HeroesofLite4 0 1beta
HeroesofLite4 0 1beta
HeroesofLite4 0 1beta
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 4.0.1 BETA release — our seventh public release of the
system. Having been playtested and used over a wide variety of campaigns, it will also be our final version
of the handbook! However, if there are any typos within the book, feel free to reach out through our website,
https://www.nattwentea.com; our twitter, @nattwentea; or our Discord, which you can join via this invite:
https://discord.gg/BBHSUvS.
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 59)
is recommended — it’s perfect for those who are trying to build a game and are in need of some
planning and ideas.
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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 certain situations may call for rolling 2d20 or even 3d20 and keeping either the highest or lowest value.
Once the dice are 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 unless otherwise specified. 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.
There are two kinds of Stats in Heroes of Lite – Out-of-Combat Stats, which are used during the narrative portion
of the game, and Combat Stats, which are used when characters are brought to grid-based combat maps.
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.
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Base Combat Stats
Stats that are used in Combat, they are statted during Character Creation, and can be improved during Level Up.
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 or more Speed
than their opponent gains a Follow-up Attack.
Resistance: Reduces the damage taken when attacked with a magical weapon, such as Anima.
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. A unit that has more Hit than
their opponent has Avoid gains Advantage on their attacks against them.
Avoid: The ability to dodge, affected by a unit’s Luck+4. A unit that has 8 or more Avoid than
their opponent has Hit causes their opponent to take Disadvantage on their attacks
against them.
Critical Avoid: The means to avoid Critical Hits, found by the unit’s Avoid+15.
Might: The amount the unit’s equipped weapon adds to any attacks made with it.
Power: The cumulative power of an attack. Found by Attack+Might
Tri: This is the modifier used for the Weapon Triangle, found by Power/5.
Damage: The value subtracted from a unit’s HP after an attack. Found by Power ± Tri (if
applicable).- (Defense or Resistance), then adding (or subtracting) from factors
such as Skills and Refines.
Traits: Descriptive features of a Unit that determine if a certain Weapon or Skill is Effective
against them in Combat. Derived from the Unit’s Equipped Weapon, their
Movement Type, and/or certain Skills.
Charge: A value built up through battles that can be spent to trigger Combat Arts.
Gauge: When Strike-, Talon-, and Breath-users Transform, this value determines various stats.
Starts at 4 upon Transforming, then going down by 1 each turn until reaching 1.
Movement: 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.
06
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:
Set up Inventory
Last is items. Aside from the basic weapon received from choosing a Weapon Proficiency, 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 43, while additional weapons (Page 44 and onwards) are generally only available for players starting in the
middle of the campaign.
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Weapon Proficiency
The first thing you will want to do when making a character is choose their starting Weapon Proficiency.
Each character gets one Proficiency to start, and minus a couple exceptions, Weapon Proficiencies are for the
most part freely available to all characters. When selecting a Weapon Proficiency, certain Weapons may also
have a Trait listed. Whenever a unit equips a Weapon of that Type, that Unit will receive that Trait (if they do
not already have it) — more information on Traits can be found on Page 14.
Physical Weaponry
Physical weaponry often relies on a user’s own raw strength or brawn in order to inflict damage upon one’s
opponent. From iron blades to mighty breaths, physical weapons are often characterized as accessible to those
from all nature of backgrounds—though that isn’t to say there is no difference in the might of a humble trainee
and a master swordsman, as the path to mastery is grand.
Swords, Lances, and Axes are versatile weapons that are used by those who come from many different
walks of life. From everyday workmen who take arms to defend their town, to seasoned knights sworn
to protect their king, all users of these close-combat weapons have one thing in common - the bravery
to take matters into your own hands, even at a situation’s worst.
The choice between Swords, Lances, and Axes is small, but meaningful. Not only are each of these
weapons advantageous against one another (explained further on p.X), but they get access to different
combat arts and refines that encourage different playstyles.
While they do not hit as hard as their other physical counterparts, Bows and Daggers can be used to
strike a target from afar, making them the weaponry of choice for hunters and assassins alike. While
they are weapons of the common people, their lethality when used deftly carries their more skilled
users far.
Bows and Daggers are excellent choices for those looking to strike targets without risk of counterattack,
being some of the only weapon types that allow their users to attack from range from the outset of the
game. Notably, Daggers can be used to attack from melee or range, while Bows only get the latter—but
gain access to refines and combat arts later that allow them far greater range than any other weapon.
Strikes, Talons, and Breaths are the weapons used by those capable of shapeshifting into great beasts.
Shifters’ nonhuman weaponry is split into three classifications: beastly Strikes, soaring Talons, and
dragonic Breaths. Not all are capable of shapeshifting, and even less are trained enough to utilize such
an exhausting technique in battle, so those wielding these weapons are often few and far between.
Strikes, Talons, and Breaths allow the user to switch between Transformed and Untransformed states,
the former of which grants bonuses to the user’s attack and, later, other stats. However, characters can
only transform for so long before they exhaust themselves, and additionally, they gain additional
weaknesses while they are Transformed—making them weapons first and foremost empowered by
tactical play.
08
Magical Weaponry
Magical weaponry draws its power from its user’s own lifeforce or inner strengths, allowing even those without
physical strength to fight so long as they are learned in their weapon of choice’s application. Ancient tomes and
mystical stones are rarer than simple blades, and often require more technical knowledge on their user’s part—
those who with the privilege to utilize them have grand potential indeed.
Casted offensive magics usually requiring a focus, such as a tome or scroll. Magic wielded in this way
is divided up into three classifications: Anima, Light, and Dark. Regardless of which the user wields,
offensive magic often requires a great deal of magical potential and a greater deal of study in order to
be used effectively, making it often the weapon of choice of scholars and hermits.
Like Swords, Lances, and Axes, each of Anima, Light, and Dark are advantageous against one another,
and each gets access to a unique set of refines that set themselves apart from the others. Additionally,
outside of Bows and Daggers, these magics are the only weaponry in the game that can be used to
attack from range without additional skills and refines, making them an excellent choice for those
wanting to remain in the backlines.
Shifting Stones
Traits: None
Curses
Trait: Fiendish
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Special Weaponry
Where there is the magic of Stones and the might of a Sword or Strike, there are also those who seek to aid the
party in other ways. Anywhere there is fighting, there is bound to be a medic, ready to patch the wounds of
their companions. And just as there are healers, there are those who might use their talents to disrupt their foes
instead, to give their allies an advantage on the battlefield.
Staves are a unique weaponry that don’t quite fit in with the rest, and have a number of additional rules
and caveats that do not neatly put them in either Physical or Magical Weaponry.
Staves
Trait: None
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Starting Weapon
After selecting a Weapon Proficiency, one free weapon is provided to that unit based on the Proficiency they
have chosen. The weapon each unit will receive is based on the table below: Physical Type weapons attack an
opponent’s Defense, while Magical Type weapons attack an opponent’s Resistance:
Untransforming for a full turn allows this bonus to reset back to full upon next transformation. Because of this,
transforming and untransforming must be done 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 pre-
pared when the next wave of enemies arrives.
