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A D20-Based Roleplaying Game for Fire Emblem

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.

concern their main character and to facilitate different


personalities/abilities than their main character.
Fire Emblem is a fantasy tactical role-playing game
franchise developed by Intelligent Systems and
published by Nintendo. The very first game came out in One Player takes on the role of the Gamemaster (GM).
1990 and the series has persisted to this day. All of the Typically they are the host of the game, and are
games take place within a Medievel or Renaissance- responsible for setting the scenes, describing the
themed time period, with the main protagonist, usually environment, keeping track of the story’s direction, and
a member of royalty, caught in conflict across a presenting the dramatic scenes and puzzles that the
continent. Players will encounter. They also act as the characters
that are not controlled by the Players (Non-Player
A recurring element in all of the games is the titular Fire
Characters, or NPCs for short) whether those are
Emblem. It is an object with magical powers, ranging
adversaries, commanding officers, or even Supporting
from a shield insert with five magical gems to an actual
Characters depending on the circumstances.
sword. Other magical elements, including feuding gods,
spellcasting, and mystical creatures such as dragons and The GM also acts as a referee and judge for the rules of
shape-shifters are also present. the game. They not only run the game but ensure the
game is fun, fair, and exciting. If at any point the rules
come into question then GM has the final say on how
the rules are applied. A GM must be fair and listen to
To begin your adventure it is recommended that you
the Players to make sure everyone is enjoying the game.
assemble the following before you begin:
Being a GM can be challenging, but a rewarding one.
Additional advice for GMing can be found later on here.

You can’t have a game without Players. One of these


Players will be the Gamemaster (see below) while 1 to 5
Every Player needs a character. Chapter 2 presents all
other players will take on the roles of the Player
the information Players need to create new characters.
Characters. The Players work together, just like heads of
an army, to face challenges that the Gamemaster puts
before them. It is possible to play with more than five
Players but this tends to limit how much time each Fire Emblem Simplified Tabletop (FEST) uses two
Player gets to share the spotlight. common types of dice found in most hobby and game
stores. These are twenty-sided dice (d20) and six-sided
As heads of an army, each Player can control up to four
dice (d6). Ideally each Player and the GM should have
other characters known as Supporting Characters. This
two or more d20s. These d20s are used for many
allows Players to stay active when scenes do not
different things, including attempting Tasks and
determining results from tables. A good amount of d6s
to have on hand is four or more for the group. These
d6s are used to determine the effectiveness of attempts
such as when causing or resisting damage.

The Players will need six counters to track Momentum


points, while the GM will need a dozen or more for the
Threat pool. Each of these resources is described later
in the rules.

Fire Emblem maps are typically set out in a grid-like


fashion. While you can do things purely in the theatre of
the mind, it’s recommended that you have some visual
form of keeping track of unit positions. Graph paper, an
erasable mat, and even Roll20 are all good options for
this.
A variety of circumstances allow a character to re-roll
one or more dice. When re-rolling the Player chooses
When a Player decides to do something they may or not the number of dice to re-roll. They then roll these dice
succeed at they will need to roll some dice. They look at and the new result replaces the original score, even if
their character sheet and determine an Attribute and a they’re worse than the original results. You may always
Discipline that best fits the situation. The GM can choose not to re-roll a die if you wish to keep that
provide guidance in this matter if a Player is unsure. result.
Attributes and Disciplines have scores that define how
capable the character is at various actions.

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.

Example: Hector is attempting to attack an axe-wielding


brigand. He combines his Daring and Offense scores for When the GM calls for a Task, they set a Difficulty for
a TN of 13. He then rolls and achieves a result of a 3 and that Task. Most Tasks have a basic difficulty of 1, though
a 14. The 3 counts as one success while the 14 does not more routine or straight-forward Tasks may have a
count for anything. Difficulty of 0, and more complex or challenging Tasks
will have higher Difficulties up to a maximum of 5. A
player must achieve a number of successes equal to the
When determining damage and how much a protection Difficulty in order to succeed on the Task. The GM
a character receives from armor or cover, d6s are used should tell the Players this Difficulty so they can
against the following table: determine what they’ll need to do to have the best
chance of success.

Advantages are circumstances that typically decrease


1 1
2 2
the difficulty of a task. Complications are the reverse,
3 0 typically increasing the difficulty of a task.
4 0
5 1, plus Effect
6 1, plus Effect

