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Rules for the upcoming FE/LoZ crossover rpg!

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Rules for the upcoming FE/LoZ crossover rpg! Empty Rules for the upcoming FE/LoZ crossover rpg!

Post by Demon Lord Ghirahim Sun Jan 23, 2011 6:51 pm

This applies to anyone who wants to enter with a character that is NOT FROM FIRE EMBLEM. There has been some careful deliberation into just how these kinds of characters will be translated into Fire Emblem, and this is the result, but it may be edited later. I apologize in advance for the length of this post. Because it's so long, I added links so you can jump from section to section. They're right below.

Weapons
Anima Magic
Magic
Staves
Items
Laguz
Beast Tribes
Bird Tribes
Dragon Tribes
Classes
Magic classes
Skills
Affinities
Rules

WEAPONS


For those of you who don't know, there is a "Weapons Triangle" in the Fire Emblem series. For your character to be properly translated to Fire Emblem, you need to know how it works. Axes beat Lances. Lances beat Swords, and Swords beat Axes. Bows are standalone, meaning that they are exempt from this rule, but they have an effect which I will explain later.

Also in Fire Emblem, weapons have a use limit. That means they break after a certain amount of uses. How it goes is that weaker weapons have higher hit limits than stronger ones. The limit goes from 50, all the way to 15. Now, special weapons (Such as Ike's Ragnell, for example), have no durability, meaning they will never break, no matter what you do to it. However, they are SPECIAL weapons and not generic ones, so normal weapons will have a durability.

SWORDS
In Fire Emblem, Swords have a disadvantage to Lances, making a sword user have less of a hit percentage against a lance user. (That means they miss easier) That also means that if they DO hit a lance user, they will do slightly less damage than normal.

Categories of breakable swords are Bronze, Iron, Steel, Silver, Tempest, Wind Edge, Storm Sword, Iron/Steel/Silver blades, Killer, Wo Dao, Vague Katti, Venin, Brave, Armorslayer.

Categories of unbreakable swords are Ragnell, Alongite, Amitil. Also, if your character has a very special sword (One of my characters has a special sword, that is considered sacred), then it is considered unbreakable, but if you have any questions ask 64, Nova or I and we'll help decide.

TYPES OF SWORDS

You're probably looking at the swords and thinking "That's nice, but what do they do? D:" Well, your patience has paid off, because now I'll tell you just what they do!

Bronze-Weakest type of sword. Impossible to get a critical. (Durability: 50)
Iron-Second weakest type of sword. Low crit rate. (Durability: 50)
Steel-Moderately strong sword. Ok crit rate. (Durability: 40)
Silver-Very strong sword, ok crit rate. (Durability: 30)

Tempest-Moderately strong sword, has 1-2 space range. Ok crit rate. (Durability: 20)
Wind Edge-Moderately strong sword, has 1-2 space range. Poor crit rate. (Durability: 20)
Storm Sword-Moderately strong sword, has 1-2 space range. Poor crit rate. (Durability: 20)

Iron Blade-Stronger than its Iron Sword counterpart. Poor crit rate. (Durability: 40)
Steel Blade-Stronger than its Steel Sword counterpart. Poor hit and crit rate. (Durability: 35)
Silver Blade-Stronger than its silver Sword counterpart. Poor hit and crit rate. (Durability: 30)

Killer-Fairly weak, extremely high crit rate. (Durability: 30)
Wo Dao-Fairly weak, high crit rate. (Durability: 30)
Brave-Moderately strong sword, poor crit rate. Allows 2x attacks in every fight. (Durability: 40)
Venin-Fairly weak, poor crit rate. Poisons enemies on contact. (Durability: 50)
Armorslayer-Very powerful sword. Poor crit rate. Best if used against armored enemies. (Durability: 30)


AXES
In Fire Emblem, Axes have a disadvantage to Swords. They will have less of a hit rate against a Sword user, and they will do slightly less damage than a different weapon would.

Categories of breakable axes are Bronze, Iron, Steel, Silver, Venin, Hand, Hammer, Brave, Iron/Steel/Silver Poleaxe, Killer, Short, Tomahawk, Urvan.

There are no unbreakable axes in the game as of now, but there can be in the RP ONLY if it is considered important enough to not be unbreakable.

TYPES OF AXES
Now I'm going to tell you all of the axes there are. Pay attention!

Bronze-Weakest type of axe. Impossible to get a critical. (Durability: 50)
Iron: Second weakest type of axe. Poor crit rate. (Durability: 50)
Steel-Moderately powerful axe. Poor crit rate. (Durability: 40)
Silver-Powerful axe. Poor crit rate. (Durability: 30)

Hand Axe-Moderately powerful axe. 1-2 space range. Poor crit rate. (Durability: 25)
Short Axe-Powerful axe. 1-2 space range. Poor hit rate, poor crit rate. (Durability: 15)
Tomahawk-Extremely powerful axe. 1-2 space range. Poor hit rate, ok crit rate. (Durability: 15)

Iron Poleaxe-Powerful axe, much stronger than its Iron Axe counterpart. Poor hit rate, poor crit rate. (Durability: 40)
Steel Poleaxe-Powerful axe, much stronger than its Steel Axe counterpart. Poor hit rate, poor crit rate. (Durability: 35)
Silver Poleaxe-Powerful axe, much stronger than its Silver Axe counterpart. Poor hit rate, poor crit rate. (Durability: 30)

Venin-Fairly weak. Poor crit rate. Poisons enemy on contact. (Durability: 50)
Hammer-Very powerful. Poor hit rate, poor crit rate. Best if used against Armored units. (Durability: 20)
Brave-Powerful. Poor crit rate. Allows 2x attack in every fight. (Durability: 40)


LANCES
Lances don't do well against Axes. If a Lance goes against an Axe, the user will have a lesser hit rate and will do slightly less damage than a different weapon would.

Categories of breakable lances are Bronze, Iron, Steel, Silver, Venin, Javelin, Horseslayer, Brave, Iron/Steel/Silver Greatlance, Killer, Short, Spear, Wishblade.

