50% found this document useful (2 votes)
488 views

LogHorizonTRPGv0 6

This document provides an overview of the rules and mechanics for playing a tabletop roleplaying game called Log Horizon. It covers character creation including available races and character classes. It also outlines the basics of gameplay including combat, the role of the game master, and acquiring treasure. Sections provide details on character attributes, skills, leveling up, and using connections within the game system.

Uploaded by

dexad50728
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
50% found this document useful (2 votes)
488 views

LogHorizonTRPGv0 6

This document provides an overview of the rules and mechanics for playing a tabletop roleplaying game called Log Horizon. It covers character creation including available races and character classes. It also outlines the basics of gameplay including combat, the role of the game master, and acquiring treasure. Sections provide details on character attributes, skills, leveling up, and using connections within the game system.

Uploaded by

dexad50728
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 173

1

Inhalt
2

Chapter 1 - The Basics............................................................ 6


Welcome to the world of Log Horizon!............................................. 6
The Golden Rule................................................................................... 7
Essential Terms..................................................................................... 9
Chapter 2 - Characters............................................................ 11
- Basics -................................................................................................ 11
- Skills -.................................................................................................. 12
- Ability Scores and Attributes -......................................................... 12
- Starting Items -.................................................................................. 13
- Starting Connections -...................................................................... 13
- Personal Data -.................................................................................. 13
- Log Tickets -....................................................................................... 14
- Increasing Character Rank -............................................................. 14
- Acquiring a New Sub Class -............................................................ 15
- Acquiring Connections and Unions -............................................... 15
- Acquiring Treasure -.......................................................................... 15
Human................................................................................................... 19
Human Racial Skills.............................................................................. 20
Elf........................................................................................................... 22
Elf Racial Skills...................................................................................... 23
Dwarf..................................................................................................... 25
Dwarf Racial Skills................................................................................ 26
Half-Alv................................................................................................. 28
Half-Alv Racial Skills............................................................................ 29
Werecat................................................................................................. 31
Werecat Racial Skills............................................................................ 32
Wolf Fang.............................................................................................. 34
Wolf Fang Racial Skills........................................................................ 35
Fox Tail.................................................................................................. 37
Fox Tail Racial Skills............................................................................. 38
Race of Ritual....................................................................................... 40
Race of Ritual Racial Skills.................................................................. 41
Warrior Archetype............................................................................... 44
3
Guardian................................................................................................ 48
Samurai................................................................................................. 53
Monk..................................................................................................... 58
Healer Archetype................................................................................. 63
Cleric...................................................................................................... 67
Druid...................................................................................................... 73
Kannagi................................................................................................. 79
Weapon Master Archetype................................................................. 84
Assassin................................................................................................. 88
Swashbuckler........................................................................................ 93
Bard....................................................................................................... 98
Mage Archetype................................................................................... 104
Sorcerer................................................................................................. 108
Summoner............................................................................................ 113
Enchanter.............................................................................................. 118
Common Skills...................................................................................... 124
Toxin Skills............................................................................................ 128
Charm Skills.......................................................................................... 130
Basic Skills............................................................................................. 131
Chapter 3 - Session Flow........................................................ 135
Scenes.................................................................................................... 135
Chapter 4 - Combat................................................................ 141
Squares and Movement...................................................................... 141
Hate....................................................................................................... 142
Attacks................................................................................................... 143
Chapter 5 - Game Master....................................................... 147
To the Game Master............................................................................ 147
Props...................................................................................................... 148
Enemies................................................................................................. 150
Exhaustion............................................................................................ 152
-- The Exhaustion Counter --.............................................................. 153
-- Attributes --...................................................................................... 153
Non-Combat......................................................................................... 153
-- Sub Classes & Scenario ................................................................... 154
Actions --............................................................................................... 154
-- Connections & Unions --................................................................. 154
4
-- Acquiring New Personal Data During a Session --....................... 156
-- Treasure Table --.............................................................................. 157
-- Log Tickets --.................................................................................... 157
-- Magic Items as Prizes --.................................................................. 157
Treasure................................................................................................. 157
-- Prefixed Item Rank Limit --............................................................ 158
-- Acquiring Magic Items --................................................................ 158
Magic Items.......................................................................................... 158
-- Selling Loot and Equipment --........................................................ 158
-- Example of Prefix ............................................................................ 159
Construction --..................................................................................... 159
Chapter 6 - Reference............................................................. 161
-- Life Status --..................................................................................... 161
Statuses................................................................................................. 161
-- Bad Status --..................................................................................... 162
-- Combat Status --.............................................................................. 164
-- Other Status --.................................................................................. 164
Tags....................................................................................................... 166
- Conditional Skill Terms -.................................................................. 167
- Other Terms -..................................................................................... 169
Chapter 7 - Tips....................................................................... 171
Sage Advice.......................................................................................... 171
5
6

Chapter 1
The Basics
Welcome to the world of Log Horizon!
Welcome, come all to the World of Log Horizon. This document includes some information from
the official errata and FAQ, as
This document is a one-person effort to put the well as online supplemental material that has
translation of the LHTRPG into a more pleasent been released.
to look at form, with the power of the raws Please support the development team!
graciously provided by the lads and lasses at Purchase the Log Horizon TRPG book on
4chan‘s /tg/ board and inDesign wizardry. amazon.co.jp!

I did not work on the translation, I‘m just ma- Visit our Log Horizon Wiki page at http://lh.ok-
king a pretty book out of it so maybe more sub.me/wiki/Log_Horizon_TRPG
people will play the game. This is Version 0.6.4
of the PDF. It does not include Items and Mons- If you weren‘t aware what Log Horizon is, it is a
ter Statblocks yet, these will be added in a light-novel series about people being stuck in a
future version. video game.

The translation used is version v0.3. As of The story takes place in a universe where
07.04.2021, this is the newest version I could 30,000 Japanese players and several hundreds
find. of thousand players worldwide are trapped in
a fantasy online game world called Elder Tale.
This document as well as the Skill List incorpo- For these players, what was once a „sword-and-
rate translations originally done by Yukamichi. sorcery world“ is now the „real world“!
The main character is a male named Shiroe who
This summary does not correspond word to teams up with his old friend Naotsugu and an
word (or even section to section) with the pub- assassin named Akatsuki as they try to survive
lished rulebook. We believe the rulebook is not in this new world.
well organized and attempted to achieve grea-
ter clarity by reorganizing and rewriting it. The series spawned manga and anime adapta-
tions, as well as this RPG.
7

I.a The Golden Rule


The Golden Rule written down in the book is All PCs start each Session with their maximum
in short „Be excellent to each other,“ but for number of Fate Points, and regain a Fate Point
the purposes of this incomplete translation the at the end of every Phase (see III. SESSION
Golden Rule is „If any of the rules aren‘t clear, it FLOW.)
probably works like it does in Night Wizard! (or
DoubleCross, or whatever F.E.A.R. TRPG you‘re Almost everything characters do in the Log
familiar with.)“ Horizon TRPG is considered an action. Actions
Despite the Log Horizon TRPG not (to my have a Timing, which determine when and how
knowledge) having anything to do with F.E.A.R, often they can be
the resemblance is uncanny. used; a target that they affect; a cost, which is
typically drawing the ire of enemies (see IV.b.
The basic dice mechanic used by the Log Hori- HATE); and Check Type that the user must
zon TRPG is 2d6 + Attribute roll over, but some succeed at, unless they‘re simple enough to
effects may increase or decrease the number of succeed automatically. Generally, outside of
dice rolled combat, only the Check Type needs to be given
(the minimum number of dice is 1.) If you roll a special consideration. See II.c. READING SKILL
6 on two or more dice, you Critical, and if you BLOCKS and the skill list (paying close attention
roll a 1 on all dice, you Fumble. Criticals result in to the Basic Actions section) for more informa-
an automatic success, and Fumbles result in an tion.
automatic failure (if you need an exact number,
Fumbles decrease the total result of the roll to
0; the attribute used is negated as well.)

This die roll is sometimes compared against a


difficulty level specified by the text or by the
GM, which is called a Basic Check, or against a
die roll made by
the GM on an enemy or NPC‘s behalf, which is
called an Opposed Check. Whoever rolls higher
during an Opposed Check is the winner.

Another fundamental concept of the the Log


Horizon TRPG is Fate Points (which are very
similar to Prana in Night Wizard!).
Every PC has Fate Points and can spend them
as the cost of certain skills or to produce these
other effects:

• Increase the number of dice in a single


check (before making it) by one
• Reroll all dice in a single check
• Remove any one Bad Status you‘re current-
ly affected by
8
9

I.b Essential Terms


• Action: • Class:
In general, anything a character does that could The twelve different types of adventurers, each
conceivably fail, or take time and preoccupy with their own strengths and weaknesses. Each
them. Many actions, including all skills, have class has different starting stats and a different
specific timings and difficulties set. skill pool.

• Timing: • Archetype:
An abstract measure of the amount of time, The four broad categories of character classes.
focus and effort an action takes. Also expresses They are Warriors, Healers, Weapon Masters,
when it would be a reasonable time to perform and Mages. In addition to class skills, each Arch-
such an action. Most important during combat. etype has access to a different skill pool.

• Skill: • Race:
An action a character must be proficient (by The eight races characters can be. Race influen-
acquiring Skill Ranks) in to perform successfully. ces your starting stats, though not to the same
Alternately, the passive effects of various types degree as class, and grants access to three
of conditioning or training, represented by ac- racial skills.
quiring Skill Ranks.
• Equipment:
• Tag: Items that a character wears or otherwise gains
A descriptive keyword, such as ‚Adventurer‘ on a a passive benefit from.
PC, ‚Magic Attack‘ on a skill, ‚Sword‘ on an item,
‚Flame‘ on an attack‘s damage, or ‚Goblin‘ on an • Consumable:
enemy. Generally, tags have no effects of their Items that a character can use during combat or
own, but often interact with skills and other at other times for an active, temporary benefit.
game rules.
• Connection:
• Character: A relationship, usually an amiable one, to ano-
Any living entity in the game, whether a PC, ther PC or NPC. It has few mechanical effects,
NPC, or enemy. but implies the other party can be asked for
assistance or favors.
• Prop:
Any non-living entity in the game, including • Union:
walls, doors, unusual terrain, traps, and even A marker of membership in a group, anything
abstract concepts with mechanical effects like from a party or guild like the Crescent Moon
the darkness of night. Alliance to a political bloc like the League of
Freedom Cities Eastal.
• Gimmick:
A non-living entity that is represented as an
enemy for mechanical purposes. Think of them
as intricate traps.
10
Chapter 2
11

Characters
II.a Character Creation
- Basics - Then decide on their race. Both of these specify
numbers that are added to determine your Base
All newly created PCs begin at Character Rank Stats, as per the chart below.
1. Start by writing this down on your character See II.d RACES for race descriptions.
sheet.
You also have five bonus points that you may
Choose your PC‘s Main Class, which will also distribute freely among your
determine their Archetype. Base Stats. You cannot raise a Base Stat above
See II.e MAIN CLASSES for class descriptions 7 at this time.

