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Lordship and Peasantry - Fire Emblem TTRPG
Lordship and Peasantry - Fire Emblem TTRPG
Lordship and Peasantry - Fire Emblem TTRPG
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
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
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
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.
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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
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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
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
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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.
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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’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.
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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
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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
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
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
Promotes To:
Red Dragon, White Dragon, Manakete
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Skills
Class-Specific Skills
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
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
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
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.
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Weapons
Bows
Bow Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Knives
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Staves
Knife Name Rank Effect Range WT Uses Cost wEx
p
Anima - Fire
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Anima - Thunder
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Anima - Wind
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Dark
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
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Items
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Unit Compendium
Lord
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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 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
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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.
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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
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