Non-Proficient Weapons
On a final note, should a unit purchase or obtain a weapon type they do not have a proficiency in, 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.
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Movement Types
Once a Proficiency 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.
Cavalry
Noble and courageous, Cavalry are the beasts accustomed to quickly traveling
long distances or those who ride them. While boasting the highest Movement,
their Movement is hindered the most by terrain.
Prerequisite: Travels by land (i.e. Horses, Wolves, and other furred beasts)
Movement: 7 [3 per Space in Rough Terrain; cannot traverse Difficult Terrain]
Base Aid: 4
Additional Traits: Furred
Bonus Skill: Canter
Flier
This class excels in the skies, flying by help of a mount or by their own wings.
Fliers can traverse all sorts of terrain — but do not receive any bonuses (or
penalties) based on the terrain they’re located in.
Armor
Often seen as the defense of an army, Armor characters are slower, but can
reliably take hits. Armored units gain access to all skills 5 levels earlier than the
level prerequisite listed.
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Distributing Stats
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:
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.
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Determining Derived 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:
Traits
During character creation, your character may have picked up a number of Traits — Furred, Winged, Scaled,
and Fiendish — that describe what kind of character they are. The number of traits each unit receives are
determined by their movement type, weapon, and skills. Traits determine what weapons a unit takes
additional damage from, and are often a tradeoff for access to stronger skills or greater movement.
There is no upper limit on how many traits a unit may have at one time. Additionally, some units may only have
certain traits under certain circumstances, such as strike-, talon-, and breath-users only having the traits their
weapon is associated with while they are transformed.
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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.
» 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.
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] Opportunist [Passive]
Prereq: A background in nobility or leadership Prereq: A background in combat
Effect: When adjacent to at least two allies, the user’s Effect: If the foe cannot Counterattack, the user adds
Might is increased by their Charisma. +4 to their Attack.
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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 any bonuses from the chart below. After
adjusting to 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
Level Bonus
5 New Skill
7 Basic Attribute
10 New Skill
15 New Skill
17 Any Attribute (Weapons w/ a Basic Refine) or
Basic Attribute (Weapons w/o any Refines)
20 New Skill
25 New Skill
27 Any Attribute (Any Weapon)
30 New Skill
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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; for example, a knight with a javelin could add Furflaying or Fiendslaying, but cannot give it
Brave due to it already having the Blessed Attribute. A mage with an Enchanted (Resistance) Light weapon can
add the Enchanted (Speed) refine, but cannot add Enchanted (Resistance) a second time. Any stat bonuses grant-
ed by a weapon’s Attribute(s) ignore stat caps, and only come into effect while that weapon is equipped.
On a final note, some Weapons have an innate Attribute, or an independent Attribute that is always found on
certain weapon types. This Innate Attribute does not take up a refine slot; therefore, these weapons still qualify
to gain two additional Attributes through refinement. The two weapon types that have an Innate Attribute are
Bows, which have innate Wingclipping, and Staves, which have innate Heal.
The kinds of Attributes available depend on the weapon in question, found on Page 44 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.
Characters gain refines on their weapons for free at level 7, level 17, and level 27, giving them three points
at which they can refine a weapon for free. If by level 27, a player does not have a second weapon, they may
choose to pay 500g to purchase a basic weapon and add any basic Attribute that weapon qualities for without
any additional cost.
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.
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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 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 Weaponry, and occasionally, staves that provide various
Effects. At the beginning, they’ll have basic Magic such as Anima or Light, and rarely, status-inflicting staves (of-
ten 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 next map, based on the player’s connection the deity, as
well as the means they go about worshiping them.
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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.
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:
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:
20
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:
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.
21
Combat
As parties interact with the world, characters will find themselves in Combat, which takes place on a grid-based
map. Combat is tracked using Turns, where each Turn is further divided into segments called phases. During a
Phase, all units that represent a given party Move and take Actions before the next Phase begins. The number of
phases in a given Turn is based on the number of conflicting parties: phases include, but are not limited to:
» Player Phase: Controlled by the players, this represents any characters the players have created or
» recruited over the course of the game
» Partner Phase: Allied armies or forces that have decided to assist the players in the short term. They
are typically controlled by the GM.
» Enemy Phase: Adversaries who oppose the players in some way. Controlled by the GM.
» Other Phase: Unaffiliated parties or innocents who have been caught up in the battle. Controlled by
» the GM, these units can be helpful or harmful based on their motives.
In most cases, combat begins with Player Phase. Not all maps will have every kind of phase, and some maps may
have multiple kinds of the same phase — for example, a map with multiple enemy armies would have a separate
enemy phase for each. At a minimum, a map will have one Player phase and Enemy phase a Turn.
Completing a Phase
At the start of a phase, the units that represent the party a Phase indicates receive the following Start-Of-Phase
effects in the order listed below:
A unit must use their action(s) immediately after moving or they forfeit them—other units may not move or act
until the current unit’s actions are complete. Per phase, a unit may either use one whole action; a half action and
a whole action (in that order); or two half actions. The types of actions a unit can perform are as follows:
Additional information on each of these Actions we listed in detail on the next few pages.
22
Initiating Combat
The main way to stop opposing Enemies is to Initiate Combat. After Moving, character who wishes to use their
Action to Initiate Combat chooses a weapon, and then chooses an adversary within that Weapon’s range to
begin Combat with. They then roll a 1d20+Hit and compare 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), then adding (or subtracting) from additional factors, such as Skills and certain
Refines. Damage cannot be lower than 1. Additionally, note that Staves, by default, cannot Initiate Combat —
however, certain skills may allow them to at later levels.
There are a number of factors that can effect whether a unit’s attack Hits, the amount of damage, and so forth.
These factors include...
Most commonly, having a vastly higher or lower Hit compared to your opponent’s Avoid will cause you to take
Advantage or Disadvantage. If a unit’s Hit is higher than their opponent’s Avoid, they take Advantage on their
attack; conversely, if a unit’s Hit is 8 or more lower than their opponent’s Avoid, they take Disadvantage.
Last of note is that a unit cannot have more than one instance of Advantage or Disadvantage at a given time, and
a unit with both Advantage and Disadvantage should treat themselves as if they have neither.
Critical Hits
When an 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 — thus, the lowest a Critical Hit can do is 2 Damage.
» 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, it is known has having Weapon
Triangle Advantage (or WTA). A unit with WTA adds +2 to their Hit, and adds their Tri to their Power. however, if
that character uses a disadvantageous Weapon, that character has Weapon Triangle Disadvantage (or WTD). A
unit with WTD subtracts -2 to their Hit, and subtracts their Tri from their Power.