Class STR DEX POW INT HP HP Modifier


Guardian 4 2 1 3 50 +8
Samurai 4 2 2 2 50 +8
Monk 4 4 2 0 55 +9
Cleric 3 0 4 3 40 +6
Druid 2 1 4 3 35 +5
Kannagi 1 3 4 2 40 +5
Assassin 2 4 3 1 40 +5
Swashbuckler 3 4 2 1 40 +6
Bard 2 4 3 2 40 +5
Sorcerer 0 3 3 4 35 +5
Summoner 1 3 3 4 35 +5
Enchanter 2 2 2 4 35 +4
12
Race STR DEX POW INT HP Fate
Human (+1 to any two) 8 1
Elf 0 1 1 0 8 1
Dwarf 1 0 1 0 16 0
Half-Alv 0 1 0 1 8 1
Werecat 1 1 0 0 8 1
Wolf Fang 2 0 0 0 16 0
Fox Tail 0 0 1 1 8 1
Race of Ritual 0 0 0 2 0 2
- Skills - - Ability Scores and Attributes -
Each Main Class possesses three automatic star- Add any modifiers from your skills to your Base
ting skills (these are listed in the Skill List under Stats (these can raise your Base Stats above 7).
each Main Class‘s tab.) Then calculate your final Ability Scores by divi-
ding the Base Stat by 3 (round down).
Choose three additional Combat skills and one
General skill from amongst the Archetype, Main Now write down your Attributes. These are the
Class, Race, and Common skill lists. At CR 1, things you actually use to make checks. They‘re
your maximum Skill Rank (SR) is 1. In addition, determined by the corresponding Ability Score,
you can only acquire a maximum of two plus any modifiers from skills and items. (You
skills with the [Training] tag at this time. may wish to skip ahead and purchase
items before finalizing these values.)
See II.c. READING SKILL BLOCKS for information
on how to understand what skills do. For a full
understanding, read the rest of this document
first.
• Athletics: STR + modifiers from skills and items
• Endurance: STR + modifiers from skills and items
• Disable: DEX + modifiers from skills and items
• Operate: DEX + modifiers from skills and items
• Perception: POW + modifiers from skills and items
• Negotiation: POW + modifiers from skills and items
• Knowledge: INT + modifiers from skills and items
• Analyze: INT + modifiers from skills and items
• Accuracy: (Highest Ability Score) + modifiers from skills and items
• Evasion: DEX + modifiers from skills and items
• Resistance: POW + modifiers from skills and items
13
Also record the following other values on your character sheet:

• Max HP Main Class Modifier + Racial Modifier + modifiers from skills and items
• Starting Fate Racial Modifier + modifiers from skills and items
• Damage Damage Value of one equipped item + modifiers from skills and items
• Magic Magic Value of one equipped item + modifiers from skills and items
• Recovery Modifiers from skills and items
• Physical Defen- STR x 2 + modifiers from skills and items
se
• Magical Defense INT x 2 + modifiers from skills and items
• Initiative STR + INT + modifiers from skills and items
• Speed 2 + modifiers from skills and items

- Starting Items - - Starting Connections -


Each PC starts with 350 gold, a Backpack, an Ad- PCs receive one Connection at character creati-
venturer‘s Set, and a Sandwich. on. This should be to another PC.
You should probably use the gold to purchase Player can work out amongst themselves their
some equipment at this time, like weapons and Connection, but it may be simpler
armor. See the Item List spreadsheet. to have each player form a Connection with the
player to their physical right.
PCs have no starting Union, however a GM may
grant it to them if the scenario
dictates that they should. For instance, PCs that
are in the same party or
Guild may warrant a Union.

For information on how to use Connections


and Unions in play, refer to V.d. NON-COMBAT
below.
14
- Personal Data -
Now you should decide on the cosmetic aspects of your PC, if you haven‘t
already. Make sure you‘ve decided everything listed below:

• Character Name (CName)


• Sex
• Level (Elder Tale level, which is unrelated to your Character Rank and has no mechanical effect on
play)
• Starting Sub-Class (Mostly cosmetic, but may be a prerequisite for some Common skills)
• Guiding Creed (basically, the reason your PC is an Adventurer; roll or pick a selection from the ta-
ble below. The tag is really the only important part, as some may interact with Common skills. The
tag is essentially an RP guide,
otherwise, and may help generate ideas for characterization.)

Die Roll Creed Name Principle Tag


1~2 1 Protection „Defend others from danger“ [Soldier]
2 Friendship „Spend time with my friends“ [Commoner]
3 Fortitude „Yield not to adversity“ [Craftsman]
4 Conquest „Defeat the mighty“ [Soldier]
5 Action „Lead by example“ [Artist]
6 Chivalry „Conduct oneself gallantly“ [Freeman]
3~4 1 Support „Support everyone“ [Statesman]
2 Justice „Uphold justice“ [Craftsman]
3 Give-And-Take „Help and be helped in turn“ [Merchant]
4 Effort „Put in my utmost effort“ [Commoner]
5 Sagacity „Acquire knowledge“ [Intellectual]
6 Expression „Express myself“ [Artist]
5~6 1 Trust „Believe in others“ [Commoner]
2 Prosperity „Enrich those around me“ [Merchant]
3 Leadership „Lead everyone“ [Statesman]
4 Discipline „Discipline thyself“ [Craftsman]
5 Discovery „Indulge my curiosity“ [Intellectual]
6 Adventure „Have fun adventuring“ [Freeman]
7 - GM‘s Choice GM‘s Choice GM‘s Choice

Congratulations. You‘ve finished creating your PC and are ready to play!


15

II.b Character Advancement

- Log Tickets - - Increasing Character Rank -


At the end of each Session (during After Play), By using a Character Rank Up Log Ticket, a PC‘s
the GM will give each player a Log Ticket. By Character Rank can be increased
using this ticket, the players can improve their by one. This has the following effects:
PCs in various ways. They also serve as a record
of the adventures their characters have had. 1. Maximum HP Increases

Log Tickets can be used during Pre-Play, After For each increase in Character Rank, a PC‘s
Play, or if the GM permits at any other time. The Maximum HP increases by their Main Class HP
GM will sign the Log Ticket, which is now con- Modifier.
sidered ‚used‘, and the player who used it will Class HP Modifier
have their PC gain the specified benefit. Guardian +8
Samurai +8
Types of Log Tickets include:
• Character Rank Up: This ticket can be used to Monk +9
increase Character Rank by 1. Cleric +6
• Fate Point Get: This ticket can be used only Druid +5
during Pre-Play. It gives the user‘s PC an additi- Kannagi +5
onal Fate Point for the duration of the Session. Assassin +5
• Treasure Get*: This ticket can be used to ac-
Swashbuckler +6
quire Treasure.
• Other Get: This ticket can be used to acquire a Bard +5
new Connection, Union or Sub Class. Sorcerer +4
Summoner +5
* = Please note that, as per the Official FAQ, Enchanter +4
Treasure Get tickets are largely used to reward
GMs in the case of a gaming group that uses a 2. Base Stats Increase
revolving GM. For each increase in Character Rank, all of a PC‘s
Because GMs cannot earn Prizes for their cha- Base Stats increase by
racter (see V.e. TREASURE below), these Treasu- one. Recalculate their Ability Scores after this
re Get tickets are how to compensate for that. happens.
PCs should, in general, not receive them. GMs
may choose to ignore this rule if they deem it 3. Attributes May Increase
appropriate or fun to do so, of course. If any of the PC‘s Ability Scores increase, their
Attributes will increase as
well. Here‘s a reminder of which Ability Scores
affect which Attributes:
Ability Score Attributes Ability Score Attributes
STR Athletics, Endurance, Phys. INT Knowledge, Analyze, Ma-
Defense, Initiative gic Defense, Initiative
DEX Disable, Operate, Evasion Highest Accuracy
POW Perception, Negotiation,
Resistance
16
4. New Skills - Acquiring Connections and Unions -
When a PC‘s Character Rank increases, they can
acquire new skills. From CR An Other Get Log Ticket may also be used to
2-10, they can acquire or rank up two Combat form a Connection or Union. Players
Skills and one General Skill. At may form these with other players, NPCs that
CR 11 and above, this changes to one Combat have appeared during the game, or
Skill and one General Skill. even a character from the original Log Horizon
They can either acquire brand new skills from novels. They may even form
amongst the Archetype, Main Connections with NPCs that do not exist, if the
Class, Race, and Common skill lists or increase player desires a Connection with
the SR of a skill that they a specific type of character (for instance, making
already possess by 1. However, a skill can never the acquaintance of a
rank up beyond its Maximum SR Blacksmith when no Blacksmith NPCs have been
or beyond the PC‘s Character Rank. introduced).

- Acquiring a New Sub Class - A new Union may also be formed with as many
characters as desired, however this
An Other Get Log Ticket can be used to acquire requires a touch more story justification. Unions
a new Sub Class. There is no represent guilds, adventuring
limit to the number of Sub Classes a single cha- parties, or even a kingdom ruled by a league of
racter may have. Unlike in the nobles.
Log Horizon novels, acquiring a new Sub Class
does not cause you to lose your There is no limit on how many Connections or
previous one. Make a record of all Sub Classes Unions a PC may have. For more
you have. information on how Connections and Unions
are used in play, see V.d. NON-COMBAT
Take note, however, that while a PC can have as below.
many Sub Classes as they desire,
they must choose only one to ‚equip‘ during - Acquiring Treasure -
Pre-Play, and they count as being
*only* that Sub Class during the scenario. A Treasure Get Log Ticket can be used to acqui-
re items, gold, or magic item
components per the table below:
Treasure Type Ticket Cost Result
Normal Item 1 Acquire a normal item with a rank of your CR or lower
Consumable 1 Acquire two of a normal item with the [Consumable] tag and a
rank of your CR or lower
Treasure 1 Make a single roll on the Treasure Table with a modifier of +10.
Skills, etc. that modify Treasure Rolls do not affect this roll.
17

II.c Reading Skill Blocks


①Detection Attack ① - Skill Name -
②Combat [Weapon Attack]
[] [] ② - Skill Type -
Should be „Combat“, „General“ or „Basic.“
If the data block isn‘t for a skill, it‘s just ano-
③Max SR 1 ④Timing Major
ther tag.
⑤ Check Type Opposed (Accuracy vs Evasion) ③ - Max SR -
⑥Target Single ⑧Cost Hate 1 The maximum Skill Rank that it‘s possible to
⑦Range Weapon ⑨Limit - raise the skill to.

⑩Deal [1D + (Attack Power)] physical ④ - Timing -


damage to the target. The time at which the skill can be used.

