Lordship and Peasantry - Fire Emblem TTRPG

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 27

Tabletop Roleplaying Game

Lordship and Peasantry


Expansion

Created by Dankboi68 based on and for use in the system


by Dylan B. based on the systems, mechanics, and assets
from Fire Emblem as well as personal improvements and
additions
1
Table of Contents
Table of Contents.....................................................................................................................2
Classes..........................................................................................................................................3
Skills............................................................................................................................................19
Weapons....................................................................................................................................21
Items...........................................................................................................................................22
Unit Compendium.................................................................................................................23
Notes...........................................................................................................................................24
Afterword..................................................................................................................................26

With this expansion, there are two new main classes, which branch off into 23 new classes,
for players and GM’s to use: Lords and Villagers, as well as their promotions and offshoots.
Although they can be used by enemies, these classes were designed for use by players. This
expansion provides many unique rules and elements to bring into your campaign, and some
weapons that can be used outside of the expansion.
And yes, there is some Laguz support.

2
Classes

Lord
Noble heirs to a ruling house or body. They possess great leadership and potential.
Starting Stats Proficiencies: Sword, Lance, Axe, Bow,
HP 18 Knife, Fire, Thunder, Wind, Light, Dark, or
Staff
STR 4 Starting Skills: Leadership
MAG 4 Special Qualities: -
DEF 4
RES 3
SKL 6
SPD 5
LUK 7
MOV 6
CON 7
LoS 5

A jack-of-all-trades support class which can


promote into three different classes, as opposed
to the usual Beorc 2. With starting proficiencies
containing any of the possible weapon types.
It is up to GM discretion how Lords are used in your
game, whether they are treated as a standard class,
given to all players, or for use by NPC’s exclusively.
It is even likely that Lords will be completely ignored in
your game.

3
Promotes To:
Knight Lord
An honorific bestowed upon paramount nobles who ride into battle alongside their allies
Promotion Stat Increases Proficiencies gained: Sword or Lance
HP 4 Promotion Skill: Bravery
STR 2 Occult Skill: Lead by Example
MAG 1 Special Qualities: Mounted
DEF 1
RES 3
SKL 2
SPD 2
LUK 0
MOV 2
CON 10

Staying true to its Jack-of-all-trades nature, the Knight Lord


keeps a focus on mostly equal STR and MAG, with a higher
RES bonus to balance the higher base DEF. Knight Lords’
skills focus on speeding up allies with consecutive attacks
and increased MOV which scales with Leadership and
thus level. Their proficiency gains are locked to STR,
but they can carry over magical proficiencies from
Lord, if they chose one, and their 3rd-Tier promotion
holds another opportunity to gain magic proficiency.
As always, GM’s are free to change this to their content.

4
Knight Lord Promotes To:
Holy Lord
Shining figures of bravery and valor who act as beacons of hope to their citizenry
Promotion Stat Increases Proficiencies gained: Sword, Lance, Axe,
HP 3 Light, or Staff
STR 3 Mastery Skill: Undying Valor
MAG 3 Special Qualities: Mounted
DEF 1
RES 1
SKL 2
SPD 1
LUK 4

Holy Lords regain access to magic as well as the all-important


staves, which is the only time this promotion line gains
access to this tool since its inception as a Lord. Since
being locked to only staves is a bad idea, most players
likely won’t have staves as a mounted Lord until they
reach Holy Knight, unless they started the campaign
pre-promoted. As such, Holy Lords once more emphasize
the well-rounded nature of Lords with their powerful offense
and newfound staff potential. Of course, a Holy Lord isn’t
new to being a support class, the entire Leadership skill
has been in their toolset since day 1.
Originally this class was called Holy Knight, after the
Legendary General, Barigan, but then I realized that it
would be the only class without Lord in its name so I changed it
a little and added magic and the skill Undying Valor
to make it make sense.

5
Or Lord Promotes To:
Great Lord
An honorific bestowed upon powerful nobles who protect as fiercely as they attack
Promotion Stat Increases Proficiencies gained: Lance, Sword, Axe,
HP 6 Bow, or Knife
STR 4 Promotion Skill: Loyalty
MAG 0 Occult Skill: Unshakable Faith
DEF 3 Special Qualities: -
RES 1
SKL 0
SPD 0
LUK 1
MOV 1

As one might expect from the skills and stats, Great Lords
are focused heavily around defense, and can greatly
increase the survivability of themselves and their allies.
Great Lords are the promotion path focused on physical
weapons, gaining access to every single STR-based
weapon type. Also yes, the skills are named after
the best FE7 songs, thank you for asking.