Therefore, if 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 op-
ponent at an advantage adds +2 to their Hit and adds Tri from their Power. For example, in combat between an
Axe-wielder and a Lance-wielder, the Axe-wielder would gain +2 Hit and add Tri to their Power on their attacks
due to having WTA, while the Lance-wielder would take -2 to their Hit and subtract Tri from their Power due to
having WTD. In combat between two Axe-wielders, neither would take any Hit or Power bonuses or penalties, as
neither side has WTA or WTD.
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Effective Weapons
Additionally, there are weapons that deal additional damage against certain kinds of units. This is determined by
the equipped Weapon’s Attributes, discussed on Page 18. The following allow a weapon to be effective against
certain units:
For example, if an Armor unit (which has the Scaled trait) is hit by a weapon with the Scalerending attribute,
when calculating damage, the might of the effective weapon is tripled—so while the Scalerending Axe would
typically have its standard 6 Might against a unit with the Winged Trait (such as a Flier unit), it would have 18
Might against the Armor. Slaying bonuses do not stack against units weak to multiple Attributes — therefore,
even if that Scalerending Axe also had Furflaying, it would still only have 18 Might against a unit with both the
Scaled and Furred Traits. 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 Winged units.
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.
Supports
As characters progress through the game, they build up bonds with other characters called Supports, the
mechanics of which are detailed on Page 21. 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.
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 resulting attack uses only their Attack Stat when determining their Power (unless a skill states other-
wise), and will be effected by the opponent’s Defense on Hit. 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.
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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 whole action when used, but allow the unit to move allies, perform, steal from enemies, and more.
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 or follow-up, 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 Shock Attribute has both the Shock 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 Shock to reduce a foe’s Movement.
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 the rescuer’s HP reaches 0
the rescue will be dropped.
Rescuing, however, comes at a cost. While holding a unit, the rescuer takes disadvantage on all attacks that they
make, and all attacks against them take advantage. On the turn that they Rescue a unit, they can use Canter to
move if applicable, but otherwise end their turn; similarly when the rescuer decides to drop the rescue they
place the unit in any adjacent square and can Canter if applicable. A unit who is being held 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.
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 can always choose not to use any or all of their actions—this is called waiting.
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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:
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!
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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:
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 59.
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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:
» 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.
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Status Effects
Status Effects debilitate units in various ways, hindering their performance on the battlefield. Status ailments are
most commonly inflicted through a Weapon’s Attributes, though certain Skills and Combat Arts may also do so.
Unless otherwise stated, Status Effects are given to a unit after combat, and take 3 turns to recover from.
When counting down turns for recovery, count down at the start of the Phase of the unit who inflicted it;
for example, if a Player character is poisoned on turn 1 by an Enemy, which takes 3 turns to recover from, that
character would remove the poisoned status when Enemy Phase begins on turn 4.
Poisoned: Unit loses 4HP at the start of their phase (can reduce a unit’s HP to 0).
Silenced: Unit cannot use Magical weapons or Staff Effects (but may still equip them).
Berserk: Unit attacks other units nearby indiscriminately, regardless of affiliation.
Broken: Unit cannot counterattack.
Shocked: Unit cannot move, but may still use their Actions. Avoid is set to 0 (Critical Avoid to 15).
Injured: Unit takes -3 to Attack, Speed, Defense, and Resistance. Status effect’s duration is determined by
results of Stabilization. Status cannot be healed by Skills, Refines, Effects, Combat Arts, or 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 0 HP, 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, and become unable to participate in the map until they
are Stabilized. Units who are Knocked Out take up a space on the battlefield–this space can be passed through
by any unit of any affiliation, but cannot be stopped on. Another unit can use a full action to Stabilize an adjacent
Knocked Out unit in order to return them to play. Units who are successfully Stabilized are returned to play with
1 HP and take the Injured status, a Status Effect that cannot be healed by Skills, Refines, Effects, Combat Arts, or
Items.
In order to Stabilize a Knocked Out unit, an ally must stand adjacent to the unit in question and use their Action
to Stabilize. Multiple units may use their action in this way to increase the effects of the stabilization, up to a
maximum of 4 units total—if a unit is proficient in staves, they count as two units. A unit is successfully stabilized
after the final stabilizing unit’s Action, upon which the stabilized takes the Injured status ailment for a number of
turns equal to 4-X, where X is the number of units stabilizing.
1 Unit: 3 Turns 2 Units: 2 Turns 3 Units: 1 Turn 4 Units: Unit does not take Injured
If a unit is stabilized during a turn where they have not yet moved or acted, they are allowed to move and take
their action as normal.
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Optional Rulesets
When playing Heroes of Lite, a GM may decide to revise certain rules based on their player’s needs and preferred
playstyle. There are two Optional Rulesets that Heroes of Lite offers — Divine Dice and Classic Mode.
Divine Dice
Divine Dice are an optional ruleset that GMs can enable in order to grant players a little more tactical leeway
when lady luck is not on their side. Divine Dice allow players to change the results of a roll in specified ways.
There are three Divine Dice that can be used to replace the results of any roll–player or GM:
However, these are not without their limits. Once any of these Divine Dice is used, it cannot be used again until
the players’ Divine Dice are recharged; on top of that, Divine Dice are shared among all players, which means
that if one player uses the Divine 20 on their roll, the other players must wait for it to recharge before they can
use it.
By default, Divine Dice recharge once every 3 sessions. However, this cooldown can be shortened or lengthened
to decrease or increase the difficulty of a game. Divine Dice are not meant to completely remove RNG from the
gameplay, but to be a scarce resource that adds an additional layer of tactical consideration for the players.
Classic Mode
For those seeking a more unforgiving version of the game akin to earlier entries in the series, a GM may enable
the alternate Classic Mode ruleset. While stabilization as a core remains the same, there are few changes:
» A Knocked Out unit must be stabilized within 1 turn of being Knocked Out or they are permanently
removed from the player party (usually having died or been mortally wounded)
» A unit with the Injured status who is Knocked Out is also immediately permanently removed from the
player party
For a slightly more forgiving version of these rules, a GM can choose instead to have units be removed from the
remainder of the map under the above circumstances, but become playable again at the start of the next one.
30
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 recover from being Injured, 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.
31
Skills
All-Access Skills
Draw Back [Action] HP+3 [Passive]
Prereq: None Prereq: Lv 5
Effect: The user moves themself and an adjacent ally Effect: Permanently raise the user’s HP stat by 3.
back 1 space.
Attack+2 [Passive]
Obstruct [Passive] Prereq: Lv 5
Prereq: None Effect: Permanently raise the user’s Attack stat by 2.
Effect: When user has 1/2 or more HP, any opponent
that moves onto a space adjacent to the user Defense+2 [Passive]
immediately ends their movement. Prereq: Lv 5
Effect: Permanently raise the user’s Defense stat by 2.
Pass [Passive]
Prereq: None Luck+2 [Passive]
Effect: The user can move through enemies. Ignores Prereq: Lv 5
Obstruct. Effect: Permanently raise the user’s Luck stat by 2.