(Success): The target becomes [Identified]. • Constant: This skill is always in effect.
(Hate 1): This skill gains a +2 bonus to its • Pre-Play: This skill takes effect or can be
[Hit Check]. used at the very beginning of the game
session.
• Interlude: This skill can be used in the in-
terval between scenes
• Briefing: This skill can be used during the Brie- ⑤ - Check Type -
fing Scene that takes place immediately before The type of check necessary for the skill to take
combat. effect.
• Rest Time: This skill can be used only when the
PCs can calmly spend the time to do it (i.e. not • None: No check is necessary, only a willing
during combat or tense situations.) target.
• Major, Minor, Move, Instant: This skill can be • Automatic: No check is necessary, the skill
used during the Main Process if an action of the automatically succeeds.
specified type has not been taken yet. • Basic (Attribute/Difficulty): Requires a Basic
• Main Process: This skill can be used during the Check against the specified attribute or difficul-
Main Process even if the Major, Minor, Move ty.
and Instant Actions have all been used already. • Opposed (Attribute/Attribute): Requires an
• Setup, Initiative, Cleanup: This skill can be Opposed Check. If attributes are specified, the
used during the specified Round Progression first is the user‘s and the second is the target‘s.
process. • Refer: The necessary check is explained in the
• Before (After) Check: This skill can be used skill description.
immediately before or after making a check.
• Damage Roll: This skill can be used immedia-
tely before a Damage Roll.
• Before (After) Damage: This skill can be used
immediately before or after taking or inflicting
damage.
• Action: This skill is used in response to another
skill or action. See the description.
• Refer: The timing of the skill is explained in the
skill description.
18
⑥ - Target - ⑦ - Range -
The target(s) affected by the skill. The maximum range that can be targeted by
the skill.
• Self: This skill can target only the character
who is using it. • Close: This skill‘s range is limited to the square
• Single / n: This skill can target from 0 to n cha- the user is within.
racters or Props with HP. If the target is written • Weapon: This skill‘s range is the same as the
as ‚Single‘, then n is 1. weapon the user has equipped.
• Area (P/A): This skill targets all characters and • nSq: This action‘s range is up to n squares
Props with HP inside a single square of the distant from the user.
user‘s choice (within range.) • Refer: The range is explained in the skill de-
Pick (P) indicates that the user can choose a scription.
subset of these targets, such as only allies or
only enemies.
All (A) indicates that the skill affects allies and
⑧ - Cost -
The cost of the skill.
enemies alike.
• Wide n (P/A): This skill targets all characters
• None (-): This skill has no cost.
and Props with HP inside squares within n
• Hate n: The user‘s [Hate] increases by n.
distance of a single square of the user‘s choice
• Fate n: The user‘s [Fate Points] decrease by n
(within range.)
(they must have at least this many Fate Points.)
For example, „Wide 1“ includes the targeted
• Cost n (Party): The user and all allies of theirs
square and the 4 squares cardinally adjacent to
present must pay the specified cost. For instan-
it, for a total of 5 squares. „Wide 2“ includes the
ce, „Hate 1 (Party)“ requires the user and their
8 squares cardinally adjacent to those 5 squares,
allies to all increase their Hate by 1.
for a total of 13 squares.
• Cost n (Allies): All present allies of the user
(P/A) work as per Area.
must pay the specified cost. For instance, „Hate
• Line n (P/A): The user must specify one of the
1 (Allies)“ requires all allies of the user to increa-
four cardinal directions.
se their Hate by 1. However, the user themsel-
This skill targets all characters and Props with
ves does not need to pay the cost.
HP in those squares within n distance of the
• Refer: The cost is explained in the skill descrip-
user in the chosen direction. (P/A) work as per
tion.
Area.
• Refer: The target is explained in the skill de-
scription. ⑨ - Activation Limit-
The maximum number of times the skill can be
* It should be noted that in Log Horizon, diago- used.
nals do not count as adjacent
squares. Movement and ranges use what is • None (-): There are no limits on the skill.
known as Manhattan Distance. Squares • Scenario n: The skill can be used only n times
in the four cardinal directions are the only ones during a single scenario (game session).
that count as adjacent. In • Scene n: The skill can be used only n times
other words, moving diagonally one square during a single scene.
would count as ‚two squares‘. More on • Round n: The skill can be used only n times
this in the IV.a SQUARES AND MOVEMENT. during a single round of combat.
• [Party]: This skill can be performed only once
per scenario and only on the members of a
single Party.
• Other: The limit is explained in the skill de-
scription.
19
⑩ - Description - • „May move up to n Sq“: The specified charac-
Terms that may be used in the description. ter may move to any valid Sq located within a
distance of 0-n, or choose to stay where they
• „You“: The character that possesses or is using are.
the skill. • (Outside) Close Range: The square the user is
• Target: The character, item, prop, etc. chosen in, or in the case of „Outside Close Range“, all
as a target. Sq other than the one the user is in.
• Secondary Target: An additional target chosen • Cost: The effect or secondary effect of the skill
as specified in the skill description. The terms has an additional cost that much be paid for it
‚You‘ and ‚Target‘ are in relation to this new to take effect.
target after it is chosen. • „May use this skill again“: If the associated
• Ally: Characters that are friendly towards the cost is paid, this use of the skill does not count
user. In the case of PCs this typically includes all towards its limit.
other PCs. • „Requires ---“: The skill can only be acquired
• Enemy: Characters that are hostile towards the by characters satisfying the specified condition.
user. In the case of PCs this typically includes all • „--- Only“: The item can only be equipped by
monsters. characters satisfying the specified condition.
• Sq: Short for Square.
• BS/LS/CS/OS: Short for Bad Status/Life Status/
Combat Status/Other Status.

II.d Races
There are a total of 8 playable races in the
game.
• Human
• Elf
• Dwarf
• Half-Alv
• Werecat
• Wolf Fang
• Fox Tail
• Race of Ritual

Each race has their own list of skills only


they can pick.
The following section will detail each race
and list all the skills that race can pick.
20

Human
Similar to humans in the real world,
humans in the game can have a wide range
of skin, hair, and eye colors as well as body
size and builds. Their ability stats are well
balanced, making them the most
commonly chosen race.

In Yamato, Humans are the largest influen-


tial group, and thus, they act as the repre-
sentative of Good Eight Races. They have
strong social nature, and account for the
majority of nobles. Due to their large popu-
lation, Humans are seen in many kinds of
occupations - farmer, craftsman, merchant,
etc.

Humans are relatively tolerant of other


races, often being mixing with them and
living in the same cities. However, in many
cases, this tolerance is an expression of
composure as the largest and the strongest
race.

In human societies, the vocational speciali-


zation is accelerated; many occupations ga-
ther and form an urban area. There is also
active exchange between cities. Asocial,
primitive villages are almost gone in current
Yamato. Their level of culture is fairly high.
On the other hand, Humans are conserva-
tive and organized, tending to keep out of
danger and look for safety. Humans don‘t
travel much, and therefore, they aren‘t fit
for being merchants compared to other
races. It can be said that their adventurous
spirit is scarce. There are many historical
heroes, but Human heroes are not so many.

Human
STR DEX POW INT HP Fate
(+1 to any two) 8 1
21

Human Racial Skills


Only characters of the Human race may take these skills.

Gift Favored Arts


General [] [] [] General [Training] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain +2 [Starting Fate Points]. When you acquire this skill, choose one
[Combat] skill that you already have ac-
quired. Increase that skill‘s SR by +1. The
chosen skill may exceed your [CR+1], but
it cannot exceed its Max SR.

Human Discipline Entrusted Hope


General [Training] [] [] Combat [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain +1 to all [Base Stats]. During a combat scene, if an ally within
20 Sq. of you is [Incapacitated], you gain a
+1D bonus to all checks.

(Bonus): You gain +8 [Max HP].


22

Extra Move Picky Choice


General [Movement] [] [] General [] [] []

Max SR 1 Timing Cleanup Max SR 1 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 1/Scene Range Close Limit 2/Scenario
You may make a [Safe Move] of 1 Sq. Use this skill just before you make a Trea-
sure Roll. You may make the Treasure Roll
(Fate 1): If you have reached your Limit twice, and take either result.
for this skill, you may pay this cost to use
it again.

Custom Weapon Skill Practice


General [] [] [] General [Training] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
Out of items that you can normally equip, When you acquire this skill, select one of
you become able to use items with the the following: Athletics, Endurance, Di-
[Blade] [Katana] [Spear] [Hafted] [Whip] sable, Operate, Perception, Negotiation,
[Martial Arts] [Bow] [Throwing] [Instru- Knowledge, or Analyze. Change the name
ment] and [Light] tags that have an Item of this skill to be like «Skill Practice: Ath-
Rank equal to your [CR+2] or lower. letics». You can acquire this skill multiple
times, but each time must be under a
different name. You gain a +1D bonus to
checks using the chosen attribute.
23

Elf
Elves are often found in forests or ancient
ruins and are known for their longevity.
They freely mix with humans and have been
allies of the humans and dwarves in the
past. They are usually tall, fair skinned, with
long hair, and angular faces.

They excel in archery and have high


will-power stats. Their physical characteri-
stics include long, pointed ears and slim,
fairy-like build.

In the distant past the elves were jealous of


the alvs‘ magic knowledge and allied with
other races to destroy them. They fought
the demi-humans alongside everyone else
and suffered their depredation.

Among players of Elder Tale, elves and


dwarves are the second most common-
ly-chosen races after humans.

The elves were most severely affected by


the wars against alvs and demi-humans.
Due to low birth-rate, it takes time to reco-
ver their population. Elves still have smaller
population than that of humans and dwar-
ves.

Unlike dwarves and wolf-fangs, they tend


to keep distance from Human‘s groups and
big cities. For long-lived Elves, the perse-
cution of Alvs is not the long past events.
They are afraid of being persecuted like
Alvs.

Elves coexist with forests and lands instead


of developing cities since they have an
affinity for the spirits and nature. There-
fore, elven cities often have the buildings
that have utilized the unspoiled plants and
watering places.

Elf
Race STR DEX POW INT HP Fate
Elf 0 1 1 0 8 1
24

Elf Racial Skills


Only characters of the Human race may take these skills.

Visionary Forest Dancer


General [] [] [] General [Training] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You can detect all Props and [Gimmicks] You gain +4 [Initiative].
that have the [Magical] tag within line of
sight as if they had [Detection Difficulty:
Automatic].

Elven Teachings Elemental Buster


General [Training] [] [] Combat [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain +2 [Base DEX] and [Base POW]. You gain a +1D bonus to [Hit Checks], and
checks made against a character‘s [Iden-
tification Difficulty], when those checks
include characters with the [Fairy] tag.
25

Evergreen Photosynthesis
General [Training] [] [] General [Preparation] [] []

Max SR 1 Timing Constant Max SR 1 Timing Cleanup


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit 3/Scenario
You gain +4 [Magical Defense]. Use this skill when you have 0 [Fate
Points]. You gain +1 [Fate Point].
(CR11): The bonus increases to +8.
(CR21): The bonus increases to +12.

Elven Accomplishment Deepwood Scout


General [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
Out of items that you can normally equip, You gain a +1D bonus to the checks of
you become able to use items with the actions with the [Scout] tag.
[One-Handed] and [Medium Armor] tags
that have an Item Rank equal to your (Bonus): You gain +1 [Starting Fate
[CR+2] or lower. You gain a +1D bonus to Point].
the checks of actions with the [Scout] tag.

(Bonus): You gain +1 [Starting Fate


Point].
26

Dwarf

Dwarf is one of the Eight Good Races that


players can choose from in Elder Tale.

Dwarves are humanoid beings with a


strong physical build and short stature.
Dwarves have high levels of stamina and
magic resistance. They are often crafters
and smiths among the adventurers.

Lore-wise, they are one of the four initial


races alongside humans, elves, and alvs.
Along with humans and elves, they waged
a long and bloody war against alvs.

Dwarf
Race STR DEX POW INT HP Fate
Dwarf 1 0 1 0 16 0
27

Dwarf Racial Skills


Only characters of the Dwarf race may take these skills.

Adamant Heart Gold Finger


General [] [] [] General [] [] []

Max SR 1 Timing Initiative Max SR 3 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 1/Scenario Range Close Limit (SR)/Scenario
You recover [[Base STR] x 2] HP. Use this skill just after you make a Treasu-
re Roll. Add +10 to the result of the roll.

Dwarven Skill Highway Guard


General [Training] [] [] Combat [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain +2 [Base STR] and [Base POW]. You gain a +1D bonus to [Hit Checks], and
checks made against a character‘s [Iden-
tification Difficulty], when those checks
include characters with the [Humanoid]
tag.
28

Silver Lining Infravision


General [] [] [] General [] [] []

Max SR 1 Timing After Check Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
Use this skill when you roll a Fumble on a You are not affected by [Darkness] or
check. Reroll that check. In addition, add other similar unwanted effects.
+2 to the result of the rerolled check.
(Bonus): You gain +1 [Starting Fate
Point].

Dwarven Armaments Maester‘s Eye


General [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
Out of items that you can normally equip, You gain a +1D bonus to [Analyze
you become able to use items with the Checks].
[Heavy Armor] [Medium Armor] and
[Shield] tags that have an Item Rank equal
to your [CR+2] or lower.
29

Half-Alv
Although the Alv race is extinct due to
the war, they historically intermarried with
humans because the last remaining Alvs
were kept as slaves, and a Half-Alv child is
sometimes born into a human family due
to the emergence of recessive genes. Half-
Alvs naturally have difficulty conceiving
children, and a child born to two Half-Alv
parents may not be Half-Alv themselves,
making them a slowly declining race.

The birth of a Half-Alv is viewed as an ill


omen by People of the Earth, and they
often face persecution from an early age. In
the rural countryside, they may be forced
to leave their villages, while in noble fami-
lies, they may be kept away from society as
a mark of shame.

However, because they are physically al-


most identical to humans, and have high
magical prowess, many Half-Alvs move to
large cities to blend in. In magical research
institutions, they may even get prestige for
their abilities.

Physically, they are almost identical to


humans. Their eyes are somewhat beadier,
but the only sure-fire way to identify one is
with the tattoo-like mark on their tongues
in the form of the Alv emblem. Because of
this, many Half-Alvs detest being asked to
show their tongues.

Half-Alvs have the sole ability to operate


the magical apparatuses left behind by the
Alvs, though that doesn‘t necessarily mean
they know how the devices work. Because
of their innate magical abilities, they are
best-suited for Healer and Mage classes.