6
Great Lord Promotes To:
Master Lord
True champions of Lordship, embodying the meaning of mastery and leadership
Promotion Stat Increases Proficiencies gained: Sword, Lance, Axe, Bow,
HP 4 Knife, Fire, Thunder, Wind, Light, Dark, or
Staff
STR 2 Mastery Skill: Crashing Victory
MAG 2 Special Qualities: -
DEF 2
RES 2
SKL 2
SPD 2
LUK 2

The embodiment of what most Fire Emblem Lords end


up looking like. The last class was a little too Hector, but
it was worth it because I love Hector.
With Crashing Victory, having your party stock up on
1-2 weapons such as magic weapons and knives can
greatly increase damage output if you position it right.
Master Lords can have almost any combination of
3 weapons thanks to having access to every single
weapon type during creation and Master Lord
promotion, as well as the bulk of available types
during Great Lord promotion. This can lead to
a unit more generalized than the Holy Lord.

7
Or Lord Promotes To:
Mage Lord
An honorific bestowed upon wise nobles whose skill with magic mirrors their skill in battle
Promotion Stat Increases Proficiencies gained: Fire, Thunder, Wind
HP 0 Dark, Light, or Staff
STR 1 Promotion Skill: Strategy
MAG 5 Occult Skill: Something
DEF 0 Special Qualities: -
RES 3
SKL 4
SPD 0
LUK 4
MOV 1

Being focused on Magic and Skill, Mage Lords


can hit hard and accurately, though their answer
to RES units may be lacking due to lack of STR
support during promotion.
The Strategy skill is very powerful, but is useless
when fighting against or with knife/bow/staff
units, and a clever enemy tactician may be able
to anticipate an activation of Strategy and move
units accordingly.
The Mage Lord’s Occult skill is very useful on allies with
low hit such as druids and brigands, or to ensure attacks on
hard-to-hit enemies like thieves.

8
Mage Lord Promotes To:
Arch Lord
Ultimate models of excellence, balancing the book and the blade to fight for ideals.
Promotion Stat Increases Proficiencies gained: Fire, Thunder, Wind,
HP 2 Light, Dark, Staff, Sword, Knife, or Bow
STR 2 Mastery Skill: Masterful Sorcery
MAG 4 Special Qualities: -
DEF 0
RES 2
SKL 3
SPD 0
LUK 5

During promotion, Arch Lords have the option


to add 1 MOV and gain the Mounted and Flying
Special qualities by mounting a Pegasus.

Arch Lords are more support focused than its


predecessor class may have you believe, but the
full power of Masterful Sorcery, being able to
have the minimum hit chance be 80% is well worth
the investment. Pair this with the possibility of a flying
mount, and the Arch Lord is looking to be the best
of the three Lord branches, however his SPD and DEF
are dangerously low, resulting in a rather fragile unit.
Keeping the Arch Lord away from the front lines denies
a powerful unit from fighting, but it keeps the unit’s support alive.

9
Villager (A)
Ordinary villagers who have taken up arms. Can advance to a variety of classes.
Starting Stats Proficiencies: Sword, Lance, Axe, Bow,
HP 10 Knife, Fire, Thunder, Wind, Light, Dark, or
Staff
STR 2 Starting Skills: Paragon
MAG 1 Special Qualities: -
DEF 2
RES 1
SKL 3
SPD 2
LUK 4
MOV 5
CON 4
LoS 4

Unlike the usual Beorc classes, Villagers promote once they have reached
100 experience points from Level 10, instead of Level 20. Upon promoting,
Their level is reset to 1 and they lose the paragon skill.
They can promote into any base-level Beorc class in the system, as long as it
has the same starting proficiency that the player chose during creation.
If starting classes have two proficiencies, as long as the player has any one
of the two they can promote into said class. However, if a class allows you to
choose starting proficiencies from a list, you cannot gain any additional
proficiencies and must keep the one you chose during Villager creation.
When promoting, take the difference between Villager’s starting stats and
the promoted class’ starting stats and half them for the promotion bonus.

