Crusaders' Legacy - Fire Emblem TTRPG
Crusaders' Legacy - Fire Emblem TTRPG
Crusaders' Legacy - Fire Emblem TTRPG
1
Table of Contents
Table of Contents.....................................................................................................................2
Classes..........................................................................................................................................3
Skills...........................................................................................................................................22
Home Castle............................................................................................................................27
Holy Blood...............................................................................................................................28
Inheritance..............................................................................................................................31
Terrain.......................................................................................................................................33
Weapons...................................................................................................................................34
Items...........................................................................................................................................36
Unit Compendium.................................................................................................................37
Notes...........................................................................................................................................40
Afterword..................................................................................................................................45
Whilst the different continents throughout the lands experience life in tides of
peace and conflict, the people of Jugdral have only known war and tragedy.
Away from the whimsical continents of Archanea and Tellius, warfare on
Jugdral has developed in its own way, through rigorous training, tight
formations, and stable order. With their unique way of life comes 17 new
familiar, but distinct, playable classes, as well as special promotion, terrain,
items, and mechanics.
2
Classes
Jugdralans
Although almost genetically identical to the average Beorc, humans from
Jugdral have developed a much different society and style to their Tellian
counterparts, allowing them to play by different gameplay rules.
Jugdralans go through 30 levels compared to the common 20, while only being
able to promote once reaching level 20. Jugdralans can only promote once, but
their promotion bonuses are better than a normal Beorc’s. Apart from
promoting at a promotion shrine, or through use of an item, Jugdralans can
also promote once they reach level 30, and level up one more time.
Compared to Beorcs, Jugdralans tend to have higher HP, and lower LUK, in
addition Jugdralans have a natural +1 to every weapon proficiency, but gain
weapon xp at half of the normal rate, needing 200 points to advance a weapon
rank.
3
Lance Knight
Mounted knights who have mastered both horsemanship and the art of the lance.
Starting Stats Proficiencies: Lance
HP 22 Special Qualities: Mounted
STR 8
MAG 0
DEF 6
RES 0
SKL 6
SPD 6
LUK 3
MOV 8
CON 20
LoS 4
Promotes to:
Duke Knight
Expert Knights who have skill in combat and leadership
Promotion Stat Increases Proficiencies gained: None
HP 6 Promotion Skill: Charm
STR 3 Occult Skill: Lead On
MAG 0 Special Qualities: Mounted
DEF 3
RES 2
SKL 2
SPD 2
LUK 0
MOV 1
4
Free Knight
Mercenaries on horseback who fight for the highest bidder.
Starting Stats Proficiencies: Sword
HP 24 Special Qualities: Mounted
STR 7
MAG 0
DEF 7
RES 0
SKL 7
SPD 7
LUK 0
MOV 8
CON 18
LoS 4
Promotes to:
Range Knight
Free Knights who have advanced past the common rabble into fame.
Promotion Stat Increases Proficiencies gained: None
HP 7 Promotion Skill: Discount
STR 4 Occult Skill: Sellblade
MAG 0 Special Qualities: Mounted
DEF 2
RES 1
SKL 2
SPD 1
LUK 1
MOV 1
5
Axe Knight
Strong knights on horseback who wield mighty axes.
Starting Stats Proficiencies: Axe
HP 26 Special Qualities: Mounted
STR 9
MAG 0
DEF 5
RES 0
SKL 5
SPD 7
LUK 0
MOV 8
CON 23
LoS 4
Promotes to:
Guardian Knight
Great knights who have withstood the hardships of war and survived.
Promotion Stat Increases Proficiencies gained: None
HP 9 Promotion Skill: Survival
STR 4 Occult Skill: Refresh
MAG 0 Special Qualities: Mounted
DEF 5
RES 0
SKL 0
SPD 0
LUK 0
MOV 1
6
Arch Knight
Mounted knights with deadly horseback archery.
Starting Stats Proficiencies: Bow
HP 22 Special Qualities: Mounted
STR 7
MAG 0
DEF 6
RES 2
SKL 6
SPD 6
LUK 3
MOV 8
CON 17
LoS 4
Promotes to:
Bow Knight
Knights who have mastered horseback archery.
Promotion Stat Increases Proficiencies gained: None
HP 9 Promotion Skill: Extension
STR 4 Occult Skill: Headshot
MAG 0 Special Qualities: Mounted
DEF 5
RES 0
SKL 0
SPD 0
LUK 0
MOV 1
7
Lance Armor
Heavily armored knights who dominate battlefields with their powerful lances.
Starting Stats Proficiencies: Lance
HP 28 Special Qualities: Armor
STR 8
MAG 0
DEF 12
RES 0
SKL 2
SPD 2
LUK 0
MOV 5
CON 16
LoS 4
Promotes to:
Lance General
Armored generals with indestructible armor
Promotion Stat Increases Proficiencies gained: Sword
HP 6 Promotion Skill: Power Thrust
STR 3 Occult Skill: True Pavise
MAG 0 Special Qualities: Armor
DEF 3
RES 2
SKL 2
SPD 2
LUK 0
MOV 1
8
Sword Armor
Skillful warriors clad in heavy armor and trained in expert swordplay.
Starting Stats Proficiencies: Sword
HP 26 Special Qualities: Armor
STR 7
MAG 0
DEF 12
RES 0
SKL 4
SPD 3
LUK 0
MOV 5
CON 15
LoS 4
Promotes to:
Sword General
Deadly war generals with an incredible mastery of swordsmanship.
Promotion Stat Increases Proficiencies gained: Bow
HP 8 Promotion Skill: Quick Draw
STR 3 Occult Skill: Destreza
MAG 0 Special Qualities: Armor
DEF 4
RES 0
SKL 3
SPD 0
LUK 0
MOV 1
9
Axe Armor
Tenacious axe-wielding knights with an unrelenting willpower.