Half-Alv
Race STR DEX POW INT HP Fate
Half-Alv 0 1 0 1 8 1
30

Half-Alv Racial Skills


Only characters of the Half-Alv race may take these skills.

Mystical Path Tomb Raider


General [Movement] [] [] General [] [] []

Max SR 1 Timing Minor Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost Hate 1 Target Self Cost -


Range Close Limit - Range Close Limit -
You may make a [Teleport] of 1 Sq. You can detect all Props and [Gimmicks]
that have the [Mechnical] tag within line
of sight as if they had [Detection Difficulty:
Automatic].

Memories of the Alv Analyzer


General [Training] [] [] Combat [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain +2 [Base DEX] and [Base INT]. You gain a +1D bonus to [Hit Checks], and
checks made against a character‘s [Identi-
fication Difficulty], when those checks in-
clude characters with the [Construct] tag.
31

Parallel Mind Native Operator


Combat [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You do not lose the ability to [Hinder] You gain a +1D bonus to [Operate
when you have the [Dazed] or [Rigor] Checks].
conditions.

Progressive Relic Dimension Walker


General [] [] [] General [Training] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You become able to use items that have When you [Teleport] (not including forced
the [Toxin] [Charm] [Scroll] and [Gem] tags movement), you may increase the distan-
with an Item Rank equal to your [CR+2] or ce you move by +1 Sq.
lower.
32

Werecat

Werecat is one of the Eight Good Races


that players can choose from in Elder Tale.

Werecat, as their name implies, are huma-


noids with feline characteristics such as fur
and cat-like facial features. They are nimble
and have keen senses. Notably, unlike Wolf
Fangs and Fox Tails, Werecat do not have
tails like real-world cats do.

Lore-wise, Werecat are one of three


demi-human races created by the Northtri-
lia Project to combat the evil demi-human
tribes created by the alvs.

Werecat
Race STR DEX POW INT HP Fate
Werecat 1 1 0 0 8 1
33

Werecat Racial Skills


Only characters of the Werecat race may take these skills.

Siesta Cat‘s Eye


General [Preparation] [] [] General [] [] []

Max SR 3 Timing Rest Time Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 3/Scenario Range Close Limit -
Reduce the rating of [Fatigue] you are You are not affected by [Darkness] or
suffering from by -[SRx15]. other similar unwanted effects.

(Bonus): You gain +1 [Starting Fate (Bonus): You gain +1 [Starting Fate
Point]. Point].

Cat‘s Grace Cat‘s Bell


General [Training] [] [] Combat [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Action


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit 1/Scene
You gain +4 [Base DEX]. Use this skill with any kind of action. Du-
ring that action, you gain a +[Your (Hate)
x 3] bonus to [Recovery].

(CR16): The multiplier bonus becomes x4.


34

Cat Reflextion Glide Walk


General [Training] [] [] General [Movement] [] []

Max SR 1 Timing Constant Max SR 3 Timing Move


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit (SR)/Scene
When you receive [Pursuit], reduce the You may make a [Safe Move] up to your
rating by -5. If the rating drops to 0 or [Speed] Sq.
lower, you do not receive [Pursuit].
(Minor): Increase the distance moved by
(CR11): Reduce the rating by -10 instead. +1 Sq.
(CR21): Reduce the rating by -15 instead.

Cat‘s Whisker Stylish Tail


General [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain a bonus +1D to [Perception Out of items that you can normally equip,
Checks]. you become able to use items with the
[Cloak] [Glove] and [Boot] tags that have
an Item Rank equal to your [CR+2] or
lower.
35

Wolf Fang

In the history of Elder Tale, the Wolf Fang


were among the beast-men races created
in order to combat monsters in the after-
math of the first World Fraction.

They have strong physiques and thick


hair, but their overall impressions are not
so different from Humans. However, their
appearances change when they‘re in a state
of tension, like battles: wolf-ish ears and
tail appear, and their eye colors also chan-
ge. Wolf Fang can choose whether to have
their ears and tails hidden, or always on
display.

They are about 145 cm-200 cm tall, and


weighed about 50 kg-120 kg. Colorings of
their stiff hair are mostly black, grey, or red.
Skin colors are mostly yellow-white, red-
dish-brown, or brown. Eyes have the cha-
racteristic color like gold or ruby-colored.

Wolf-Fangs possess amazing vitality, physi-


cal endurance, and leg strength. When wol-
fish ears and tail appear, their power gets
stronger. This means they have the ma-
kings of excellent warriors or mercenaries.
As Adventurers, Wolf-Fangs are suited for
Warrior classes and Weapon-based classes

Wolf Fang
Race STR DEX POW INT HP Fate
Wolf Fang 2 0 0 0 16 0
36

Wolf Fang Racial Skills


Only characters of the Wolf Fang race may take these skills.

Wolf‘s Olfaction Wild Runner


General [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You may treat characters with [Hidden] When you are not equipped with [Heavy
as if they did not have that condition, Armor] or [Medium Armor], you gain a +1
and may recognize and target them with bonus to [Speed].
actions.

(Bonus): You gain +1 [Starting Fate


Point].

Wolf‘s Constitution Moonglow


General [Training] [] [] Combat [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Action


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit 1/Scene
You gain +4 [Base STR]. Use this skill with any kind of action. Du-
ring that action, you gain a +[[STR Mod] +
5] bonus to [Recovery].
37

Silent Predator Moonlight Veil


Combat [Training] [] [] Combat [Training] [] []

Max SR 3 Timing Constant Max SR 3 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
While you are [Hate Under], you gain a While you are [Hate Top], you gain [Can-
+[SRx3] bonus to damage rolls. cel: (SRx3)].

Hunting Attire Bushwalker


General [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
Out of items that you can normally equip, You can detect all Props and [Gimmicks]
you become able to use items with the that have the [Natural] tag within line of
[Two-Handed] [Helm] and [Glove] tags sight as if they had [Detection Difficulty:
that have an Item Rank equal to your Automatic].
[CR+2] or lower.
38

Fox Tail

Fox Tail is one of the Eight Good Races


players can choose from in Elder Tale. It is
notable for its skill swapping ability, which
has made it a relatively unpopular race.

Lore-wise, Fox Tails are one of the three


demi-human races created by the Northrilia
Project to fight against the evil demi-hum-
ans created by the alvs.

They are humanoid with fox ears and phan-


tom tails (the number of tails is dependent
on the character‘s level). Unlike the other
man-beast races, Wolf Fang and Felinoid,
the Fox Tail race receives a boost in magi-
cal, not physical abilities.

In lore, Fox Tails have the ability to hide


their ears and tails, making themselves look
like ordinary Humans, and is presumably an
ability of all Fox Tails in the game. Nureha
uses this to her advantage in her Overskill,
Overlay, which combines this piece of lore
with her subclass, Courtesan, to create a
„perfect disguise.“ One of Minami‘s assas-
sins in „Isaac and Iselus“ uses this ability
to disguise himself as a nobleman during
Iselus‘ birthday celebration.

Fox Tail
Race STR DEX POW INT HP Fate
Fox Tail 0 0 1 1 8 1
39

Fox Tail Racial Skills


Only characters of the Fox Tail race may take these skills.

Substitute Tail Three-Tailed Energy


General [] [] [] General [Training] [] []

Max SR 1 Timing Constant Max SR 1 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit 3/Scenario
You acquire one skill from a skill list other Use this skill when a skill would cost you a
than from your Archetype Class, Main single [Fate Point]. The effect of that skill
Class, or Race. You can acquire only one activates without you spending the [Fate
skill, but may raise that skill‘s SR normally. Point].

(Bonus): Reduce your [Max HP] by -10.

Fox‘s Guile Femme Fatale


General [Training] [] [] Combat [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain +4 [Base POW]. You gain a +1D bonus to [Hit Checks], and
checks made against a character‘s [Iden-
tification Difficulty], when those checks
include characters with the [Human] tag.
40

Five-Tailed Sublimation Nine-Tailed Seduction


General [] [] [] General [] [] []

Max SR 1 Timing Initiative Max SR 1 Timing Before Check


Check Type None Check Type None

Target Single Cost - Target Self Cost -


Range 20 Sq. Limit 1/Scenario Range Close Limit 3/Scenario
Use this skill while you are [Incapacitated] When you acquire this skill, select [Male] or
during a combat scene. The target gains [Female]. Change the name of this skill to be
+1 [Fate Point]. like «Nine-Tailed Seduction: Male». You can
acquire this skill multiple times, but each time
must be under a different name. When you
(Fate 1): If you have reached your Limit
make a [Negotiation Check] opposed by a
for this skill, you may pay this cost to use
character with the chosen tag, you gain a +2D
it again. bonus to that check. However, if the GM deci-
(Bonus): You gain +1 [Starting Fate des this skill isn‘t valid against the opponent,
Point]. it cannot be used.

Seven-Tailed Variety Fox‘s Disguise


General [] [] [] General [] [] []

Max SR 1 Timing Preplay Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
Roll 1D, and then acquire the designated Out of items that you can normally equip,
effect for the result: [1: (Attack Power) +2] you become able to use items with the
[2: (Magic Power) +2] [3: (Physical Defen- [Light Armor] [Cloak] or [Boot] tags that
se) +4] [4: (Magical Defense) +4] [5: [Initi- have an Item Rank equal to your [CR+2]
ative] +4] [6: [Starting Fate Point] +2]. This or lower.
effect lasts until the end of the scenario.

(CR2): Increase the bonus of each listed


effect by double.
41

Race of Ritual

The Ritians (or Race of Ritual) are one of


the Eight Good Races players can choose in
Elder Tale.

Lore-wise, Ritians were one of the artificial


races created by the Northtrilia Project to
help in the fight against the alvs. Ritians,
specifically, were created with immense
magical power to serve as a replacement
for the alvs.

It is clouded in mystery but is known for


having high magical stats and for posses-
sing large amounts of knowledge. But due
to the bizarrely low health players of this
race have, few players choose this race.

Along with Felinoids, Wolf Fangs, and Fox


Tails, the Ritians were created to com-
bat the Demi-Humans summoned by the
Ruquinjé. Specifically, the Ritians were
created to replace the Alvs, who had been
wiped out by the other four main races. The
tattoos they have on their bodies was the
product of Alven technology that has now
been lost; the tattoos have a multitude of
abilities, ranging from protection to boos-
ting attack power.

Earthling Ritians have very short lifespans


and, like the race they were designed to
replace, have a low birthrate, making them
very rare. Of course, Adventurers do not
have that issue, although there are still
relatively few of them due to their low HP
gimmick. Slowly but surely, they are beco-
ming an extinct race.

Race of Ritual
Race STR DEX POW INT HP Fate
Race of Ritual 0 0 0 2 0 2
42

Race of Ritual Racial Skills


Only characters of the Race of Ritual may take these skills.

Tattoo Pattern: Empress Tattoo Pattern: Magician


Combat [Preparation] [] [] General [Preparation] [] []

Max SR 1 Timing Move Max SR 1 Timing Move


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 1/Scenario Range Close Limit 1/Scenario
You gain [Cancel: 5]. You gain a +3 bonus to [Magic Power].
Treat this effect as a Combat Status.
(Fate 1): If you have reached your Limit
for this skill, you may pay this cost to use (Fate 1): If you have reached your Limit
it again. for this skill, you may pay this cost to use
it again.

Ritual Transmission Tattoo Pattern: Strength


General [Training] [] [] Combat [Preparation] [] []

Max SR 1 Timing Constant Max SR 1 Timing Move


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit 1/Scenario
You gain +4 [Base INT]. You gain a +3 bonus to [Attack Power].
Treat this effect as a Combat Status.

(Fate 1): If you have reached your Limit


for this skill, you may pay this cost to use
it again.
43

Tattoo Pattern: Chariot Overdrive


Combat [Preparation] [] [] Combat [] [] []

Max SR 1 Timing Move Max SR 1 Timing Action


Check Type None Check Type None

Target Self Cost - Target Self Cost Hate 1


Range Close Limit 1/Scenario Range Close Limit 1/Scenario
You gain a +6 bonus to [Initiative]. Treat Use this skill at the same time as a skill
this effect as a Combat Status. with [Timing: Major]. Treat that skill as
though it had +2 SR (the Max SR may be
(Fate 1): If you have reached your Limit exceeded).
for this skill, you may pay this cost to use
it again.