Villager A is designed for longer games that could stretch on for real years,
that detail a party’s journey from humble beginnings to omnipotent standings.
They are based on the incarnation from Fire Emblem: Gaiden and Echoes.
Paragon is removed upon promotion.

There is no rule that prevents a Villager from promoting into a Lord, however if the GM
wants to keep Lords special or out of the campaign they can force this rule.

10
Villager (B)
Idealistic civilians hoping to find themselves. Can adapt easily
Starting Stats Proficiencies: Trainee Multi-Blade
HP 10 Starting Skills: -
STR 1 Special Qualities: -
MAG 1
DEF 1
RES 1
SKL 1
SPD 1
LUK 1
MOV 6
CON 3
LoS 4

Villager B is designed for new players who want to join a campaign


but don’t have the time or knowledge to create their own character.
The stats, growths, and proficiencies of Villager B are chosen as the
player plays the game. Playing a Villager B should only be done as a
last resort cuz they’re boring as hell.

Villager’s have a pool of 35 points to start with, and at any time the player
can use one of these points to add to a stat. However, during combat this is
limited as to only allow your level amount in points to be spent per turn.
To level up, the player rolls 8 2d10’s and any roll 50 or under adds 1
point to the pool, with any roll 51 or over does nothing.
At any time outside of combat, the player can determine their growth rates, and
once they have been determined, level ups are replaced with the traditional system.
The Villager also gains access to a special weapon: The Trainee Multi-Blade, which can be
switched between any of the 11 Iron/standard weapons/tomes at any time, however it only
has 30 uses and once it breaks you must choose a proficiency (Whichever weapon type you
enjoyed using the most).
At any time outside of a session, the player can choose to allocate any remaining stat points,
instantly break their weapon, or determine growth rates.
To promote, follow Villager A rules, however Level is not reset, and Starting Stats are
ignored. To promote you must have all stat points allocated, your weapon broken, and your
growth rates decided. You can promote either at level 10 or at any time outside of the
session.

11
Villager (C)
Ordinary villagers who have taken up arms.
Starting Stats Proficiencies: Sword
HP 8 Starting Skills: Paragon
STR 3 Special Qualities: -
MAG 0
DEF 2
RES 1
SKL 5
SPD 4
LUK 3
MOV 5
CON 3
LoS 4

Promotes To:
Mercenary, Myrmidon, Cavalier, Lord

Recruit
Fresh recruits who dream of becoming knights.
Starting Stats Proficiencies: Lance
HP 10 Starting Skills: Paragon
STR 4 Special Qualities: -
MAG 0
DEF 3
RES 1
SKL 3
SPD 3
LUK 2
MOV 5
CON 5
LoS 4

Promotes To:
Soldier, Knight, Cavalier, Lord

12
Journeyman
Young fighters with high expectations.
Starting Stats Proficiencies: Axe
HP 13 Starting Skills: Paragon
STR 5 Special Qualities: -
MAG 0
DEF 1
RES 1
SKL 2
SPD 2
LUK 2
MOV 5
CON 5
LoS 4

Promotes To:
Fighter, Brigand, Cavalier, Lord

Trainee
Eager bowmen who practice their archery.
Starting Stats Proficiencies: Bow
HP 9 Starting Skills: Paragon
STR 3 Special Qualities: -
MAG 0
DEF 2
RES 2
SKL 4
SPD 4
LUK 2
MOV 5
CON 3
LoS 4

Promotes To:
Archer, Nomad, Lord

13
Initiate
Unassuming young thieves who are still learning the ropes
Starting Stats Proficiencies: Knife
HP 8 Starting Skills: Paragon, Pick
STR 1 Special Qualities: -
MAG 1
DEF 1
RES 2
SKL 3
SPD 6
LUK 4
MOV 6
CON 2
LoS 4

Promotes To:
Thief, Bard, Lord

Pupil
Young scholars who hone their magical ability.
Starting Stats Proficiencies: 1x Anima or Dark
HP 8 Starting Skills: Paragon
STR 1 Special Qualities: -
MAG 4
DEF 1
RES 4
SKL 3
SPD 3
LUK 2
MOV 5
CON 3
LoS 4