34
Sword, Lance, and Axe Skills
Drag Back [Strategy] Swordbreaker [Passive]
Prereq: Sword, Lance, Axe, Shifting Stone, Strike, Talon, Prereq: Lv 10; Lance Proficiency
or Breath Proficiency Effect: Hit+3 and Avoid+3 when in combat with an op-
Effect: After combat, the user moves back 1 space with ponent equipped with a Sword.
their opponent. If there is no room for the user to move
back, this skill fails. Lancebreaker [Passive]
Prereq: Lv 10; Axe Proficiency
Quixotic [Passive] Effect: Hit+3 and Avoid+3 when in combat with an
Prereq: Lv 5; Sword, Lance, or Axe Proficiency opponent equipped with a Lance.
Effect: Hit+3 and Avoid-3 for the User.
Axebreaker [Passive]
Parity [Passive] Prereq: Lv 10; Sword Proficiency
Prereq: Lv 10; Sword, Lance, or Axe Proficiency Effect: Hit+3 and Avoid+3 when in combat with an
Effect: Neither the user nor their opponent can activate opponent equipped with an Axe.
any Strategy, Reflex, or Technique skills.
Animabreaker [Passive]
Prereq: Lv 10; Dark Proficiency
Effect: Hit+3 and Avoid+3 when in combat with an
opponent equipped with Anima Magic.
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Shifting Stone Skills
Drag Back [Strategy] Blessed Strike [Passive]
Prereq: Sword, Lance, Axe, Shifting Stone, Strike, Talon, Prereq: Lv 10; Shifting Stone Proficiency
or Breath Proficiency Effect: Attacks made with a Shifting Stone calculate
Effect: After combat, the user moves back 1 space with damage using the lower of the foe’s Defense or
their opponent. If there is no room for the user to move Resistance. User gains the Furred Trait.
back, this skill fails.
Distant Shot [Passive]
Even Rhythm [Passive] Prereq: Lv 15; Shifting Stone Proficiency
Prereq: Lv 5; Shifting Stone Proficiency; User does not Effect: User can attack from Range 1-2 when
have Odd Rhythm equipped with a Shifting Stone. User gains the Scaled
Effect: On even turns, the opponent’s Critical Avoid is Trait.
treated as though it is 2 lower.
Grisly Wound [Passive]
Odd Rhythm [Passive] Prereq: Lv 15; Shifting Stone Proficiency
Prereq: Lv 5; Shifting Stone Proficiency, User does not Effect: The opponent takes 5 Post-Combat damage after
have Even Rhythm any combat with the user.
Effect: On odd turns, the opponent’s Critical Avoid is
treated as though it is 2 lower.
36
Staff Skills
Charm [Passive] Live to Serve [Passive]
Prereq: Lv 5; Staff Proficiency Prereq: Lv 10; Staff Proficiency
Effect: Avoid+1 to all allies within a 3-tile radius. Effect: When healing allies with a staff, user also
recovers the same amount.
Wrathful Staff [Passive]
Prereq: Lv 10; Staff Proficiency Dazzling Staff [Passive]
Effect: User can now initiate combat with Staves. When Prereq: Lv 25; Staff Proficiency
attacking with a Staff, the user calculates the attack’s Effect: User cannot counterattack. User’s opponent
Power as one would with any other physical weapon cannot counterattack.
(factoring in the Staff’s Might accordingly).
Fiend Skills
Monstrous [Passive] Coral Cover [Passive]
Prereq: None Prereq: Lv 15, User has Monstrous or Curse Proficiency
Effect: The user gains the Fiendish trait. If targeted by Effect: User doubles all terrain Effects and
a status-inflicting staff, weapon, or combat art the op- Movement penalties, both beneficial and not.
ponent must roll twice for accuracy and use the lower
result to determine if the user is inflicted with a status Shadow Gambit [Passive]
(for weapons, the first roll is still used to determine Prereq: Lv 15, User has Monstrous or Curse Proficiency
whether or not the attack hits and deals damage). Effect: User ignores all terrain Effects and
Movement penalties, both beneficial and not.
Vengeful Cry [Passive]
Prereq: Lv 10, User has Monstrous or Curse Proficiency Anathema [Passive]
Effect: User gains +2 Attack and +2 Hit when in Prereq: Lv 20, User has Monstrous or Curse Proficiency
combat with an opponent they have already been in Effect: User takes 1/2 Damage from Anima
combat with. and Dark Magic, and takes double Damage from
Light magic.
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Infantry Skills
Shove [Action] Mountain Climber [Passive]
Prereq: Infantry or Armor Prereq: Infantry or Armor
Effect: User pushes an ally 1 space away from the user. Effect: Mountains become Rough Terrain for the user.
Armor Skills
Shove [Action] Warding Stance [Passive]
Prereq: Infantry or Armor Prereq: Lv 15; Armor
Effect: User pushes an ally 1 space away from the user. Effect: If the user has 1/2 or more HP, when the
opponent initiates the battle, -3 to magical damage
Smite [Action] received (down to a minimum of 1).
Prereq: Armor
Effect: User pushes an ally 2 spaces away from the user. Vengeful Fighter [Passive]
Prereq: Lv 15; Armor, User does not have Wary Fighter
Mountain Climber [Passive] Effect: If the user has 1/2 or above HP and the foe
Prereq: Infantry or Armor initiates combat, user makes a guaranteed
Effect: Mountains become Rough Terrain for the user. Follow-up Attack.
38
Cavalry Skills
Canter [Passive] Death Blow [Passive]
Prereq: Cavalry or Flier Prereq: Lv 15; Cavalry
Effect: After performing all actions, the user may move Effect: If the user has 1/2 or more HP, when user
again up to 2 spaces. initiates the battle, +3 Damage dealt.
Flier Skills
Canter [Passive] Duelist’s Stance [Passive]
Prereq: Cavalry or Flier Prereq: Lv 15; Flier
Effect: After performing all actions, the user may move Effect: If the user has 1/2 or more HP, when the
again up to 2 spaces. opponent initiates the battle, +1 to Avoid.
39
Combat Arts
Beastly Ward [Reflex] Gamble [Strategy]
Prereq: Shifting Stone Proficiency 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 higher Avoid. However, the user
that attack by 1/2. makes their attack(s) with Advantage (regardless of the
difference between the user’s Hit and the opponent’s
Pickpocket [Strategy] Avoid).
Prereq: None
Required Charge: 3 Charge Imbue [Strategy]
Effect: After combat, the user can obtain one un- Prereq: Lv 10; Staff Proficiency
equipped item from the opponent’s inventory, or gold Required Charge: 2 Charge
equal to half the value of the opponent’s equipped Effect: Increase the amount of HP restored by a healing
weapon. Can only be used if the user is adjacent to Staff Effect by 5.
their opponent.
Multitask [Strategy]
Bliss [Action] Prereq: Lv 10; Staff Proficiency
Prereq: Strike, Talon or Breath Proficiency Required Charge: 2 Charge
Required Charge: 1 Charge Effect: After using a non-healing staff Effect on an ally,
Effect: The user transfers all Charge (minus the Charge that ally also recovers 5 HP.
spent activating this skill) to an adjacent ally.
