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Pre-Gen NPC Guide Complete with a table of contents, and each enemy statted up so you don't have to make them yourself!
I'll work on the Promoted and Advanced Classes soon (along with Manakete/Taguel)

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Holy Blood Alternate Rules Now added! I did some formatting with the Core Rulebook, fixed the Bestiary a bit, and hopefully soon the Fire Emblem Iconic Characters PDF will be available on the site.

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Now featuring the Coups alternate rules!
These are feats/traits you can give your character so they can stand out and so that it can diversify each unit, that way they aren't all the same.

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There's a second coup list out along with a Fire Emblem Iconics pdf I'm trying to work on (listing the major characters of each series from Shadow Dragon to Awakening)
I've also got plans to release a 20-30 chapter Adventure for people to be able to run. No clue where that one will go, but we'll see!

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This system is being reworked into a new one called "QUARTS". It's going to be generally the same, save for some changes that drastically affect things.
Attack rolls are now resolved as a 1d20 roll. Formula below.
1d20 + ½ Strength + Skill – Weapon’s Weight (if it exceeds CON)
Characters now have an "Armor" score that must be hit by said d20 roll. Instead of Defense blocking damage, it now factors into your Armor score. Formula below.
5 + Defense + Speed + ¼ Luck
Races are added that give bonuses to stats, and abilities (see abilities below).
Characters get two pools, a stamina and a magic pool. Both pools have an amount of energy equal to 1/2 of your STR (Stamina) or MAG (Magic). Because of this, all characters have a Strength and Magic stat, meaning that growth rates had to be changed. Stamina and Magic pools can be used for certain minor abilities that everyone gets universally, and to activate special attacks (such as Luna, Astra, or even shaking off some damage).
Growth Rates have been changed from a d100 to a d10 roll. Along with this, each class gets the following growths: One 8, two 6, two 4, and two 2.
All promoted classes receive class skills they can use. Some of the classes with class skills previously remain unchanged. Others do not.
Elements are introduced into the game (listed below)
Physical: Piercing, Bludgeoning, Slashing
Elemental: Fire, Water, Cold, Earth, Wind, Electricity, Force
Spiritual: Light, Dark
Critical hits have been changed to reflect the change to d20s. Instead of a % chance to crit, characters must roll a certain number equal to half their Luck score. The maximum a character can get for their Critical Hit chance is 15-20/x2 with a 30 Luck. Some classes (like Swordmasters) exceed this cap with their Class Skill instead having a maximum of 13-20/x2. They still must hit the enemies' armor score to critically hit them.
Counter Attacks cost 1 point of Stamina or Magic instead of being automatic.
There is now a Fast Track for ranking up weapons, gaining abilities, and Static Growth Rates have been retooled to not cap stats out as fast as they used to.

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It's been forever, but lots of updates have come out recently! Like...a lot. To the point where I'd say it's almost done. Almost.
- New Stuff:
- Summoner's Phantom was added
- Changed the names of certain weapons and skills.
- Quite a few Alternate Rules have been added.
- Move has been fixed for each class.
- Fixed weapon triangle to be less punishing
- Bestiary has been added
- Shifter Class added
- Tons of new weapons added.
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- Stuff that needs to be added/fixed:
- More Monsters in the Bestiary
- The 3rd Tier rules from the previous fed100 system.
- Npc only classes like the King and the Dark Druid.
- Fix the Hit to AR/RR ratio.
That's all!