Activation Talismonger
General [Preparation] [] [] General [] [] []

Max SR 1 Timing Setup Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost Hate 2 Target Self Cost -


Range Close Limit 1/Scenario Range Close Limit -
Choose one skill with [Limit: n/Scenario] Out of items that you can normally equip,
that you have already used at least once, you become able to use items with the
and recover a use of that skill. [Staff] [Magic Stone] [Helm] and [Bag]
tags that have an Item Rank equal to your
[CR+2] or lower.
44

II.e Main Classes


There are 12 Main Classes, each falling into one Each Class has their own class specific skills, as
of 4 archetypes : well as Archetype specific skills. Generally, you
• Warrior Archetype can only learn skills from your class and arche-
• Guardian Class type
• Samurai Class
• Monk Class On top of that, there are some general skill that
• Weapon Master Archetype everyone can learn.
• Assassin Class
• Swashbuckler Class This section will detail each archetype, each
• Bard Class class there in and list their class & archetype
• Healer Archetype specific skills.
• Cleric Class
• Druid Class
• Kannagi Class
• Mage Archetype
• Sorcerer Class
• Summoner Class
• Enchanter Class
45

Warrior Archetype Detection Attack


The skills on this list may only be acquired by Combat [Weapon Attack]
[] []
main classes belonging to the Warrior Archetype,
which are Guardian, Samurai, and Monk. Max SR 1 Timing Major
Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 1


Range Weapon Limit -
Deal [1D + (Attack Power)] physical dama-
ge to the target.

(Success): The target becomes [Identi-


fied].
(Hate 1): This skill gains a +2 bonus to its
Hate Exchange [Hit Check].

Combat [] [] []
Aura Saber
Max SR 1 Timing Initiative [Special
[]
Combat Attack] []
Check Type None

Target Single Cost - Max SR 1 Timing Major


Check Type Opposed (Accuracy vs. Evasion)
Range 20 Sq. Limit 1/Scenario
Target an ally with higher [Hate] than Target Single Cost Hate 1
yourself. You trade [Hate] values with the Range Close Limit -
target.
Deal [(SR)D + (STR Mod)] penetrating
damage to the target. The effects of «We-
apon Mastery» may apply to this damage
roll.

(Hate Top): This skill gains a +1 bonus to


its [Hit Check].

Taunting Blow
Combat [Weapon Attack]
[] [] Smash
Combat [] [] []
Max SR 3 Timing Major
Check Type Opposed (Accuracy vs. Evasion) Max SR 5 Timing Minor
Target Single Cost Hate 2 Check Type None

Range Weapon Limit - Target Self Cost -


Deal [1D + (Attack Power)] physical dama- Close
Range Close Limit -
ge to the target. During this Main Process, you gain a
+[SRx3] bonus to [Weapon Attack] dama-
(Success): A secondary target within a ge rolls.
range of [Target: Single / Range: (SRx2)
Sq.] from you may reduce their [Hate] by
-2.
46
Faultless Hit Fortress Stance
Combat [] [] [] Combat [Stance] [Preparation] []

Max SR 1 Timing Minor Max SR 1 Timing Minor


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


During this Main Process, you gain a +1D While in this stance, [Pursuit] and [Weak-
bonus to [Hit Checks]. ness] effects on you never trigger, and you
cannot be subjected to forced movement.
You take a -2 penalty to [Hit Checks].

Assault Stance Covering


Combat [Stance] [Preparation] [] Combat [] [] []

Max SR 5 Timing Minor Max SR 5 Timing Before Damage

Check Type None Check Type None

Target Self Cost - Target Single Cost -

Range Close Limit - Range Close Limit (SR)/Round


While in this stance, you gain a +[SRx4] During the [Damage Apply Step], you
bonus to damage rolls. You take a -2 pen- receive the expected HP damage that a
alty to [Dodge Checks]. target other than yourself would have
received. The target receives no damage.
You can only use this skill once in respon-
se to any given attack.

Relief Guard Long Range Cover


Combat [Movement] [] []
Combat [] [] []
Max SR 1 Timing Move
Max SR 5 Timing Before Damage
Check Type None
Check Type None
Target Self Cost -
Target Single Cost -
Range Close Limit 1/Scene Close
Range 2 Sq. Limit (SR)/Scene
You may make a [Normal Move] up to
During the [Damage Apply Step], you receive
your [Speed] Sq. After you end your mo-
the expected HP damage that a target other
vement, if there are any allies in the same than yourself would have received. The target
square as you, they each may reduce their receives no damage. You can only use this
[Hate] by -2. skill once in response to any given attack.

(Minor): Increase the distance moved by (Fate 1): If you have reached your Limit for
+1 Sq. this skill, you may pay this cost to use it again.
47
Cool Defense Indomitable
Combat [] [] [] Combat [] [] []

Max SR 1 Timing Before Damage Max SR 1 Timing Refer


Check Type None Check Type None

Target Self Cost Hate 1 Target Self Cost -


Range Close Limit 1/Scene Range Close Limit 1/Scenario
Use this skill when you are hit with an Use this skill just after you become [Inca-
attack. You ignore any Hate Damage, or pacitated]. Immediately remove the [Inca-
damage from [Pursuit] or [Weakness] that pacitated] condition, and recover [(Reco-
attack would have dealt. very) + (Base STR x2)] HP.

Taunting Shout Observation


Combat [] [] [] General [Scout] [] []

Max SR 1 Timing After Damage Max SR 1 Timing Briefing


Check Type None Check Type Basic (Perception vs. Identification Difficulty)

Target Single Cost Hate 1 Target Refer Cost -

Range 2 Sq. Limit 1/Round Range Refer Limit -


Target an ally other than yourself who was This skill targets the next scene. The difficulty of
the check is equal to the lowest [Identification Dif-
just damaged by an attack. The target may ficulty] among all enemies appearing in the scene.
reduce their [Hate] by -1. You learn the name, appearance, rank, and tags of
two enemies appearing in the scene (GM‘s choice).
You take [Fatigue: (Base POW)].

(Fumble): The enemy notices your scouting.

Mighty Bow Style


Tank Desant
Combat [Style] [] []
General [Movement] [] []
Max SR 1 Timing Constant
Max SR 3 Timing Move
Check Type None
Check Type None
Target Self Cost -
Target Single Cost -
Range Close Limit -
Close
Range Close Limit (SR)/Scene
This skill only produces an effect when
This skill targets a willing character. You may make
you have a [Bow] equipped. The range of a [Normal Move] up to your [Speed] Sq. The target
your equipped [Bow] increases by +1 Sq. simultaneously makes a [Safe Move] to the same
You become able to make [Ranged Atta- square you end your movement in.
cks] in close range.
(Minor): Increase the distance moved by +1 Sq.
(Target: Extra): The use of this skill doesn‘t count
towards your Limit.
48
Trap Cover Forcible Recovery
General [] [] [] General [] [] []

Max SR 1 Timing Before Damage Max SR 1 Timing Refer


Check Type None Check Type None

Target Single Cost - Target Single Cost -


Range 2 Sq. Limit - Range 20 Sq. Limit 2/Scenario
Use this skill when a target other than yourself Use this skill just after the target rolls on
receives damage from a Prop or [Gimmick]. the [Exhaustion Table: Stamina, Items]. The
During the [Damage Apply Step], you recei- result of the roll becomes 0.
ve the expected HP damage that the target
would have received. The target receives no (Bonus): You gain +1 [Starting Fate
damage. You can only use this skill once in
Point].
response to any given attack.

Soldier Coerce Bloody Tolerance


General [] [] [] General [] [] []

Max SR 1 Timing Before Damage Max SR 1 Timing Constant


Check Type None Check Type None

Target Single Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


Use this skill when you would make a You gain a +1D bonus to [Endurance
[Negotiation Check] against a hostile Checks].
character. Make a [Hit Check] instead of a
[Negotiation Check].

Payload 1Survivability
General [] [] []
General [Training] [] []
Max SR 3 Timing Constant
Max SR 1 Timing Constant
Check Type None
Check Type Constant
Target Self Cost -
Target Wide 20 (P) Cost -
Range Close Limit -
Close
Range Close Limit -
Increase your [Inventory Slots] by +[SRx4].
When the target rolls on [Exhaustion Ta-
ble: Stamina, Items], reduce the result of
the roll by -1.

(Bonus): You gain +10 [Max HP].


49

Guardian
With the highest defense stats out of the
twelve classes, the Guardian has the abili-
ty to hold back enemies and is usually the
cornerstone of the front line. One of the
main roles of the Guardian is to draw the
attention of the enemy and take the most
damage of the group. Guardians can equip
nearly all kinds of armor and weapons, but
most players choose heavy plate armor, a
shield, and a one-handed weapon (such as
a sword, axe or mace), as this configuration
best suits a Guardian‘s strengths and battle
role.

The Guardian class supports the front line


and has many skills to draw aggro. For
example, the Guardian is the only class that
has multiple skills for the shield as well as
skills that nullify damage for a set amount
of time. However, the Guardian‘s potential
to directly deal damage is not very high.
A Guardian needs high quality gear to be
useful, which is one of the class‘ main
weaknesses.

Class STR DEX POW INT HP HP Modifier


Guardian 4 2 1 3 50 +8
Only characters of the Guardian main class may acquire skills from this list.

At character creation, Guardian characters obtain the following three skills for free: Battle Master,
Anchor Howl, and Decoy Action.

Battle Master Anchor Howl


Auto [Combat] [] [] Auto [Combat] [] []

Max SR 1 Timing Constant Max SR 1 Timing Setup


Check Type None Check Type None

Target Self Cost - Target Self Cost Hate 1


Range Close Limit - Range Close Limit -
You gain a +2 bonus to [Accuracy]. When You gain [Cancel: (STR Mod)]. This effect
combat begins, increase your [Hate] by lasts until the end of the round.
+1.
(Hate Top): You recover 5 HP.
50
Decoy Action Castle of Stone
Auto [Combat] [] [] Combat [] [] []

Max SR 1 Timing Move Max SR 1 Timing Setup


Check Type None Check Type None

Target Single Cost - Target Self Cost Hate 2


Range 4 Sq. Limit - Range Close Limit 1/Scenario
This skill may only target an ally other than When you become [Post-Action], all HP
yourself. The target may reduce their [Hate] Damage you would receive becomes 0. In
by -2. addition, if an enemy attacks an ally other
than you, you immediately gain +1 [Fate
(Fate 1): You may make a [Normal Move] up Point]. This effect lasts until the end of the
to your [Speed] Sq. This additional effect may
round.
not be used if you have the [Rigor] status.

Standout Merciless Strike


Combat [] [] [] Combat [Weapon
Attack]
[] []

Max SR 3 Timing Initiative Max SR 3 Timing Major


Check Type None Check Type Opposed (Accuracy vs Evasion)

Target Single Cost - Target Single Cost Hate 2

Range 20 Sq. Limit (SR)/Scene Range Weapon Limit -


This skill may only target an ally with [Hate Deal [(SR+2)D + (Attack Power)] physical
Top]. Increase your [Hate] to [Target‘s damage to the target.
(Hate) + 1].
(Target: Decay): The target immediately
takes direct damage equal to the rating of
their [Decay].

Onslaught 1Armor
[Weapon
Crush
Combat Attack]
[Two [] [Weapon
Handed]
Combat Attack]
[Hafted] []
Max SR 5 Timing Major
Max SR 5 Timing Major
Check Type Opposed (Accuracy vs Evasion)
Check Type Opposed (Accuracy vs Evasion)
Target Single Cost Hate 3
Target Single Cost Hate 2
Range Weapon Limit -
Close
Range Weapon Limit -
Deal [(SR+4)D + (Attack Power)] physical
damage to the target. You gain a +1D Deal [(SR+1)D + (Attack Power)] physical
bonus to your next [Hit Check]. Treat this damage to the target. The target takes a
effect as a Combat Status that is removed -5 penalty to [Physical Defense]. Treat this
after being applied once. effect as a Bad Status.