Sorcery Blade [Technique]
Guardian [Reflex] Prereq: Lv 10; Sword, Lance, or Axe Proficiency
Prereq: None Required Charge: 2 Charge
Required Charge: 1 Charge Effect: The user’s attack targets Resistance instead of
Effect: When an adjacent ally is hit, the user can take Defense.
the Damage that ally would have taken—after factoring
in that ally’s Defense or Resistance—instead. Cease Conflict [Technique]
Prereq: lv 10; Staff Proficiency
Curved Shot [Strategy] Required Charge: 2 Charge
Prereq: Lv 5; Bow Proficiency Effect: The opponent’s weapon immediately becomes
Required Charge: 1+X Charge unequipped and combat immediately ends. Only
Effect: The user’s Bow attack has an additional 1 Range works on opponents whose level is equal to or lower
per X charge spent, up to a maximum of additional 5 than the user’s.
Range total. If the user can strike multiple times (i.e.
due to Follow-Up Attacks or a Brave refine) and wants Knightkneeler [Technique]
to, the user must spend the required charge per strike Prereq: Lv 10
before combat starts. Required Charge: 3 Charge
Effect: The user’s attack gains the Furflaying
Bane [Strategy] attribute.
Prereq: Lv 5; Dagger Proficiency
Required Charge: 1+X Charge Helmsplitter [Technique]
Effect: The user’s Dagger attack gains an additional +1 Prereq: Lv 10
hit per X Charge spent, up to a maximum of 5 extra Required Charge: 3 Charge
Hit. If the user can strike multiple times (i.e. due to Effect: The user’s attack gains the Scalerending
Follow-Up Attacks or a Brave refine) and wants to, the attribute.
user must spend the required charge per strike before
combat starts. Grounder [Technique]
Prereq: Lv 10
Required Charge: 3 Charge
Effect: The user’s attack gains the Wingclipping
attribute.
40
Bane of Monsters [Technique] Deep Bite [Strategy]
Prereq: Lv 10 Prereq: lv 20; Shifting Stone Proficiency
Required Charge: 3 Charge Required Charge: 2 Charge
Effect: The user’s attack gains the Fiendslaying Effect: The user doubles all Post-Combat damage they
attribute. would deal to the opponent after this combat.
41
Alert Stance [Action] Heavenly Light [Technique]
Prereq: Lv 20 Prereq: Lv 25
Required Charge: 3 Charge Required Charge: 3 Charge
Effect: Until the beginning of the user’s next turn, the Effect: When healing an ally with a staff, all other allies
user is treated as though they have 5 higher avoid. recover 10HP.
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
user heals themself 1/2 of the damage they just dealt.
The two positions a Triangle Attack can take, with red Fire Emblem [Strategy]
being the opponent, and blue being the user and their Prereq: Lv 25
allies. While a Triangle Attack can work from other Required Charge: 4 Charge
cardinals (ie; one from the South instead of the North), Effect: After combat, this character and all allies gain
they cannot deviate from the above options. +2 to all stats until the start of the user’s phase.
42
Purchasing and Refining
General Items
Name Range Uses Cost Effect
Herb Self 6 400g User regains 10HP
Vulnerary Self 5 800g User regains 20HP
Concoction Self 4 1200g User regains 40HP
Elixir Self 3 2000g User regains all missing HP
Antitoxin Self 3 150g Removes poisoned status from user
Panacea Self 3 1300g Removes all statuses from user
Attack Tonic Self 3 700g User gains +2 Attack until the end of the map
Speed Tonic Self 3 700g User gains +2 Speed until the end of the map
Dexterity
Self 3 700g User gains +2 Dexterity until the end of the map
Tonic
Luck Tonic Self 3 700g User gains +2 Luck until the end of the map
Defense Tonic Self 3 700g User gains +2 Defense until the end of the map
Resistance
Self 3 700g User gains +2 Resistance until the end of the map
Tonic
Creates 1 impassable space adjacent to the user
Shine Barrier 1 5 500g
that 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 Sells for 2500g
Blue Gem N/A 1 5000g Sells for 5000g
White Gem N/A 1 10000g Sells for 10000g
43
Swords
Base Weapon Base Cost Base Range Base Might Type
Iron Sword 500g 1 6 Physical
Basic Attributes
Name Additional Cost Effect
Steel 200g Adds +3 to the Weapon’s Might.
Scalerending 400g Deals effective damage against units with the Scaled trait.
Furflaying 400g Deals effective damage against units with the Furred trait.
Fiendslaying 400g Deals effective damage against units with the Fiendish trait.
Enchanted
400g The user gains +2 Speed.
[Spd]
Enchanted
400g The user gains +2 Luck.
[Luck]
Advanced Attributes
Name Additional Cost Effect
Silver 600g Adds +4 to the Weapon’s Might.
When the user initiates battle, the user deals 2 consecutive strikes per
Brave 1000g
attack instead of 1. Nullifies the effect of Canter for the user.
Blessed 1000g Weapon can now hit from one range further
Killer 800g 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 1300g 4 [Cheap] [Blessed]
Killing Edge 1100g 4 [Cheap] [Killer]
Armorslayer 700g 4 [Cheap] [Scalerending]
Steel Sword 700g 9 [Steel] --
Katana 900g 4 [Enchanted Spd] --
Rapier 1300g 6 [Scalerending] [Furflaying]
Devil Sword 1500g 12 [Hexed] [Sealed]
Falchion 1500g 10 [Scalerending] [Silver]
44
Lances
Base Weapon Base Cost Base Range Base Might Type
Iron Lance 500g 1 6 Physical
Basic Attributes
Name Additional Cost Effect
Steel 200g Adds +3 to the Weapon’s Might.
Scalerending 400g Deals effective damage against units with the Scaled trait.
Furflaying 400g Deals effective damage against units with the Furred trait.
Fiendslaying 400g Deals effective damage against units with the Fiendish trait.
Enchanted
400g The user gains +2 Defense.
[Def]
Enchanted
400g The user gains +2 Resistance.
[Res]
Advanced Attributes
Name Additional Cost Effect
Silver 600g Adds +4 to the Weapon’s Might.
When the user initiates battle, the user deals 2 consecutive strikes per
Brave 1000g
attack instead of 1. Nullifies the effect of Canter for the user.
Blessed 1000g Weapon can now hit from one range further
Killer 800g 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 1300g 4 [Cheap] [Blessed]
Killer Lance 800g 4 [Cheap] [Killer]
Hexlock Spear 700g 4 [Cheap] [Enchanted Res]
Ridersbane 700g 4 [Cheap] [Furflaying]
Steel Lance 700g 9 [Steel] --
Naginata 1300g 6 [Enchanted Def] [Enchanted Res]
Master Lance 1700g 9 [Steel] [Brave]
Vidofnir 1500g 10 [Fiendslaying] [Silver]
45
Axes
Base Weapon Base Cost Base Range Base Might Type
Iron Axe 500g 1 6 Physical
Basic Attributes
Name Additional Cost Effect
Steel 200g Adds +3 to the Weapon’s Might.
