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Title: Character Rules


strikeraider827 - June 10, 2007 03:29 AM (GMT)
Character Rules

A. Character Stats

1. Each character has 13 stats:

Name
Level
HP
Magic/Strength
Skill
Speed
Luck
Defense
Resistance

Move
Constitution
Aid
EXP
Weapon Skill

The stats in bold are the “main” stats.

2. Each character starts out with 50 stat points. They may distribute these among their 7 main stats any way they like. 1 stat point into a stat results in +1 for that stat. The only exception is HP. Each stat point you put into HP is the equivalent of +2 HP, but this +2 per stat point applies to HP only. You may put a minimum of 14 stat points and a maximum of 18 stat points into HP. You must spend all of your stat points. How many points you may put into each main stat is determined by the stat growth for each main stat. (Stat Growths will be talked about later.) A main stat with a Good stat growth can have a maximum of 12 points, a main stat with an Average stat growth can have a maximum of 8 points, and a main stat with an Bad stat growth can have a maximum of only 4 points. While unpromoted, each main stat may have a maximum of only 20, with the exception of HP and Luck. Luck can have a maximum of 30, and HP has a maximum of 60.

Here is an example of a filled out main stat sheet:

HP: 30
Magic/Strength: 10
Skill: 5
Speed: 5
Luck: 5
Defense: 5
Resistance: 5

All of them added together make 50. (15 stat points were spent on HP, yielding 30 HP.)

3. The character name can be pretty much anything.

4. Level automatically starts out at 1 and goes up every time EXP hits 100. The limit is 20. After that the character can promote. Once promoted, he or she starts anew at 20/1.

5. Weapon Skill determines what weapons the character may use. An unpromoted character can only have up to 3 Weapon Skills at a time. You may never have Staves as your only Weapon Skill. The possible Weapon Skills are:

Sword
Axe
Lance
Bow
Anima
Dark
Light
Staves

6. Weapon Skill increases every 5 Levels.

At Level 5 each Weapon Skill goes from E to D.
At Level 10 each Weapon Skill goes from D to C.
At Level 15 each Weapon Skill goes from C to B.
At Level 20 each Weapon Skill goes from B to A.
At Level 20/10 one Weapon Skill goes from A to S.

7. Constitution is decided by your Weapon Skills. Take the average of all your Weapon Skills using these numbers:

Swords: 7
Axes: 12
Lances: 10
Bows: 7
Anima: 5
Light: 7
Dark: 11
Staves: (Don’t count.)

Then add 0-4 points to your Constitution depending on the character’s size.

Heavily armored: 4
Big and bulky: 3
Medium sized: 2
Small: 1
Petite: 0

Example:

Character A wields Staves, Lances, and Axes. He also wears a full suit of armor.

First, Character A averages his three Weapon Skills. He starts off by dropping Staves and not counting them. Then he adds Lances (10) and Axes (12) together, getting 22, and then divides by 2 (the number of numbers added together) and gets 11. Then, because he is heavily armored, he adds 4, resulting in a final Constitution of 15.

8. Move is decided by your character’s preferred mode of transportation:

Foot: 5
Horse: 6
Pegasus/Wyvern: 7

9. You may only rescue a unit if your Aid is greater than or equal to the unit's Constitution. When you rescue someone, your skill and speed are halved (round down). Aid is calculated as follows:

Foot: Aid = Constitution - 1
Horse/Wyvern: Aid = 25 - Constitution
Pegasus: Aid = 20 - Constitution

10. A character gains EXP via battles in the Arenas and occasionally in the RPG’s. Whenever you gain EXP, change your EXP rating so it shows however much EXP you have out of a hundred.

Whenever you hit a hundred or more EXP, you go up a level and your EXP resets to 0.

If you would gain more EXP than is needed to get to 100, subtract the difference, and instead of resetting to 0, your EXP resets to that number.

Example:

Character A has 90/100 EXP. He gains 10 EXP. He now has 0/100 EXP and has gained a Level.