Starting Stats Proficiencies: Axe
HP 30 Special Qualities: Armor
STR 10
MAG 0
DEF 8
RES 0
SKL 3
SPD 1
LUK 0
MOV 5
CON 18
LoS 4
Promotes to:
Axe General
Unstoppable warriors with unmatched strength and defense.
Promotion Stat Increases Proficiencies gained: Lance
HP 9 Promotion Skill: Skull Splitter
STR 4 Occult Skill: Overwhelming Might
MAG 0 Special Qualities: Armor
DEF 5
RES 0
SKL 0
SPD 0
LUK 0
MOV 1
10
Bow Armor
Physical towers of strength and defense whose range lets none escape.
Starting Stats Proficiencies: Bow
HP 24 Special Qualities: Armor
STR 8
MAG 0
DEF 8
RES 0
SKL 7
SPD 5
LUK 0
MOV 5
CON 16
LoS 4
Promotes to:
Bow General
Overwhelming paragons of archery with unmatched power.
Promotion Stat Increases Proficiencies gained: Axe
HP 9 Promotion Skill: Overdraw
STR 4 Occult Skill: Mobile Artillery
MAG 0 Special Qualities: Armor
DEF 5
RES 0
SKL 0
SPD 0
LUK 0
MOV 1
11
Cultist
Dreaded practitioners of ancient and forbidden magic, with great power.
Starting Stats Proficiencies: Dark
HP 20 Special Qualities: None
STR 0
MAG 10
DEF 4
RES 7
SKL 6
SPD 5
LUK 0
MOV 5
CON 7
LoS 4
Promotes to:
Dark Knight
Dedicated hunters of infernal cults, who pursue targets without relent.
Promotion Stat Increases Proficiencies gained: Lance
HP 5 Promotion Skill: Lancefaire
STR 6 Occult Skill: Grim Reaper
MAG 0 Special Qualities: Mounted
DEF 3
RES 1
SKL 2
SPD 1
LUK 0
MOV 3
12
Hunter
Deadly archers who put lethal force behind every arrow.
Starting Stats Proficiencies: Bow
HP 23 Special Qualities: None
STR 12
MAG 0
DEF 7
RES 0
SKL 7
SPD 3
LUK 0
MOV 6
CON 8
LoS 5
Promotes to:
Bow Hero
Paragons in the field of archery, mastering many first-rate combat skills.
Promotion Stat Increases Proficiencies gained: None
HP 5 Promotion Skill: Close-Counter
STR 5 Occult Skill: Curved Shot
MAG 0 Special Qualities: None
DEF 4
RES 1
SKL 3
SPD 0
LUK 0
MOV 1
13
Spy
Conscripted information gatherers and experts at infiltration
Starting Stats Proficiencies: Knife
HP 18 Starting Skills: Pick
STR 5 Special Qualities: None
MAG 0
DEF 4
RES 2
SKL 9
SPD 9
LUK 5
MOV 6
CON 6
LoS 5
Promotes to:
Thief Fighter
Spies who have the will and way to fight their way out of any sticky situation
Promotion Stat Increases Proficiencies gained: Sword
HP 5 Promotion Skill: Embezzle
STR 5 Occult Skill: Piercing Jab
MAG 0 Special Qualities: None
DEF 4
RES 1
SKL 2
SPD 3
LUK 1
MOV 1
14
Mage Soldier
Highly trained mages who fight with tremendous immaterial force.
Starting Stats Proficiencies: 2x Anima
HP 22 Special Qualities: None
STR 0
MAG 8
DEF 3
RES 5
SKL 7
SPD 5
LUK 2
MOV 5
CON 8
LoS 4
Promotes to:
Mage Hero
Masters of both the Spell and the Sword, balancing both in harmony.
Promotion Stat Increases Proficiencies gained: 1x Anima & Sword
HP 5 Promotion Skill: Spellbind
STR 4 Occult Skill: Ethereal Blade
MAG 5 Special Qualities: None
DEF 3
RES 1
SKL 0
SPD 0
LUK 0
MOV 1
15
Monk
Holy priests trained for war, executing divine justice in battle.
Starting Stats Proficiencies: Light
HP 21 Special Qualities: None
STR 0
MAG 7
DEF 0
RES 7
SKL 5
SPD 5
LUK 7
MOV 5
CON 7
LoS 4
Promotes to:
Reverant
Masters of divine knowledge, being able to manipulate aether itself.
Promotion Stat Increases Proficiencies gained: Staff
HP 5 Promotion Skill: Bless
STR 0 Occult Skill: Purification
MAG 5 Special Qualities: None
DEF 3
RES 1
SKL 0
SPD 1
LUK 3
MOV 1
16
Priest
Members of the clergy who wield sacred staves to aid allies.
Starting Stats Proficiencies: Staff
HP 24 Special Qualities: None
STR 0
MAG 5
DEF 0
RES 8
SKL 4
SPD 6
LUK 7
MOV 5
CON 5
LoS 4
Promotes to:
High Priest
Enlightened priests with mastery of all holy magics.
Promotion Stat Increases Proficiencies gained: Light
HP 5 Promotion Skill: Aegir Staff
STR 0 Occult Skill: Quintessence Manipulation
MAG 4 Special Qualities: None
DEF 2
RES 1
SKL 2
SPD 2
LUK 2
MOV 1
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Swordfighter
Strong and talented swordsmen with swift and powerful strikes.
Starting Stats Proficiencies: Sword
HP 23 Special Qualities: None
STR 10
MAG 0
DEF 6
RES 0
SKL 7
SPD 5
LUK 2
MOV 5
CON 11
LoS 4
Promotes to:
Forrest
Powerful swordfighters whose actions can end battles in moments.
Promotion Stat Increases Proficiencies gained: None
HP 7 Promotion Skill: Foremost
STR 3 Occult Skill: Apotrope
MAG 0 Special Qualities: None
DEF 3
RES 0
SKL 5
SPD 0
LUK 0
MOV 1
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Lancier
Axe-wielding privateers trained to fight on the high seas.