There are several ways a character to improve their


Effects can be used to trigger special outcomes, such as
chances of success by buying additional d20s to roll on a
extra damage, armor piercing, and so forth.
Task. These extra dice always come with a cost, and
Example: Hector hits a brigand with his signature which options a character chooses depends entirely
weapon, Armads. He rolls 8d6 for damage, rolling 1, 2, upon what cost they are willing and able to pay.
4, 4, 5, 5, 1, and 6. This totals up to 7 damage plus 3
Effects.
 Momentum – A single point of Momentum current Task is resolved, meaning a Player may want to
adds one bonus d20 to a Task. The second spend that floating Momentum!
bonus d20 costs 2 Momentum and the third
Each mission resets the Momentum Pool to 0.
costs 3.
Momentum only comes from action.
 Threat – Threat is spent in the same way as
Momentum, only that each point spent adds to Example: Hector is still attacking that brigand. He rolls
the GM’s Threat Pool. an amazing two 1’s in a row, achieving four total
 Determination – When spending successes. As melee attacks have a Base Difficulty of 1,
Determination, the character adds a single this means he’s able to bank three Momentum for the
bonus d20 to the Task that is automatically group!
considered as having rolled a 1 (therefore
NPCs do not save Momentum. Instead they add to the
achieving two successes automatically).
GM’s Threat Pool. They can then spend from this Threat
Determination may only be spent in certain
Pool in the same manner as the Players. Threat is
circumstances.
covered in more detail in its own section
 Talents – Some Talents that a character may
have grant them bonus d20 in specific Common uses for Momentum include:
circumstances. These extra dice cost nothing
other than the correct situation to use, but they  Creating an Advantage – Spending two
still count towards the number of bonus d20s Momentum establishes some new Advantage in
that can be purchased. addition to whatever effect the successful Task
had. This Advantage must relate to the nature
A Player cannot roll more than five d20s at a time. of Task attempted, and must be something that
Bonus dice bought with Determination or Talents are could logically result from the character’s
applied before any can be bought with Momentum or actions. This can be used to create a
Threat. Complication on an enemy or to remove a
Complication in play.
Example: Hector is attempting to climb a mountain
 Create Opportunity – Essentially the process of
while wearing heavy armor. The GM sets the Difficulty
buying additional d20s for a Task. This decision
of this task at 3. As Hector does not have a Focus that
must be made before the dice are rolled.
applies to the situation, his odds of success are low. He
 Obtain Information – Each point of Momentum
decides to spend a momentum so that he can roll 3d20s
spent on a successful Task can be used to ask
instead of the usual 2.
the GM a single question about the current
Example: Hector is attempting to bind a wound of his situation, or an item, object, structure,
friend, Roy. The GM sets the Difficulty of this task at 4. creature, or character present in the scene. The
Hector calls upon his Determination to ensure he starts GM must answer this truthfully but does not
with two successes. He then buys two more dice with have to give complete information.
five momentum (2 for the first and 3 for the second) so
that he’s rolling 4d20.
Threat is used by the GM to alter scenes, empower
NPCs, and generally making things more perilous. It’s a
When a character attempts a Task and achieves a means of building tension, as the larger the Threat pool
greater number of successes than the Difficulty, then grows the more likely something will endanger or
these excess successes become Momentum. challenge the Player Characters. The GM should keep
Momentum is a shared resource pool among all Players their Threat total a secret at all times in order to
that they may call upon to improve a Task’s outcome, preserve the mystery to the Players.
make achieving a Task easier, or stored for later. The
maximum amount of Momentum the Players may store A GM begins play with two Threat for each Player
usually, though this can be modified at the GM’s
is 6. Any Momentum past this cap is lost after the
discretion based on the mission at hand.
As noted before, Threat typically comes from either  Action Surge – The character may immediately
Player action or NPC success. It also comes from the perform another Task. This is most useful in
following sources: combat and other situations where the
character is under pressure.
 Complications – If a character suffers one or
 Create Advantage – The character immediately
more Complications on a Task, they or the GM
creates an Advantage that applies to the
may choose to add two to the Threat pool
current scene.
instead of letting the Complication take effect.
 Threatening Circumstances – Certain All players start each session with a single point of
environments and NPCs will automatically add Determination. If a character is in a situation where one
one or Threat to the pool. Additionally, the use of their Values would make the situation more
of certain weapons by the Players also adds to complicated or difficult, the GM can offer the Player
Threat as noted in their profile. one Determination in exchange for suffering a
Complication. The Player does not have to accept this
Threat may be spent in the following ways:
offer and can also make an offer of their own to the
 NPC Momentum – A NPC may use Threat in all GM.
the ways a Player Character uses Momentum.
An extra point of Determination can also be gained by
 NPC Threat Spends – Any action or choice that Challenging a Value once per mission. In a situation
would mean a Player Character adding one or where a character’s Values are sorely tested, they may
more points to Threat as undertaken by an NPC choose to challenge a Value. This Value is then crossed
must spend the equivalent number of Threat. out and cannot be used until the end of the Mission. At
 NPC Complications – An NPC can spend two that time the character must alter the Challenged Value
threat to ignore a complication it has rolled. to reflect the challenge to character’s beliefs or outright
 Complication – The GM may create a replace it with another.
complication by spending two Threat.
 Reinforcements – The GM may bring in
additional NPCs during a scene. Minor NPCs
cost one threat apiece, while notable NPCs cost Things don’t always happen as expected. When
two. attempting a Task, each d20 that rolls a 20 creates a
Complication. This Complication comes into play once
 Environmental Effects – The GM may trigger or
the Task has been resolved.
cause problems with the environment by
spending two threat. A Complication is a fact about the scene or situation
that is inherently negative. This does not prevent a
character from succeeding, but might impede later
A character’s Values can drive them to achieve more activities or make matters inconvenient, painful, or
than they might have done otherwise. Whenever a even embarrassing. The normal effect of a Complication
character is attempting a Task in which one of their is to increase the Difficulty of all related Tasks by 1.
Values would be called into play, they may spend one The GM can increase the Complication range of a given
point of Determination. Task by spending two Threat. The GM then decides how
A point of Determination may be spent to: big this range is given the situation according to the
following table:
 Auto-Crit – Add a single bonus d20 to any roll
that automatically counts as rolling a 1, thus
generating two successes. This must be done 1 20
prior to rolling the dice pool. 2 19 to 20
 Re-Roll – Re-roll all the character’s dice in their 3 18 to 20
dice pool 4 17 to 20
5 16 to 20
Some Tasks can’t really be failed outright. Rather,  Both Character succeed – Compare the total
there’s uncertainty as to whether the Task can be Momentum generated on each character’s
completed without problems. In such an event, the GM Task. The Character with the higher Momentum
may allow characters to Succeed at Cost. This means wins and achieves their goal, but loses one
that even a failed Task still allows the Task to be Momentum for each Momentum their
successful, at the cost of one automatic Complication to opponent scored. In case of a tie, the active
the character. character wins but loses all Momentum they
generated.
Example: Eliwood rolls a 18 and 20 on a Task to forage
for food. This Difficulty 0 Task succeeds at cost, meaning
he still finds a meal. It just takes quite a bit of time. As a
result, he’s exhausted when he returns to camp and A character may assist another if the situation allows.
suffers an increased complication range of 2 until he The Player must describe how their character is
gets some rest! assisting the Task’s leader to the GM. If the GM agrees,
then each assistant rolls a single 1d20 against their own
TN and using their own Focus. So long as the Task
leader achieves at least one success, all successes
Advantages are the counterpart to Complications. They
generated by the assistants count towards the Task.
generally are something about a scene or situation that
Assistants’ dice can generate Complications as normal.
is inherently positive. The normal effect of an
Assistants do not have to use the same Attribute,
Advantage is to decrease the Difficulty of all related
Discipline, or Focus as any other character involved in
Tasks by 1. An Advantage may also make a previously-
the Task. Assistants may only ever roll 1d20 while
impossible Task now possible.
assisting.

