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ELH
VERSION 1.0A 12/01/18
Introduction ........................................................................................................................................................................ 2
Ch 1: Basic Mechanics ......................................................................................................................................................... 4
Ch 2: Creating Characters ................................................................................................................................................... 8
Ch 3: Talents...................................................................................................................................................................... 13
Ch 4: Combat..................................................................................................................................................................... 18
Ch 5: Armory ..................................................................................................................................................................... 24
Ch 6: Supporting Characters ............................................................................................................................................. 26
Ch 7: Character Advances ................................................................................................................................................. 27
Ch 8: Example Adventure .................................................................................................................................................. 28
Afterword .......................................................................................................................................................................... 30
Hello there! My name is ELH (or EGMH if you prefer) and I’m excited to bring you a simplified set of roleplaying rules for
use with the Fire Emblem setting. My goal with this system is to provide an easy way to handle both roleplay and
combat without the need for any advanced math or constant recalculations. For this purpose, I’ve cannibalized an
existing d20 system I know very well: Star Trek Adventures by Modiphius Entertainment, as well as taking notes from
Fire Emblem Heroes (no BST here though!) It’s a little bit more work up front learning the rules, but once you’ve got the
basics down everything else is quick and painless. No calculators needed here!
This is one of my first attempts at creating a system. There will be mistakes and possible balance problems, especially as
this is an Alpha Version. As time and interest permits, I’ll be providing fixes and updates based on community feedback.
Above all else I hope you have fun! And yes, I realize the irony of calling this a “simplified ruleset” for a PDF of 20+
pages.
The Player then rolls two d20s (sometimes more A character has Focuses in addition to Attributes and
depending on the situation) and checks to see if any Disciplines. These Focuses do not have a specific rating
dice roll less than or equal to the combined score of of their own and instead represent specialized training
their chosen Attribute and Discipline. This is commonly and practical experience in specific fields. If a Focus
abbreviated as the Target Number (TN). Each dice applies to a Task then any dice rolling under the
below the TN counts as a success. The more difficult the character’s Discipline counts as a crit.
action, the more successes are needed to accomplish Example: Hector continues to attack the brigand. His TN
the task. Rolling too high on the dice means failure and remains a 13 but this time he rolls a 2 and a 5. Since he
perhaps complications. A result of 1 on the d20 counts has an Offense score of 2, that means he’s achieved a
as two successes, also known as a crit. A result of 20 is total of 3 successes!
considered a Complication.
Command covers a wide range or interpersonal Medicine is the understanding of the physical and
interactions, as well as discipline and resisting coercion mental makeup of living beings. It is also used when
either alone or helping others. healing someone with a staff.
A character might use Command with... A character might use Medicine with...
Control to carefully and precisely coordinate a Control to perform surgery, talk someone else
group of subordinates, or to give detailed through giving medical attention, or use a staff
orders. Daring to provide emergency care on someone
Daring to make split-second command who is in imminent danger of death, or when
decisions, or to resist fear or coercion resisting fear/panic to protect a patient
Fitness to coach and guide others performing Fitness to resist the effects of poisons,
the same physical activity, or to coordinate a diseases, and exposure to the elements, or to
group all performing related physical activities move/restrain a patient without injuring them
Insight to judge the mood and morale of a further
group of subordinates, or to try and assuage Insight to diagnose a patient’s illness or injury
the fears of a group. from a description of the symptoms, or to
provide therapy care for a patient who is
traumatized or otherwise distressed
Presence to impress upon a stubborn or Insight to judge whether an individual is a
unwilling patient how serious their condition is threat to you or your allies
and how necessary treatment is Presence to interrogate someone or to impress
Reason to diagnose a patient’s illness or injury upon someone the danger of a course of action
from a thorough examination, or to research or decision
and unknown disease, procedure, or treatment Reason to devise a plan for a dangerous
situation, including combat, infiltration, or some
combination thereof
Science is the understanding of both scientific theory
and its practical applications. This covers both “hard”
sciences as well as social sciences and doctrines of war. Defense is the use of skill and knowledge during combat
as well as in-depth knowledge of weaponry, combat
A character might use Science with...
styles, and strategy. It also is used to calculate Stress,
Control to perform a delicate experiment or Armor Rating, and Resistance Rating.
talk someone else through a complex procedure
A character might use Defense with...