Starting Stats Proficiencies: Lance
HP 26 Special Qualities: None
STR 8
MAG 0
DEF 5
RES 1
SKL 7
SPD 5
LUK 0
MOV 5
CON 14
LoS 4
Promotes to:
Justiciar
Mighty pirates whose mighty strength is feared across the seas.
Promotion Stat Increases Proficiencies gained: Sword
HP 6 Promotion Skill: Tip of the Spear
STR 3 Occult Skill: High Command
MAG 0 Special Qualities: None
DEF 2
RES 0
SKL 3
SPD 2
LUK 2
MOV 1
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Pirate
Axe-wielding privateers trained to fight on the high seas.
Starting Stats Proficiencies: Axe
HP 28 Special Qualities: None
STR 10
MAG 0
DEF 5
RES 0
SKL 6
SPD 3
LUK 0
MOV 5
CON 16
LoS 4
Promotes to:
Buccaneer
Mighty pirates whose mighty strength is feared across the seas.
Promotion Stat Increases Proficiencies gained: None
HP 7 Promotion Skill: Seaman
STR 4 Occult Skill: Scourge of the Sea
MAG 0 Special Qualities: None
DEF 2
RES 0
SKL 3
SPD 2
LUK 0
MOV 1
20
Scion
Young nobles who fight for the future of their kingdom.
Starting Stats Proficiencies: Sword and Staff
HP 24 Special Qualities: None
STR 4
MAG 3
DEF 4
RES 2
SKL 6
SPD 5
LUK 4
MOV 5
CON 6
LoS 4
Promotes to:
Master Knight
Scions who have abandoned the throne to master the art of combat.
Promotion Stat Increases Proficiencies gained: Lance or Light
HP 7 Promotion Skill: Knighthood
STR 3 Occult Skill: Mastery
MAG 0 Special Qualities: Mounted
DEF 3
RES 0
SKL 5
SPD 0
LUK 0
MOV 1
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Dragon Rider
Tough soldiers from a harsh land, who lord over a subspecies of dragons.
Starting Stats Proficiencies: Sword or Lance
HP 26 Special Qualities: Flying, Dragon
STR 8
MAG 0
DEF 8
RES 0
SKL 5
SPD 5
LUK 0
MOV 8
CON 19
LoS 4
Promotes to:
Wyvern Knight
Talented knights who have formed an unbreakable bond with their comrades and steeds.
Promotion Stat Increases Proficiencies gained: Sword, Lance, or Axe
HP 5 Promotion Skill: Tight Formation
STR 5 Occult Skill: Draconic Bodyguard
MAG 0 Special Qualities: Flying, Dragon
DEF 3
RES 0
SKL 3
SPD 2
LUK 0
MOV 1
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Pegasus Rider
Dutiful knights who ride aloft pegasi into battle.
Starting Stats Proficiencies: Sword or Lance
HP 24 Special Qualities: Flying, Mounted
STR 7
MAG 3
DEF 7
RES 4
SKL 2
SPD 3
LUK 2
MOV 8
CON 17
LoS 4
Promotes to:
Falcon Knight
Skilled knights of the sky with nonpareil combat mastery.
Promotion Stat Increases Proficiencies gained: Lance or Staff
HP 5 Promotion Skill: Formation Breaker
STR 4 Occult Skill: Adroit Dismount
MAG 1 Special Qualities: Flying, Mounted
DEF 2
RES 0
SKL 4
SPD 2
LUK 0
MOV 1
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Skills
Generic Skills
FCM 3 User’s first attacks’ crit rate against an enemy caps at FCM 2; Level 20+
25. User’s follow-up attacks have 3x crit
FCM 4 User’s first attacks’ crit rate against an enemy caps at FCM 3; Holy Blood;
25. User’s follow-up attacks have 4x crit Level 30+
FCM 5 User’s first attacks’ crit rate against an enemy caps at FCM 4; Major Holy
25. User’s follow-up attacks have 5x crit Blood; Level 45+
Weight Shift Add this unit’s CON to their STR when calculating -
weapon weight. Not applicable to magic and staves.
Wreckless Unit’s staff actions towards friendly units can miss. Staff proficiency
Staff (Accuracy is 40+(SKL*4), capping at 95) Unit’s staff
actions towards friendly units can activate twice if the
unit is not at full health or the previous action missed
((SPD + SKL + LCK) / 2).
Staff misses do not lower weapon uses.
Promotion Skills
Accost If user’s HP is above 50%, and their HP is higher than Gold Knight
enemies’ HP, add another round of combat to the battle.
After combat, SPD*2% chance to add another round of
combat if the requirements are still met; up to 3
additional rounds of combat.
Discount User spends 50% less gold to repair weapons. Range Knight
Advantage When HP is at or below 50%, user attacks first in all Jade Knight
battles.
Survival Whenever HP drops below 11 points, add [(11 - HP) x Guardian Knight
10] to dodge for one turn. Can only be activated again
once HP rises above 50%.
Battle Can choose which weapons to go into battle with, even Platinum Knight
Instinct on enemy phase.
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Canter+ After taking an action, can move 2 more tiles. Silver Knight
Striking Bolt If a Thunder attack lands with a roll of 30 or more Blue Baron
lower than To Hit target number, target’s MOV is
reduced to 0 for 1 turn.
Quick Draw If unit has weapon triangle advantage or disadvantage, Sword General
always attacks first.
Rising Flame Fire attacks to targets at a higher elevation deal 10 Red Baron
more damage, with 50% higher chance to hit.
Skull Splitter Critical Hits add half of the opponent’s defense to their Axe General
damage dealt
Overdraw Add half of STR to bows that ignore user’s STR. Bow General
Armor If adjacent to a unit with Armor quality, both units gain Black Baron
March +1 MOV for 1 turn.
Close-Counter Unit can counter-attack from 1 range with bows. Bow Hero
Pursuit When unit has 7 or more SPD than their target, their Horseman
follow-up attack comes right after their first attack.