Sometimes a character will be trying to best an


opponent. These situations typically call for an Opposed Game sessions are also referred to as “adventures” and
Task. With each Opposed Task there is an Active “missions” throughout this PDF. They represent the
Character and a Reactive Character. The former is the entire time you spend at the table, virtually or
character attempting to do something, while the latter otherwise. Every adventure has a sub-set of “scenes.”
is the one seeking to resist or avoid the former’s These scenes are notable changes in the situation, such
attempts. as when Combat breaks up or when arriving in a new
town for the first time. It’s meant to break up the
Both characters attempt the Task normally, usually at a
narrative into smaller chunks and define when a given
base Difficulty of 1. Depending on the circumstances,
bit of RP is over.
each character may have a different Difficultly for their
respective Tasks.

The four outcomes of this are as follows:

 Active Character succeeds, Reactive Character


Fails – The active character achieves their goal
and their Task is successful
 Active Character fails, Reactive Character
succeeds – The active character fails to achieve
their goal and the reactive character’s Task is
resolved.
 Both Characters fail – Essentially, nothing
happens.
Fitness is about endurance and employing force. A
character may use Fitness...
Each character is represented by several elements that
 ...when attempting to employ raw physical
collectively serve to depict how that individual interacts
force to a situation
with the world, both in game terms and in story terms.
 ...when performing some strenuous or tiring
These elements are Attributes, Disciplines, Focuses,
physical activity
Values, and Talents. Together they paint a picture of
 ...when trying to resist or act despite the effect
who the character is, what they’re good at, and how
of some physically debilitating condition such as
they view the world around them
poisoning, disease, and environmental
extremes.

Attributes embody a character’s physical and mental


capabilities. These attributes are Control, Daring, Insight is about understanding people and their feelings,
Fitness, Insight, Presence, and Reason. Each attribute as well as being open to different ideas and ways of
has a rating which determines its measure, with higher thinking. A character may use Insight...
numbers reflecting greater ability. This rating ranges
 ...when attempting to understand the feelings
from 7 to 12 for humanoids, with 8 representing
of another creature (including people)
average capabilities. Non-humanoids may have a
 ...when trying to determine how another
broader range.
creature might think or act, to anticipate or
predict its actions
 ...when trying to overcome their own
Control is about the character controlling themselves. It judgements and preconceptions
covers precision, accuracy, and careful timing. A  ...when attempting to calm or reassure others
character may use Control...  ...when allowing past experiences and instinct
 ...when performing precise or delicate work to discern changes in the environment around
 ...when performing a Task that involves precise them.
timing or accuracy
 ...when giving detailed instructions
 ...to resist mental assault, duress, or other Presence is the power of personality and the ability to
stressful situations through an orderly mind and command attention or respect. A character may use
discipline. Presence...

 ...to sway the mood or opinion of others


through emotive language and rhetoric
Daring is used whenever a character reacts to a new  ...when trying to keep others calm and focused
situation without doubt, hesitation, or caution. A during a stressful situation
character may use Daring...  ...when resisting duress or manipulation by
 ...when responding to an emergency others by maintaining a strong sense of self
 ...when attempting to evade or resist some  ...to present a specific appearance or demeanor
form of immediate danger to others
 ...when acting aggressively  ...when seeking to capture and command
 ...when acting based on instinct attention through speech and behavior
 ...to resist mental assault, fear, or panic through
stubbornness and defiance
Reason is about logic and meticulous analysis. A
character may use Reason...
 ...to study and analyze some unfamiliar  Presence to rally or inspire others during a
phenomenon and come to a hypothesis about it difficulty situation, or to command the
 ...to research a complicated subject or attention and respect of someone hostile.
otherwise interpret large amounts of  Reason to consider and evaluate the orders
information given by a superior, or to find a solution to a
 ...when trying to sway the opinion of others difficult diplomatic or legal situation.
through facts and logic
 ...to use observation and rational thought to
anticipate and discern changes in the Conn covers navigation, both on the ground and over
environment around them water, and an understanding of the terrain, weather,
and continent in general.

A character might use Conn with...


In addition to the six Attributes, each character is
 Control to direct a group through a difficult
trained in six Disciplines. Each Discipline is rated from 0
environment
to 5, with all main characters having at least 1 in every
 Daring to perform extreme or unorthodox
Discipline.
maneuvers across the battlefield
Discipline Score Meaning  Fitness to move quickly and effectively across
0 Untrained, unskilled terrain
1 Basic Training, Rudimentary Skill  Insight to judge the nature or intent of an
2 Professional competence approaching army or individual
3 Experienced and well-trained  Presence to maintain professional decorum and
4 Excellence within the field etiquette or to argue effectively over a course
5 Exceptional and note-worthy of action
 Reason to plot a course through treacherous
The six Disciplines are Command, Conn, Medicine, terrain or determine the location of someone
Science, Offense, and Defense. else based on available information

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

The Player starts by assigning a score of 1 to each


Discipline. They then can add a total of 10 additional
Talents are additional benefits that a character points across any Disciplines they wish. If done properly,
possesses that define areas of specialty, the advantages adding all the Disciplines Scores should total to 16.
of their personal approach to circumstances, and other
decisive abilities. These typically take the form of a
bonus such as extra d20s, re-rolls, bonus Momentum,
and so on that apply when the character is performing a The Player chooses a single Value that reflects the basic
type of Task or taking a certain approach. They also concept the Player has for their Lord. There is no
provide weapon training so that a character can use a defined list of Values, so Players are encouraged to
specific type of weapon or staff. come up with their own. For example:

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!

’ The Player chooses one additional Talent that their Lord


qualifies for. A full listing can be found in Chapter 3.
First and foremost, the Player should determine what
kind of role they intend their character to fill within the Note: A Player can opt to start out as a Manakete or a
group. Are they a cunning tactician commanding from Shapeshifter. They are not required to take the
the backline? Or maybe they’re a frontline fighter? matching weapon talent, but it is highly recommended.
Perhaps even a powerful mage? It’s best if the Players I.e. For a Manakete that means taking Dragon Within
are able to diversify their roles but there’s nothing and Dragonstone Mastery. A character can still be a
stopping them from playing all the same role. Manakete and not know how to use a Dragonstone.
This could be used as a plot hook and potential quest
for that character!