Daring to devise a solution to a scientific
problem without proof or adequate testing, or Control to defend from a ranged attack or move
to gather data/perform an experiment under through a certain combat form
hazardous conditions Daring to defend in melee combat or attempt
Fitness to correctly analyze information while to use an opponent’s strength/speed/etc.
fatigued or to effectively resist the effects of against them
radiation or other environmental phenomena Fitness to move quickly while in heavy armor or
by knowing how to protect against them to goad one’s steed into charging the enemy
Insight to gain useful data from witnesses or Insight to discern if there is the potential for an
subjects of a study, or devise a working ambush or a trap
hypothesis from incomplete information Presence to impress upon someone the futility
Presence to explain an extremely complex of attacking you
scientific problem or solution to someone with Reason to identify the participants of a battle
less knowledge, or to argue the merits of a by studying the aftermath, or to come up with a
theory with another scientist. viable battle plan against superior numbers
Reason to form a hypothesis from available
information, or performing research on an
unfamiliar subject
Focuses allow a character to demonstrate talent,
specialization, and the kind of expertise that comes
Offense is the use of force during combat as well as from deeper study and practical experiences. They are
stealth, interrogation, and intimidation. It also is used to not tied to any specific Discipline and thus can be
calculate how many d6 to roll for damage. applied to any Task a character attempts so long as the
Focus would logically apply.
A character might use Security with...
Main characters will have four focuses, and they are
Control to attack an enemy from a distance, or encouraged to create their own. They should be
to stay unseen or unnoticed when moving narrower than the six Disciplines but not so narrow that
Daring to attack in melee combat or to scare or they will never come up in play. A focus may also cover
intimidate someone with the threat of violence Tasks covering more than one Discipline.
Fitness to restrain an unwilling prisoner, or to
Example focuses include:
climb or swim in difficult circumstances
Armor Care, Axe Combat, Botany, Bow Use, Composure,
Daggers, Dark Magic, Diplomacy, Dragon Veins,
Emergency Medicine, Espionage, Foraging, Geology, The Player starts by assigning a score of 7 to each
Infectious Diseases, Infiltration, Interrogation, Lance Attribute. They then can add a total of 14 additional
Combat, Military Formations, Persuasion, Philosophy, points across any Attributes they wish. If done properly,
Poisons, Shapeshifters, Staff Use, Survival, Sword adding all the Attribute Scores should total to 56.
Combat, Unorthodox Tactics
Many Talents have one or more specific Requirements. A tactician might take “Careful study beats rash
A large selection of Talents is covered in its own chapter decisions”
starting on Page 13. A fighter might take “Limits are made to be
broken”
A healer might take “Patient before Self”
A diplomat might take “Compassion through
All players start by creating their very own Lord. Understanding”
Creating a Lord is fairly straightforward. It consists of
several steps:
1. Choosing a character’s Role The Player chooses what kind of weapon they would
2. Assigning the character’s Attributes like their Lord to use. This will define their starting
3. Assigning the character’s Disciplines weapon and the one they are most proficient in using.
4. Choosing a Single Value Additional weapons can be taken via Talents. All
5. Choosing six Focuses weapon talents can be found in Chapter 3.
6. Choosing one Weapon Talent Note: You cannot take either Dragonstone or
7. Choosing one Talent that the character qualifies Beaststone mastery unless you plan on picking up the
for matching Talent in the next step. See the note below.
8. Deriving additional characteristics
9. Begin Play!
Requirement: None
Pick a single Discipline when selecting this Talent.
Whenever you attempt a Task with that Discipline and
Requirement: None you buy one or more d20s with Threat, you may re-roll
Allows a Character to use Axes a single d20. You may select this Talent multiple times,
one for each Discipline. You cannot select this Talent for
any Discipline for which you already have the Cautious
Requirement: Shapeshifter other Manakete Talent.
