Character Creation Guide

The Immortal Ties campaign world is built on top of Fantasy Flight's Edge of the Empire roleplaying system, thus 95% of the character creation process is identical to that system. However, some changes have been made to better form the system to the world of Fire Emblem. Thus, this page explains some of the changes made, and also serves as a guide to the character creation process.

Character Background

The very first step to creating a character is simply coming up with who that character actually is. This part of the process requires absolutely no messing with states, attributes, or anything else and all you really need is your brain, information on the world of the campaign, and perhaps a means to take notes so you do not end up forgetting anything. Ultimately, what it comes down to is figuring out what you want to play, and once you have that down, you can start to build the idea into a living, playable character that can then be used in the world of the campaign.


All characters start with 5 Obligation. What this means is there is something about them either as a person, or in their backstory, that may cause some stress or other issues if it ultimately comes up in the scope of the campaign. What that potential stressor is is ultimately determined by you. For instance, they could be addicted to a specific substance, or they could perhaps be on the run. The options in that regard are pretty open.

You can also increase your obligation by an additional 5 to a max of 10. If you do so, you have the option of gaining either an additional 1,000 gold, OR 5 XP. It is all or nothing, so you can't take partial gold and partial experience. Note that it is not necessary to increase your obligation at all and you can leave it at the base 5. In fact, there is less chance of it rolling up if you do.

Selecting a Race

Once you have a rough idea of who you want your character to be, the next step is selecting what race they belong to. In many cases, your race will ultimately be determined by what type of character you have built in your mind's eye. The list of possible character races can be found on the races page. It should be noted that there are really only two overarching races—humans and shifters. However, the shifter race is ultimately divided into a variety of different tribes based on the animal they can shift into, and also whether or not the animal in question is a predator or prey animal. Predatory shifters are referred to as "Laguz" while prey shifters are referred to as "Taguel". Dragon shifters have a name of their own and are referred to as "Manaketes."

Each race in the races category has information about that race in question. Most notably, the page has the race's starting characteristics, starting Wound and Strain thresholds, the base experience points a member of that race has to spend at creation, and any abilities a character of that race ordinarily starts with—which is typically a free rank in a skill or a free talent. It's that information that you will be taking note of, as that's the baseline your character will be starting at that will later be altered via investing experience points.

Selecting a Class

After your race is chosen, the next step is to choose what class your character has taken on. The options can be found on the classes? page. At character creation, a character can only have one of the base (tier 1) classes, though as the character gains more experience throughout the campaign, they can eventually take on one of the master (tier 2) classes. At character creation, a character is given the option of a single tier 1 class for free, though additional tier 1 classes can be purchased with experience at a later time.

Class Page Breakdown

Each class page is made up of three core components: the class skills, the class talent tree, and the advancement options. Class skills are skills that tend to come naturally for the class, thus they are ultimately cheaper to increase when it comes time to invest experience points. You also get to choose six of these 10 to have a free rank in at character creation. In the Immortal Ties world, there is also a choice in weapon skill that each player makes when they take that particular class, which reflects the weapon specialties classes tend to have in the Fire Emblem world. Each of the weapon skills also has a number next to them, which reflects the max rank a particular weapon skill can be elevated to—even beyond character creation. If a weapon skills denotes "Axes 3" then your Axes skill can only ever reach rank 3, unless that max is elevated at a later time (normally through acquiring a tier 2 class). A weapon skill's rank also determines the level of weapons that character can use, which correlates quite nicely with the letter weapon ratings of Fire Emblem:

  • Rank 0 = E
  • Rank 1 = D
  • Rank 2 = C
  • Rank 3 = B
  • Rank 4 = A
  • Rank 5 = S

The talent tree section of the class page shows the progression of talents that you can purchase. Like in Edge of the Empire, you must follow a path, thus you can only purchase talents that are connected to a talent you have previously purchased. However, unlike in Edge of the Empire, the Immortal Ties world encourages picking a path and sticking with it, thus a primary change for Immortal Ties is that if you want to go back and get another skill from a "level" you have already purchased one on, it costs more. For that breakdown, please reference the main class page?.

Finally, the advancement options show the tier 2 classes the base class has the potential of becoming, so if you have your eyes set on a particular master class, make sure the base class you are choosing has the potential to become it!

Investing Experience Points

Now comes the fun part! Once you have determined your race and your class, you can start to spend your starting experience (as determined by your class) on increasing your characteristics, skill ranks, and buying talents on your class tree. It should be noted that character creation is the only time you can increase your characteristics freely with experience! The only way to later is to purchase the appropriate talent on your class tree.