There are no breakable lances right now but your character can have one if it's considered important enough.

TYPES OF LANCES
Pay attention if your character uses lances!

Bronze-Weakest type of Lance. Impossible to get a critical. (Durability: 50)
Iron-Second weakest type of lance. Poor crit rate. (Durability: 50)
Steel-Moderately powerful lance. Poor crit rate. (Durability: 40)
Silver- Powerful lance. Poor crit rate. (Durability: 30)

Javelin-Fairly weak. Poor hit rate, poor crit rate. 1-2 space range. (Durability: 20)
Short Spear-Moderately powerful. Very poor hit rate, poor crit rate. 1-2 space range. (Durability: 20)
Spear-Powerful. Poor hit rate, ok crit rate. 1-2 space range. (Durability: 20)
Wishblade-Very powerful. Perfect hit rate, ok crit rate. 1-2 space range. (Durability: 50)

Venin-Fairly weak. Poor crit rate. Poisons on contact. (Durability: 50)
Horseslayer-Moderately powerful. Poor hit rate, poor crit rate. Best if used against units on a horse. (Durability: 20)
Killer-Fairly weak. Extremely high crit rate. (Durability: 30)
Brave-Moderately powerful. Poor crit rate. Allows 2x attacks in all fights. (Durability: 40)

Iron Greatlance-Powerful lance. Much more powerful than its Iron Lance counterpart. Poor crit rate. (Durability: 40)
Steel Greatlance-Powerful lance. Much more powerful than its Steel Lance counterpart. Poor crit rate. (Durability: 30)
Silver Greatlance-Powerful lance. Much more powerful than its Silver Lance counterpart. Poor hit rate, poor crit rate. (Durability: 30)

BOWS
A Bow is rather different from the Swords, Lances, And Axes. It is actually exempt from the Weapons Triangle, meaning it has no advantage or disadvantage against a weapon. It is what it is. However, with a bow, you CANNOT attack close range, except for a select few.

Also, bows are super-effective against flying units. That means that Falcoknights, Seraph Knights, Hawks, Crows, and Herons (But NOT Dracoknights/Dragon Lords) will be severely injured if they are hit by an arrow, perhaps even killed.

Categories of breakable Bows are Bronze, Iron, Steel, Silver, Venin, Brave, Silencer, Iron/Steel/Silver Longbow, Double, Bowgun, Crossbow, Taksh, Arbalest.

Bows that can be used AT CLOSE RANGE are Bowgun, Crossbow, Taksh, Arbalest, Double.

Bows that can be used AT LONG RANGE are Iron/Steel/Silver Longbow.

There are no bows that can't break, but your character can have one if it is considered important enough.

Bronze-The weakest bow available. 2 space range. Cannot critical. (Durability: 50)
Iron-The second weakest bow available. 2 space range. Poor crit rate. (Durability: 50)
Steel-Moderately powerful bow. 2 space range. Poor crit rate. (Durability: 35)
Silver-Powerful bow. 2 space range. Poor crit rate. (Durability: 25)

Iron Longbow-Fairly weak. 2-3 space range. Poor hit rate, poor crit rate. (Durability: 20)
Steel Longbow-Moderately powerful. 2-3 space range. Poor hit rate, poor crit rate. (Durability: 20)
Silver Longbow-Very powerful. 2-3 space range. Very poor hit rate, poor crit rate. (Durability: 20)

Bowgun-Very powerful. Perfect hit percentage. Poor crit rate. 1-2 space range. (Durability: 40)
Crossbow-Very powerful. Perfect hit percentage. Poor crit rate. 1-2 space range. (Durability: 35)
Taksh-Extremely powerful. Perfect hit percentage. Poor crit rate. 1-2 space range. (Durability: 30)
Aqqar-Extremely powerful. Perfect hit percentage. Poor crit rate. 1-2 space range. (Durability: 25)
Arbalest-Overpowered. Perfect hit percentage. Great crit percentage. 1-2 space range. (Durability: 20)

Venin-Fairly weak. Poor crit rate. 2 space range. Poisons enemy on contact. (Durability: 50)
Killer-Fairly weak. Great crit rate. 2 space range. (Durability: 25)
Brave-Moderately powerful bow. Poor crit rate. 2 space range. (Durability: 40)
Silencer-Powerful. Perfect hit rate. Ok crit rate. 2 space range. (Durability: 50)

ANIMA MAGIC


Phew, we're finally out of weapons! But that doesn't mean we're out of the woods just yet! Now we're moving onto the awesomeness that is Magic! Fun. Before I start listing, note that it is not typical for people to use both weapons and magic in Fire Emblem, unless you go by the older FE games. So while you don't see it anymore, you can do it.

Note: Most mages use tomes to cast spells. Tomes are spellbooks.

Did you think you were out of the woods with the Weapons Triangle? Well guess again! Magic has one too, called "Trinity of Magic". It only applies to Anima magic, and not Light/Dark. The Trinity of Magic is as follows: Fire beats Wind, Wind beats Lightning, and Lightning beats Fire.

Just like with weapons, tomes also have a use limit, and will break after a while. All tomes are ranged, meaning they can attack close or from afar.

ANIMA FIRE
Anima Fire is just a fancy way of saying "Fire Magic". Fire is weak against Lightning, but the same rules apply that did with the Weapons Triangle. Fire mages will work very well against Beast tribe Laguz and Generals/Marshals. The names of the Fire tomes are as follows:

Fire, Elfire, Meteor, Arcfire, Bolganone, Rexflame.

There are no unbreakable tomes. Yes, in Fire Emblem, books break.