Embezzle When attacking an enemy, take gold equal to their level Thief Fighter
* 10. Can only be done once per enemy.
Dance* As an action, all adjacent allies can move again as long Dancer
as they do not have a Canto skill
Spellbind Physical attacks to units with less RES inflict Silence for Mage Hero
2 turns.
Guiding Unit can use any non-magic weapon as long as it deals Sage Knight
Mana MAG damage, and the MAG damage it deals is one that
this unit has proficiency in.
Bless* As an action, grants +4 STR, SKL, and SPD to an ally for Reverant
1 turn, and if their attack to an enemy would do 5 or
less damage it ignores 50% DEF and RES.
Divine Deal effective damage to units with Dark proficiency War Monk
Justice and Monster** units.
Aegir Staff SKL% Chance while using Staves to not use up weapon High Priest
durability
Corruption At the end of this unit’s turn, inflict 4 damage to all Fallen Saint
adjacent units, 8 damage if they have light proficiency.
Foremost +4 STR, SKL, and +1 MOV when this unit moves before Forrest
any ally.
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Tip of the Doubles the effects of the weapon triangle and deals +3 Justiciar
Spear damage to swords when using lances.
Jumping For one additional weapon use, can initiate battle from Sōjutsushi
Strike* 2 tiles away with a 1 or 1-2 range weapon. This attack
deals 4 more damage and has +15 to crit, but only
affects this unit’s first attack. Unit moves forward 1 tile
during the attack.
Seaman Unit can cross Sea tiles freely and gains double terrain Buccaneer
bonus from all natural terrain tiles.
Dual-Wield Unit can equip two weapons instead of one, freely Corsair
choosing which one to use during counter-attacks. If
unit outspeeds enemy by 4 or more points and both
equipped weapons are of the same weapon type,
second attack occurs immediately after first. All second
attacks are made with the second equipped weapon.
Royalty SKL% at start of turn to raise every allied unit’s stats by Royal Knight
+2 for 1 turn
Tight Gain +1 to every stat for every adjacent ally, and their Wyvern Knight
Formation adjacent allies. Max of +5
All-seeing Negates enemy’s combat-related skills, critical hits, and Dark Prince
Nihil effective damage
Occult Skills
True Sol When HP is at or below 50%, attacks have a SKL% Gold Knight
Chance to absorb 100% of damage dealt as HP
Sellblade* Before attack, spend money equal to 1 point of repair Range Knight
cost to increase MT by 1, this can be done up to 5 times
per attack and lowers weapon durability by 1 for each
MT increased.
Gemstone* Magic attacks add user’s STR to their attack, and deal Jade Knight
damage to enemies’ DEF instead of RES.
Portent Every time user rolls 30 or below, add (31 - [rolled Platinum Knight
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number]) to next attack’s critical hit rate, if it is within
2 turns.
Headshot All bows deal 2x effective damage against every unit, Bow Knight
and 4x effective damage against flying units.
Critical Critical hits deal 2x damage before defense, rather than Silver Knight
Force* 3x damage after defense.
True Pavise When HP is 50% or lower, LVL% Chance to nullify Lance General
enemy’s attack.
Static Shield Add ½ of this unit’s MAG to DEF and RES. Blue Baron
When HP is under 50%, SKL% chance before receiving
a blow to add 100% of this unit’s MAG to DEF and RES.
Destreza* If attack would kill target, attack will always land at the Sword General
cost of 10 HP.
Overwhelmi SKL% Chance during this unit’s attacks to double its Axe General
ng Might weapon’s MT
Emerald After moving ½ or less than full MOV, gain weapon Green Baron
Armor triangle advantage over every weapon aside from
Swords, Fire, and Dark for 1 turn.
Encompassi Dark attacks deal ½ damage to foes adjacent to target Black Baron
ng Darkness with no counter-attack
Grim Reaper Add target’s missing HP to your hit rate. Dark Knight
Ritual* As an action, make 1 attack against any unit with 1 Dark Bishop
range, 0 MT, and 70 Hit, with no counter-attack. Restore
damage dealt as HP to self.
Curved As an action, Unit can attack with any bow with +5 MT Bow Hero
Shot* and +20 Hit and a range of 3-7, after they hit they
reduce the target’s DEF and RES by 2 for 1 turn. This
attack can land anytime from the start of this unit’s
next turn until the end of enemy phase 3 turns from
firing. Multiple Curved Shots can be in play at once.
True Strike SKL% During unit’s attacks to add an additional attack Horseman
at half damage that bypasses target’s defense.
Crippling Critical hits do no damage, but halves target’s DEF and Thief Fighter
Jab* RES for 3 turns, while canceling counter-attacks.
Ghillie This unit gains Sword proficiency. Dance targets gain a Dancer
Callum +4 to MT, +20 to accuracy, and +15 to crit for 1 turn.
Ethereal Unit can use any sword weapon they have used 10 or Mage Hero
Blade more times at no cost, even if it isn’t in their inventory,
as long as its weapon rank is 1 less than their current
Sword rank and no higher than B rank.
Aegir Seep Magic attacks against units with higher RES than DEF Sage Knight
deal damage to DEF.
Purification* Cure any allies within 3 range of any status conditions. Reverant
27
Additionally deal 2.5x damage to any enemies with
status conditions and cure them of it.
Baptism By SKL% during this unit’s STR-based attacks, add 100% War Monk
Fire of this unit’s MAG to attack, while dealing effective
damage to Beast and Mounted and dealing 0 MT magic
damage to all enemies adjacent to target with no
counter-attack.
Loptous’ Call SKl% Chance when entering combat to temporarily Fallen Saint
gain your choice of any 1 of the enemy’s skills.
High If this unit has not moved yet this turn, all allies within Justiciar
Command 3 tiles are treated as having weapon triangle advantage.
Scourge of Attacks that would deal 12 or less damage to this unit Buccaneer
the Sea have -30 to their hit, and this unit’s counter-attacks
against those attacks have +30 to their crit.