Promotes To:
Mage, Druid, Lord

14
Acolyte
Holy initiates whose faith grants them magical abilities. Holey Cheese
Starting Stats Proficiencies: Light or Staff
HP 8 Starting Skills: Paragon
STR 1 Special Qualities: -
MAG 2
DEF 1
RES 4
SKL 3
SPD 3
LUK 4
MOV 5
CON 3
LoS 4

Promotes To:
Cleric, Bard, Lord
Airman
Fresh cadets still learning to handle a flying mount.
Starting Stats Proficiencies: Lance
HP 9 Starting Skills: Paragon
STR 4 Special Qualities: Mounted, Flying
MAG 0
DEF 3
RES 2
SKL 3
SPD 4
LUK 1
MOV 6
CON 10
LoS 4

Promotes To:
Pegasus Knight, Wyvern Rider

15
Junior Lord
A young Lord, who is just beginning their journey to greatness.
Starting Stats Proficiencies: Sword, Lance, Axe, Bow,
HP 9 Knife, Fire, Thunder, Wind, Light, Dark, or
Staff
STR 2 Starting Skills: Paragon
MAG 2 Special Qualities: -

DEF 2
RES 1
SKL 3
SPD 3
LUK 4
MOV 5
CON 3
LoS 4

Promotes To:
Lord
Prince/Princess
Young nobles atop a majestic steed, destined for greatness.
Starting Stats Proficiencies: Sword, Lance, Staff, or Bow
HP 9 Starting Skills: Paragon
STR 3 Special Qualities: Mounted
MAG 2
DEF 2
RES 1
SKL 2
SPD 3
LUK 3
MOV 6
CON 10
LoS 4

Promotes To:
Lord, Cavalier, Nomad

16
These classes constitute what I consider “Villager C”, which in practice is much like Villager
A in how it is designed for longer games. Much like Villager A, they promote at Level 10, and
they treat the differences between starting stats halved as promotion bonuses, however
they all receive a -5 to their growth rates and only regain their growth rates upon
promotion. It’s up to the GM to balance this power boost accordingly. They are based on the
Sacred Stones incarnation of trainees.
However, that’s not all. To balance out the Laguz side of the system, I’m introducing 3 new
“Cub” units to mirror Villager C. No, I am not going to make Villager A/B versions of Laguz.
I’m still playing FE9 so I don’t know how the lore works, this is mainly just for stats.
Cubs “promote” upon reaching level 10 and shed their proficiencies and Shift-related stats,
adopting the stats of whichever class it is promoted into and resetting their level to 1.
Calculate promotion gains like Villager A. This is the only time a Laguz can be promoted.
For all of these, Paragon is removed on promotion.
Kit
Young Laguz of the Beast Tribe.
Starting Stats Proficiencies: Fang or Claw
HP 12 Starting Skills: Paragon
STR 3 Special Qualities: Laguz*, Beast*
MAG 0
DEF 2
RES 1
SKL 3
SPD 3
LUK 2
MOV 5
CON 3
LoS 4

Starting Shift Gauge 4


Shift Modifier Per Turn (Humanoid Form) +7
Shift Modifier Per Turn (Animal Form) -4
Shift Modifier Per Combat (Humanoid Form) +7
Shift Modifier Per Combat (Animal Form) -3

Promotes To:
Cat, Tiger

17
Fledgling
Young Laguz of the Bird Tribe.
Starting Stats Proficiencies: Beak or Talon
HP 10 Starting Skills: Paragon
STR 2 Special Qualities: Laguz*, Flying
MAG 1
DEF 2
RES 2
SKL 3
SPD 3
LUK 3
MOV 5
CON 3
LoS 4

Starting Shift Gauge 2


Shift Modifier Per Turn (Humanoid Form) +7
Shift Modifier Per Turn (Animal Form) -4
Shift Modifier Per Combat (Humanoid Form) +8
Shift Modifier Per Combat (Animal Form) -3

Promotes To:
Raven, Haron, Hawk

18
Wyrmling
Young Laguz of the Dragon Tribe, or just baby dragons, hard to tell at this stage.
Starting Stats Proficiencies: Any Breath or Dragonstone
HP 11 Starting Skills: Paragon
STR 2 Special Qualities: Laguz*, Dragon*
MAG 1
DEF 3
RES 2
SKL 3
SPD 2
LUK 2
MOV 5
CON 3
LoS 4