(Fate 1): The penalty changes to -10.


51
Scarlet Thrust Battle Commander
[Melee [] []
Combat [Spear] [] Combat []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type None

Target Single Cost Hate 2 Target Single Cost Hate 2


Range Weapon Limit - Range 2 Sq. Limit (SR)/Scene
Deal [3D + (Attack Power)] physical dama- You may not target yourself with this skill.
ge to the target. You recover [(Recovery] + The target may immediately perform one
(SRx3)] HP. [Timing: Major] action with the [Weapon
Attack] [Magic Attack] or [Special Attack]
(Hate Top): You recover an additional 5 HP. tag. Reduce the [Hate] cost of that action
by -2 (minimum 0).

Shield Smash Hatred Charge


Combat [Shield] [] [] Combat [] [] []

Max SR 1 Timing Minor Max SR 1 Timing Minor


Check Type Automatic Check Type None

Target Single Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


The target takes [Staggered]. During this During this Main Process, you gain a +4
Main Process, if the target does not recei- bonus to [Weapon Attack] damage rolls.
ve at least 1 point of HP Damage, then the
target removes this [Staggered] status at (Hate 1): The bonus to damage rolls ch-
the end of the Main Process. anges to +8.

Heavy Anchor Stance 1Drag-in Territory


Combat [Stance] [] []
Combat [Movement] [] []
Max SR 1 Timing Minor
Max SR 1 Timing Move
Check Type Automatic
Check Type Automatic
Target Single Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit -
The target becomes unable to make [Nor-
mal Moves] or [Safe Moves] (except forced You may make a [Normal Move] up to
movement). This skill‘s effect ends if either your [Speed] Sq. When you end your
you or the target leave the square. movement, if there are enemies in any
adjacent square, you may choose one to
make a [Safe Move (forced)] to the square
you are in.
52
Iron Bounce Steady Bulwark
Combat [] [] [] Combat [Shield] [] []

Max SR 5 Timing Before Damage Max SR 3 Timing Refer


Check Type None Check Type None

Target Self Cost Hate 1 Target Single Cost Hate 2


Range Close Limit - Range 2 Sq. Limit (SR)/Scene
Use this skill when you would receive HP Use this skill just after the target makes
Damage. Reduce the expected HP Damage by a damage roll for an attack with [Target:
-[SRx3]. Area, Wide, Line] that targets the square
you are in. Reduce the result of the tar-
get‘s damage roll by -[One (Shield) you
are equipped with‘s (Physical Defense) x2].

Fish to Catch Block Missile


Combat [Two-Handed] [] [] Combat [Shield] [] []

Max SR 1 Timing After Damage Max SR 3 Timing Before Check


Check Type Automatic Check Type None

Target Single Cost Hate 1 Target Self Cost Hate 1

Range 4 Sq. Limit 1/Round Range Close Limit (SR)/Scene


Use this skill when you receive damage from Use this skill when you make an [Evasion
the target. You may make the target make a Check] against an attack from outside of close
[Safe Move (forced)] of 1 Sq. This movement range. Add +2 to the result of the check. No
must bring the target closer to you. effect can reduce the result of this check or
the number of dice rolled for it.
(Hate Top): Increase the distance the target
moves by +1 Sq. (Hate Top): You may also use this skill ma-
king a [Resistance Check].

Shield Mastery 1Warcry


Combat [] [] []
General [] [] []
Max SR 5 Timing Constant
Max SR 1 Timing Initiative
Check Type None
Check Type None
Target Self Cost -
Target Wide 20 (P) Cost -
Range Close Limit -
Close
Range Close Limit 1/Scene
Choose one [Shield] that you are equip-
ped with. Increase the [Physical Defense] The target removes [Dazed].
and [Magical Defense] of that [Shield] by
+[SRx2].
53
Great Patience Stamina Save
General [Preparation] [] [] General [] [] []

Max SR 1 Timing Cleanup Max SR 1 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Single Cost -


Range Close Limit 1/Scenario Range 20 Sq. Limit 1/Scene
You remove any [Fatigue] you are currently Use this skill just after the target rolls on
affected by. However, at the end of the scene, [Exhaustion Table: Energy or Money]. Re-
you take [Fatigue]. The rating of this [Fatigue] duce the result of that roll by -3.
is equal to [Removed (Fatigue) Rating + 10].
(Fate 1): If you have reached your Limit
(Bonus): You gain +8 [Max HP].
for this skill, you may pay this cost to use
it again.

Bitter Experience
General [] [] []

Max SR 1 Timing Constant


Check Type None

Target Self Cost -


Range Close Limit -
You gain a +1D bonus to [Analysis Checks].
54

Samurai
The Samurai primarily uses Japanese equip-
ment like daiyoroi, katana and tachi. The
Samurai‘s defense is said to rival that of
the Guardian, but because of the class‘s
inability to equip shields, its overall de-
fense is considered inferior. Despite this,
the samurai‘s role can also be that of the
Tank, drawing the attention of the enemy
and taking the most damage of the group.
Samurai, like Soujiro for example, can also
duel-wield, which can increase their dama-
ge output.

The Samurai class has many so-called „Ace


Moves“ that can chain large amount of
combos in a short time with high offen-
sive and defensive abilities, but with long
cooldowns. However, once an Ace Move is
executed, the Samurai is unable to respond
quickly to attacks and may even be unable
to move.

Class STR DEX POW INT HP HP Modifier


Samurai 4 2 2 2 50 +8
Only characters of the Samurai main class may acquire skills from this list.

At character creation, Samurai characters obtain the following three skills for free: Eternal Battle-
field, Warrior‘s Challenge, and Split-Second Awareness.

Eternal Battlefield Warrior‘s Challenge


Auto [Combat] [] [] Auto [Combat] [] []

Max SR 1 Timing Constant Max SR 1 Timing Setup


Check Type None Check Type None

Target Self Cost - Target Single Cost Hate 1


Range Close Limit - Range 2 Sq. Limit -
You gain a +2 bonus to [Accuracy]. During This skill may only target an ally other
the first round of a scene, you gain a +5 than yourself. The target may reduce their
bonus to [Initiative]. [Hate] by -3.

(Fate 1): This skill can be used with [Ran-


ge: 20 Sq.]
55
Split-Second Awareness Readiness
Auto [Combat] [] [] Combat [] [] []

Max SR 1 Timing Before Damage Max SR 1 Timing Initiative


Check Type None Check Type None

Target Self Cost - Target Self Cost Fate 1


Range Close Limit 1/Scene Range Close Limit 1/Scenario
When damage would be applied to you, ins- You immediately become [Pre-Action].
tead treat all damage as having no effect, as if
your [Dodge Check] had been successful.

(Hate Top): You recover 20 HP.

Helmet Split Shrike‘s Thorn


Combat [Weapon Attack]
[] [] Combat [Weapon [Two-Handed] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 2 Target Single Cost Hate 2

Range Weapon Limit - Range Weapon Limit -


Deal [(SR+2)D + (Attack Power)] physical Deal [(SR)D + (Attack Power)] physical damage to
the target.
damage to the target. If the target‘s HP is
equal to its Max HP, increase the damage (Target: Post-Action): The target takes [Decay:
by +10. 10].

(Target: Pre-Action): The target‘s [Initiative]


becomes 0. This effect lasts until the end of the
round.

Izuna‘s Slice 1Kasha‘s


[Melee
Blade
Combat Attack]
[] [] [Melee
General Attack]
[] []
Max SR 1 Timing Major
Max SR 5 Timing Major
Check Type Opposed (Accuracy vs Evasion)
Check Type Opposed (Accuracy vs Evasion)
Target Single Cost Hate 2
Target Single Cost Hate 2
Range 2 Sq. Limit -
Close
Range Close Limit -
Deal [2D + (Attack Power)] physical dama-
ge to the target. Deal [(SR+2)D + (Attack Power)] physical
damage to the target. If there are no other
(Target: Mob): The target becomes [Inca- enemies in the same square as you except
pacitated] or [Dead] (your choice). the target, increase the damage by +5.
56
Pincer Break Windmill Helix
[Melee [Melee
Combat [Hafted] [] Combat Attack]
[Spear] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 3 Target Area (P) Cost Hate 3


Range Weapon Limit - Range Close Limit -
Deal [(SR+3)D + (Attack Power)] physical damage Deal [(SR+1)D + (Attack Power)] physical
to the target. damage to the target.
(Hate Top): You gain a +5 bonus to your next da-
mage roll against secondary targets within a range (Hate Top): You can use this skill with
of [Target: Wide 2 (P) / Range: Close] centered on [Target: Line 1 (P)].
yourself. Treat this effect as a Combat Status that is
removed after being applied once.

Grandstand Haze Crossing


Combat [] [] [] Combat [Movement] [] []

Max SR 1 Timing Minor Max SR 1 Timing Move


Check Type Automatic Check Type None

Target Wide 1 (P) Cost - Target Self Cost -

Range Close Limit 1/Scene Range Close Limit -


The target must make a [Safe Move You may make a [Normal Move] up to
(forced)] to the square that you occupy. your [Speed] Sq. During this Main Process,
if you deal at least 1 point of HP Damage
to a target with an attack, that target takes
[Dazed].

(Minor): Increase the distance moved by


+1 Sq.

Ferry Crossing 1Cut in Two


Combat [Movement] [] []
Combat [] [] []
Max SR 1 Timing Move
Max SR 1 Timing Damage Roll
Check Type None
Check Type None
Target Self Cost -
Target Self Cost Hate 2
Range Close Limit -
Close
Range Close Limit 1/Scenario
You may make a [Normal Move] up to
your [Speed] Sq. During this Main Process, Your [Weapon Attack] damage rolls gain a
[Dodge Checks] made in opposition to +[(CRx2) + 10] bonus.
your attacks take a -1D penalty.

(Minor): Increase the distance moved by


+1 Sq.
57
Sword of Gathering Clouds Returning Echo
Combat [Katana] [] [] Combat [] [] []

Max SR 5 Timing Refer Max SR 3 Timing After Damage


Check Type Automatic Check Type Automatic

Target Single Cost - Target Single Cost Hate 1


Range 2 Sq. Limit (SR)/Scenario Range Weapon Limit -
Use this skill just after the target makes a Use this skill just after you are attacked.
damage roll. Reduce the result of the target‘s Deal [SRx4] direct damage to the charac-
damage roll by -[Your (Attack Power)]. ter who made the attack.

(Fate 1): Increase the damage by +6.

Lightning Reflexes Victor


Combat [] [] [] Combat [] [] []

Max SR 1 Timing After Damage Max SR 1 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Wide 3 (P) Cost Hate 1

Range Close Limit - Range Close Limit -


Use this skill when you are attacked while Use this skill when you render an enemy [Inca-
[Pre-Action]. After the current Main Process pacitated] or [Dead]. This skill may only target
ends, you may immediately begin your Main an ally other than yourself. The target may
Process. You may not declare [Standby] th- reduce their [Hate] by -1.
rough this effect.

School: Kazamori Thunder 1Iron-Slicing Blade


Combat [Style] [] []
General [Melee [] []
Attack]
Max SR 2 Timing Constant
Max SR 1 Timing Major
Check Type None
Check Type Automatic
Target Self Cost -
Target Single Cost -
Range Close Limit -
Close
Range Close Limit 1/Scene
This skill only produces an effect when you are
equipped with two [One-Handed] melee weapons. This skill can only target a Prop or [Gim-
You gain the [Dual-Wield] condition, and every mick] with HP. If the target‘s Rank is equal
round at the beginning of the Setup Process, you to or less than your [CR], then it becomes
gain [Barrier]. The rating of this [Barrier] is equal to
[Weapon you don‘t use to attack‘s (Attack Power)]. [Incapacitated].

(SR2): Increase the [Barrier] rating by your [Evasi- (Fate 1): If the target‘s Rank is equal to
on]. or less than your [CR+2], then it becomes
[Incapacitated].
58
Mind‘s Eye Sensitive
General [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Before Check


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit 1/Scene
You are not affected by [Darkness] or other Use this skill just before making a [Percep-
similar unwanted effects. In addition, you may tion Check]. You gain a +2D bonus to the
treat characters with [Hidden] as if they did check.
not have that condition, and may recognize
and target them with actions.