Scalerending 400g Deals effective damage against units with the Scaled trait.
Furflaying 400g Deals effective damage against units with the Furred trait.
Fiendslaying 400g Deals effective damage against units with the Fiendish trait.
Enchanted
400g The user gains +2 Attack.
[Atk]
Enchanted
400g The user gains +2 Dexterity.
[Dex]
Advanced Attributes
Name Additional Cost Effect
Silver 600g Adds +4 to the Weapon’s Might.
When the user initiates battle, the user deals 2 consecutive strikes per
Brave 1000g
attack instead of 1. Nullifies the effect of Canter for the user.
Blessed 1000g Weapon can now hit from one range further
Killer 800g 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 1300g 4 [Cheap] [Blessed]
Killer Axe 1100g 4 [Cheap] [Killer]
Hammer 700g 4 [Cheap] [Scalerending]
Iron Club 900g 6 [Enchanted Dex] --
Tomahawk 1500g 6 -- [Blessed]
Devil Axe 1500g 12 [Hexed] [Sealed]
Silver Axe 1300g 13 [Steel] [Silver]
Freikugel 1500g 10 [Enchanted Atk] [Silver]
46
Daggers
Base Weapon Base Cost Base Range Base Might Type
Iron Dagger 500g 1-2 4 Physical
Basic Attributes
Name Additional Cost Effect
Steel 200g Adds +3 to the Weapon’s Might.
Scalerending 400g Deals effective damage against units with the Scaled trait.
Furflaying 400g Deals effective damage against units with the Furred trait.
If the user initiates combat and their attack hits, the foe becomes
Poison 600g
Poisoned after combat
Advanced Attributes
Name Additional Cost Effect
Silver 600g Adds +4 to the Weapon’s Might.
Blessed 1000g Weapon can now hit from one range further.
Killer 800g When in combat against this unit, the opponent has 5 less Critical Avoid
If the user initiates combat and their attack hits, the foe becomes
Bloodletting 800g
Injured after combat for 3 Turns.
Lethal 800g 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.
Close -200g Range becomes 1. 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
Beast Killer 700g 4 [Close] [Furflaying]
Poison Dagger 900g 2 [Cheap] [Poison]
Spy’s Dagger 1300g 2 [Cheap] [Blessed]
Kard 1100g 4 [Close] [Bloodletting]
Steel Dagger 700g 7 [Steel] --
Poison Dagger 1100g 4 [Poison] --
Stiletto 1700g 4 [Scalerending] [Killer]
Lethal Blade 1500g 7 [Steel] [Lethal]
47
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 units with the Winged trait.
Basic Attributes
Name Additional Cost Effect
Steel 200g Adds +3 to the Weapon’s Might.
Short 400g Weapon can also hit at 1 range.
Furflaying 400g Deals effective damage against units with the Furred trait.
Fiendslaying 400g Deals effective damage against units with the Fiendish trait.
Advanced Attributes
Name Additional Cost Effect
Silver 600g Adds +4 to the Weapon’s Might.
When the user initiates battle, the user deals 2 consecutive strikes per
Brave 1000g
attack instead of 1. Nullifies the effect of Canter for the user.
Long 1000g Weapon can also hit at 3 range.
Killer 800g 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 1300g 2 [Cheap] [Long]
Quick Bow 1300g 2 [Cheap] [Brave]
Hunter’s Bow 900g 4 [Furflaying] --
Beacon Bow 900g 4 [Fiendslaying] --
Shortbow 900g 4 [Short] --
Silver Bow 1300g 11 [Steel] [Silver]
Silencer 1500g 7 [Steel] [Killer]
Skadi 1900g 4 [Short] [Long]
48
Anima
Base Weapon Base Cost Base Range Base Might Type
Anima 500g 1-2 4 Magical
Basic Attributes
Name Additional Cost Effect
Elder 200g Adds +2 to the Weapon’s Might.
Scalerending 400g Deals effective damage against units with the Scaled trait.
Furflaying 400g Deals effective damage against units with the Furred trait.
Wingclipping 400g Deals effective damage against units with the Winged trait.
Advanced Attributes
Name Additional Cost Effect
Arcane 600g Adds +3 to the Weapon’s Might.
Blessed 1000g Weapon can now hit from one range further
Weapon has WTA against Stones, Strikes, Talons, Breaths, Bows, Daggers,
Adaptive 800g
Staves, and Curses.
GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Close -200g Range becomes 1. 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
Surge 300g 4 [Close] --
Elsurge 500g 4 [Close] [Elder]
Lightning 700g 2 [Cheap] [Scalerending]
Fire 900g 4 [Furflaying] --
Elthunder 1100g 6 [Elder] [Scalerending]
Arcwind 1500g 7 [Wingclipping] [Arcane]
Sagittae 1700g 6 [Elder] [Blessed]
Corvus 1500g 6 [Elder] [Adaptive]
49
Light
Base Weapon Base Cost Base Range Base Might Type
Light 500g 1-2 4 Magical
Basic Attributes
Name Additional Cost Effect
Elder 200g Adds +2 to the Weapon’s Might.
Fiendslaying 400g Deals effective damage against units with the Fiendish trait.
If the user initiates combat and their attack hits, the foe becomes
Poison 600g
Poisoned after combat
Enchanted
400g The user gains +2 Dexterity.
[Dex]
Enchanted
400g The user gains +2 Speed.
[Spd]
Enchanted
400g The user gains +2 Resistance.
[Res]
Advanced Attributes
Name Additional Cost Effect
Arcane 600g Adds +3 to the Weapon’s Might.
Blessed 1000g 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.
Close -200g Range becomes 1. 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 Spd]
Ellight 700g 6 [Elder] --
Prayer 900g 4 [Enchanted Spd] --
Resire 1500g 4 -- [Resire]
Valaura 1700g 7 [Poison] [Arcane]
Seraphim 1500g 7 [Fiendslaying] [Arcane]
Purge 1700g 6 [Elder] [Blessed]
50
Dark
Base Weapon Base Cost Base Range Base Might Type
Flux 500g 1-2 4 Magical
Basic Attributes
Name Additional Cost Effect
Elder 200g Adds +2 to the Weapon’s Might.
If the user initiates combat and their attack hits, the foe becomes Silenced
Eerie 600g
after combat
Enchanted
400g The user gains +2 Attack.
[Attack]
Enchanted
400g The user gains +2 Defense.
[Def]
Enchanted
400g The user gains +2 Luck.
[Luck]
Advanced Attributes
Name Additional Cost Effect
Arcane 400g Adds +3 to the Weapon’s Might.
Blessed 1000g Weapon can now hit from one range further
When the user initiates battle, the user deals 2 consecutive strikes per
Brave 1000g
attack instead of 1. Nullifies the effect of Canter for the user.