TOME STATS
I wouldn't just list the tomes without telling you what they were like! Razz

Fire-The weakest Fire tome available. Poor crit rate. 1-2 space range. (Durability: 40)
Elfire-Not much more powerful than Fire. Poor crit rate. 1-2 space range. (Durability: 35)
Meteor-Fairly weak. Poor crit rate. 3-10 space range. (Durability: 5)
Arcfire-Moderately powerful. Ok crit rate. 1-2 space range. (Durability: 25)
Bolganone-Powerful. Poor crit rate. 1-2 space range. (Durability: 20)
Rexflame-Very powerful. Perfect hit rate. Ok crit rate. 1-2 space range. (Durability: 15)

ANIMA LIGHTNING
Anima Lightning is a fancy way of saying "Lightning magic". Lightning is weak against Wind, And I'm sure we all know the drill by now. Thunder mages work well against Dragon tribe Laguz, Dracoknights/Dragon Lords, and Generals/Marshals. The names of the Thunder tomes are as follows:

Thunder, Elthunder, Bolting, Arcthunder, Thoron, Rexbolt.

There are no unbreakable tomes.

TOME STATS

Thunder-The weakest Thunder tome available. 1-2 space range. Ok crit rate. (Durability: 40)
Elthunder-Not much stronger than Thunder. 1-2 space range. Good crit rate. (Durability: 35)
Bolting-Fairly weak. 3-10 space range. Poor hit rate. Ok crit rate. (Durability: 5)
Arcthunder-Fairly weak. 1-2 space range. Good crit rate. (Durability: 25)
Thoron-Fairly weak. 1-2 space range. Poor hit rate. Ok crit rate. (Durability: 20)
Rexbolt-Powerful. 1-2 space range. Good crit rate. (Durability: 15)

ANIMA WIND
Anima Wind is a fancy way of saying "Wind magic". Wind is weak against fire, and we all know what that means. :U Wind mages work well against flying units, just like archers. They also are effective against Generals/Marshals. The names of the Wind tomes are as follows:

Wind, Elwind, Blizzard, Arcwind, Tornado, Rexcalibur.

There are no unbreakable tomes.

TOME STATS

Wind-The weakest Wind tome available. 1-2 space range. Poor crit rate. (Durability: 40)
Elwind-Not much more powerful than Wind. 1-2 space range. Poor crit rate. (Durability: 35)
Blizzard-Slightly more powerful than Elwind. 3-10 space range. Poor crit rate. (Durability: 5)
Arcwind-Slightly more powerful than Blizzard. 1-2 space range. Good crit rate. (Durability: 25)
Tornado-Moderately powerful. 1-2 space range. Poor crit rate. (Durability: 20)
Rexcalibur-Powerful. 1-2 space range. Above perfect hit rate. Good crit rate. (Durability: 15)


MAGIC


Well, we crawled out of the pit of doom that is Anima Magic, but we're far from over when it comes to just magic. There's still Light, Dark, and Staves to cover! Oh goodie. Light and Dark are different from Anima in the sense that they have no Trinity of Magic, however, Light beats Dark in that sense. Staves are something COMPLETELY different.

LIGHT MAGIC
Light magic beats Dark magic, as we all are aware. However, Light tomes can only be used by people that are dedicated to serve good, making them hard to learn. The names of Light tomes are as follows:

Light, Elight, Purge, Shine, Nosferatu, Valaura, Rexaura.

Valaura is the only tome in the list that you do not have to be dedicated to serve good to wield, it is corrupted.

There are no tomes that cannot break.

TOME STATS

Light-Weakest Light tome you can get. 1-2 space range. Poor crit rate. (Durability: 40)
Ellight-Fairly weak. 1-2 space range. Poor crit rate. (Durability: 35)
Purge-Just as powerful as Ellight. 3-10 space range. Poor crit rate. (Durability: 5)
Shine-Slightly more powerful then Purge. 1-2 space range. Good crit rate. (Durability: 25)
Nosferatu-Slightly weaker than Shine. 1-2 space range. Takes HP from enemy. Poor crit rate. (Durability: 20)
Valaura-Moderately powerful. 1-2 space range. Poisons enemy on contact. Poor crit rate. (Durability: 17)
Rexaura-Powerful. 1-2 space range. Above perfect hit rate. Ok crit rate. (Durability: 15)

DARK MAGIC
Dark magic beats Anima magic, believe it or not. Dark magic is very sinister, but it does not do that much damage, surprisingly. However the tomes are solid and are still dangerous, despite their lack of damage given. The names of the Dark magic tomes are as follows:

Worm, Carreau, Fenrir, Verrine, Balberith.

There are no tomes that cannot break.

TOME STATS

Worm-The weakest Dark magic you can get. 1-2 space range. Poor crit rate. (Durability: 30)
Carreau-Moderately powerful. 1-2 space range. Ok crit rate. (Durability: 25)
Fenrir-Slightly less powerful than Carreau. 3-10 space range. Poor hit rate. Poor crit rate. (Durability: 5)
Verrine-Powerful. 1-2 space range. Poor hit rate. Poor crit rate. (Durability: 20)
Balberith-Very powerful. 1-2 space range. Good crit rate. (Durability: 15)

STAVES


The journey to Staves was a long and hard one, but it's ok! Staves are perfect for all the cuts and broken bones you received as you made it this far! Staves are these special staffs that do all manner of things, including healing, opening things, mending weapons, and more! Staves are not considered fighting weapons, however, if someone holding a staff is attacked, they can smack around their attacker with it. The types of staves are as follows:

Heal, Mend, Torch, Unlock, Restore, Ward, Hammerine, Physic, Recover, Sleep, Rescue, Silence, Rewarp, Elsilence, Fortify, Matrona, Ashera.

There are no staves that are unbreakable.

ITEMS


Items are special trinkets that do even more things than a Staff can muster. And there's so many items too! But don't worry-there's only a select few you need to know about.

HEALING ITEMS
Healing items are just like certain staves, only your character can carry them around and you can use them at any time. The primary healing items are:

Herb, Vulenary, Concoction, Elixir, Antitoxin.

LAGUZ ITEMS
Now all of you are probably wondering "What the heck is a Laguz, and why should I care?" Well, all in due time. I'll explain all about Laguz very soon, yes yes. Anyway, Laguz items are a great help for a Laguz, but they have no effect on Beorc. (If you're wondering what a Beorc is, it's what Fire Emblem calls a human) The list of Laguz items are:

Olivi Grass, Laguz Stone, Laguz Gem.