Character B has 95/100 EXP. He gains 10 EXP. He now has 5/100 EXP and has gained a Level.

11. A character can as many items in his or her inventory at any time but may only carry 5 items into battle.

12. A character must be assigned at least one and a maximum of two keywords according to the character’s attributes. The keywords are:

Bowman
Mounted
Armored
Flyer
Swordsman
Wyvern
Magician
Juggernaut
Thief
Holy Magician
Evil Magician
Elemental Magician
Axe Bandit
Lance Infiltrator
Blader


13. These keywords determine the attributes and potential special effects of the unit as well as the unit’s maximum stats after promotion. An administrator is responsible for looking at your keywords after promotion and informing you of your new stat maximums. If you go over a stat maximum, you may NOT add the extra stat points to other stats. The stats are arranged in the following order: HP, Strength/Magic, Skill, Speed, Luck, Defense, and Resistance.

Bowman
Promoted Stat Caps:
(F) 60 24 33 29 30 23 23
(M) 60 25 33 28 30 24 22
Attributes:
Can ride Ballistae
Can use "Bowman only" weapons
Requirements:
Has a weapon skill in Bows
Has "good" Skill

Mounted
Promoted Stat Caps:
(F) 60 26 29 26 30 25 26
(M) 60 29 27 25 30 26 25
Attributes:
Has 7 movement
Can use "Mounted only" weapons
Requirements:
Rides horses

Armored
Promoted Stat Caps:
(F) 60 25 24 20 30 32 31
(M) 60 27 22 20 30 33 30
Attributes:
Automatically get +4 Constitution when calculating constitution
Automatically get +4 Constitution upon promotion
Has 4 movement
Can use "Armored only" weapons
Requirements:
Has "good" Defense
Has "average" or below Speed

Flyer
Promoted Stat Caps:
(F) 60 24 28 27 30 20 33
Attributes
Has 7 movement and ignores terrain
Can use "Flyer only" weapons
Requirements:
Rides Pegasi
Has an "average" or below Defense
Is female

Swordsman
Promoted Stat Caps:
(F) 60 24 30 33 30 20 25
(M) 60 26 30 33 30 20 23
Attributes
Can use "Swordsman only" weapons
Can only add 0-2 points to constitution when calculating it
Requirements:
Can use Swords
Has "average" or above Skill
Has "good" Speed

Dragon
Promoted Stat Caps:
(F) 60 26 27 26 30 31 22
(M) 60 30 26 24 30 32 20
Attributes
Has 7 movement
Can use "Dragon only" weapons
Requirements:
Rides Dragons
Has "average" or below Resistance

Magician
Promoted Stat Caps:
(F) 60 33 27 25 30 21 26
(M) 60 30 29 26 30 21 26
Attributes:
Can use "Magician only" weapons
Requirements:
Can use Anima, Dark, Light or Stave
Has "average" or below Defense

Juggernaut
Promoted Stat Caps:
(M) 60 33 26 28 30 24 21
Attributes:
Can use "Juggernaut only" weapons
Requirements:
Has "good" Strength
Has "average" or below Skill
Is male

Thief
Promoted Stat Caps:
(F) 60 24 30 33 30 20 25
(M) 60 25 30 33 30 20 24
Attributes:
Can Steal
Can use Lockpicks
Has 6 movement
Can use "Thief only" weapons
Requirements:
Has "good" Speed

Holy Magician
Promoted Stat Caps:
(M) 60 25 28 31 30 20 28
(F) 60 24 28 32 30 20 28
Attributes:
When facing dark magic, additionally to the weapon advantage boosts, you get an extra +5 hit and +1 damage.
Requirements:
Uses light magic
Doesn't use dark magic nor anima magic
Has "average" or higher skill

