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Fire Emblem: Arrested Respite House Rules

Aug 11th, 2014
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  1. 1.3 Rulebook
  2.  
  3.  
  4. - Supports and Terrain give RES in addition to DEF, and MAG in addition to STR if applicable.
  5. - Items may be unstacked and restacked as pleased, but only if it could be stacked in the first place.
  6. - Trading: Each unit may initiate only one trade before their action (note action is divorced from move). If the unit can canto, they may instead trade after their action.
  7. - Repairing: When in town (or with the right skill), pay (Original Item Cost * x% of QL Missing). There is a (31-Luck)% chance of it still repairing the item, but removing 10%[Ceiling] max QL. If the weapon is has zero QL, it costs x2 the original cost to fix. If the weapon gained a Max QL of 0, its beyond normal repair. People say though that there is powerful magic that can mend any blade anew.
  8. - Reforging: When in town, take a weapon you already own and pay 2x times the cost of the item you wish to reforge it into (provided said item is available for sale in town). This must be a weapon of the same category and subcategory as the weapon to be reforged. The weapon is turned into said weapon, keeping any familiarity gained from use of the weapon. The percentage of lost Max QL from repairs is applied to the new weapon, with a minimum of one lost Max QL. There is a (31-Luck)% chance of it losing 10%[Ceiling] max QL from the reforging process.
  9. - Shoving: You may push an adjacent friendly unit one square (in the opposite direction you're next to them) if your AID is greater than their CON, and there is no defensive terrain or inaccessible terrain there. This counts as an action.
  10. - Swap/Shuffle: Two adjacent allied units may swap places if both consent to the swap. This uses both of their move for the turn.
  11. - Units with a staff or performance 'weapon' may swap to a usable weapon of their choice when assaulted, the swap only takes place for the duration of the assault.
  12. - Critical hits play out as they did in 1.20
  13. - Effective weapons are x3 MT of the weapon instead of x2, with Crossbows/Guns being x2.
  14. - All enemies retain class skill(s) if they would normally be retained.
  15. - A player unit has three "Wound" points, and each time they get brought up from being downed they lose a point, this stops at zero. They may be downed for a total number of rounds equal to their "Wound" point upon being downed, to a minimum of one round. They gain an additional point for every five CON. This resets every map.
  16. - A class's preferred skills have a cap of four points higher than the base, with the HP preferred skill instead having a cap of ten points higher.
  17. - Wind magic is no longer effective against Wyverns
  18. - A unit has a base inventory space of 4, every 5 CON, they gain an additional inventory space.
  19. -- When a unit is mounted, they instead gain an additional inventory space every 5 WGT. When they dismount, any items that can't fit in the inventory is left with the mount.
  20. - A unit may use an item on an adjacent allied unit.
  21. - The level cap for first class is now 30, trainee being 35. Level caps are adjusted to that of a prestige for each of the two.
  22. - At level five and every level after, a trainee has the option to promote to a first class. First class has a similar option at level twenty and beyond.
  23. - Every 10% in both MAG and STR gives an extra 5% progression to be spent however as one wishes, respecting progression caps. This maxes at 70%, at an extra 35%.
  24.  
  25. - Weapon Familiarity: Every 20 uses of a weapon used garners one point of Weapon Familiarity. The point can be spent on the following to bolster the weapon at any time (note these bonuses are only gained when used by the unit that gained the familiarity):
  26. -- +1 MT
  27. -- -1 WT
  28. -- +5 HIT
  29. -- +2.5 Crit
  30. -- Every five points of weapon familiarity grants +5 EVA to the unit that gained said points as long as the weapon is wielded (or when nothing is equipped, in the case of Unarmed).
  31.  
  32. - New/Edited Skills:
  33. - Alchemist: Free; The unit with this skill is able to create potions between maps if they have the proper ingredients.
  34. - Blacksmith: Free; The unit with this skill is able to do repairs between maps by paying the regular monetary cost.
  35. - Blossom: Free; This unit selects a 3rd preferred stat with lowest priority. If the chosen stat becomes a class preferred
  36. stat, select another.
  37. - Aptitude: Free; This unit adds 5% progression onto every stat that can gain progression. This may exceed the limits on
  38. progression.
  39. - Potential: Free; This skill has both the effects of Aptitude and Blossom, but the character with this skill skips every
  40. fourth level. This skip is not counted as a level.
  41. - Parity: Removed.
  42. - Disarm: Now a Cost Skill
  43. - Weapon Saver: Now a Free Skill
  44. - Daunt: Penalty reduced to 5 for Hit, Eva, and Crit.
  45. - Discipline: Lowers uses needed to gain a point of Weapon Familiarity by 5, in addition to its usual effect.
  46. - Ignis: Free; (SKL+LCK)% chance of adding half STR to magical attacks or half MAG to physical attacks each hit.
  47. - Glacies: Cost; (SKL+LCK)% chance of adding half DEF to magical attacks or half RES to physical attacks on each taken hit.
  48. - Sol: Free; (SKL+LCK)% chance of healing half damage done on each hit.
  49. - Luna: Cost; (SKL+LCK)% chance of ignoring half the defensive stats of enemy on each hit.
  50.  
  51.  
  52. - Class Edits:
  53. - Nomad Healer: Medicine Man: Can use ingredients instead of money if wished, and automatically gains alchemist. If they
  54. already had alchemist, they can get another free skill.