These items do break.

LAGUZ


Finally, we make it to the part that you all were wondering about, Laguz! Laguz are people that have the ability to turn into animals. Exciting, right? If you have a character that you want to enter that can turn into an animal, then this is the section to look at! There are many different types of Laguz, but for now, let's categorize them in their tribes-Beast, Bird, and Dragon.

Laguz work differently from Beorc (humans) in the sense that they don't use weapons to fight. But with the ability to turn into animals (and I should add that a few of them are larger than their normal counterparts), can you blame them? They are also stronger or faster than Beorc in some instances. But there are some setbacks to being like this. The biggest part is transformation gauges. Every Laguz has a transformation gauge, meaning that they can only hold their animal form for a little while. Every time they attack, their gauge does down, and just sitting around doing nothing will have the same effect. However, untransformed Laguz can still fight back, but their attacks will not be nearly as powerful as they would be if they were in their animal form. But enough of that, let's look more into these Laguz!

BEAST TRIBES


The Beast Tribes hail from Gallia. They're all fearsome and proud, and they kick major amounts of butt out on the battlefield. There are four types of Beast tribe Laguz-Cat, Tiger, Lion, and Wolf. All three of them are weak to Fire type magic.

CAT LAGUZ
Cat Laguz are very fast. Great speed means they can attack multiple times in one go. They typically do less damage, which is expected from a Cat, but underestimating them on the battlefield means you're probably going to get claws embedded into your back. Cat Laguz fight with Claw.

TIGER LAGUZ
Tiger Laguz are slower than Cat Laguz, very much so in fact. However, because they attack so slow, their attacks are extremely powerful, much better than a Cat's. Because they're so slow, normally they will not attack twice, but it's not impossible for a Tiger to go at you again after the first time. Underestimating a Tiger on the battlefield is asking to get a good chunk of you ripped off. Tiger Laguz fight with Fang.

LION LAGUZ
Lion Laguz are the most powerful of the Beast Tribe. They're strong AND fast, meaning that you probably aren't going to walk away from a fight with a Lion with your life, unless your stars are aligned, your God is smiling down upon you, you have a lucky rabbit's foot somewhere on you, you're having a good day, and you're wearing your lucky underwear. If you underestimate a Lion on the battlefield, expect your head to get torn off its shoulders. Lion Laguz fight with Fang.

WOLF LAGUZ
Wolf Laguz are almost like a Tiger Laguz, however they are a little faster, with just a little less power. Underestimating a Wolf on the battlefield is a bad idea, because you'll get a part of your neck ripped off. Wolf Laguz fight with Fang.

BIRD TRIBES


Well, it was time to get out of the thick forests of Gallia and into the skies high above Kilvas, Phoenicis, and the Serenes Forest. The Bird Tribes have three categories, Hawk, Crow, and Heron.

HAWK LAGUZ
Hawk Laguz are the strongest Bird tribe. They have decent speed and great power, making then hard to hit and hard to avoid. Underestimating a Hawk on the battlefield means you're getting talons jabbed into your face. Hawk Laguz fight with Talon.

CROW/RAVEN LAGUZ
Crow Lagus are the fastest Bird tribe. They do not hit that hard, but their speed more than makes up for it. Underestimating them on the battlefield means you will get a beak rammed into your eye. Crows fight with Beak.

HERON LAGUZ
Heron Laguz do NOT fight. Instead, they sing. Their songs, called Galdrar, have the ability to imbue their allies with strength, making them able to fight again. Herons are extremely fragile, any sort of damage to them is devastating, even if it's a rather simple injury. Almost all of the Heron clan were massacred in an intentional forest fire, and only four of them are still living.

DRAGON LAGUZ


Well that was a good flight. We got to soar over the costline and over a very beautiful forest. Now we're landing in a rather desolate place...Welcome to Goldoa! We'd better get out of here quick before we're spotted. The Dragons that live here don't much like Beorc like us in their land. There are three types of Dragons that live here. Red, White and Black.

RED DRAGONS
Red Dragons are the weakest of the dragon tribes, but saying they aren't strong is a flat out lie. They're too slow to attack twice, but if they were able to attack twice, you wouldn't walk out of a Red Dragon fight alive, even if your stars are aligned, your God is smiling down upon you, you have a lucky rabbit's foot somewhere on you, you're having a good day, and you're wearing your lucky underwear. Underestimating a Red Dragon on the battlefield is suicide. Red Dragons fight with Breath.

WHITE DRAGONS
White Dragons are the second strongest of the Dragon tribes. They're a teeny bit faster, but much more powerful. Underestimating one on the battlefield is suicide, plus your butt will be toasted off after you're dead. White Dragons fight with Breath.

BLACK DRAGONS
Now we're getting into something dangerous. Black Dragons are not only the most powerful Dragons, they're the most powerful Laguz. They're fast, and they're amazingly strong. Underestimating one on the battlefield is suicide, plus your butt will be toasted off, THEN your body will be fried to a crisp after you're dead. Black Dragons fight with Breath.

CLASSES


Woo, it's a good thing we got out of Goldoa when we did. Those dragons look mighty scary, don't they? Well, we've touched the realm of Weapons, Magic, Staves, Items, and Laguz. But this little trip is far from over! You see, Beorc are divided into classes, depending on what kind of weapon or magic they use.

Fire Emblem has this awesome little feature that when you go to level 21, you Class Change, making you a better unit, and it gives you the ability to get to level 20 in your new class. Basically stating, you can level up at least 40 times! Pretty sweet, huh? The types of classes for the SECOND tier are:

Rogue, Halbedier, Lance/Axe/Blade General, Fire/Thunder/Wind Sage, Bow/Axe/Lance/Blade Paladin, Sniper, Swordmaster, Hero, Cleric, Bishop, Warrior, Falconknight, Dragonmaster.