Evil Magician
Promoted Stat Caps:
(M) 60 33 26 20 30 26 27
(F) 60 33 27 20 30 24 28
Attributes:
When facing anima magic, additionally to the weapon advantage boosts, you get +5 hit and +1 damage.
Requirements:
Uses dark magic
Doesn't use light magic nor anima magic
Has "average" or higher Magic

Elemental Magician
Promoted Stat Caps:
(M) 60 27 27 27 30 26 25
(F) 60 27 27 27 30 25 26
Attributes:
When facing light magic, additionally to the weapon advantage boosts, you get +5 hit and +1 damage.
Requirements:
Uses anima magic
Doesn't use dark nor light magic
Has "average" or higher Speed

Axe Bandit
Promoted Stat Caps:
(M) 60 33 31 20 30 28 20
(F) 60 32 32 22 30 24 22
Attributes:
Has 6 movement
Can Steal
Requirements:
Uses an axe
Doesn't use any other melee weapon in the weapon triangle
Has "good" Strength
Has "average" or higher Skill

Lance Infiltrator
Promoted Stat Caps:
(M) 60 30 25 33 30 24 20
(F) 60 25 30 33 30 20 24
Attributes:
Has 6 movement
Can Steal
Requirements:
Uses a lance
Doesn't use any other melee weapon in the weapon triangle
Has "good" Speed
Has "average" or higher Strength

Blader
Promoted Stat Caps:
(M) 60 31 30 25 30 26 20
(F) 60 30 31 26 30 20 25
Attributes:
Can add 0-3 to CON
Requirements:
Uses a sword
Doesn't use any other melee weapon in the weapon triangle
Has "average" or below speed
Has "average" or above strength
Example:

Billy’s character, Mithridates, is a heavily armored knight who rides a horse. Therefore it would have the keywords Mounted and Armored.

Your keywords must be accurate. If you randomly add or subtract keywords just so your character can gain or avoid abilities (for instance, only characters with Swordmaster can use the Wo Dao), you will be immediately suspended.

B. Starting Package

1. Each character starts with 2500 G and one custom weapon.

Said weapon will be created by adding points to the following template.
CODE
[b][u]Custom Weapon[/u][/b]
[b]Weapon Name:[/b] The name of your weapon.  Duh.
[b]Weapon Skill:[/b] [ Bow | Lance | Sword | Axe | Staff | Light | Dark | Anima ]
[b]Weapon Uses:[/b] 35/35 [increases by 5 for ever 2 points you put into it.][No, you may not put an odd number of points into it and get 1/2 in the total.]
[b]Might:[/b] 3
[b]Weight:[/b] Con + 2
[b]Accuracy:[/b] 65 [increases in increments of 5]
[b]Critical:[/b] 0 [increases in increments of 5]
[b]Special:[/b] None [pay 3 points to 'purchase' a special ability for your weapon]
[b]Weapon Level:[/b] PRF

You get a total of 15 points to spend on your custom weapon. Adding one point to anything, with the exception of Uses, will make it better by one. So, for example, adding one point to might will increase it by one. Adding one point to weight will decrease it by one. Adding one point to either Accuracy or Critical will increase it by 5. If you want to increase the amount of uses that your weapon has, you have to invest two points into it, yielding +5. You MAY NOT have more than 25 crit or 13 might for your weapon. This is to prevent an imbalance in the RPG. You can also have a special ability for your weapon, which costs three points. The following is a list and descriptions of the available special abilities.
  • Effective Against Infantry
    -Might is doubled when facing a unit with the "Armored" keyword
  • Effective Against Cavalry
    -Might is doubled when facing a unit with the "Horseback" keyword
  • Reaver
    -Weapon triangle is reversed when using the custom weapon
  • Shade Strike
    -Evasion +10
  • Critical Master
    -when calculating your critical hit rate, use (Skill+Crit) rather than ([Skill/2]+Crit)
  • Shield Double
    -Your weapon doubles as a shield. RES and DEF +2 when equipped with this weapon.
  • Vacuum (magic only)
    -1/2 of the damage dealt with this weapon is used to restore your own HP.
  • Toxin Spill (physical weapons only)
    -Once you hit your opponent, they begin losing 1/10 of their HP at the end of every turn(rounded down).
C. Promotion

1. Items for promotion are obtained by purchasing them in the Promotion Item Shop. They cost a hardy 5,000G, and the Shop itself can't be accessed without the right card, which also costs money.