Killer 800g 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.
Close -200g Range becomes 1. 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
Waste 1300g 2 [Cheap] [Brave]
Swarm 900g 2 [Cheap] [Blessed]
Ruin 1300g 4 -- [Killer]
Theurgia 1900g 4 [Enchanted Attack] [Brave]
Goetia 1500g 7 [Enchanted Attack] [Arcane]
Almadel 1500g 4 [Enchanted Attack] [Eerie]
Death 1700g 6 [Elder] [Blessed]
Apocalypse 1300g 9 [Elder] [Arcane]
51
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 25.
All staves come with an innate Heal Effect; an Action which restores an adjacent ally’s HP by the user’s Power.
Additionally Staves cannot Initiate combat, and when performing a Follow-Up Attack, only use their Attack stat
when determining their Power. When Staves are used in Combat, they have a Range of 1.
Basic Attributes
Name Additional Cost Effect
Mend 200g Adds +5 to the Weapon’s Power when restoring an ally’s HP.
Restore 200g Effect: Heals an adjacent ally’s Status Effects
Rescue 600g Effect: Teleports one ally to a space adjacent to the user. Range 1-7.
Berserk 600g Effect: On Hit, inflicts Berserk on one opponent. Range 1-2.
Break 600g Effect: On hit, inflicts Broken on one opponent. Range 1-2.
Shock 600g Effect: On hit, inflicts Shocked on one opponent. Range 1-2.
Silence 600g Effect: On hit, inflicts Silenced on one opponent. Range 1-2.
Advanced Attributes
Name Additional Cost Effect
Recover 600g Adds +10 the Weapon’s Power when restoring an ally’s HP.
Physic 1000g Gives all staff Effects 1-7 Range.
Warp 1000g Effect: Teleports one adjacent ally to a tile within range. Range 1-7.
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]
Freeze 900g 5 [Sacrificial] [Shock]
Rescue 1100g 5 [Rescue] --
Fracture 1100g 5 [Break] --
Silence 1100g 5 [Silence] --
Miswarp 1300g 5 [Harmful] [Warp]
Catharsis 1700g 5 [Mend] [Physic]
Recover 1300g 5 [Mend] [Recover]
52
Strikes
Base Weapon Base Cost Base Range Base Might Type
Strike 500g 1 3 Physical
Strikes 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 Transform Action can be found on Page 11.
Units equipped with Strikes take the Furred trait while transformed.
Basic Attributes
Name Additional Cost Effect
Faster 400g +X Speed when transformed, where X is equal to the user’s Gauge.
Bulkier 400g +X Defense when transformed, where X is equal to the user’s Gauge.
Calmed 400g +X Resistance when transformed, where X is equal to the user’s Gauge.
+X Hit when transformed, where X is equal to the user’s Gauge/2
Precise 400g
(rounded up).
+X Avoid when transformed, where X is equal to the user’s Gauge/2
Luckier 400g
(rounded up).
Advanced Attributes
Name Additional Cost Effect
Superior 600g Adds +3 to the Weapon’s Might.
GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Example Weapons
Name Cost Might Refine 1 Refine 2
Cat Claw 700g 1 [Cheap] [Faster]
Wolf Strike 900g 3 [Precise] --
Tiger Bite 900g 3 [Bulkier] --
Foxkit Fang 900g 3 [Calmed] --
Rabbit’s Foot 900g 3 [Luckier] --
Covert Cat
1300g 3 [Faster] [Bulkier]
Fang
Crushing Claw 1500g 6 [Precise] [Superior]
Lion King Fang 1500g 6 [Bulkier] [Superior]
53
Talons
Base Weapon Base Cost Base Range Base Might Type
Talons 500g 1 3 Physical
Talons use 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 Transform Action can be found on Page 11.
Units equipped with Talons take the Winged trait while transformed.
Basic Attributes
Name Additional Cost Effect
Faster 400g +X Speed when transformed, where X is equal to the user’s Gauge.
Bulkier 400g +X Defense when transformed, where X is equal to the user’s Gauge.
Calmed 400g +X Resistance when transformed, where X is equal to the user’s Gauge.
+X Hit when transformed, where X is equal to the user’s Gauge/2
Precise 400g
(rounded up).
+X Avoid when transformed, where X is equal to the user’s Gauge/2
Luckier 400g
(rounded up).
Advanced Attributes
Name Additional Cost Effect
+X Movement when transformed, where X is equal to the user’s Gauge/2
Nimbler 1000g
(rounded up).
GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Example Weapons
Name Cost Might Refine 1 Refine 2
Raven Claws 700g 1 [Cheap] [Luckier]
Hawk Strike 900g 3 [Faster] --
Sharp Beak 900g 3 [Precise] --
Ebon Talons 900g 3 [Calmed] --
Raven’s Talons 900g 3 [Faster] --
Great Beak 1900g 3 [Faster] [Nimbler]
Great Talon 1300g 3 [Precise] [Bulkier]
Fang of
1900g 3 [Precise] [Nimbler]
Finality
54
Breaths
Base Weapon Base Cost Base Range Base Might Type
Breath 500g 1 3 Physical
Breaths 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 Transform Action can be found on Page 11.
Units equipped with Breaths take the Scaled trait while transformed.
Basic Attributes
Name Additional Cost Effect
Faster 400g +X Speed when transformed, where X is equal to the user’s Gauge.
Bulkier 400g +X Defense when transformed, where X is equal to the user’s Gauge.
Calmed 400g +X Resistance when transformed, where X is equal to the user’s Gauge.
+X Hit when transformed, where X is equal to the user’s Gauge/2
Precise 400g
(rounded up).
+X Avoid when transformed, where X is equal to the user’s Gauge/2
Luckier 400g
(rounded up).
Advanced Attributes
Name Additional Cost Effect
+X Range when transformed, where X is equal to the user’s Gauge/2
Broader 1000g
(rounded up).
GM-Only Attributes
Name Additional Cost Effect
Cheap -200g Subtracts -2 from the Weapon’s Might. Cannot be removed or changed.
Example Weapons
Name Cost Might Refine 1 Refine 2
Fireball 700g 1 [Cheap] [Precise]
Lightning
700g 1 [Cheap] [Broader]
Breath
Red Breath 900g 3 [Bulkier] --
White Breath 900g 3 [Calmed] --
Astral Breath 900g 3 [Faster] --
Fell Assault 1900g 3 [Luckier] [Broader]
Black Dragon
1300g 3 [Bulkier] [Calmed]
Breath
55
Shifting Stones
Base Weapon Base Cost Base Range Base Might Type
Shifting Stone 500g 1 6 Magical
Basic Attributes
Name Additional Cost Effect
Greater 200g Adds +2 to the Weapon’s Might.
Scalerending 400g Deals effective damage against units with the Scaled trait.
Furflaying 400g Deals effective damage against units with the Furred trait.
Even Stronger 200g Deals 4 Post-Combat Damage on even turns.