Calculating
General [] [] []

Max SR 1 Timing Constant


Check Type None

Target Wide 20 (P) Cost -


Range Close Limit -
When the target rolls on [Exhaustion Table:
Stamina, Money], they may roll twice and take
either result.

(Bonus): You gain +1 [Starting Fate Point].


59

Monk
Of the twelve classes, the Monk has the
highest HP stats but is limited to equipping
light armor and incapable of using shields.
It also has lower defense stats compared to
weapon-based classes. To compensate for
this, the class has a high evasion rate and
the greatest resistance to special attacks.
This allows the Monk to function as an eva-
sion-type tank.

In contrast to the Samurai class, most of


the skills that can be acquired by the Monk
class have very short cooldowns, allowing
them to attack continuously by using a
variety of offensive techniques. Some com-
binations give special bonuses or trigger
additional combos if performed in a prede-
termined order. Therefore, the Monk class
has the highest and most diverse offensive
ability of the three warrior classes, making
this class popular amongst solo players in
Elder Tale.

Class STR DEX POW INT HP HP Modifier


Monk 4 4 2 0 55 +9
Only characters of the Monk main class may acquire skills from this list.

At character creation, Monk characters obtain the following three skills for free: Martial Arts,
Laughing Taunt, and Shadowless Kick.

Martial Arts Laughing Taunt


Auto [Combat] [] [] Auto [Combat] [] []

Max SR 1 Timing Constant Max SR 1 Timing Minor


Check Type None Check Type None

Target Self Cost - Target Single Cost -


Range Close Limit - Range 2 Sq. Limit -
You gain a +2 bonus to [Accuracy]. Your This skill can only target an ally other
[Evasion Checks] and [Resistance Checks] than yourself. The target may reduce their
gain a +1D bonus. [Hate] by -2. This skill may be used multi-
ple times during the same Main Process.

(Fate 1): This skill may be used with [Ran-


ge: 6 Sq.]
60
Shadowless Kick Monkey Step
Auto [Combat] [] [] Combat [Movement] [] []

Max SR 1 Timing After Check Max SR 1 Timing Setup


Check Type None Check Type None

Target Single Cost Hate 1 Target Self Cost Hate 1


Range Close Limit - Range Close Limit -
Use this skill just after you have successfully made You may make a [Normal Move] of 1 Sq.
a [Dodge Check] against an attack from the target.
(Hate 1): Increase the distance moved by
(Target: Mob): After the current Main Process
ends, the target becomes [Incapacitated] or [Dead] +1 Sq.
(your choice).

(Hate Top): Deal 5 direct damage to the target.

Helmet Split Breath Control


Combat [Swift] [] [] Combat [] [] []

Max SR 3 Timing Setup Max SR 5 Timing Cleanup


Check Type None Check Type None

Target Self Cost Hate 1 Target Self Cost Hate 1

Range Close Limit (SR)/Scene Range Close Limit -


During your first Main Process of this You recover [(Recovery) + (SRx5)] HP.
round, you gain an additional Minor Acti-
on. (Hate Top): You may remove 1 Bad Status
currently affecting you.

Turning Swallow 1Dragon


[Weapon
Tail Swing
Combat Attack] [] [] [Melee
General Attack] [] []
Max SR 5 Timing Major
Max SR 3 Timing Major
Check Type Opposed (Accuracy vs Evasion)
Check Type Opposed (Accuracy vs Evasion)
Target Single Cost Hate 2
Target Area (P) Cost Hate 2
Range Weapon Limit -
Close
Range Close Limit -
Deal [(SR+1)D + (Attack Power)] physical
damage to the target, and the target takes Deal [1D + (Attack Power)] physical dama-
[Dazed]. ge to the target.

(Target: Flying): Increase the damage by (Hate 1): The target also takes [Stagge-
+10. red]. This additional effect may only be
used [SR] times per scenario.
61
Tiger Echo Fist Wyvern Kick
[Melee
Combat [Melee
Attack]
[] [] Combat Attack]
[] []

Max SR 3 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 2 Target Single Cost Hate 2


Range Close Limit - Range Close Limit -
Deal [(SR+2)D + (Attack Power)] physical Deal [(SR+3)D + (Attack Power)] physical
damage to the target. damage to the target.

(Target: Pursuit): [Pursuit] triggered by (Fate 1 & Effect): This skill changes to
this attack is not removed. [Range: 2 Sq.] After the current Main
Process ends, you [Teleport] to the same
square as the target.

Grizzly Slam Aerial Rave


Combat [Melee
[] [] Combat [Movement] [] []
Attack]

Max SR 5 Timing Major Max SR 1 Timing Minor


Check Type Opposed (Accuracy vs Evasion) Check Type None

Target Single Cost Hate 2 Target Self Cost -

Range Close Limit - Range Close Limit -


Deal [(SR+1)D + (Attack Power)] physical You may make a [Safe Move] of 1 Sq. If
damage to the target. You may make the your attacks this round trigger [Pursuit],
target make a [Safe Move (forced)] of 1 trigger all [Pursuit] stacks instead of just
Sq. one.

Amber Elephant Stance 1Adhesion Bee


Combat [Stance] [Preparation] []
Combat [Movement] [] []
Max SR 1 Timing Minor
Max SR 1 Timing Move
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit -
You must have either «Covering» or «Long Ran-
ge Cover» in order to acquire this skill. Select a You may make a [Normal Move] up to
secondary target within a range of [Target: Single your [Speed] Sq. After you end your mo-
/ Range: 2 Sq.] from yourself. When using «Co- vement, if there is an enemy in squares
vering» or «Long Range Cover» on the secondary
target, that use does not reduce the number of adjacent to the one you are in, you may
times the skill can be used, and you may use the make a [Safe Move] to that square.
skill even if you have exhausted all of its uses. In
addition, you take a -1 penalty to [Speed].
62
Drag Move Orion Delay Blow
Combat [Movement] [] [] Combat [] [] []

Max SR 1 Timing Move Max SR 3 Timing Instant


Check Type Automatic Check Type Automatic

Target Single Cost - Target Single Cost Hate 1


Range Close Limit - Range Weapon Limit 1/Scene
This skill may only be used when you and The target takes [SR] stacks of [Pursuit:
no more than one enemy are in the same 10].
square. You may make a [Normal Move]
up to your [Speed] Sq (the target may not
[Hinder] this movement). At the same time
as your movement, the target makes a
[Safe Move (forced)] to the same square.

Daunting Pose Hard Body


Combat [] [] [] Combat [] [] []

Max SR 5 Timing After Check Max SR 3 Timing Refer


Check Type Automatic Check Type None

Target Single Cost - Target Self Cost -

Range 2 Sq Limit (SR)/Scenario Range Close Limit -


Use this skill just after the target makes an Use this skill at the same time you use
[Attack Check] for an attack with [Target: Area] «Protect» «Covering» «Long Range Cover»
that includes the square you are in. Change or «Trap Cover». Reduce the amount of
the target‘s attack to [Target: Single] with you substituted HP Damage by -[SRx5].
as the target.
(Hate Top): Calculate the effect of this
(Hate Top): You may use this skill against skill as if it had +2 SR (you may exceed the
attacks with [Target: Wide, Line] as well.
Max SR).

Silent Palm 1Phantom Step


Combat [] [] []
General [Movement] [] []
Max SR 3 Timing Refer
Max SR 1 Timing Move
Check Type Opposed (Accuracy vs Evasion)
Check Type None
Target Single Cost Hate 1
Target Self Cost -
Range Close Limit -
Close
Range Close Limit -
Use this skill when the target would leave
your square due to a [Normal Move] or After the current Main Process ends, you
[Safe Move]. Deal 5 direct damage to the may make a [Normal Move] up to your
target. The target‘s move fails, and they [Speed] Sq.
remain in the square you are in.
(Minor): The [Normal Move] becomes a
[Safe Move] instead.
63
Hermit Blood Kung-fu Action
General [] [] [] General [] [] []

Max SR 1 Timing Refer Max SR 3 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 2/Scenario Range Close Limit -
Use this skill when you receive the effect of You gain a +[(SR)D] bonus to [Athletics
Healing Potion (any grade). Reduce your [Fati- Checks].
gue] rating by an amount equal to the HP you
recovered.

(Bonus): You gain +8 Max HP.

Soul Infusion
General [] [] []

Max SR 1 Timing Constant


Check Type None

Target Wide 20 (P) Cost -


Range Close Limit -
When the target rolls on [Exhaustion Table:
Stamina, Energy], they may roll twice and use
either result.

(Bonus): You gain +1 Starting Fate Point.


64

Healer Archetype Heal


The skills on this list may only be acquired by Auto [Combat] [] []
main classes belonging to the Healer Archetype,
which are Cleric, Druid, and Kannagi. Max SR 1 Timing Major
Check Type None

Target Single Cost Hate 1


Range 4 Sq. Limit -
The target recovers [3D + (Magic Power)
+ (Recovery)] HP.

(Fate 1): Increase the amount of HP reco-


vered by +10.

Assist Attack
[Special
Combat Attack]
[] []
Dismissal
Max SR 1 Timing Major [Special
[]
Combat Attack] []
Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 1 Max SR 1 Timing Major


Check Type Opposed (Accuracy + 1 vs Resistance)
Range Weapon Limit -
The target takes [Pursuit] with a rating Target Single Cost Hate 1
equal to your [Attack Power]. Range 4 Sq. Limit -
This skill only produces an effect if it
targets enemies with [Mob]. The target
becomes [Incapacitated] or [Dead] (your
choice).

Pacification
Combat [] [] [] Cure
Combat [] [] []
Max SR 1 Timing Major
Check Type None Max SR 1 Timing Major
Target Single Cost - Check Type None

Range 4 Sq. Limit - Target Single Cost Hate 1


The target may reduce their [Hate] by -3. Close
Range 4 Sq. Limit -
The target removes all Bad Statuses cur-
rently affecting them.

(Fate 1): This skill can be used with


[Timing: Instant].
65
Resurrection Area Heal
Combat [] [] [] Combat [] [] []

Max SR 1 Timing Major Max SR 5 Timing Major


Check Type None Check Type None

Target Single Cost Hate 1 Target Area (P) Cost Hate 2

Range Close Limit - Range 4 Sq. Limit (SR)/Scene


This skill may only target a character with The target recovers [3D + (Magic Power)
[Incapacitated]. The target removes their + (Recovery)] HP.
[Incapacitated] condition, and recovers
[(Magic Power) + (Recovery)] HP.

(Hate 1): The target may reduce their


[Hate] by -2.

Scripture Divine Might


Combat [] [] [] Combat [] [] []

Max SR 3 Timing Minor Max SR 1 Timing Minor

Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


During this Main Process, you gain a During this Main Process, you gain a +2D
+[SRx6] bonus to [Recovery]. bonus to [Weapon Attack] damage rolls.

(CR11): The bonus changes to +4D.


(CR21): The bonus changes to +6D.

Holy Hit Templar Style


Combat [] [] []
Combat [Style] [] []
Max SR 1 Timing Minor
Max SR 2 Timing Constant
Check Type None
Check Type None
Target Self Cost -
Target Single Cost -
Range Close Limit - Close
Range Close Limit -
During this Main Process, you gain a +1D
This skill only produces an effect when you are
bonus to [Hit Checks].
equipped with a [Two-Handed] weapon. You
gain a +1 bonus to [Evasion] and [Resistance].

(SR2): You gain a +[STR Mod] bonus to [Phy-


sical Defense].
66
Favored Weapon Style Crosier Style
Combat [Style] [] [] Combat [Style] [] []

Max SR 2 Timing Constant Max SR 2 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
This skill only produces an effect when you have a You become able to equip weapons with
single [One-Handed] weapon equipped to a [Hand the [Staff] tag. You may only equip [Staff]
Slot]. Your [Attack Power] becomes [Weapon‘s (At-
weapons with an Item Rank equal to or
tack Power) x2]. During the first round of a scene,
reduce the [Hate] cost of your [Weapon Attacks] lower than [CR-2 (minimum 1)].
by -1 (minimum 0).
(SR2): You may equip [Staff] weapons
(SR2): Instead of during the first round of a scene, with an IR equal to your CR.
you always apply the [Hate] cost reduction.