  55. - Thief: Instead of Overdeveloped Sense of Self-Preservation, they instead get Footpad: When this unit steals or opens a lock
  56. (of any kind), if they have leftover move they may use it to move as per the canto ability. This may allow them to trade after
  57. their action.
  58. - Bishop: Their shield may absorb an amount of attacks aimed inside equal to (((RES + MAG)/10)x2) rounding down, this is
  59. called the shield's durability. The shield is static, once placed it may not move. Allies may enter and leave freely. Attacks
  60. within the shield count against the shield's durability. Each round the shield is active, it loses a point of durability. The
  61. bishop cannot use this skill while a shield is active.
  62. - New Classes; Tactician and promotes: http://pastebin.com/6Z97ExWd
  63. - Spy: Their proficiency is now Bow/Sword Subcategory (C), Bow/Sword (D) depending on whether they promoted to the class from
  64. either an archer trainee or a thief trainee respectively. A spy chosen as first class without going through trainee may choose
  65. as they wish. Vision is able to see through walls.
  66. - Horseback, Pegasus, Wyvern: All these special abilities lose their MOV bonus when indoors.
  67. - Knight: Hold the line has been changed. Now, its a passive ability that removes any remaining move an enemy might have if
  68. they enter into melee range with the knight.
  69.  
  70. - New/Edited Items:
  71. - Chest Key: A 1 QL item that opens any chest.
  72. - Door Key: A 1 QL item that opens any door.
  73. - Chest Key Ring: A 5 QL item that opens any chest. (Replaces Chest Key)
  74. - Door Key Ring: A 5 QL item that opens any door. (Replaces Door Key)
  75.  
  76. - Metal Draft: A 3 QL item that raises DEF by 6 for 3 rounds. Each round this bonus drops by 2.
  77. - Pure Water: A 3 QL item that raises RES by 6 for 3 rounds. Each round this bonus drops by 2.
  78. - Muscle Tonic: A 3 QL item that raises STR by 6 for 3 rounds. Each round this bonus drops by 2.
  79. - Imbued Tea: A 3 QL item that raises MAG by 6 for 3 rounds. Each round this bonus drops by 2.
  80. - Steady Brew: A 3 QL item that raises SKL by 6 for 3 rounds. Each round this bonus drops by 2.
  81. - Bitter Drink: A 3 QL item that raises SPD by 6 for 3 rounds. Each round this bonus drops by 2.
  82. - Lucky Liquor: A 3 QL item that raises LCK by 6 for 3 rounds. Each round this bonus drops by 2.
  83. - Fortifying Tincture: A 3 QL item that raises CON by 6 for 3 rounds. Each round this bonus drops by 2.
  84. - Healthy Salve: A 3 QL item that raises Max HP by 15 for 3 rounds. Each round this bonus drops by 5.
  85. - Jittery Juice: A 3 QL item that raises EVA by 15 for 3 rounds. Each round this bonus drops by 5.
  86. - Focusing Drug: A 3 QL item that raises HIT by 15 for 3 rounds. Each round this bonus drops by 5.
  87. - Wrath Extract: A 3 QL item that raises CRIT by 15 for 3 rounds. Each round this bonus drops by 5.
  88. - Satisfying Spirit: A 3 QL item that raises DODGE by 15 for 3 rounds. Each round this bonus drops by 5.
  89.  
  90. - Smelling Salt: A 3 QL item has 100% prevention/cure of Sleep and Fear for 3 rounds. Each round the %'s drops by half.
  91. - Fragile Bone: A 3 QL item has a 100% prevention/cure of Paralyze and Silence for 3 rounds. Each round the %'s drops by half.
  92. - Antitoxin: A 3 QL item has a 100% prevention/cure of Poison and Scurvy for 3 rounds. Each round the %'s drops by half.
  93. - Memorable Memento: A 3 QL item has a 100% prevention/cure of Berserk for 3 rounds. each round the %'s drops by half.
  94. - Slate Pearl: A 3 QL item has a 100% prevention/cure of Stone for 3 rounds. Each round the %'s drops by half.
  95. - Nul Needle: A 3 QL item has a 100% prevention/cure of any ailment for 3 rounds. Each round the %'s drops by half.
  96.  
  97. - Panacea: A 1 QL item has a 100% prevention/cure of any ailment and heals 100% HP for 3 rounds. Each round the %'s drop by
  98. half.
  99. - Vulnerary: A 3 QL item that heals 10 HP for 3 rounds. Each round the amount healed drops by half.
  100. - Concoction: A 3 QL item that heals 30 HP for 3 rounds. Each round the amount healed drops by half.
  101. - Elixir: A 3 QL item that heals 100% HP for 3 rounds. Each round the amount healed drops by half.
  102. - Potion: A 3 QL item that restores the number of times someone may be downed for 3 rounds. Each round it restores it by one
  103. point.
  104.  
  105. - Poison: A 3 QL item that causes the currently equipped weapon to cause poison on its next successful hit.
  106.  
  107. - Stat Boost Items: Cannot be used, give boost when held. (Replaces Stat Boosts)
  108.  
  109. - Hammerne: Fully restores an item to its full QL, as well as restoring Max QL to its normal for said item.
  110.  
  111. - Alchemy: http://pastebin.com/NbaWeVBS
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