Starting Shift Gauge 8


Shift Modifier Per Turn (Humanoid Form) +6
Shift Modifier Per Turn (Animal Form) -4
Shift Modifier Per Combat (Humanoid Form) +8
Shift Modifier Per Combat (Animal Form) -3

Dragonstone transformations per turn: 1

Promotes To:
Red Dragon, White Dragon, Manakete

19
Skills

Class-Specific Skills

Skill Name Effect Class


Leadership On certain* levels, gain 1 Leadership star. For every Lord Line. From start
Leadership star, every allied unit gains +2 Hit +3 Dodge.

Paragon All experience points gained are doubled Villager. From start
*Lord: Level 4, level 10, level 15
*Promoted Lord: Level 5, Level 10, Level 15, Level 20
*3rd-Tier Lord: Level 1, Level 5, Level 10.

Promotion Skills

Skill Name Effect Class


Bravery Skl/2% At start of every turn, Allies that are within 3 Knight Lord
tiles when they target an enemy gain one additional
attack

Loyalty Skl/2% At start of every turn, Allies within 3 tiles when Great Lord
they target an enemy, gain +30 crit

Strategy Skl/2% At start of every turn, Allies within 3 tiles when Mage Lord
they target an enemy they have weapon triangle
advantage over gain effective damage

Occult Skills

Skill Name Effect Class


Lead By MOV*2% (16 by default, 20 if boots) to raise all allies Knight Lord
Example MOV by Leadership/2 for 1 turn.

Unshakable Def/2% to raise all allies DEF and RES by Leadership Great Lord
Faith for 1 turn.

Something Mag/2% to raise all allies SKL and LUK by Leadership Mage Lord

20
Mastery Skills

Skill Name Effect Class


Undying Leadership/2 times per campaign, when an allied Holy Lord
Valor* unit’s HP reaches 0, they are fully healed and can be
warped to a tile adjacent to this unit

Crashing Leadership*2% At start of turn, self and allies weapon Master Lord
Victory range becomes 1-2 range. On weapons that already
have 1-2 range, they hit both tiles at once. On weapons
with longer range, They become 1-x range.

Masterful Every ally’s weapon’s range becomes 1-Lead; Arch Lord


Sorcery additionally, +Leadership to all Laguz allies starting
shift gauge and +Leadership/2 minimum Manakete
transformations. When an allied Laguz’s shift gauge
reaches 0, it is set to Leadership.
*Choose when to activate
Golden Rule: Leadership stars never stack or interact with each other. Unless
the GM allows it

21
Weapons
Bows
Bow Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p

Royal Bow A 9 90 5 2 10 30 9000 Armor, Mounted, 3


Flying

Knives
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p

Gilded Knife A 8 90 10 1-2 4 30 9000 Armor, Mounted 3

Ceremonial Dagger A 9 85 5 1 3 30 9000 Armor, Mounted 3

Staves
Knife Name Rank Effect Range WT Uses Cost wEx
p

Royal Staff A Heals 10*Leadership 1-2 4 30 9000 3

Anima - Fire
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p

Royal Fire A 7 95 5 1-2 4 30 9000 Armor, Mounted 3

Anima - Thunder
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p

Royal Thunder A 8 90 5 1-2 5 30 9000 Armor, Mounted 3

Anima - Wind
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p

Royal Wind A 6 100 5 1-2 3 30 9000 Armor, Mounted 3

Dark
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p

Royal Dark A 9 75 5 1-2 6 30 9000 Armor, Mounted 3

22
Items

Item Effect Uses Cost

Royal Drought* Adds 3 leadership stars, decreases by 1 each turn 3 5000


until normal

Silver Tiara* Adds 1 leadership star, removed on Map End 1 5000

Golden Tiara* Adds 2 leadership stars, removed on Map End 1 8000

Silver Crown* Permanently adds 1 leadership star 1 15000

Golden Crown* Permanently adds 2 leadership stars 1 25000


*Lord line only

23
Unit Compendium

Lord

Level 1 Proficiencies: Sword Proficiencies: Fire


HP 18 Skills: Leadership Skills: Leadership
STR 5 Qualities: - Qualities: -
MAG 5 Weapon: Slim Sword Weapon: Fire
DEF 4 9 Damage 9 Damage
RES 3 114 Accuracy 99 Accuracy
SKL 6 8 Crit 3 Crit
SPD 5 5 Speed 5 Speed
LUK 7 17 Dodge 17 Dodge
MOV 6 7 Crit Avoid 7 Crit Avoid
CON 7 1 Range 1-2 Range

