 Skill: Monstrous Required Level 1 Skill: Monstrous
Recommended Skills: Recommended Skills:
Lv 10: Smite Lv 10: Blessed Strike
Lv 20: Wrath, Axefaire Lv 20: Vantage, Dark Spikes

64
Credits
The images throughout this book have been drawn the following artists. In addition, some images showcase
characters designed by others, in particular those who have played Heroes of Lite before! Thank you everyone
who has contributed an image, and for the players, for allowing us to draw your characters.

Cover Image Page 11 [Cavalry Image] Page 28 [Downtime Image]


Characters & Image: Character & Image: Character & Image:
Cecil: DiReCeArt@twitter Malig: maligdraws@twitter Ronya: RonyaValentine@twitter
Rubin: rubindraws@twitter
Page 11 [Flier Image] Page 29 (Skills Banner)
Page 4 [What is FE? Banner]
Character & Image: Image:
Image: KC: ceelacanth@twitter Cecil: DiReCeArt@twitter
Rubin: rubindraws@twitter
Page 11 [Armor Image] Characters:
Characters: Cecil: DiReCeArt@twitter
Cecil: DiReCeArt@twitter Character & Image: Courtney: magicalgurll@twitter
Rubin: rubindraws@twitter Maxi: thetictactician@twitter
Page 31 [Skills Image]
Page 6 [CC Banner] Page 16 [Level Up Image]
Character & Image:
Image: Character & Image: Mythicat: mythiicat@twitter
Cecil: DiReCeArt@twitter Liz: hatsunelizzu@twitter
Page 40 [Items Banner]
Characters: Page 18 [Setting up Banner]
Cecil: DiReCeArt@twitter Image:
Image: Cecil: DiReCeArt@twitter
Gini: sterrekruid@twitter
Rubin: rubindraws@twitter
Marhatus: Marhatus#5963 Characters:
Characters: Cecil: DiReCeArt@twitter
Page 7 [Beorc Image] Rubin: rubindraws@twitter Adam: Adam#7855
Character & Image: Spiderpig: Spiderpig/Toyo#7407 Steve: SleepySteve#2293
Rubin: rubindraws@twitter Duskbolt: DuskBolt#0305 Marhatus: Marhatus#5963
Cake307: cake307#9021
Page 8 [Laguz Image] Schocar: Schocar#5091 Pages 41-54 [Weapon Icons]
Mediumsoda:
Character & Image: MediumSoda#2009 Images:
Chok: chokkochi@twitter Rubin: rubindraws@twitter
Page 21 [Combat Banner]
Page 9 [Manakete Image] Page 55 [GM Banner]
Image:
Character & Image: Cecil: DiReCeArt@twitter Image:
Nic: HoorayRapoArt@twitter Rubin: rubindraws@twitter
Characters:
Page 10 [Monster Image] Geers: MaoBoulve@twitter Characters:
Morgan: Rayvenoir@twitter Courtney: magicalgurll@twitter
Character & Image: Rubin: rubindraws@twitter
Rei: reidiantdawn@twitter Page 24 [Barriers Image] KC: ceelacanth@twitter
Matt:
Page 11 [Infantry Image] Character & Image: elementnumber46@twitter
Character & Image: Iza: empwnleon@twitter
Billie: thelof9_draws@twitter

65
Heroes of Lite: Character Sheet
Name______________________ Race____________ Money____________ Level__________

Movement Type_________________ Size________ Status_____________ Charge_________

Move Current Total Temp Bonus Base


HP
Con
Attack
Aid
Speed
Bonus Total
Power Dexterity

Tri Defense

Hit Resistance

Avoid Luck

Non Combat
Stats Support Bonus
Strength Bonus 1 _______________

Intellect Bonus 2 _______________

Perception Support Level_______________

Charisma Support Goal(s)

Acrobatics

Finesse Inventory
Name Uses Cost
Fate

Weakness(es)
Weapons
Name Might Range Attribute 1 Attribute 2

Attribute Details

Skills
Name Charge Effect

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