Before entering play, the following things need to be


determined:

 Stress: A character has Stress equal to their


Fitness + Defense Discipline.
 Damage Bonus: A character gains a bonus d6
equal to their Offense Discipline on all attacks.
 Healing Bonus: A character gains a bonus d6
equal to their Medicine Discipline on all staff
use.
 Armor/Resistance: A character has a number of
points equal to their Defense Discipline to
spread across their Armor and Resistance
scores. Armor is used to resist physical attacks,
and Resistance is used to resist magical attacks.
 Movement: All characters start with a base
movement of 2 squares
 Equipment: A character receives an appropriate
weapon based on their starting weapon talent.
For example, Roy chose a Sword, and thus is
given a Bronze Sword to start with. A full list of
equipment can be found in Chapter 5.
 Personal Details: A character should have a
name! The Players should also have a rough
description of their character’s personality and
appearance.
Allows a Character to use a specific type of Tome. You
must pick between Anima, Light, or Dark when taking
The following Talents are available to all characters. this talent. You may take this Talent multiple times for
Unless otherwise noted, each Talent may only be any type of Tome you do not already have already
selected once. Players are free to rename the Talents to
suit their own tastes and their character’s background;
this does not affect the rules for that talent in any way.

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: Command 3+ Requirement: Conn 3+, Not a Shapeshifter or Manakete


In combat, a character my use the Prepare Minor Action A character gains a winged mount. This mount confers
to grant one ally a Minor Action of their choice the ability to fly and increases movement range by 1.
(performed immediately) if they can communicate with This also makes the character vulnerable to bows and
that ally. any other weapons with bonuses against fliers.

Requirement: Command 4+ Requirement: Conn 4+


In combat, whenever the character performs the Assist When a character attempts a Task to plot a course
Task and would then pay two Momentum to keep the through unknown territory, reduce the Difficultyy of the
Initiative, the cost to keep the Initiative is reduced to 0. Task by 1, 2, or 3, to a minimum of 1. Each point that
reduces the Difficulty increases the Complication Range
of the Task
Requirement: Command 3+
Grants allies within two spaces of a character 2
additional points of Armor Requirement: Conn 3+, Not a Shapeshifter or Manakete
A character gains a noble steed. This mount increases
movement range by 2. This also makes the character
Requirement: Command 3+ vulnerable to any weapons with bonuses against
cavalry.
Requirement: Science 2+
When you attempt a Task using Science, you may roll
one additional d20 so long as you succeeded at a
’ previous Task covering the same scientific field earlier in
Requirement: Medicine 4+ the same adventure.
When you attempt a Task to coordinate others, or to
coerce someone into taking or refraining from a specific
course of action, you may use your Medicine Discipline
instead of Command
Requirement: Offense 4+
Gain two bonus d6 to any damage roll and one
additional point of Resistance so long as you are not
Requirement: None
adjacent to an ally.
When attempting a Medicine Task you may ignore any
increase in Difficulty for working without the proper
tools or equipment
Requirement: Offense 4+
Doubles the damage if three or more effects are rolled
Requirement: Medicine 3+
Whenever you attempt the First Aid Task during
combat, you gain a bonus d20. Further, you may always
Requirement: Offense 3+
Succeed at Cost, with each Complication you suffer
If a character is attacked by a foe in range and is
adding +1 to the Difficulty of healing the patient’s injury
capable of counterattacking, gain two bonus d6 to the
subsequently.
counterattack’s damage roll

Requirement: Staff Mastery


When healing allies with a staff, this character also Requirement: None
recovers the same amount. Grants two bonus d6 on damage and two additional
Armor/Resistance. Unit takes 3 Stress damage after
being involved in any attack or counterattack.

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 2+, Not a Flier or Rider


Requirement: Offense 2+ Increase this character’s Armor by 2 but reduce their
Gain two bonus d6 on damage rolls if the character has movement to 1. This cannot be taken alongside Mage
weapon-triangle advantage, but grants two bonus d6 to Armor or with any Talents conferring flight. This also
the foe’s damage rolls if the character has a weapon- makes the character weak to any anti-armor weaponry.
triangle disadvantage. This stacks with any existing
bonus dice from said advantage/disadvantage.

Requirement: Defense 2+, Not a Flier or Rider


Requirement: Offense 3+, Defense 2+ Increase this character’s Resistance by 2 but reduce
This character gains one bonus d20 when making a their movement to 1. This cannot be taken alongside
counterattack while their Stress is not full. Heavy Armor or with any Talents conferring flight. This
also makes the character weak to any anti-armor
weaponry.

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.

Requirement: Must be taken during character creation


or with GM’s permission, Cannot have the Manakete
Talent
The character is actually a shapeshifter! They are either
a Taguel, Wolfskin, or Kitsune depending on the Player’s
choice. This typically means they possess some marker
of their beast form such as bunny ears, a fluffy tail, or
even both! This also makes the character vulnerable to
any weapon that has bonuses against shapeshifters.
This section deals with the part of the rules you might Certain weather conditions can hamper or improve
be interfacing with the most. Not all combat is the movement. Examples of weather conditions include:
same. The hallmark of a worthwhile battle is an
objective beyond sampling routing the enemy. This  Rain – Reduce Movement for all Units by 1 to a
could be as simple as reaching a location, defending for Minimum of 1
a set amount of turns, or dealing with unusual terrain.  Headwind - +1 Movement for all Fliers
 Blistering Heat – Difficulty 1 Fitness + Defense
Task for any Armored Unit to move. Succeeds at
Cost, complications usually meaning a reduction
The recommended size of any encounter map is ten to their defense or offense in some way.
squares by eight squares. This keeps things relatively
small while still allowing terrain to play a major role in
how the battle unfolds. Smaller maps, such as 8 x 6, are
possible as well but limit how many Player-controlled Certain types of terrain can provide cover. This gives
units (including Supporting characters) can be on the characters in that type of terrain a number of Cover
map at any given time. When in doubt, use the Dice (d6) that can provide additional Resistance against
following chart: attacks as described in greater detail later on.

For example, Forests provide anywhere between 1 to 4


6x4 3 Cover Dice depending on how thick the trees are. Ruins
8x6 5 and Walls provide anywhere between 2 to 4 Cover Dice
10 x 8 8 depending on their position between the two units
12 x 10 12 involved in an attack.