24
Notes
The Strategy skill rewards players who have weapon triangle advantage by tripling
their weapon’s might. Strategy only activates when the player has advantage over
their target.
The promotion skills for the 3 Lords activate at the start of the turn, you do not need
to be within 3 tiles at the start of the turn to receive the effects. In order to receive
the effects, attack a foe while being within 3 tiles of a Lord on a turn where their skill
activated. A Lord can activate their skill and then stand next to a large gaggle of
enemies so that their allies can gain buffs while fighting. The buffs only stop going
into effect once it has reached Player phase once more, they bleed into enemy and
ally phase.
Undying Valor: Leadership/2 means current number of leadership stars divided by
two. Assuming you have 7 carry-over Leadership stars from Knight Lord, that means
you can use the skill three times. Every two leadership stars gained add another use.
The GM may add a way to replenish Undying Valor uses if the campaign becomes
long enough to warrant it.
Crashing Victory: “For weapons with longer range” like the longbow or siege tomes,
it gives them full range from the adjacent space all the way to the end of its range.
They don’t get the Forblaze multi-tile effect like the 1-2 range weapons though.
Some names used are subject to change
Dylan B. please don’t hate this, I spent a lot of time learning to emulate your style

For those who think adding playable Lords ruins the point of the system:
Like I said in the Lord section, I fully expect a large number of GM’s to just not use
Lords, or to relegate them to only NPC positions. A rule I have used is to only allow
one playable lord per player

For those who think I hate the Laguz:


Kinda? I don’t hate the Laguz, I just care about them a whole lot less than Dylan did.
Technically speaking I do loathe Lethe and I want to see her suffer an eternity in hell
like the subhuman furry freak she is. I put a lot less effort in the Laguz section simply
because I don’t generally like them or care about them as much as the Beorcs.

For those wondering where the inspiration for Villager B came from:
The first time I made a TTRPG class like that was for D&D, and it was ironically
enough based on the Fire Emblem trainees. I made it since, as the DM for my

25
highschool’s gaming club, I was disappointed in how many people wanted to play
the game but were stopped by the, in hindsight not that high, barrier to entry. I made
the trainee as a way to get people immediately playing and make their characters as
they played... It was a disaster, but I hope it’ll work better here. Of course the best
solution is to just sit down and actually make a character.

For those wondering why I asked them to Google “Shota Angry Birds”:
Thank you, your contribution is greatly appreciated.

Q:When will you add Bunny Girl Laguz?


A: What?

Q: Any more plans after this?


A: Yes, I’m planning a CON rework expansion which would go in and change the CON
system as well as reassign a weight to every single weapon. I dislike the Tellius
weight system since Slim weapons are almost completely obsolete. CON is like a
weight class in boxing, and should be treated that way in gameplay.
Also I’m working on a unit compendium expansion that adds monsters, terrors,
varied dragons, and demonic beasts. It’s almost done.
I also want to work on a Hybrid-Laguz expansion that introduces Laguz (or
manaketes) that can fight with both Laguz weapons and Beorc weapons. Shut up I
know it’s not lore-friendly, Rule of Cool baby.

26
Afterword
This is the very first TTRPG Expansion Pack I’ve ever come anywhere close to
completing. I have started two failed Jojo expansions that barely got past the first
paragraph, but it’s thanks to Dylan B.’s fantastic system and Shouzou Kaga’s amazing
games that I was able to make this expansion. If it’s a little garbage, whoops. I’ll
probably fix it later but don’t count on it.
While you’re here, check out my FE TTRPG Character Sheet and Stat Calculator
Fire Emblem Character Sheet & Stat Calculator

Add Athos to
Heroes why is
he not in yet

27

You might also like