2. Post your stat, special effect, and weapon changes in the Promotion Topic in the Stat and Profile forum.

3. You may promote your character starting at level 10, and until you promote, you may not level past 20.

4. Promotion yields the following benefits:

Stat Boosts
(Optional) Extra Weapon Skill
(Optional) Special Effect

5. Depending on how many Weapon Skills the character began with, he or she receives a predetermined amount of Stat Points to distribute amongst any of his or her stats except Constitution.

Started with 1 Weapon Skill: 22 points
Started with 2 Weapon Skills: 17 points
Started with 3 Weapon Skills: 12 points

6. No more than 4 Stat Points may be added to each stat, with the exception of HP. 6 Stat points can be added to HP.

6. One Stat Point into any stat, including HP, yields +1 to that stat.

7. The character also gets an extra Weapon Skill. This Weapon Skill starts at Level E and increases as follows:

At Level 20/5 it goes from E to D.
At Level 20/10 it goes from D to C.
At Level 20/15 it goes from C to B.
At Level 20/20 it goes from B to A.

8. There are also special abilities that each character can "purchase" at the cost of 5 stat points. So, if your character started with 1 weapon skill, they can forfeit 5 of their 22 points in order to get a special ability. There is no limit on the amount of special abilities you can get, but you may not have more than 1 of an individual weapon skill. Basically, you can't have critical master twice.

9. The current special abilities are listed below:

Critical Master: User gets +15% to his or her final critical rate.
Prerequisite: At least 16 Skill and at least an “Average” growth rate for Skill upon promotion.

Shadow Song: User gets +8 to his or her evasion rate.
Prerequisite: At least 16 Speed and at least an “Average” growth rate for Speed upon promotion.

Weaponsmith: The user selects a weapon type. When using a weapon of that type, he or she ignores the negative effects of the Weapon Triangle.
Prerequisite: None.

Rune Shield: User is immune to critical hits from enemies with a final critical rate greater than 30%.
Prerequisite: At least 16 Luck and at least an “Average” growth rate for Luck upon promotion.

Armor: User gets an extra +5 Defense at promotion.
Prerequisite: At least 16 Defense and at least an “Average” growth rate for Defense upon promotion.

Barrier: User gets an extra +5 Resistance at promotion.
Prerequisite: At least 16 Resistance and at least an “Average” growth rate for Resistance upon promotion. .

Weapon Master: Raise one of the user’s Weapon Ranks to S. Another weapon type may be still raised to S rank at Level 20/10 as normal.
Prerequisite: None.

Giant: User gets an extra +6 HP and +2 Constitution at promotion.
Prerequisite: None.

Powerhouse: User gets an extra +4 Strength/Magic at promotion.
Prerequisite: At least 16 Strength/Magic and at least an “Average” growth rate for Strength/Magic upon promotion.

Swift Growth: User’s EXP formulas use 50 (for winning a battle) and 20 (for non-lethal hits in wars).
Prerequisite: None.

Assassin: User has a 25% chance that a critical will automatically fell the target.
Prerequisite: 20 Skill and a “Good” growth rate for Skill upon promotion.

Piercing: User has a chance equal to user’s Level (not counting pre-promoted Levels) to ignore target’s Defense for one attack this round.
Prerequisite: 20 Strength and a “Good” growth rate for Strength upon promotion.

Soulreaver: User has a chance equal to user’s Level (not counting pre-promoted Levels) to ignore target’s Resistance for one attack this round.
Prerequisite: 20 Magic and a “Good” growth rate for Magic upon promotion.