After you level up, you go to third tier classes. They are: Whisper, Sentinel, Marshall, Arch Sage, Saint, Trueblade, Valkyrie, Marksman, Golden Knight, Silver Knight, Seraph Knight, Dragon Lord, Reaver, Assassin.

Well that's all fine and dandy, right? But what's that? You don't know what any of that means? Never fear, I got your back.

CLASS CHANGES
Here I'll break down the different class changes depending on the weapons your character uses, and if they are mounted or not.

SWORDS
First, we'll do mounted units. If your character rides a Pegasus, then you are a Falconknight*. If your character rides a horse, then you are a Blade Paladin. If your character doesn't mount, then you are a Swordmaster, a Hero, or a Sword General***.

Now for promotions. All of the classes you see there are Second tier classes. Remember what I said about promotion? Here's what you become if you're one of the classes above.

Falconknight-Seraph Knight
Blade Paladin-Gold Knight
Swordmaster-Trueblade
Hero-Lord**
Sword General-Marshall

*Typically, Falconknights are female.

**In Radiant Dawn, the actual class progression is Hero-Vanguard, however Vanguard is an Ike-only class so the class change was switched.

***Generals and Marshalls alike wear very heavy armor all over their body. Keep that in mind if you go for a General class.

AXES
Let's start with mounted units again. If you ride a Wyvern*, then you are a Dragonmaster. If you ride a horse, then you are an Axe Paladin. If your unit doesn't mount, then you are a Warrior, or an Axe General.

Now, time for those promotions!

Dragonmaster-Dragon Lord
Axe Paladin-Gold Knight
Warrior-Reaver
Axe General-Marshall.

*Dragonmasters are typically male, however they can be female.

LANCES
Mounted units ahoy! Falconknights also can use Lances as well as Swords, so if your unit rides a Pegasus, then they would be a Falconknight. If they ride a horse, then they would be a Lance Paladin. If your unit isn't mounted, then you would be a Halberdier, or a Lance General.

Promotion time!

Falconknight-Seraph Knight
Lance Paladin-Silver Knight
Halberdier-Sentinel
Lance General-Marshall

BOWS
If your character has a bow, then they can only be mounted on a horse. They will be Bow Paladins. If your character is not mounted, then they will be a Sniper.

Let's look at what they promote to, shall we?

Bow Paladin-Silver Knight
Sniper-Marksman

MAGIC


Yes, even magic users have classes. Let's break this down so we don't get too confused.

ANIMA MAGIC

Remember this? Fire, Thunder, and Wind? Well, magic users are called "Mages" in Fire Emblem. But they're categorized into different classes. Mages cannot mount. The different mage classes are:

Fire Sage, Thunder Sage, and Wind Sage. They all promote to Arch Sages. Once promoted, they gain the ability to use staves.

LIGHT MAGIC
If your character uses light magic, then they are a Bishop. They promote to Saints. They have the ability to use staves from the get-go.

DARK MAGIC
If your character uses dark magic, then they are a Dark Sage. They promote to (Dark) Arch Sage. Only (Dark) Arch Sages can use staves.

SKILLS


There are three sets of skills: Class Skills, Personal Skills, and Mastery Skills. Here I'll explain them all and tell you how they work.

CLASS SKILLS
Class skills are skills you earn instantly for being in a class. Not every class has these skills, but that's what Personal skills are for.

Shove: Push a unit by 1 square if the user's weight is within two of the target.
Canto: User can use leftover movement after attacking or performing other actions. (Mounted units only)
Critical +5: Adds 5 extra points to your crit rate. (Myrmidons, Halberdiers and Reavers only)
Critical +10: Adds 10 extra points to your crit rate. (Swordmasters, Snipers and Sentinels only)
Critical +15: Adds 15 extra points to your crit rate. (Marksmen only)
Critical +20: Adds 20 extra points to your crit rate. (Trueblades only)

PERSONAL SKILLS
Personal skills are skills that can be learned regardless of your class, however some of them are Beorc/Laguz only, so pay attention!

Smite: Push a unit by 2 squares if the user's weight is within two of the target.
Wrath: When under 30% HP, your crit rate goes up by +50.
Cancel: Prevents an enemy's next attack.
Nihil: Cancels enemy's battle skills (meaning your skills will not work up against a unit with Nihil)
Shade: Your unit will have less chance to be attacked. (Beorc only)
Fortune: Cancels enemy crit rates. (Meaning, they will not be able to launch a critical attack against you)
Howl: Prevents enemy from moving for one turn when user is attacked indirectly. (Beast tribe Laguz only)
Quickclaw: Deals damage, equal to user's Strength, to enemy when user is attacked indirectly (Beast tribe Laguz only)
Shriek: Reduces enemy's Luck to 0 for one turn when user is attacked indirectly (Hawks and Crows only)
Adept: Allows the user to attack twice in a row.
Resolve: When under 50% HP, Skill and Speed is multiplied by 1.5.
Imbue: Each turn, user recovers HP proportional to their Magic stat (excludes Magic users)
Savior: Skill and Speed are not reduced while carrying an ally.
Celerity: Movement +2
Discipline: Increases rate of gaining Weapon EXP. (Beorc only)
Pass: User can move through enemy units.
Gamble: Doubles crit rate but halves accuracy.
Beastfoe: Attacks do more damage to Beast tribe Laguz.
Birdfoe: Attacks do more damage to Bird tribe Laguz.
Dragonfoe: Attacks do more damage to Dragon tribe Laguz.
Paragon: Doubles gained EXP.
Vantage: User attacks first.
Parity: Ignores both the user and enemy's Skills.
Renewal: Restores 10% of your HP each turn.
Blossom: Increases growth rates at the cost of reducing EXP gained.
Counter: When damaged, the user will inflict 50% of damage taken.
Disarm: Unequips a Beorc enemy. (Beorc only)
Corrosion: Reduces enemy weapon usage by users' level. (Beorc only)
Provoke: Increases chance of getting attacked by the enemy.
Miracle: Halves current HP when hit with a fatal blow.
Nullify: Negates enemy's effective bonus to the user. (Meaning, if an enemy has a weapon that is super-effective against you, it will not be super-effective. lol Pokemon)
Daunt: Enemies within a 3 square radius have Accuracy and crit rate reduced by 5.
Formshift: User can stay transformed, with no regard to the transformation gauge. (Laguz royals only)
Pavise: Negates all damage.