Eye of the As an action, unit can expend 5 weapon uses per Corsair
Storm equipped weapon and make 2 attacks to every adjacent
unit at 5 less MT with no counter-attacks. Unit cannot
attack next turn.
Mastery Unit gains access to Swords, Lances, Axes, Fire, Master Knight
Thunder, Wind, and Light.
Draconic Once per map, When this unit would take lethal Wyvern Knight
Bodyguard damage, damage is negated and they lose 3 MOV,
Dragon quality, and flying quality. If this unit survives to
the end of the map, they regain 3 MOV, dragon quality,
and flying quality, and 2 Max HP.
Finishing If your attack would leave the foe at 7 or less HP, +7 Dragon Master
Blow STR.
Adroit At any time**, lose Mounted and Flying quality, as well Falcon Knight
Dismount as 3 MOV. Using this skill after dismounting regains
Flying and Mounted quality, and 3 MOV.
Second Once per turn, SKL/2% Chance after acting to move and Herrier
Wind act again this turn
28
Loptous’s Enemy’s attack power is reduced by half before Dark Prince
Curse defense.
All-consumi Once per turn, SKL/2% chance after acting to move Emperor
ng flame again, but cannot target the same foe again.
29
Home Castle
Across the land are areas which can act as bases for your party to operate out of.
Inside of these castles, fortresses, or other landmarks, are various services that can assist
the party in their downtime. These services can include the following:
Forge
A forge is a location that allows players to freely modify the stats of their weapons using
standard forging rules, however a forge also has the ability to repair your weapons,
including Holy Weapons and Regalia, and can even repair a weapon that has completely
broken, if a player chooses to hold onto it.
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Holy Blood
In the Grann Year 611, a liberation army had formed in an effort to defeat the Loptrian
Empire, under which the world had struggled for centuries. After twenty-one years, the
army had sustained heavy losses and was confined to one last bastion, the city of Dahna. It
was in Dahna that, aware of Jugdral's plight and the role of the Earth Dragon Loptous in it,
Naga and eleven other dragons descended upon Jugdral, an event which came to be known
as the Miracle of Dahna. Assuming human form, the twelve gods performed a blood pact
with twelve chosen warriors, which bestowed immense power upon the warriors, creating
the 12 crusaders. Each dragon then gave their Crusader a weapon, each with a powerful
dragonstone inlaid and bound to the blood of the dragon, before departing.
After fifteen years of war, in the year 648, the Loptrian Empire and Gair XVII fell. After the
war, the Crusaders parted and founded several new countries: seven of them, including
Heim, founded Grannvale and its six duchies, while the other five founded their own
autonomous kingdoms elsewhere. In time, the Crusaders had children and died, and their
descendants carried on their divine bloodlines.
At the character creation, and with the GM’s discretion, a character can be given Holy Blood
of one of the twelve crusaders and their respective dragon, or Gair XVII with the blood of
Loptous. This will increase the character’s growth rates and their weapon ranks if they have
proficiency, and will also allow the character to wield their respective Holy Weapon.
Blood Weapon Weapon Ranks Growth rate bonuses
31
HP +10% Spd --%
+1 Staff
Str --% Lck +10%
Bragi
Mag +10% Def --%
Valkyrie Skl --% Res +20%
32
HP +20% Spd +30%
+1 Wind
Str --% Lck --%
Ced
Mag --% Def --%
Forseti Skl --% Res --%
33
Inheritance
Not every conflict can be resolved over the course of a single generation, sometimes
the fight has to carry on through a character’s children.
In order for a character to pass on their genes to the next generation, they must choose an
available bride or groom with the GM’s approval, and must have reasonably had romantic
relations with that character before the time of their death, if they have died or are going to
die. There are no concrete rules to prevent any characters from marrying others. I will not
elaborate for better or worse.
1. Stats
The creation of descendant characters is done similarly to creating a character
normally, choosing a class and starting with their base stats, however the player has no
choice over modifications to their unit’s stats and must alter them according to their
parents’ performance. Taking the final stats of the parents, the child receives bonuses to
their starting stats based on which stats were higher or lower, taking more from their
same-gendered parent (Mother for female characters; Father for male characters)
Same-Sex -2 -2 -1 ±0 +2 +2 +3
Parent
Opposite- -1 ±0 ±0 ±0 +1 +1 +2
Sex
Parent
Note: The GM can come up with homebrew rules to accommodate for unconventionally gendered children and parents
Additionally, any modifications to a character’s CON are inherited by the child too.
2. Growth Rates
If your party is using the Growth Rates level-up system, follow these rules. If you
aren’t, well shit.
After determining your character’s growth rates, cut them all in half. Then, take all of the
same-gendered parents’ growth rates, subtract 5 from them if the parent was promoted and
received the +5 bonus to all of their stats, and multiply them all by 0.5. Take all of the
opposite-gendered parent’s growths, subtract 5 if they received the +5 promotion bonus,
and multiply them all by 0.3. Combine them together. Add these growth rates to your
character’s.
(For alternate growth inheritance rules, see page 41)
3. Money
If the party was using individual gold, take the sum of both parents’ money and
divide it by four, for this unit’s starting gold. If the party was using a common gold pool,
divide that money by two and further divide it across every single planned descendant
character, including those set to join the campaign at a later time.
4. Inventory
At this time, decide which items from the parents’ inventories you’d like to distribute
to your new character(s). If you are creating multiple descendants of the same parents this
choice will be harder to make, but if only making one character they will inherit all
inventory items. Additionally, descendants gain 1 occult scroll for every occult skill learned
by the parents (maximum of two).
5. Skills
Any additional non-class skills earned or learned by the same-sex parent during the
campaign are inherited, and a maximum of 1 non-class skill from the opposite-sex parent, if
any.