Example: Lyn puts a Wall between herself and an


attacking Archer. The Archer can still attempt to hit Lyn,
but the GM rules that the Wall provides 3 Cover Dice
should the attack land.
As stated previously, a character’s base movement is
two squares. Certain talents increase/decrease this
amount, as does certain types of terrain. The types of
terrain include, but are not limited to:
All melee weapons (including Beaststones and
 Plains – Normal Movement Dragonstones) are able to attack and counterattack
 Mountains – Impassable by all units save for adjacent squares. All Bows (save the Longbow) are able
Fliers to attack and counterattack two squares away, even
 Sky – Same as Mountains through impassable terrain. A Bow cannot
 Rivers – Impassable by Riders, Normal counterattack in melee, just as a melee weapon cannot
movement for Fliers, -1 movement for all other counterattack at range. Certain weapons forgo this
units to a minimum of 1 restriction as noted in their Armory entry.
 Forests – Same as Rivers Magic is a little bit different. Magic can attack and
 Walls – Impassable by all units counterattack either adjacent squares or those two
 Ruins – Same as Walls except that Ruins can be squares away. However, using magic in melee increases
destroyed by an attack the complication range to 16 to 20.
 Determination – Calling upon a Value and
spending a point of Determination
In any given turn of Combat, a character can attempt a  Momentum – Spending two Momentum to
single Task and several Minor Actions. Common attempt the second Task at an increased
examples for both are detailed in this section. Difficulty of 1
 Leadership – See the Direct Task below.

Regardless of the methods used, a character cannot


Minor Actions are those that a character can do without attempt more than two Tasks a round. Common Tasks
requiring dice to be rolled or otherwise involve a Task. in Combat include:
The first Minor Action comes with no cost. Subsequent
 Assist – The character nominates a single ally
Minor Actions cost 1 Momentum each. Each Minor
they can communicate with and declares how
Action may only be performed once per Turn.
they are giving aid. During the nominated ally’s
Common Minor Actions include: Task, the character assists using the Attribute,
Discipline, and Focus decided upon by the GM.
 Aim – The character may re-roll a single d20  Attack – The character attacks an enemy or
made on an Attack before the start of their next other viable target. See Making an Attack
Turn. below for a full explanation
 Draw Item – The character may pick up an item  Create Advantage – The character attempts to
within their current square or an adjacent one, create some favorable circumstance that
or draw a weapon or other item on their benefits their side. This is a Task with a
person. Difficulty of 2 that uses whatever Attribute,
 Drop Prone – The character immediately drops Discipline, and Focus the GM decides applies to
to the ground. While prone, a character may re- this action.
roll any number of Cover dice, and the Difficulty  Direct – This is only available to Lords (i.e. Main
of all ranged attacks against them from two or Characters). The character nominates a single
more squares away increases by 1. However, other character present. That nominated
melee attacks and ranged attacks from adjacent character may immediately attempt a single
squares gain two bonus momentum against the Task, assisted by the directing character. This
character. The character may also not attempt may only be used once per Combat.
any movement-related Tasks. A Character  Guard – The character finds a defensible
cannot Stand and Drop Prone in the same Turn. position or otherwise steels themselves for
 Interact – The character interacts with an incoming blows. This is a Difficulty 0 Task, with
object in the environment in some way, though success increasing the Difficulty of any attacks
not in such a complex matter that would involve made against the character by +1 until the start
a Task of that character’s next Turn.
 Movement – A character may move their  Pass – Choosing to do nothing, essentially.
movement rating so long as they do not  Ready – The character declares a specific action
perform any movement-related Tasks. to be undertaken if a specific situation or event
 Prepare – The character prepares for or sets up occurs. When the triggering situation occurs,
a Task. the character with the readied Task temporarily
 Stand – If the character is prone, they may interrupts the acting character’s Turn to resolve
stand up. A character may not Stand and Drop the readied Task. If the triggering situation does
Prone in the same Turn. not occur before the character’s next Turn, then
the readied Task is lost.
 Recover – The character takes a moment to
A character can attempt a single Task during each Turn, regain their breath, clear their mind, and
though there are a few ways to take a second: otherwise stay frost on the battlefield. This is a
Difficulty 2 Fitness + Command Task. Success b. For a Ranged Attack (including Magic),
means the character gains an additional the Attacker attempts a Control +
Resistance for each Effect rolled on Cover Dice, Offense Task at Difficulty 2. This is not
regains their ability to Avoid an Injury, and may an Opposed Task. The Difficulty
regain 2 Stress per Momentum spent. increases by +1 if there are enemies
 Sprint – The character attempts a Difficulty 0 within melee range of the Attacker. The
Fitness + Offense Task. Success means the Complication Range of the Attack
character can move their movement and one increases by 1 if there are any creatures
additional square per Momentum spent. A within 1 square of the target. A
character may not attempt this Task more than Complication may indicate one of these
once per round, and not at all if the character adjacent creatures was struck by the
has already performed the Movement Minor attack as well.
Action.
If the Attack is successful, then the Attacker inflicts
 First Aid – The character attempts to stabilize
damage as described below. A successful attack does
an injured character in an adjacent square. This
not necessarily mean a direct hit on the target, but does
is a Difficulty 1 Daring + Medicine. Success
mean that the target has been affected in some way by
means the injured character is stabilized and
the attack. This could be flavored as wearing down the
will not die at the end of Combat. The character
target’s stamina or forcing them onto the defensive.
may spend 2 Momentum to get the patient
back into fighting right away.
 Staff Use – The character uses their staff to
restore Stress based on their staff’s range and A successful Melee Attack does not just have to inflict
total heal value. This is a Control + Medicine at damage. Instead, it may be used to:
Difficulty 2. The character may spend 1
 Disengage – The character may move safely
Momentum to allow an injured patient to get
away from their opponent by one square
back to fighting right away.
 Grapple – The character grabs their opponent
using an empty hand. This prevents the target
from taking any action other than trying to
break free (Difficulty 2 Fitness + Security) or
The process of making an attack is as follows:
attacking the grappling character (at an
1. The Attacker chooses the weapon they plan to increased Difficulty of +1). The grappling
make the attack with character gains one bonus Momentum on all
2. The Attacker nominates a viable target for that melee attacks against the grappled character.
weapon  Shove – The character shoves their opponent
3. The Attacker declares whether the attack is one square away. This rolls the normal unarmed
intended to be non-lethal or lethal. Depending strike damage dice but does not inflict any
on the circumstances, a GM may elect to add a damage. Instead, these dice are rolled only to
point of Threat to their pool for a lethal attack. see if the Knockdown effect triggers. If there is a
4. The Attacker attempts a Task determined by hazard that a character could be pushed over
the type of attack: (such as a cliff), then they will fall only if they
a. For a Melee Attack, the Attacker are knocked prone as part of this attack.
attempt a Difficulty 1 Daring + Offense
opposed by the target’s Daring +
Defense. If the target wins the Opposed
Task, then they are considered to have Attacks and other hazards have a damage rating, which
made a successful Attack instead so is a number of d6 to be rolled against the character.
long as they are able to counterattack While hazards are at the discretion of the GM, most
with their weapon. Attacks have a known and easily discerned damage
rating based on combining the weapon’s rating, the c. If the character had 0 Stress before the
character’s damage bonus, and whether or not the attack or hazard and the attack or
target is vulnerable. hazard inflicts 1+ Stress damage

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.