MASTERY SKILLS
Mastery skills are skills you get WHEN YOU PROMOTE ONLY.

Savage: Triples Strength and halves enemy's Skill for one turn. (Wolf Laguz only)
Rend: Multiplies stregnth by 5 and prevents enemy from moving for one turn. (Cat Laguz only)
Roar: Triples Strength and prevents enemy from moving for one turn. (Tiger and Lion Laguz only)
Ire: Triples damage. (Dragon tribe Laguz only)
Astra: Allows you to attack five times in a row. (Trueblades only)
Impale: Damage is multiplied by four. (Sentinels only)
Luna: Triples users' strength, and negates enemy defense. (Marshall)
Sol: Triples damage and user recovers HP equal to damage done to enemy. (Gold Knight, Silver Knight, Valkyrie only)
Flare: Negates Resistance and user recovers HP equal to damage done to enemy. (Arch Sage, Empress, Summoner only)
Stun: Triples damage and prevents enemy from moving for one turn. (Seraph Knight, Dragonlord only)
Deadeye: Triples damage and puts enemy to sleep. (Marksman only)
Colossus: Triples strength. (Reaver only)
Tear: Triples strength and halves enemy's speed for one turn. (Hawks and Crows only)

AFFINITIES


Did you think that this little escapade was over? Nope, we still need to cover affinities! Affinities are rather simple. They're these little tags that give you a terrain bonus if the terrain matches your affinity. Anyway, the affinities are:

Fire, Water, Wind, thunder, Heaven, Earth, Light, and Dark. Aside from terrain bonus, they don't really have other purposes.

RULES



Well, this post is still a-going! Now that you know pretty much everything you need to know about Fire Emblem and how to properly translate your non-Fire Emblem characters into a Fire Emblem setting, now's time to get to translating! After you're done with that, read these rules and make sure your character(s) conforms to them.

1. Only THREE characters are allowed, however, if you play as an official Radiant Dawn character (ex, Ike is an official Radiant Dawn character), then they do not count. There's a lot of them.

2. MAKE SURE YOUR CHARACTER ONLY HAS THREE SKILLS. The skills from the Class list are automatic, so you can have two personal skills and ONE mastery skill.

3. No making up classes. If you're having a hard time figuring out what class your character goes to, ask myself or Nova, and we'll figure it out for you. If you have a character that fights with weapons but has the ability to transform into an animal, you can enter them with both fighting styles, however weaknesses will still apply. If you have a character that transforms into an animal but is not the same as the Laguz mentioned above, ask Nova or I about it and we'll categorize it for you.

4. No God-modding. I presume this is fairly obvious.

5. Don't have your character bring in a weapon they say is special, when in all reality it's normal, but you don't want their weapon to break. There are staves that can fix near-broken weapons, and there are shops to buy new ones. It's not like this rpg is going to affect future rpg's if your weapon breaks.

6. THIS RULE IS IMPORTANT. We do not want to stray from the main storyline of Radiant Dawn any more then we have to. THIS MEANS THAT IKE WILL PREFORM THE FINISHING BLOW ON THE FINAL BOSS, JUST LIKE IN THE GAME. I know that this is kind of a lame rule, but we want this to stay canon. If anyone tries to break this rule, then the final boss will regain all of her HP (just like in the game), and we'll have to start all over again.

7. I KNOW I DID NOT MENTION THIS IN THE ACTUAL WEAPONS PART. If your weapon breaks, don't think you can waltz into this thread and pick one of the best weapons for your character to use next. Weapons have ranks, and the more powerful the weapon, the higher the rank. Throughout the rpg, we'll keep tabs on weapon ranks and tell you when you can move onto a better weapon. Again, it's like this in the game and we want to stay canon. Also, I did list a few items that there is only one of, so if it's gone, it's gone. Please don't complain.

And I think that's it. If you have any questions, ask either Nova, 64, and I, and we'll answer them to the best of our ability. I apologize for making you all have to read this monster of a post. ._.

LOTS OF CREDIT GOES TO SERENESFOREST.NET FOR THE INFORMATION. CREDIT GOES TO NOVA AND 64 TOO.
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Post by Nova Sun Jan 23, 2011 8:00 pm

Well, I'll enter my non-official characters. :3

Name: Nova Spiritfox
Gender: Female
Affinty: Darkness
Race: Laguz***
Class: Necromancer*
Level: 3
Wepon Type: Dark**
Wepon Rank: A
Wepons:

Whispeir
Rank: A
Mt: 9
Ht: 85
Crit: 5
Weight: 1
Range: 1-2
Uses: infinate

Soul Savage
Rank: C
Mt: 5
Hit: 75
Crit: 0
Weight: 17
Range: 3-10
Uses: 5

Soul Reaper
Rank: SS
Mt: 16
Hit: 90
Crit: 10
Weight: 11
Range: 1-2
Uses: 15

Other Items:
Vulnerary

Starting stats:
HP: 40
Str: 6
Def: 10
Mag: 23
Res: 15
Spd: 15
Luck: 12
Cn: 4
Wt: 3
Move: 7

* - Necromancer was a class in a preveious Fire Emblem game(Fire Emblem 8: The Sacred Stones)

** - Unable to use dark magic tomes
*** - unable to transform

Skills:
Shove
Beastfoe
Daunt
_________________________________________________________________________________________

Name: Rose Wildfox
Gender: Female
Affinity: fire
Race: Laguz***
Class: Falcon Knight
Level: 12
Wepon type: Lance, Sword
Wepon levels:
Lance: S
Sword: C
Wepons:

Roar(Rose only) :
Rank: SS
Mt: 15
Hit: 80
Crit: 5
Weight: 10
Range: 1-2
Uses: 20

Lycoris Sword(Rose only) :
Rank: -/persenal
Mt: 9
Hit: 85
Crit: 30
Weight: 8
Range: 1
Uses: 30

Other items:
Connection, Elixir

Starting stats:
HP: 40
Str: 21
Mag: 11
Spd: 26
Skill: 24
Luck: 18
Def: 20
Res: 22
Move: 9
Cn: 7
Wt: 23

Skills:
Canto
Nullify
Pavise
Stun****

*** - unable to transform
**** - once promoted


Last edited by Nova on Thu Feb 10, 2011 10:11 pm; edited 4 times in total (Reason for editing : Slightly more detail)
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Post by Demon Lord Ghirahim Thu Jan 27, 2011 7:59 pm

All right Deku, We'll reserve a spot for you.