Impregnable: User has a chance equal to user’s Level (not counting pre-promoted Levels) to receive 0 damage from non-magical weapons for one attack this round.
Prerequisite: 20 Defense and a “Good” growth rate for Defense upon promotion.

Spirit Ward: User has a chance equal to user’s Level (not counting pre-promoted Levels) to receive 0 damage from tomes for one attack this round.
Prerequisite: 20 Resistance and a “Good” growth rate for Resistance upon promotion.

Sniper: User has a chance equal to user’s Level (not counting pre-promoted Levels) to have one attack this round automatically hit.
Prerequisite: 20 Skill and a “Good” growth rate for Skill upon promotion.

Soul Stealer: User has a chance equal to user’s Level (not counting pre-promoted Levels) to gain HP equal to the amount of damage done for one attack this round.
Prerequisite: At least an A rank in Dark Magic and 20 Magic upon promotion.

Purifier: User has a chance equal to user’s Level (not counting pre-promoted Levels) to get an extra attack at the end of the round.
Prerequisite: At least an A rank in Light Magic and 20 Magic upon promotion.

Nature’s Wrath: User has a chance equal to user’s Level (not counting pre-promoted Levels) to add one automatic hit for 10 damage to the end of this round.
Prerequisite: At least an A rank in Anima Magic and 20 Magic upon promotion.

D. Multiple Characters

1. Each individual user may have up to three different characters.

2. An individual user’s characters may not exchange gold or items between themselves.

3. An individual user’s characters may not battle against each other in the Standard Arena.

E. Stat Growth

1. Each character starts out with a Growth Rate for each of his or her Main Stats.

2. The three types of Growth Rates are Good, Regular, and Bad.

3. Each character has 2 Goods, 3 Regulars, and 2 Bads to assign to each Main Stat.

4. Your Growth Rates determine how much each stat increases.

5. If you level up and are required to increase a maxed out stat, then you may not instead increase a different non-maxed out stat. If you're caught doing this, you'll have the monotonous job of retracing your levels and deleting any points that you used to break this rule.

Unpromoted

At level 2, all Goods increase by one.
At level 3, all Bads and Goods increase by one.
At level 4, all Regulars increase by one.
At level 5, all Goods and Regulars increase by one.
At level 6, all Bads and Goods increase by one.
At level 7, all Regulars increase by one.
At level 8, all Goods increase by one.
At level 9, all Goods increase by one.
At level 10, all Bads increase by one.
At level 11, all Goods increase by one.
At level 12, all Regulars increase by one.
At level 13, all Goods increase by one.
At level 14, all Regulars increase by one.
At level 15, all Bads and Goods increase by one.
At level 16, all Regulars increase by one.
At level 17, all Goods increase by one.
At level 18, all Regulars increase by one.
At level 19, all Bads, Goods, and Regulars increase by one.
At level 20, all Goods increase by one.

Promoted

At level 2, all Goods and Regulars increase by one.
At level 3, all Bads and Goods increase by one.
At level 4, all Regulars increase by one.
At level 5, all Goods increase by one.
At level 6, all Goods increase by one.
At level 7, all Regulars increase by one.
At level 8, all Bads increase by one.
At level 9, all Goods increase by one.
At level 10, all Regulars increase by one.
At level 11, all Goods increase by one.
At level 12, all Bads and Goods increase by one.
At level 13, all Regulars increase by one.
At level 14, all Goods increase by one.
At level 15, all Goods increase by one.
At level 16, all Regulars and Goods increase by one.
At level 17, all Bads increase by one.
At level 18, all Regulars increase by one.
At level 19, all Goods increase by one.
At level 20, all Bads, Regulars and Goods increase by one.

Also, everybody must post their Vitals in their profile. Not having Vitals makes one angry Pondy, and you won't like him when he's angry. Just ask him! [Vitals and info on how to do them can be found in the "Battle Mechanics" topic in this forum.]




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