Characters also have two forms of damage reduction.


The first form is the static values of their Armor and If an injury came from a non-lethal attack then the
their Resistance. The second form is from circumstantial character recovers from it at the end of Combat. This
protection, such as Cover, and is a number of d6. does not remove any complications that may have
come from non-lethal attacks, meaning they could still
Whenever a character suffers damage, follow this be dizzy or disoriented.
procedure:
If an injury came from a lethal attack then the character
1. Roll the number of d6 as determined by the will die at the end of Combat unless they receive First
damage rating of the Attack or Hazard Aid or Healing via a staff. The GM should try to not end
2. If the target has any Cover Dice, roll those and combat until characters have had a chance to attempt
add the total to the static Armor and Resistance first aid or healing. If a character has received first aid or
the character has. The new totals are the healing then they’re still considered to be injured,
character’s total Armor and Resistance for that though no longer in immediate danger of death. This is
attack. then treated as a non-lethal injury as detailed above.
3. Reduce the total damage depending upon the
type of attack: There are three immediate ways a character can deal
a. If attacked with magic or a dragon with injuries to avoid or lessen their impact:
stone, reduce the total damage by 1 for
 Determination – Spend one Determination to
each point of Resistance
ignore the effects of an injury for the remainder
b. If attacked with a bow or any non-
of Combat. This does not require the use of an
magical melee weapon, reduce the total
appropriate Value. It also does not negate any
damage by 1 for each point of Armor
damage to Stress. The character is still
4. If there is 1 or more damage remaining after
considered to be injured, meaning another
reduction, then the character loses one point of
injury could prove fatal. At the end of Combat,
Stress for each point of remaining damage. The
the character returns to suffering the injury’s
character may also suffer an injury if one or
effects as normal and any Medicine Task made
more of the following occurs:
to heal the injury increase in Difficulty by +1
a. If the character takes 5+ Stress damage
 Momentum – Spend two Momentum to avoid
from a single attack or hazard
suffering a single injury, though the character
b. If the character is reduced to 0 Stress by
still suffers any damage to Stress
that attack or hazard
 Complication – Suffer a Complication at the Bows, Dragonstones, and Beaststones are not
GMs discretion, though the character still vulnerable to any other weapon type.
suffers any damage to Stress
A weapon that is designed to kill a certain type of
Actually healing an injury (as opposed to First Aid) enemy (i.e. Armor, Bows for Fliers) gains an additional
cannot be done during combat unless you are using a 1d6 on any attack or counterattack.
staff. Both instances require a Control + Medicine at
Difficulty 2. Success on this Task removes the injury
completely as well as any related Complications.
The below table provides a few additional options for
characters to spend Momentum on in Combat. If a
spend is noted with an “R” under cost then it can be
A hallmark of the Fire Emblem series is the weapon repeated.
triangle. In general, it works like this:

 Swords > Axes


 Axes > Lances The sequence of events in Combat can be split into
 Lances > Swords Rounds and Turns. During a Round, each character
Any attack or counterattack made with a weapon that is takes a single Turn. At the start of Combat, the GM
vulnerable to the opponent’s (i.e. Axe vs Sword) has its determines a single character to act first. This is decided
damage reduced by 1d6. Any attack or counterattack in the following ways:
with a weapon that beats the opponent’s (i.e. Sword vs  If an NPC has an obvious and clear justification
Axe) has its damage increased by 1d6. to start Combat, then they should take the first
Magic works similarly: Turn
 If not, then the GM should select a Player
 Anima > Light Character to start Combat. This may be obvious
 Light > Dark based on events that led up to this point, but
 Dark > Anima other times it will not be. In such a case, the

Increase the damaged inflicted by a successful attack regardless of


Bonus Damage 1R
the type of attack. Each Momentum spent adds +1 damage.
Knock away one weapon held by the target to anywhere within one
Disarm 2
square
Extra Minor Actions 1R Take additional Minor Actions
Pass the action order to another ally instead of the enemy. May only
Keep the Initiative 2
be done once before the enemy has taken at least one action
Penetration 1R Ignore two Armor or Resistance per Momentum spent
Avoid and Injury 2 Detailed earlier, can only be used once per scene
A second target within one square of the attack’s target is also
Secondary Target 2 affected by the attack. They suffer half the attack’s damage,
rounding down after applying normal Armor/Resistance reduction
Swift Task 2 Attempt one additional Task at a +1 Difficulty
Player Character with the highest Daring takes
the first Turn.
 If there is still doubt as to who should act first,
the GM can spend one Threat to allow an NPC
to take the first Turn.

After a character has completed their Turn then they


hand the action to the opposing side (unless they are
keeping the initiative). The opposing side (be it Players
or the GM) are free to choose what character acts next.
Once a character has opted to keep the initiative, no
one on that side may do so again until the opposition
has taken at least one Turn of their own. No character
may take more than one Turn in a Round.