6. Holy Blood
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With rare exceptions, descendants only inherit Holy Blood properly from their
same-gender parent. If their opposite-gendered parent had Holy Blood, the descendant will
only receive minor Holy Blood, which keeps the weapon rank bonus, but halves growth rate
bonuses and does not allow the descendant to use their Holy Weapon. A descendant can
only inherit a maximum of 1 Major Holy Blood and 1 Minor Holy Blood. If both parents both
carry minor holy blood of the same crusader, it combines into Major Holy Blood, at a cost.
7. Genetic Punishment
A grim reality of life, but one that must be accounted for. If both parents are related
by blood, their descendants all receive the ‘Incest Penalty’ and if the mother was not an
adult, their first descendant receives the ‘Teenage Pregnancy Penalty.’
The Incest Penalty permanently decreases all growth rates by 10%, and same-sex
parent stat bonuses are treated as opposite-sex parent bonuses, with stat decreases
remaining the same.
The Teenage Pregnancy Penalty decreases all stats by 4, and same-sex parent stat
bonuses are treated as opposite-sex parent bonuses, with stat decreases remaining the
same. but increases all growth rates by 5% for the first 4 level-ups.
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Terrain
Path
The quickest way from point A to point B is not always a straight line. The Path terrain gives
an inverted movement cost for all non-flying or non-mounted units. The terrain cost for
roads is 0.7 movement per tile, boosting their movement based on the amount of path tiles
they traverse. Below is a chart to determine how much MOV to add per path walked.
Tiles Walked 1 2 3 4 5 6 7
MOV gained 0 0 1 1 2 2 3
-10 Dodge, every space of movement takes the equivalent of 0.7
Thicket
A dense forest, so thick and inundated with trees that not many classes can cross it, and
most that can would rather find a way around.
+40 Dodge, every space of movement takes the equivalent of six
Peak
Towering mountains that offer units no hope of traversal, but for the few that know their
way around, it becomes ever so advantageous
+4 Defense, +40 Dodge, every space of movement takes the equivalent of five. Only
axe-proficient non-mounted units can cross, and fliers, of course.
Wasteland
of
+5 Dodge, every space of movement for mounted units takes the equivalent of three.
Magic Circle
Of
+10 Magic
Church
O
+5 avoid. Waiting here restores all HP, at the cost of missing HP x 5 gold.
36
Weapons
Axes
Axe Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Bows
Bow Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Lances
Lance Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
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DEF
Swords
Sword Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
38
Mystletainn S☆ 23 80 40 1 10 30 30000 +15 SKL, +10 5
RES
Knives
Knife Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Staves
Staff Name Rank Effect Range WT Uses Cost wE
xp
Anima - Fire
Tome Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Anima - Thunder
Tome Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
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after 50, add 1
crit, capping at
+50 at 100.
Cannot be
directly traded.
Anima - Wind
Tome Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Dark
Tome Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
Light
Tome Name Rank MT Hit Crit Range WT Uses Cost Effect wEx
p
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Note: Holy Weapons are extremely powerful and should be used sparingly, if at all.
They can also be given to boss characters.
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Items
Healing Items
Item Effect Cost
Stamina Drink User restores all HP, and any debuffs or status conditions are removed. Used automatically 5000
without taking an action if in a unit’s inventory before they receive a debuff or status
condition.
Equip Items
Item Effect Cost
Pursuit Ring Allows holder to always make a follow-up attack, even if their opponent has 4 or more 10,000
speed.
Return Ring As an action, holder can teleport to their starting space 7,000
Paragon Ring Experience earned is earned as though unit’s level were 3 less. 20,000
Crusader Negates enemy critical hits while in inventory, and gives holder the growth rate bonuses 50,000
Scroll of this item’s respective crusader’s minor Holy Blood.
Promotion Items
Item Effect Cost
Knight Proof Promotes a Jugdrali unit before their promotion level 20,000
Mastery Crest Promotes a Knight or Armor unit before their promotion level, into their first promotion. 12,000
Paladin Crest Promotes Knight or Armor unit before their promotion level, into their second promotion. 12,000
Holy Crown Promotes a Jugdrali unit before their promotion level and gives them their occult skill 50,000
Ocean Seal Promotes a Pirate or Spy unit after level 20 but before their promotion level. 10,000
Dark Seal Promotes a Cultists unit after level 20 but before their promotion level. 8,000
Skydrake Promotes a Dragon Rider or Pegasus Rider unit after level 20 but before their promotion 10,000
Whip level.
Solar Brace Promotes a Scion unit into Master Knight before their promotion level. 12,000
Lunar Brace Promotes a Scion unit into Royal Knight before their promotion level. 12,000
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Unit Compendium
Dark Prince
All-Seeing Nihil: Negates enemy’s combat-related skills, critical hits, and effective damage
Loptous’s Curse: Enemy’s attack power is reduced by half before it hits.
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Emperor
44
Queen
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Notes
Q: Alternate Inheritance Rules
A: Take all of the same-gendered parents’ growth rates, subtract 5 from them if the parent
was promoted and received the +5 bonus to all of their stats, and multiply them all by 0.8.
Take all of the opposite-gendered parent’s growths, subtract 5 if they received the +5
promotion bonus, and multiply them all by 0.4. Combine them together. Then, after
combining the growth rates you can swap the STR and MAG, DEF and RES, SKL and SPD,
and HP and LUK growths to better fit your class or playstyle.
This was the original growth inheritance system. I changed it after realizing Awakening’s
system worked better for the TTRPG.
Q:When will you add Bunny Girl Laguz?
A: Stop asking that
Q: Does my campaign have to be set in Jugdral?
A: Not at all. You can use these rules in any way you like, I just made them to express
my love for Fire Emblem: Genealogy of the Holy War. You can freely change the
names of the 12 Crusaders, their Holy Weapons, hell even the classes if you fancy.
Q: Is it possible for Beorc, Laguz, and Jugdrali to be able to play together in the same
campaign?
A: Theoretically, yes, but I have not done live testing yet. I don’t have any friends.
Update: I have now tested it, Jugdrali is surprisingly balanced, actually. It’s all good.
Q: What’s up with the weapon ranks?