Raising a characteristic costs the resulting characteristic score x 10. So, for instance, if you want to raise a characteristic from a 2 to a 3, it would cost 30 experience points. If you want to then get it to 4, it costs an additional 40. You cannot simply jump from 2 to 4 for 40, you must buy each interval in between separately. Thus, raising a characteristic from 2 to 4 would actually cost 70 experience points.

Skill ranks can be increased anytime you have experience to spend as long as you choose to invest experience in them. Like characteristics, the cost increases based on the rank you are trying to acquire, but all skills, at base, start at 0 ranks. If a skill is a class skill, it is ultimately cheaper to increase than other skills. The cost to increase a skill is the resulting rank x 5 for a class skill (so leveling from rank 0 to rank 1 in a class skill would only be 5 experience points), or the resulting rank x 5 + 5 for a non-class skill (rank 0 to rank one in a non-class skill would be 10 experience points). Like characteristics, you must purchase every interval in-between. At character creation, no single skill can be elevated above rank 2.

Finally, you can also purchase class talents. Like with skills, you can purchase talents whenever you have experience to spend. However, as mentioned above, you must follow a path on your class tree. The first talent on a class tree (which costs 5 experience points), of course, is the start of that path. It then continues to branch off until you get to the end. If you later end up completing a path (or even before you do!) you can then go back and start another path on the same class tree (at an increased cost), or acquire a new class—be that a master class if you meet the requirements, or a new base class.

Determining Derived Attributes

If you are familiar with Edge of the Empire it may seem like there is not a whole lot different, and up to this point, you would be right. However, there are a few changes to derived attributes to keep with the Fire Emblem feel of the game. Derived attributes are all linked to a specific characteristic, which you likely spent experience points increasing in the previous step.


Your character's Brawn is their sheer physical strength, and it is attached the the following derived attributes:

Physical Weapon Damage

The damage you deal with physical weapons. Your Brawn ultimately gets added to physical attacks that have a + sign by the damage number on the weapons table located on the armory page.


Defense is the replacement for Edge of the Empire's Soak, and it ultimately protects from physical damage. When physical damage is taken, it is reduced by your Defense value.

  • Defense = Brawn + Armor's Defense

Wound Threshold

Your Wound threshold is the amount of damage one can take before you are defeated. It is determined by the race you chose, and can be found on the race page. It is a stagnant number plus your Brawn.


Agility represents how quick and agile your character is and, unlike in Edge of the Empire, Agility ultimately makes it more likely you are able to avoid attacks, which is denoted by your Evasion score.


Evasion ultimately makes your character hard to hit, and you add 1 Setback Die per level of Evasion to all attacks made against you.

  • Evasion = Agility - 2 (a negative Evasion adds 1 Boost Die per negative level to all attacks made against you)


Cunning represents how clever and quick your character is mentally, and as a result, a higher Cunning means your character is more likely to land a Critical Hit.

Critical Rating

Your Critical Rating represents your ability to land devastating blows, and it reflects the number of Advantages needed to inflict a Critical Injury. In this case, the lower the number, the better!

  • Critical Rating = 6 - Cunning. Your Critical Rating cannot be lowered beyond 1, and instead you generate an automatic Advantage if your Critical Rating would be dropped below 1.

Intellect, Willpower, and Presence

The three mental stats represent a variety of different things, but ultimately the highest among them affects the following derived attributes. Ultimately, that means characters are not punished for raising a mental stat that is not attached to an attribute.


Resistance is similar to Defense, except it guards against magical assaults. When magical damage is taken, it is reduced by your Resistance value.

  • Resistance = Intellect, Willpower, Presence (whichever is higher) + Armor's Resistance

Strain Threshold

Strain represents the amount of stress your character can take before they become incapacitated, and like Wounds, your starting Strain threshold is determined by the race you chose. It is a stagnant number plus your Intellect, Willpower, or Presence (whichever is higher).

Purchasing Equipment

The last stage of character creation involves figuring out what possessions your character happens to have. This process is streamlined quite a bit from Edge of the Empire because there are not a ton of things to choose from, and some possessions are given to you for free based on your chosen class. For instance, your armor is selected from a series of options based on your class, and it is given to you for free (though, of course, if you want to get a different type of armor at a later date, it must be purchased as normal). Likewise, all characters begin with a single Rank E weapon they are able to use, and a transportation option (such as a single horse, a carriage, or something else that makes sense) at no additional cost.

At base, all characters start with 3,000 gp that can be spent freely.

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Page last modified on August 28, 2017, at 10:21 PM