Allows a Character to use Beaststones
Requirement: None
Requirement: Control 8+ Pick a single Discipline when selecting this Talent.
Allows a Character to use Bows Whenever you attempt a Task with that Discipline and
you buy one or more d20s with Momentum, you may
re-roll a single d20. You may select this Talent multiple
Requirement: Control 8+ times, one for each Discipline. You cannot select this
Allows a Character to use Daggers Talent for any Discipline for which you already have the
Bold Talent.
Requirement: Manakete
Requirement: None
Allows a Character to use Dragonstones
When you attempt a Task to detect danger or hidden
enemies, reduce the Difficulty by 1.
Requirement: None
Allows a Character to use Lances Requirement: None
Whenever you attempt a Task to resist being
intimidated or threatened, you may add a single bonus
Requirement: Defense 2+ d20 to your dice pool.
Allows a Character to use Staves
Requirement: None
Increase your maximum Stress by 3.
Requirement: None
Allows a Character to use Swords
Requirement: None
Whenever you spend one or more Momentum to
Requirement: None
Obtain Information, you may ask one additional
question.
Whenever you attempt a Task to persuade someone
not to resort to violence, you may add a bonus d20 to
Requirement: None your dice pool.
Whenever you Avoid an Injury the cost is reduced by 1
to a minimum of 1.
Requirement: Command 3+
Once per scene, when you succeed at a Task during
combat or another perilous situation, you may spend
one point of Determination. In doing so, choose a single
Requirement: Command 2+ ally. The next Task that ally attempts counts as having
Whenever you assist another character using your assistance from you using your Presence + Command.
Command Discipline, the character being assisted may
re-roll one d20
Requirement: Command 4+
Infantry and armored allies within 2 spaces can move to
Requirement: Command 3+ a space adjacent to this character
Grants two bonus d6 to allies rolling damage for an
attack if they are within two spaces
Requirement: Command 4+
Grants two bonus d6 to any adjacent ally rolling damage Requirement: Conn 4+, Flier
for an attack and one additional point of Resistance. A character can move to a space adjacent to any
infantry, armored, or cavalry ally within 2 spaces
Requirement: Medicine 3+
When attempting a Task that will involve an unfamiliar
Medical Procedure, or is used to treat an unusual Requirement: Offense 3+
patient, ignore any Difficulty increase stemming from Gain two bonus d6 on all damage rolls but suffer -1 to
your unfamiliarity. Armor and Resistance
Requirement: None
Your Unarmed Strike Attack has the Vicious 1 Damage
Requirement: Science 3+
Effect
Your weapon (even a tome or staff) applies a deadly
poison to the foe. Inflict 2 Stress of damage to foe
regardless of Armor/Resistance on a successful attack
or counterattack. Requirement: Offense 3+
During the first round of any combat, you and your If a character is attacked by a foe using a bow, daggers,
allies may ignore the normal cost to Retain the magic, or staff, gain 2 Armor/Resistance for that attack.
Initiative.
Requirement: Defense 3+
Requirement: Heavy Armor or Mage Armor, Defense 3+
Whenever you assist another character during combat,
Allows a character to ignore the movement penalty for
the character you assisted gains one bonus Momentum
Heavy/Mage Armor.
if they succeed.
Requirement: Defense 4+
If foe initiates an attack, a character gains 2
Armor/Resistance for that attack.
Requirement: Defense 3+, Manakete
If a foe initiates an attack, gain 2 Armor/Resistance for
that attack. If the character also has the Dragon Flight
Requirement: Defense 4+ Talent, then ignore any vulnerability to bows.
If a character is attacked by a foe using a sword, axe,
lance, dragonstone, or beaststone, gain 2
Armor/Resistance for that attack. Requirement: Conn 3+, Manakete
The character’s wings are now able to support the
character in flight. Gain the ability to fly and increase
movement range by 1. This also makes the character
Requirement: Defense 4+
vulnerable to bows.
When you make a successful Attack, you may spend one
Momentum to protect a single Ally within Close Range.