A: In Genealogy of the Holy War, weapon ranks did not increase, and were based
solely on class and Holy Blood, though they usually started high with a minimum of
C. A Jugdrali’s inherent +1 to all weapon ranks, but slower wEXP rate is to represent
that while still being in-line with the base system.
Q: Genealogy/Thracia inspiration
A: Although I would claim that this expansion took inspiration from both Genealogy
of the Holy War as well as Thracia 776, 95% of it is based on Genealogy. There is
minimal Thracia inspiration, because it is so close to how the base system works.
Also why the hell is there no light brand in the base system.
Q: Why are cavaliers and knights split up so?
A: In Genealogy and Thracia, as well as a few other games, cavaliers and knights with
specific weapons are their own class. To represent this, I worked hard to make 24
new, distinct, classes. It was hard, I want to rest.
Q: Why do the names suck?
A: Either some names were already taken, or I had absolutely no other choice for
🤮
names. Literally what would I name the different barons aside from ‘Fire Baron’
‘Thunder Baron’. I figured colors based on the FEHeroes ( ) weapon type colors
would be unique and interesting. Also it let me reference legendary fighter pilot
Manfred von Richthofen :D
Q: Gold Knight and Dread Fighter?! Those aren’t in FE4!
A: I made this expansion because I was upset that Barons are not in the base system.
It slowly derailed into an entire FE4/5 based expansion, and I figured that while I
was at it I could also add Gold Knights and Dread Fighters. Gold Knights are kinda in
the system, but why aren’t they called Gold Knights, Dylan? Why?
Q: True Astra/Sol/Pavise?! Someone’s salty!
A: Indeed I am! As an Astra fan, my life has been absolute tragedy seeing it
completely dishonored in every iteration aside from Radiant Dawn, and oh god don’t
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get me started on Three Houses Astra. Ironically enough the way I was introduced to
👏 👏 👏 👏 👏 👏
Astra was this very Tabletop System, where it was done ok but I have gained a
👏 👏 👏 👏 👏 👏
personal motto over my years. “If Astra isn't dealing full damage
, don't put it in the game”.
My idea for the “True” skills, are that the skills Sol, Luna, and Pavise are skills
originating from Jugdral, but when they were spread overseas to the other lands,
they slowly began losing their original edge, whereas in the war-torn land of Jugdral
these arts have stayed at their true power over the millenia. Also I gave all of them a
50% HP threshold to activate since a flat-out better Astra just isn’t balanced, at least
locking it behind 50% HP makes Swordmaster Astra more viable.
Q: Gold Inflation
A: You are right. These prices are kinda scuffed right now. They’re based on FE4,
where money was more abundant while also being more restricted.
Q: What’s up with the art used?
A: I tried to use exclusively art from the mid-90’s to get people more accepting of my
classes while also understanding what I’m seeking people to gleam from them.
Sometimes, however, I had to make sacrifices. Also Dylan B’s class presentation style
was kinda lame, so I generally made the pictures bigger while positioning them
around the words to be readable. Then I added white highlight because it was still
too hard to read.
Q: Canter+?
A: Ok so I can accept that the base system is heavily based on Path of Radiance, but I
cannot accept the usage of the word “Canto” as the bard and heron’s refresh since
that is literally the only game where that term is used for it, with every other game
using Canto to refer to cavalier/flier’s remaining movement ability. I almost called
the skill Canto+, then I remembered seeing the skill renamed to Canter in the Engage
footage.
Q: HP inflation
A: In FE4, units have a lot of attack power especially since the might of weapons is so
high, but it’s balanced since units also have significantly more HP than on average. I
represented this by draining LUK to go into HP.
Q: Bow Armor
A: Let’s use this time to discuss how fucking awesome bow armors are. We need
more bow armors in Fire Emblem. They are awesome. I made them able to pick up
ballistae
I even drew this because of how cool it sounded.
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Thank you, I know I’m an amazing artist.
Q: MOV deflation
A: You may notice how many units have 5 MOV, where it was such an uncommon
thing before. Genealogy, baby! Also, my very first game in this system featured our
dark magic user constantly being left behind and he was very sad, so now feel my
wrath.
Q: good archer?!?
A: Dylan B. made archers good in the base system by giving them good skills. I have
gone on record several times saying how good FE4 archers are, so I made the hunter
a good archer. No special tricks, just raw skill (strength).
Q: Hunters and Monks and Bears Oh My!
A: Many ideas in this expansion are re-used from my “Alt Class Expansion” idea I had
a few months ago. Basically I was going to make alternative classes, such as Hunters
instead of Archers, Monks instead of Clerics, and Pirates instead of Brigands. Then I
realized that since I’m making a brand new race, I should make equivalents of all or
most of the Beorc classes and it was the perfect time for Hunters and Monks to rear
their ugly heads.
Q: Dancer?
A: Dylan B. abstained from adding dancers to the base system, there was likely a
good reason to that, but you cannot deny that they are essential aspects of Fire
Emblem, so I added them back in. Get destroyed. I made them a promoted unit,
promoted from spies so that’s interesting, you can’t just come right out the gate with
FE4 Dance. Oh btw FE4 dance targeted all 4 adjacent allies and that’s
https://bomb.com!
Q: Quintessence?
A: Quintessence. As an Elibian Historian who knows everything about Elibe, and FE4
being the only other game in the series to mention quintessence by name, I couldn’t
pass up the opportunity to finally implement a quintessence master. Now what’s
notable is that the quintessence manipulator is a “good guy” being a High Priest.
This is because quintessence manipulation is a technique originally mastered by the
Divine Dragons, Nergal only lost his sanity because of his interest in Dark magic, not
Quintessence. Anyways yeah I have a really long theory about how Quintessence is
actually XP so I made that the skill.
Q: Why does Forrest get Apotrope, that’s a Dread Fighter skill
A: I wanted to give the Dread Fighter True Astra because he’s fast ninja class strong
cool! So I swapped their occult skills.