Odd-Shaped 200g Deals 3 Post-Combat Damage on odd turns.
Advanced Attributes
Name Additional Cost Effect
Superior 600g Adds +3 to the Weapon’s Might.
User heals 6 HP when equipped with this weapon at the start of
Even Brighter 800g
even turns
Oddly
800g 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 1100g 4 [Cheap] [Even Brighter]
Strangestone 1100g 4 [Cheap] [Oddly-Glowing]
Slaystone 900g 6 [Furflaying] --
Smoothstone 700g 6 [Even-stronger] --
Steelstone 700g 8 [Greater] --
Undragonstone 1100g 6 [Scalerending] [Odd-Shaped]
Herostone 1300g 11 [Greater] [Superior]
Divinestone 1700g 6 [Scalerending] [Even Brighter]
56
Curses
Base Weapon Base Cost Base Range Base Might Type
Curse 500g 1 0 Magical
Basic Attributes
Name Additional Cost Effect
Elder 200g Adds +2 to the Weapon’s Might.
If the user initiates combat and their attack hits, the foe becomes Silenced
Eerie 600g
after combat
If the user initiates combat and their attack hits, the foe becomes Shocked
Incapacitating 600g
after combat.
If the user initiates combat and their attack hits, the foe becomes
Enraging 600g
Berserk after combat.
If the user initiates combat and their attack hits, the foe becomes
Enfeebling 600g
Broken after combat.
Advanced Attributes
Name Additional Cost Effect
Arcane 600g Adds +3 to the weapon’s Might
Resire 1000g Restores HP equal to 1/2 the damage dealt to the opponent
If the user initiates combat and their attack hits, the foe becomes
Bloodletting 800g
Injured after combat for 3 Turns.
Blessed 1000g Weapon can now hit from one range further
GM-Only Attributes
Name Additional Cost Effect
Reciprocal -200g When the user initiates combat, the user loses 5 HP after combat.
If the attack hits, instead of dealing damage, the opponent’s remaining HP
Half 1000g
is halved. Cannot Critical, cannot double, and cannot bring HP to 0.
Example Weapons
Name Cost Might Refine 1 Refine 2
Eerie Screech 600g 0 [Reciprocal] [Eerie]
Nightmare 1300g 0 [Reciprocal] [Resire]
Ravager 1100g 0 [Reciprocal] [Bloodletting]
Ocular Beam 1500g 0 -- [Blessed]
Wretched Air 1500g 0 -- [Half]
Lance of Light 1700g 2 [Elder] [Blessed]
Crimson Eye 1300g 5 [Elder] [Arcane]
Stone 1700g 0 [Incapacitating] [Enfeebling]
57
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.
Scalerending -- Deals effective damage against units with the Scaled trait.
Furflaying -- Deals effective damage against units with the Furred trait.
Fiendslaying -- Deals effective damage against units with the Fiendish trait.
Wingclipping -- Deals effective damage against units with the Winged trait.
Cheap -- Subtracts -2 to the Weapon’s Might. Cannot be removed or changed.
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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.
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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:
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.
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.
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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.
» 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.
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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.
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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.
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.
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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.
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 67.
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:
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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:
Self-Destruct [Action]
Prereq: GM Only
Effect: The user deals damage equal to their Attack
stat to everyone within 2 spaces (Ignoring Defense and
Resistance). User is removed from the Map.
When choosing the number of Barriers, consider the size of the unit. Bigger units feel the effects of barries more;
while some might be 1- or 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, but the more positions from which the players can launch an attack.
Markers should be used sparingly for enemies that have been established to be formidable by the story.
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Enemy Transparency
Heroes of Lite expects you to be 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 having this information makes this a lot more difficult and can lead to player
frustration. 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 know what their enemies are capable of.
One example of demonstrating transparency would be to lay out information about each enemy type, recording
their HP, Weapon Type, Power, Speed, Avoid, and any noteworthly Attributes, Skills, and other abilities that will
effect how a unit plays on notecards 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 beastly shapeshifter doesn’t transform in front of a group of enemies wielding Furflaying Weapons.
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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), Heartseeker Lv 20: Curved Shot, Dual Wield (Sword)
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: 18; Atk: 5; Spd: 3; Dex: 5; Def: 7; Res 3; Luck: 4 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: Death Blow, Dual Wield (Lance, Sword, or Axe)
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Fighter Wolfskin
Size: 3 Size: 2
Movement: Infantry Movement: Infantry
Weapon Type: Axe Weapon Type: Shifting stone
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, Bowbreaker
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: Magical Specialist Lv 20: Guidance, Blood Tide
Lv 20: Hardy Bearing, Animabreaker
Raven
Manakete Size: 2 (4 transformed)
Size: 2 Movement: Flier
Movement: Flier Weapon Type: Talon
Weapon Type: Shifting stone 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: Shifting stone Recommended Base Stats:
Recommended Base Stats: HP: 20; Atk: 6; Spd: 3; Dex: 3; Def: 6; Res 4; Luck: 3
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, Escape Route Lv 20: Night Tide, Vengeful Fighter
Lv 20: Expertise
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Stoneborn Tarvos
Size: 5 Size: 3
Movement: Armor Movement: Cavalry
Weapon Type: Dark Weapon Type: Axes
Recommended Base Stats: Recommended Base Stats:
HP: 20; Atk: 5; Spd: 3; Dex: 3; Def: 7; 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: Obstruct Lv 10: Elbow Room
Lv 20: Coral Cover, Wary Fighter Lv 20: Wrath, Expertise
Bael Mogall
Size: 5 Size: 3
Movement: Infantry Movement: Flier
Weapon Type: Curses Weapon Type: Curse
Recommended Base Stats: Recommended Base Stats:
HP: 19; Atk: 6; Spd: 4; Dex: 3; Def: 6; Res 4; Luck: 3 HP: 17; Atk: 5; Spd: 6; Dex: 6; Def: 3; Res 5; Luck: 3
Recommended Skills: Recommended Skills:
Lv 10: Mountain Climber, Drag Back Lv 10: Divide, Camaraderie
Lv 20: Vengeful Cry Lv 20: Self-Destruct
Cyclops Bonewalker
Size: 5 Size: 2-3
Movement: Infantry Movement: Any
Weapon Type: Axes Weapon Type: Swords or Lances
Recommended Base Stats: Recommended Base Stats:
HP: 19; Atk: 8; Spd: 3; Dex: 3; Def: 6; Res 3; 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: Smite Lv 10: Hit and Run
Lv 20: Wrath, Expertise Lv 20: Brash Assault, Coral Cover
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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.
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Heroes of Lite: Character Sheet
Name______________________ Race____________ Money____________ Level__________
Tri Defense
Hit Resistance
Avoid Luck
Acrobatics
Finesse Inventory
Name Uses Cost
Fate
Weakness(es)
Weapons
Name Might Range Attribute 1 Attribute 2
Attribute Details
Skills
Name Charge Effect