Once all characters on one side have taken a Turn, any


remaining characters on the other side take their Turns
in any order they choose (though still one at a time).
Once all characters on both sides have taken a Turn,
then a new Round begins. Action goes to a character on
whichever side did not take the last Turn.
 Accurate – If the character performs the Aim
Minor Action before making an attack with this
This section provides a listing of common weapons for weapon, then any number of d20s may be re-
use in combat. This is not a complete listing by any rolled
means, though it should prove useful when trying to  Cumbersome – This weapon cannot be used to
homebrew your own weapons. attack unless a Prepare Minor Action is
performed during the same Turn
 Deadly – The weapon is designed to be lethal. If
the character attempts to make a non-lethal
Every weapon has five common traits: attack with this weapon, the Difficulty of the
attack increases by +1
 Type – Melee Or Ranged
 Debilitating – Medicine Tasks to perform First
 Damage Rating – A number of d6 and possibly
Aid/Heal on characters injured by this weapon
one or more Damage Effects that trigger when
increase in Difficulty by +1
Effects are rolled. All weapons gains additional
 Inaccurate – A character gains no benefit from
d6 to their damage rating equal to the wielder’s
the Aim Minor Action when attacking with this
Damage Bonus (see Chapter 2)
weapon
 Size – Weapons will either be one-handed (1H)
 Non-lethal – The weapon is designed to be
or two-handed (2H). A 2H weapon can be used
debilitating rather than deadly. If the character
with one hand but the difficulty increases by +1
attempts to make a lethal attack with this
 Qualities – Additional rules that apply to the
weapon, the Difficulty of the attack increases by
weapon’s use
+1
 Cost – Certain weapons require spending either
 Reverse – This weapon reverses the weapon
Momentum or Threat to take them into battle.
triangle (I.e. Swords now beat lances but are
This is noted by an Opportunity (O) or
vulnerable to axes)
Escalation (E) cost respectively. A weapon can
have both an O and an E cost

Staves are weapons that can also be used to heal. They


The following abilities provide additional benefits come with a few changes when used for healing:
whenever an effect is rolled on a d6. All damage effects
that apply to the attack trigger at the same time.  Type – A Staff can be used to heal in Melee, at
Range, or Both. Attacks are always at Range.
 Intense – The cost to Avoid an Injury caused by  Healing Rating – A number of d6 and possibly
this weapon increases by one for each effect one or more Healing Effects that trigger when
rolled. Effects are rolled. All Staves gain additional d6
 Knockdown – The target is knocked prone. This to this rating equal to the wielder’s Healing
can be resisted by adding a number of points to Bonus (see Chapter 2)
Threat equal to the number of effects rolled.  Size – All staves are 2H
 Piercing X – The attack ignores X points of
Armor/Resistance for each effect rolled
 Vicious 1 – The attack inflicts X additional The following abilities provide additional benefits
damage for each effect rolled whenever an effect is rolled on a d6. All healing effects
that apply to the heal trigger at the same time.

 Intense – Automatically heals one injury


The following qualities define how the weapon
 Soothing X – Restores X additional points of
functions. Some are positive while others apply
Stress for each effect rolled
restrictions.
Unarmed Strike Melee 1d6, Knockdown 1H Non-Lethal -
Bronze Weapons (Non-Stone) Melee 1d6 1H - -
Iron Weapons (Non-Stone) Melee 1d6, Vicious 1 1H - -
Steel Weapons (Non-Stone) Melee 2d6, Vicious 1 2H - O1
Silver Weapons (Non-Stone) Melee 3d6, Vicious 1 2H Accurate O1, E1
Dragonstone/Beaststone Melee 2d6, Vicious 1 1H - -
Dragonstone+/Beaststone+ Melee 3d6, Vicious 1 1H Accurate O1, E1
Armorslayer (Non-Stone) Melee 2d6, Vicious 1, Piercing 1 2H Cumbersome O1
Calvary Bane (Non-Stone) Melee 2d6, Vicious 1, Knockdown 2H Cumbersome O1
Dragon/Beast Killer (Non-Stone) Melee 2d6, Vicious 1, Intense 2H Cumbersome O1
Divine Weapons Melee 4d6, Vicious 1, Deadly 2H Accurate O1, E2

Bronze Bow Ranged 1d6 2H - -


Iron Bow Ranged 2d6 2H - -
Steel Bow Ranged 3d6 2H Accurate O1
Silver Bow Ranged 4d6 2H Accurate O1, E1
Killer Bow Ranged 3d6, Vicious 1 2H - O1, E1
Divine Bows Ranged 5d6, Vicious 1 2H Accurate O1, E2
Longbow 2-3 Squares 2d6, Piercing 1 2H Accurate O1

Fire (Anima), Light (Light) Both 1d6, Vicious 1 1H - -


Thunder (Anima), Shine (Light),
Both 2d6, Vicious 1 1H - -
Flux (Dark)
Elfire (Anima), Purge (Light),
Both 3d6, Vicious 1, Piercing 1 1H - O1, E1
Ruin (Dark)
Divine Tomes Both 4d6, Vicious 1, Piercing 1 1H - O1, E2

Assault/Heal 1d6 Melee 1d6 -


Pain/Mend 2d6 Melee 2d6, Soothing 1
Blast/Recover 3d6 Melee 3d6, Soothing 1, Intense O1
Divine Staff 4d6 Both 4d6, Soothing 1, Intense O1, E2
Wrathful Assault/Physic 2d6, Vicious 1 Both 2d6, Soothing 1 O1, E1
When creating a Supporting Character, use the
following procedure:
Supporting Characters are non-Lord characters that the
1. Purpose – Determine what purpose the
Players create and/or control. Supporting Characters
Supporting Character will have
are less detailed and are created in a less involved
2. Attributes – Assign the following array to the
manner than Lords. They are not permanently owned
Supporting Character’s Attributes: 10, 9, 9, 8, 8,
by a single Player. Instead, Supporting Characters can
7. Then distribute 3 points further. If done
be used by any Player at the table if the
correctly, their Attribute total should be 54
circumstances/story permits.
3. Disciplines – Assign the following array to the
The purposes for Supporting Characters include: Supporting Character’s Disciplines: 4, 3, 2, 2, 1,
1.
 Representing the rest of the Players’ Army, 4. Focuses – Choose three Focuses for the
giving the Players subordinates to command Supporting Character
and interact with 5. Weapon Talent – Choose a weapon talent that
 Allowing Players to take on different roles in the Supporting Character qualifies for
play, capitalize on a skillset that doesn’t exist 6. Finishing Up – Assign relevant equipment and
amongst the Lords, play a more active role in an derive qualities such as Stress and
adventure that doesn’t focus on their Lord, Armor/Resistance
and/or to account for Players who are absent
 Allowing Players to split their characters Those paying attention may note that this means
between different activities in different Players cannot create Shapeshifters and Manaketes as
locations without being left out of the game for Supporting Characters. Only GMs may create such
long periods of time characters, and they should only be turned over to the
 Allowing small groups of Players to bolster their rest of the Players after certain RP has occurred. This is
numbers to keep the rarity of such individuals somewhat intact!