The next Attack against that ally before the start of your
next turn increases in Difficulty by 1. Requirement: Must be taken during character creation
or with GM’s permission, Cannot have the Beast Within
Talent
The character is actually shapeshifting Dragon known as
Requirement: Defense 4+ a Manakete! They possess pointed ears when in Human
form that can range from typical ear size to elven-like
proportions. Some even have wings, though an
additional Talent must be taken for them to provide
flight. This makes the character vulnerable to any
weapon that has any bonuses against Dragons.
Example: Roy picks up a Bronze Sword and lands an When a character suffers an Injury, they are
attack against a axe-wielder. A Bronze Sword has a incapacitated. This means they are unable to take any
rating of 1 and he has a Offense score of 3. That means minor actions or attempt any Tasks for the remainder of
Roy is rolling 4d6 for damage. Because axes are weak to Combat. If a character was already injured by a non-
swords, he gains an additional 1d6 for a total of 5d6 lethal attack and takes another injury, then that injury
overall. He rolls a 1, 2, 4, 3 and 6, meaning 1, 2, 0, 0, becomes a lethal injury instead. If a character has
and 1 + Effect respectively for a total of 4 damage and 1 already been injured by a lethal attack, then another
effect. injury will kill the character instantly.
Characters have a quantity of Stress, representing their An injured character cannot be targeted by any further
ability to respond to peril and avoid the worst of it. A attacks unless the attacker adds one to Threat (or
character’s maximum Stress is equal to their Fitness + spends 1 Threat if a NPC). The enemy can still interact
Defense. A character’s Stress returns to its maximum with them in such ways such as capturing them.
value after a brief rest while not engaged in Combat.
When a Player uses a Supporting Character in lieu of Whenever a Supporting Character is introduced to an
their Supporting Character, they are considered to be adventure or to combat, and this is not the first time
full Player Characters for whatever length the situation they have been introduced (i.e. they have been
permits. That is to say that a Player cannot be both their introduced before), the Player introducing them may
Lord and a Supporting Character in the same non- choose one of the following options:
combat scene. In such an instance, the GM plays the
Supporting Character and the Player plays their Lord. Values – Gain a single Value. If the Supporting
Character had none prior to this, this now
During combat a Lord can control up to two Supporting means they can use Determination
Characters at once. They are responsible for keeping
Attributes – Increase a single Attribute by 1.
track of those character sheets.
This option may only be chosen once.
Disciplines – Increase a single Discipline by 1.
This option may only be chosen once.
Focuses – Add a new Focus. This option may be
There is no hard cap on the maximum number of
chosen up to three times.
Supporting Characters that can be in the Players’ Army.
Talents – Gain a single talent that the
Certain adventures and combat will have limits on how
Supporting Character qualifies for. This option
many Supporting Characters can be active as per the
may be chosen up to four times.
GM’s judgement.
A Lord is always growing and learning from their
experiences. Every two sessions of play, all Lords
receive a Milestone, and every four sessions they
receive an Arc Milestone.
“Look, I messed up. But I’m not the one you want. It’s
Nissul back at Teba Village. He’s the one that drugged
you. I overheard him at The Rusty Bucket gloating about
Blue Squares represent anywhere that the Player some poor saps he slipped some Sleepweed and robbed
Characters may start. Red Squares represent the blind.”
brigands. The brigand at D7 is Hroan.
Hroan doesn’t know much else besides that. There is no
Hroan and his men aren’t the best out there. Use the real peacekeeping force in the Violet Hills, so the
following stats for them: Players gain nothing by dragging Hroan around as a
prisoner. Compassionate Players might simply disarm
him and let him go, while more ruthless Players might
cut him down then and there.
As this is the first alpha-version of the rules, there’s bound to be problems and things I either omitted by
accident or didn’t explain very well. Or maybe this has inspired you to help out with development?
Whatever the case may be, the best place to drop me a line is either via email or by via a comment on
my Wordpress blog.
My Patreon Backers
Neither the author (ELH) nor the content within is endorsed, sponsored, or affiliated with Nintendo,
Intelligent Systems, Modiphius Entertainment, or the Fire Emblem franchise.
This content is available free of charge and licensed under a Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International License.