Now it's time to dump my characters in here.

Name: Celestia Kyoka
Gender: Female
Affinity: Dark
Race: Twilian*
Class: Mage fighter**
Level: 5
Weapon type: Sword, Anima magic
Weapon rank: Sword: A, Magic: Fire: B, Thunder: A, Wind: B
Weapons:

Divine Beast Blade: (Celestia only, cannot be dropped or stolen)
Rank: SS
Mt: 20
Ht: 100
Crit: 5
Weight: 10
Range: 1
Uses: Infinite

Killing Edge

Items:
Twilight Brace (Celestia only, cannot be unequipped, dropped, or stolen)
Concoction
Vulenary

Starting stats:
HP: 36
Str: 9 (+15 when using the Twilight Brace [Only lasts 3 turns once activated], +5 when the Divine Beast Blade is equipped)
Def: 8
Mag: 16
Res: 12
Spd: 7
Luck: 6
Cn: 5
Wt: 23
Move: 5

Skills:
Critical+10
Fortune
Renewal

*Twilians are the cross of a Twili and a Hylian.
**Mage Fighter is a class in a previous FE game.

Name: Jalen Kortar
Gender: Male
Affinity: Water
Race: Twili
Class: Halberdier
Level: 5
Weapon Type: Lance
Weapon Rank: A
Weapons:

Spider Lance:

Rank: A
Mt: 10
Ht: 98
Crit: 5
Weight: 12
Range: 1
Uses: Infinite

Other items
Twilight Guard (Jalen only, cannot be unequipped, dropped, or stolen)
Vulenary

Starting stats:
HP: 38
Str: 14
Def: 13
Mag: 10 (+15 when the Twilight Guard is in use)
Res: 10
Spd: 9
Luck: 11
Cn: 6
Wt: 16
Move: 6

Skills:
Critical+5
Guard
Adept

Name: Angel "Europa"
Gender: Female
Affinity: Heaven
Race: Angel
Class: Falconknight
Level: 4
Weapon Type: Lance
Weapon Rank: S
Weapons:

Europa's Gilded Lance (Angel only, cannot be dropped or stolen)

Rank: SS
Mt: 18
Ht: 94
Crit: 4
Weight: 10
Range: 1
Uses: Infinite

Brave Lance

Other items:
Vulenary

Starting stats:
HP: 30
Str: 6
Def: 9
Mag: 10
Res: 8
Spd: 13
Luck: 7
Cn: 5
Wt: 25
Move: 9

Skills:
Canto
Nullify
Nihil

EDIT: I swapped Queta for Angel, because it would be hilarious to see the Heron's reactions to her as she has two of the three Heron Royal traits. (Green eyes and white wings)


Last edited by TheTinyImp on Thu Jul 14, 2011 11:19 pm; edited 1 time in total
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Post by Black-Wolf Fri Feb 04, 2011 9:46 pm

I'm still putting in Kali, Cleo, June. And I really need help with properly traslating them into the Fire Emblem setting.
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Post by Demon Lord Ghirahim Sat Feb 05, 2011 12:49 pm

Black-wolf wrote:I'm still putting in Kali, Cleo, June. And I really need help with properly traslating them into the Fire Emblem setting.
I'll help you with that, as much as I can.
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Post by Black-Wolf Sat Feb 05, 2011 9:34 pm

TheTinyImp wrote:
Black-wolf wrote:I'm still putting in Kali, Cleo, June. And I really need help with properly traslating them into the Fire Emblem setting.
I'll help you with that, as much as I can.

Alright, thanks. Just to let you know, Kali and June's swords can't break.
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Post by Demon Lord Ghirahim Sat Feb 05, 2011 11:32 pm

Black-wolf wrote:
TheTinyImp wrote:
Black-wolf wrote:I'm still putting in Kali, Cleo, June. And I really need help with properly traslating them into the Fire Emblem setting.
I'll help you with that, as much as I can.

Alright, thanks. Just to let you know, Kali and June's swords can't break.
I figured as much. You still need to make a post like Nova and I did though.
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Post by Black-Wolf Sun Feb 06, 2011 5:52 pm

Here are my characters

Name: Kali Quanil
Gender: Female
Affinity: Dark
Race: Sheikah
Class: Fighter mage
Level: 5
Weapon type: Sword, Dark magic
Weapon rank: Sword: A, Dark magic: A
Weapons:

Kali's sword: (Kali only, cannot be dropped, stolen, or break)
Rank: A
Mt: 16
Ht: 98
Crit: 5
Weight: 10
Range: 1
Uses: Infinite

Iron dagger

Items:
Vulenary

Starting stats:
HP: 36
Str: 9
Def: 8
Mag: 18
Res: 14
Spd: 15
Luck: 10
Cn: 4
Wt: 15
Move: 7

Skills:
Critical+10
Adept
Shove


Name: Cleo Raelen
Gender: Female
Affinity: Dark
Race: Sheikah
Class: Fighter mage
Level: 8
Weapon type: Sword, Anima magic
Weapon rank: Sword: A, Magic: Fire: A Thunder: B, Wind: B
Weapons:

Killing Edge
Steel dagger

Items:
Vulenary

Starting stats:
HP: 38
Str: 9
Def: 8
Mag: 18
Res: 13
Spd: 15
Luck: 11
Cn: 5
Wt: 13
Move: 7