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.

A normal Milestone allows a Lord to select an option


from the following list:

 Choose two Attributes. Reduce one by 1 (to a


minimum of 7) and increasing the other by 1
(up to a maximum of 11)
 Choose one of the character’s Talents and
replace it for another Talent
 Choose one of the character’s Focuses and
replace it with another
 Select a Supporting Character used during that
session and use one of the above options on
them
 Save the Milestone (Covered below)

Saving the Milestone means that you should note


somewhere on your character sheet that you have
stored a milestone. This saved milestone can be used in
place of spending a point of determination, but after
being spent it’s gone forever.

An Arc Milestone allows a Lord to select an option from


the following list:

 Choose a single Attribute and increase it by 1.


This Attribute cannot be increased above 12.
 Choose a single Discipline and increase it by 1.
This Discipline cannot be increased above 5.
 Select an additional Talent
 Select an additional Focus
 Select an additional Value
 Select a Supporting Character used during the
past five sessions and use one of the above
options on them
how to react, tell them that the best way to figure out
how they got here is to start looking for clues.
Trouble on the Plains is a starting adventure designed to
There are several ways a character could learn more
introduce Player and GM alike to FEST. It is meant for 3-
about their situation:
5 players, ideally with one Player covering the role of a
Staff user or Healer in general. Groups with less than 3  A Difficulty 1 Reason + Science or Reason +
players will need a Supporting Character designed for Conn to study the plains and determine where
them as well. This chapter is directed at Gamemasters they are. Success reveals they are more than
specifically, so Players worried about spoilers should likely somewhere in the Violet Hills. This is a
stop reading here! region known for the vibrant color of its grass
and the rumors that such plant life has
restorative properties. The nearest village is
The Player Characters are all either life-long friends or likely about three day’s travel on foot to the
fast comrades. They awake in the middle of a plain with East.
only their basic equipment on hand. They have no  A Difficulty 1 Reason + Defense to study the
recollection with how they got there, though the rest of immediate area for any sign of how they got
their memory is intact. As they try to figure out what here. Success reveals a series of impressions
brought them here, brigands attack and attempt to from boots, hooves, and a wheeled cart. These
capture them for nefarious purposes. It’s only after impressions trail off to the East. At best, three
their defeat that the brigands’ leader tells the Player lightly-armored people and two horses may
Characters how they got there in the first place. have been involved.
 A Difficulty 1 Reason + Medicine to study their
own mental state and that of the others.
Success reveals that everyone has been
After every Player has created a Lord and has signaled drugged with Sleepweed. As the name suggests,
that they are ready, the GM should read the following this plant causes a temporary coma-like state
aloud: when ingested. It is usually used during medical
care to sedate a patient but can knock out
A cool, pleasant breeze wafts across your face as you someone for quite a while depending on how
come to consciousness. As you open your eyes, you’re much is consumed.
greeted by the sight of a cloudless, blue sky. Looking
around, you notice that you’re in the middle of some As the Players decide what to do with this information,
rolling hills covered in ankle-high, violet grass that have the character with the highest Insight + Conn or
stretch as far as the eye can see. You also see several Insight + Defense roll a Task at Difficulty 2. Success
other people waking up around you. reveals that there is a group of about six individuals
riding towards them. They appear to be your average
It is at this point that the GM should have every Player brigands, armed with basic weaponry. One among them
introduce their Lord to the rest of the group. If the has a vibrant pink Mohawk. This Task succeeds at cost,
Players determined that their characters knew each the Complication being that this approaching group is
other beforehand, encourage them to roleplay as such. not noticed until it’s too late.
Conversely, if they want to be entirely new to one
another, prod them to roleplay in such a fashion!

The Lords all have their basic equipment, including their


The brigands encircle the Players and hop off their
armor, clothing, and weapon. All other valuables, such
horses. The one with the pink Mohawk steps forward
as jewelry or keepsakes, have been taken from them.
This could be very distressing for some characters, while and says:
others might simply wave it off as “another drunken
night on the town.” If the Players seem stuck or unsure
“Right then you lot, hand over those weapons and any Roaming Brigand (Minor NPC)
valuables you might have. Let’s not do anything stupid, Attributes
eh?” Control – 5 Fitness – 8 Presence – 4
Daring – 9 Insight – 4 Reason – 9
The Players are able to ask some basic questions of this Disciplines
man before they will be forced either to surrender or Command – 1 Offense – 1 Science – 0
defend themselves. In particular, they can learn: Conn – 1 Defense – 1 Medicine – 0
 Mr. Pink Mohawk is actually named Hroan Stress: 9 Armor: 1 Resistance: 0
Attacks:
 Hroan and his men roam the Violet Hills as
Bronze Axe (Melee, 2d6)
lawless men
 Hroan received a fresh tip from a friend in Teba
Village that the Players might be around here Hroan (Notable NPC)
Attributes
A Player with skills in diplomacy, leadership, and/or
Control – 10 Fitness – 10 Presence – 7
negotiation might be able to convince Hroan that Daring – 10 Insight – 8 Reason – 9
they’re not worth robbing using words alone. Such a Disciplines
Task would likely be at Difficulty 4+. If they succeed, Command – 2 Offense – 2 Science – 0
then Hroan is willing to leave one of the Players with Conn – 1 Defense – 2 Medicine – 0
their weapon and armor. Otherwise everyone else will Stress: 9 Armor: 2 Resistance: 0
be stripped of everything but the clothes on their backs. Attacks:
Iron Axe (Melee, 3d6, Vicious 1)
It’s assumed that by this point the Players and Hroan’s
men are eager to start fighting. Use the following
battlemap for this encounter: The fight ends either when every Brigand save Hroan
falls or when Hroan himself falls. The GM is encouraged
to flavor and modify combat as needed to achieve
either of these outcomes. Nothing is worse than failing
your first combat encounter as a Player!

Should Hroan survive (whether he surrenders, the


Players injure him non-lethally, or the Players catch his
dying words), he’ll tell the Players:

“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.

Either way, the Players have a new plot hook to


explore! Who is Nissul? Why did he choose the Players?
Was he working for anyone? Where is the stuff he
stole? All good questions for the GM to create answers
for dependent on their group!
Thanks so much for checking out this ruleset! I hope you have as much fun running the games as I do
with my own!

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.

Email ELH: elhmk1@gmail.com

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