Q: Dual-wielding, are you insane?!
A: Yes. Next question.
Q: Dual-wielding, are you insane?!
A: Yes.
Q: Some skills are highly situational, which could make Bow Generals and
Buccaneers useless.
A: As an experienced GM, I know to always give my players the tools they need. If
they unlock the ability to pick up ballista and use them as bows, I add more ballistae
to my maps. If my player picks a class that has an inherent advantage over water, I
add more water to my maps. Unless a campaign is dead-set with pre-made maps and
a story, it’s impossible for a Bow General or Buccaneer’s niche to be useless, and if it
is, take it to your GM.
Q: Scion? Royal Knight?! MASTER KNIGHT?! You are definitely insane!
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A: Yes. One of the most memorable things about FE4 is Lachesis and Leif’s
promotions to Master Knight. If you feel it’s too OP, make a rule to prevent your
players from picking those classes, and keep them restricted to NPC’s and enemies.
Q: Draconic Bodyguard.. Is my Wyvern dead?
A: It broke my heart to make that skill, but sacrifices like this are an inevitability in
war. Also, the Wyvern is fine, as long as the character lives to survive the map, I even
built the skill to prove this since the +2 HP is to represent how the wyvern survived
and was made stronger through this near-death encounter. The skill is based on the
Fire Emblem manga ‘Hasha no Tsurugi’ which occasionally showed Zeed’s wyvern
taking a blow to save its rider, really powerful moments. If you as a GM are going for
a dark and serious tone for your game, I recommend actually having the wyvern die
and the +2 HP being from replacing it with a stronger wyvern, or just removing the
+2 HP.
Q: FE4 Skills?
A: In FE4 many memorable skills from the series have different functions, most
notable the miracle skill which is really cool and interesting whereas it’s lame in
every other game. A few skills in this expansion are FE4 skills, though often given a
different name to differentiate them if they’re in the base system.
Advantage is FE4 Vantage, Survival is FE4 Miracle, Embezzle is FE4 Steal, so on.
Q: There is no defined use for the tavern, why did you put it in?
A: To inspire GM’s to make their own use for it. It’ll likely just be the classic D&D
Tavern though, the go-to place to introduce new players.
Q: This arena is quite odd
A: It’s almost exactly the FE4 arena, my favorite iteration. Also it has the best BGM.
Q: I have no idea what to do with the Augury.
A: If you plan on adding inheritance, the Augury would be a good physical location to
discuss genetic pairings between characters, serving no actual purpose. It’s mostly
for roleplay.
Q: Holy Blood is OP.
A: Indeed it is. A GM should know what they’re doing before adding it. If a GM
introduces Holy Blood, they should either balance the entire game around it, or limit
it to NPC’s and enemies. Additionally, they can use Minor Holy Blood rules described
in Inheritance to still give characters Holy Blood while being not as OP.
Q: Why are the Holy Weapons so OP?
A: When a character with holy blood shows up, they are supposed to be powerful.
They are supposed to be the most feared combatant on the battlefield.
Q: Why did you add Incest Penalty? That’s kinda controversial!
A: It was Kaga’s original intent to preach the dangers of incest with FE4, before it
was shortened to only be 2 generations long. Kaga came to me in a dream and told
me to add it to this system. Also I want to give GM’s a good way to punish players for
promoting incest between characters.
Q: Why did you add Teenage Pregnancy Penalty? That’s highly controversial!
A: I originally added it as a joke, but then as I did some thinking I decided to keep it
in and refine it to an actual gameplay mechanic to preach the dangers of teenage
pregnancy. It’s not as bad as incest penalty, but it’s still something the players should
be advised to not do. Also, I thought “who were my worst characters in FE4?” and
that would be Delmud, Nanna, and Corpre. Lachesis was 15 in FE4 (granted, in
Chapter 2) and Silvia was 16 (Also in Chapter 2). Underdeveloped sex is no good!
49
Q: Why promote to Thief Fighter if I can just gain the Embezzle skill from the Thief
Dagger?
A: Because the Thief Dagger has 3 MT and 50 hit. Also Crippling Jab is an amazing
support skill.. Yeah hold on I’ll probably have to nerf Dancer
Q: Why is the Valkyrie Staff what it is?
A: I looked over the revival items in the system, and they both have critical flaws:
They only revive the most recent fallen ally. The Valkyrie has absolutely no
limitations, as long as it is used to revive someone who was killed before they were
fated to die. As long as the players keep a dead character’s sheet around, they can be
revived.
Q: Crusader Scroll is kinda vague
A: I didn’t want to write down 12 items. Just name a scroll something like “Heim
Scroll” and give it Naga Holy Blood and bam. It’s a make-your-own-item with strict
rules!
Q: Why does the Unit Compendium only have enemy-exclusive classes?
A: Before this expansion, I made the Demonic Incursion expansion which was just a
huge unit compendium... Never again. I never want to go through that torture again. I
will only make 3 units. Only enemy-exclusive classes. Never again.
Q: How exactly do the Soulbound weapons work?
A: The Soulbound weapons require you to keep track of every kill made with the
weapon, once that number reaches 51 (Only possible through weapon repairing at
the forge), the weapon gets +1 to its crit, and for every kill up until 100 it gains +1
more crit, maximum of +50. The weapon can only be transferred between units
through the Pawn Shop and Inheritance. You should play FE4 it’s fun.
And yeah I think that’s all.
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Afterword
This is technically my third expansion, but only the second one I’ve released since I
can’t bring myself to finish Demonic Incursion.
my FE TTRPG Character Sheet and Stat Calculator
Fire Emblem Character Sheet & Stat Calculator
Lordship and Peasantry Expansion - Adds Lords and Villagers
Lordship and Peasantry - Fire Emblem TTRPG
Demonic Incursion Expansion (unfinished) - Adds monsters and dragons
Demonic Incursion
And uh yeah go play FE4, it’s a great game once you give it a chance!
Add Athos to
Heroes why is
he not in yet
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