Skills:
Critical+10
Fortune
Shove


Name: June Lanagro
Gender: Female
Affinity: Fire
Race: Hylian
Class: Mage fighter
Level: 5
Weapon type: Sword, Anima magic
Weapon rank: Sword: A, Magic: Fire A, Thunder: C, Wind: C

Weapons:

The Shadow Blade: (2x Attack, June only, cannot be dropped, stolen, or break)
Rank: SS
Mt: 20
Ht: 100
Crit: 5
Weight: 8
Range: 1
Uses: Infinite

Elfire

Items:
Vulenary

Starting stats:
HP: 36
Str: 6
Def: 7
Mag: 16
Res: 12
Spd: 15
Luck: 11
Cn: 3
Wt: 16
Move: 7

Skills:
Critical+10
Insight
Steal


Last edited by Black-wolf on Sat Mar 05, 2011 9:52 pm; edited 3 times in total
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Post by Link64 Sun Feb 06, 2011 6:57 pm

TP, set me a Hero class Laguz Twilight Princess-Link. Try to account for all his weapons and skills. Frankly, I want him to be Ike-good. As the main character of his series, I think he should at least have that! But I know your gonna balance him out to prevent being broken.

Also....save me a place for 1 other character I want to add. I'll do all his stats myself!
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Post by Demon Lord Ghirahim Sun Feb 06, 2011 9:29 pm

Link64 wrote:TP, set me a Hero class Laguz Twilight Princess-Link. Try to account for all his weapons and skills. Frankly, I want him to be Ike-good. As the main character of his series, I think he should at least have that! But I know your gonna balance him out to prevent being broken.

Also....save me a place for 1 other character I want to add. I'll do all his stats myself!
All right, I'll do it the next time I can get on the computer. (Since I have to leave in a few minutes) I'll try my best to make him Ike-awesome but not broken. Razz
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Post by Demon Lord Ghirahim Thu Feb 10, 2011 10:32 pm

I apologize in advance for the double post.

Name: Link
Gender: Male
Affinity: Heaven
Race: Hylian
Class: Hero
Level: 10
Weapon type: Sword, Axe, Bow
Weapon rank: Sword: S, Axe: B, Bow: A

Weapons:
Master Sword (Link only, cannot be dropped or stolen)
Rank: N/A (Personal Sword, no rank)
Mt: 20
Hit: 80
Crit: 6
Wt: 15
Range: 1
Uses: Infinite

Hero's Bow (Link only, cannot be dropped or stolen)
Rank: A
Mt: 17
Hit: 95
Wt: 6
Range: 1-2
Uses: Infinite

Ball and chain (Cannot be dropped or stolen)
Rank: B (weapon type is Axe)
Mt: 20
Hit: 60
Wt: 20
Range: 1-2
Uses: Infinite

Gale Boomerang (Cannot be dropped or stolen)
Rank: N/A (Anyone can use it)
Mt: 9 (effective against flying units or bird-tribe Laguz)
Hit: 95
Wt: 3
Range: 1-2
Uses: Infinite

Starting stats:
HP: 39
Str: 8
Mag: 5
Skl: 13
Spd: 14
Def: 9
Res: 4
Cn: 10
Wt: (With Master Sword equipped) 25, (With Hero's bow equipped) 16, (With Ball and Chain equipped) 30, (With Gale Boomerang equipped) 13*
*Note: I'm allowing Link to Hammerspace. This means that when he's using a weapon, all of the others have 0 Wt cause they're in his pockets that can carry everything AND the kitchen sink. Because of this, everyone that has an ability to store things in a Hammerspace-like way, is allowed to Hammerspace. However, you're only allowed four weapons and four items, so remember that. I've already cleared this with Nova.

Items:
Lantern (+2 vision when equipped, can be used to light fires) (4 turns only)
Horse Call (Allows Link to mount)
Bottle (Red Chu Jelly) (Restores 20 HP)
Bottle (Bee Larvae) (Restores 10 HP)

When Link is mounted, his stats remain the same, however his Wt is 38. Also, his Shove Skill is replaced with Canto.

Skills:
Shove
Nihil
Counter

Name: Link (Can transform only when Celestia gives him the Twilight Crystal)
Gender: Male
Race: Laguz* (Wolf)
Class: Beast Tribe
Level: 10
Weapon type: Strike
Weapon rank: S
Transformation gauge: 30 (Goes down in increments of 3 every turn)

Weapons:
Fang

Items:
Same as Hylian

Starting stats:
Same as Hylian

Skills:
Shove
Daunt
Quickclaw

And I think that's it. 64, feel free to change things you don't agree with. I really did try to not make him broken, but I think I did. Oops.
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Post by Link64 Sat Feb 12, 2011 11:01 pm

You limited him to four weapons! Think how bad he would be if he had all of them!

Hmm.... Of course.....I've been playing Shadow Dragon lately....and the idea of class changing between battles made me think....Limiting Link's weapons sounds best, but what if he was limited to 3 in battle, but could switch out said weapons before each chapter. Same with his tunics and the like. Making him more limited on the battle field, but more customizable to the situation needed in the before hand.

Allowing Link to switch things like Tunics or Weapons before battle based on Soren's knoweldge of the enemy or Terrain would allow us to limit him in battle, while still granting him the customizability he's renowned for.
We know we'll be faced with Hawk Laguz, so I switch for the Gale Boomerang and Arrows (essintially making me an archer) before battle but can't switch during. I know we're faced with Knights and Generals, so switch out Sword, Bow, and Boomerang for Chain Mace, Bombs, and Iron boots (or clawshot maybe!). But can only use them at said time. (Well...Iron boots would be more of an equip item, limit mobility, increase weight greatly, immuned to shove. So on and so forth.)

I don't know, I'd hate to ruin everything you thought up and make you work on more weapon stats, but the idea just struck me as fitting. He can be just as felxible as always with his mountain of tools, but still limited on the battle field to the options he takes with him.
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