Fire Emblem d20 Ruleset (WIP)
Oct 21, 2014 8:18:08 GMT -6
Post by Deleted on Oct 21, 2014 8:18:08 GMT -6
HP
Strength
Magic
Skill
Speed
Luck
Defense
Resistance
Roll 1d6 + 15 to figure out your starting HP. (16-21 Starting HP)
Roll 1d6 + 1 for each stat, in order. (2-7 Starting Stats)
Modifiers (Whee!) You must pick one positive and one negative, or you can choose to not take either.
These affect your starting stats along with your growth rates and your cap in the skill.
Starting Stat Effect
HP +5/-3
Luck +4/-2
Other +2/-1
Stat Cap Effect (Primary Stat gets +4/-2, Secondary Stats get +2/-1)
HP Str +1/-1, Mag +1/-1, Skl 0, Spd 0, Luk +2/-1, Def +2/-1, Res +2/-1
Strength (Primary Stat: Strength, Secondary Stats: Skill and Defense)
Magic (Primary Stat: Magic, Secondary Stats: Speed and Resistance)
Skill (Primary Stat: Skill, Secondary Stats: Strength and Defense)
Speed (Primary Stat: Speed, Secondary Stats: Skill and Luck)
Luck (Primary Stat: Luck, Secondary Stats: Strength and Magic)
Defense (Primary Stat: Defense, Secondary Stats: Luck and Resistance)
Resistance (Primary Stat: Resistance, Secondary Stats: Magic and Speed)
Stat Growth Effect
Default Rates are HP 80%, Str 55%, Mag 50%, Skl 50%, Spd 50%, Luk 55%, Def 40%, Res 30%
HP changes +15%/-15% HP, +5%/-5% Def and +5%/-5% Res
All other stats give +10%/-10% Primary Stat, +5%/-5% Secondary Stat
Leveling up
Roll 1d100 and if the result is UNDER your character's growth rate percent, they gain a point.
In the cases of having a growth score over 100%, you automatically gain a point then roll the second point with minus 100.
Default stat caps are 60 for HP, 40 for Luck and 35 for all other stats (Remember these are affected by your choices)
Strength
Magic
Skill
Speed
Luck
Defense
Resistance
Roll 1d6 + 15 to figure out your starting HP. (16-21 Starting HP)
Roll 1d6 + 1 for each stat, in order. (2-7 Starting Stats)
Modifiers (Whee!) You must pick one positive and one negative, or you can choose to not take either.
These affect your starting stats along with your growth rates and your cap in the skill.
Starting Stat Effect
HP +5/-3
Luck +4/-2
Other +2/-1
Stat Cap Effect (Primary Stat gets +4/-2, Secondary Stats get +2/-1)
HP Str +1/-1, Mag +1/-1, Skl 0, Spd 0, Luk +2/-1, Def +2/-1, Res +2/-1
Strength (Primary Stat: Strength, Secondary Stats: Skill and Defense)
Magic (Primary Stat: Magic, Secondary Stats: Speed and Resistance)
Skill (Primary Stat: Skill, Secondary Stats: Strength and Defense)
Speed (Primary Stat: Speed, Secondary Stats: Skill and Luck)
Luck (Primary Stat: Luck, Secondary Stats: Strength and Magic)
Defense (Primary Stat: Defense, Secondary Stats: Luck and Resistance)
Resistance (Primary Stat: Resistance, Secondary Stats: Magic and Speed)
Stat Growth Effect
Default Rates are HP 80%, Str 55%, Mag 50%, Skl 50%, Spd 50%, Luk 55%, Def 40%, Res 30%
HP changes +15%/-15% HP, +5%/-5% Def and +5%/-5% Res
All other stats give +10%/-10% Primary Stat, +5%/-5% Secondary Stat
Leveling up
Roll 1d100 and if the result is UNDER your character's growth rate percent, they gain a point.
In the cases of having a growth score over 100%, you automatically gain a point then roll the second point with minus 100.
Default stat caps are 60 for HP, 40 for Luck and 35 for all other stats (Remember these are affected by your choices)