Saint Style Healing Mastery


Combat [Style] [] [] Combat [Training] [] []

Max SR 2 Timing Constant Max SR 5 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


This skill only produces an effect when you You gain a +[SRx3] bonus to [Recovery].
have nothing equipped to either of your
[Hand Slots]. When you use a skill with a
[Hate] cost of 3 or higher, reduce the [Hate]
cost of that skill by -1 (minimum 0).

(SR2): You gain a +2 bonus to [Accuracy].

Revelation
Bug‘s Light
Combat [Scout] [] []
General [Preparation] [] []
Max SR 1 Timing Briefing
Max SR 1 Timing Setup
Check Type Automatic
Check Type None
Target Refer Cost -
Target Wide 20 (A) Cost -
Range Refer Limit 3/Scenario
Close
Range Close Limit 3/Scenario
This skill targets the next scene. You learn
the name, rank, and tags of all Props ap- All [Dim Light] [Night] and [Darkness]
pearing in the next scene with [Detection effects within range immediately end. This
Difficulty: Automatic]. effect ends when the scene does.
67
Energy Protection Water Breathing
General [Preparation] [] [] General [Preparation] [] []

Max SR 3 Timing Major Max SR 1 Timing Major


Check Type None Check Type None

Target Area (P) Cost Hate 1 Target Area (P) Cost Hate 1
Range Close Limit 1/Scenario Range 20 Sq. Limit 1/Scenario
Choose one of the following tags: [Flame] The target gains the [Aquatic] tag, and
[Cold] [Shock] [Blight] [Holy] [Spirit]. The [Cancel (Aquatic): 10]. Treat this effect as a
target gains [Cancel (Chosen Tag)] with a Combat Status.
rating equal to [SRx5].
(Fate 1): If you have reached your Limit
for this skill, you may pay this cost to use
it again.

Reverse Self Divine Favor


General [] [] [] General [] [] []

Max SR 1 Timing Refer Max SR 1 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Single Cost -

Range Close Limit 1/Scenario Range 20 Sq. Limit 2/Scenario


Use this skill just after you become [Inca- Use this skill just after the target rolls on
pacitated]. Immediately remove the [In- [Exhaustion Table: Stamina, Energy]. The
capacitated] condition, and recover [(Re- result of the roll becomes 0.
covery x2) + 1] HP. After, you may reduce
your [Hate] by -2. (Bonus): You gain +1 [Starting Fate
Points].

Preacher 1Keep the Team


General [] [] []
General [Training] [] []
Max SR 1 Timing Constant
Max SR 1 Timing Constant
Check Type None
Check Type None
Target Self Cost -
Target Wide 20 (P) Cost -
Range Close Limit -
Close
Range Close Limit -
You gain a +1D bonus to [Negotiation
Checks]. When the target rolls on the [Exhausti-
on Table: Stamina or Energy], reduce the
result of that roll by -1.

(Bonus): You gain +10 [Max HP].


68

Cleric
As priests who work for the sanctuari-
es, Clerics have the highest healing skills
among the twelve classes. They are capable
of equipping plate armor, giving them the
highest defense potential out of all the
Healer classes.

The Cleric‘s healing gimmick is known as


Reactive Healing: spells are applied to an
ally beforehand, and once they take dama-
ge, the spell activates and automatically
heals them. A skilled Cleric is said to cancel
out an average of three to ten attacks with
all kinds of recovery and healing skills.

However, similar to the Enchanter class,


Clerics lack strong offensive abilities and
must join a party to be effective against
strong enemies. Most players who choo-
se this class (which specializes in helping
others) have mild personalities; Marielle‘s
boisterous enthusiasm is an exception.

Class STR DEX POW INT HP HP Modifier


Cleric 3 0 4 3 40 +6
Only characters of the Cleric main class may acquire skills from this list.

At character creation, Cleric characters obtain the following three skills for free: Grace of Faith,
Reactive Heal, and Heal. Note that the Heal skill is found on the Healer Archetype skill list.

Grace of Faith Reactive Heal


Auto [Combat] [] [] Auto [Combat] [] []

Max SR 1 Timing Constant Max SR 5 Timing After Damage


Check Type None Check Type None

Target Self Cost - Target Single Cost Hate 1


Range Close Limit - Range 4 Sq. Limit (SR+1)/Round
You gain a +2 bonus to [Accuracy], and a Target a character who has just received
+1 bonus to [Resistance]. HP Damage from an attack. The target re-
covers 2D HP. This skill may only be used
once in response to a single attack.

(Hate Top): You may reduce the [Hate]


cost of this skill to 0.
69
Shield Pact Soul Revive
Auto [Shield] [] [] Combat [] [] []

Max SR 1 Timing Setup Max SR 2 Timing Initiative


Check Type None Check Type None

Target Single Cost Hate 1 Target Self Cost Hate 2


Range 4 Sq. Limit - Range Close Limit -
The target gains [Cancel]. The rating of this You must have «Resurrection» in order
[Cancel] is equal to [One [Shield] you are to acquire this skill. You may immediately
equipped with‘s (Physical Defense)]. This [Can- use «Resurrection».
cel] effect lasts until the end of the round.
(SR2): When you use this skill, «Resurrec-
tion» may be used with [Range: 4 Sq.]

Healing Forge Returning Hammer


Combat [Weapon [] [] Combat [Melee
Attack]
[Hafted] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 2 Target Single Cost Hate 2

Range Weapon Limit - Range 2 Sq. Limit -


Deal [2D + (Attack Power)] physical dama- Deal [(SR+1)D + (Attack Power)] physical
ge to the target. Secondary targets within damage to the target.
a range of [Target: Area (P) / Range: Close]
centered on yourself regain [(Recovery) +
(SRx3)] HP.

Argent Shine 1Holy


[Magic
Light
Combat Attack]
[Holy] [] [Magic
Combat Attack]
[Holy] []
Max SR 3 Timing Major
Max SR 3 Timing Major
Check Type Opposed (Accuracy vs Resistance)
Check Type Opposed (Accuracy vs Resistance)
Target Single Cost Hate 2
Target Single Cost Hate 2
Range 4 Sq. Limit -
Close
Range 4 Sq. Limit -
Deal [(SR)D + (Magic Power)] magical
damage to the target, and the target takes Deal [(SRx2)D + (Magic Power)] magical
[Staggered]. damage to the target.

(Target: Undead, Blight): The damage


becomes penetrating.
70
Aurora Heal Sacred Cure
Combat [] [] [] Combat [] [] []

Max SR 3 Timing Major Max SR 1 Timing Major


Check Type None Check Type None

Target Wide 20 (P) Cost Hate 4 Target Wide 4 (P) Cost Hate 2
Range Close Limit (SR)/Scenario Range Close Limit -
The target recovers [3D + (Magic Power) + The target removes one Bad Status cur-
(Recovery)] HP. rently affecting them, or else reduces their
[Hate] by -1.

(Fate 1): The target can remove two Bad


Statuses.

Healing Light Sanctuary


Combat [] [] [] Combat [] [] []

Max SR 5 Timing Minor Max SR 5 Timing Move


Check Type None Check Type None

Target Single Cost - Target Area (P) Cost -

Range Close Limit - Range Close Limit -


The target recovers [(Recovery) + (SRx3)] The target gains a +[SRx2] bonus to
HP. [Physical Defense] and [Magical Defen-
se]. This effect lasts until the beginning of
your next Main Process, or until the target
leaves the square you are in.

Soothe Mind 1Sacred Wall


Combat [] [] []
Combat [] [] []
Max SR 1 Timing Move
Max SR 3 Timing Before Damage
Check Type None
Check Type None
Target Self Cost -
Target Single Cost -
Range Close Limit -
Close
Range 4 Sq. Limit (SR)/Scenario
Reduce your [Hate] by -1.
Reduce the amount of expected HP Da-
(Minor): You may make a [Safe Move] of mage the target would receive by -[Magic
1 Sq. This additional effect cannot be acti- Power]. This skill may only be used once in
vated if you have the [Rigor] condition. response to a single attack.
71
Devotion Reactive Area Heal
Combat [] [] [] Combat [] [] []

Max SR 3 Timing Before Damage Max SR 5 Timing After Damage


Check Type None Check Type None

Target Single Cost - Target Area (P) Cost Hate 1


Range Close Limit (SR+1)/Scene Range 4 Sq. Limit (SR)/Scene
During the [Damage Apply Step], you receive Target all characters who have just recei-
the expected HP damage that a target other ved HP Damage from an attack. The target
than yourself would have received. The target recovers 2D HP. This skill may only be
receives no damage. You do not receive any used once in response to a single attack.
Bad Statuses as a result of this substitution.
You can only use this skill once in response to
(Fate 1): Increase the amount of HP reco-
any given attack.
vered by +5.

Reactive Cure Reactive Mastery


Combat [] [] [] Combat [] [] []

Max SR 1 Timing Action Max SR 5 Timing Constant


Check Type None Check Type None

Target Self Cost Hate 1 Target Self Cost -

Range Close Limit - Range Close Limit -


Use this skill at the same time as «Reactive You gain a +[(SR)D] bonus to the amount of
Heal» or «Reactive Area Heal». Remove any HP recovered when using «Reactive Heal» or
Bad Status the target of «Reactive Heal» or «Reactive Area Heal».
«Reactive Area Heal» just received from an
attack.

White Robe Style 1Symbol of the Sun


Combat [Style] [] []
General [Preparation] [] []
Max SR 3 Timing Constant
Max SR 1 Timing Setup
Check Type None
Check Type None
Target Self Cost -
Target Area (P) Cost -
Range Close Limit -
Close
Range Close Limit 1/Scenario
This skill only produces an effect when
you are not equipped with [Heavy Armor] The target is immune to damage with the
or a [Shield]. You gain a +[SRx3] bonus [Fire] [Cold] or [Shock] tags that comes
to [Recovery], and a +[SRx3] bonus to the from Props or [Gimmicks]. Treat this effect
amount of HP recovered when using «Re- as a Combat Status.
active Heal» or «Reactive Area Heal».
(Fate 1): If you have reached your Limit
for this skill, you may pay this cost to use
it again.
72
Penance Calm Guidance
General [] [] [] General [] [] []

Max SR 1 Timing Before Check Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 1/Scene Range Close Limit -
Use this skill just before you make an [En- When you are not equipped with [Heavy
durance Check]. You gain a +2D bonus to that Armor], you gain a +1D bonus to [Analyze
check. Checks].

Nightingale Invoke React


General [] [] [] Combat [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Setup


Check Type None Check Type None

Target Wide 20 (P) Cost - Target Self Cost -

Range Close Limit - Range Close Limit 1/Scenario


When the target rolls on [Exhaustion Tab- You gain a +[Magic Power] bonus to the amount
of HP recovered when you use «Reactive Heal» or
le: Energy or Money], they may roll twice «Reactive Area Heal». This effect lasts until the end
and take either result. of the round.

(Bonus): You gain +8 [Max HP]. (Fate 1): If you have reached your Limit for this
skill, you may pay this cost to use it again.
(Hate 2): If you have reached your Limit for this
skill, you may pay this cost to use it again.

Adoration 1Faithful Blade


Combat [] [] [] [Melee
Combat Attack]
[Blade] []
Max SR 1 Timing Initiative
Max SR 5 Timing Major
Check Type None
Check Type Opposed (Accuracy vs Evasion)
Target Single Cost -
Target Single Cost Hate 2
Range 4 Sq. Limit 1/Scenario Close
Range Weapon Limit -
You may only target willing characters
Deal [(SR+2)D + (Attack Power)] physical
with this skill. Exchange your [HP] with the
damage to the target.
target‘s [HP].
(Fate 1): Increase the damage by +6.
(Fate 2): Increase the damage by +16.
73
Judgment Ray Holy Shield
[Magic [Special
Combat [Holy] [] Combat [Shield] []
Attack] Attack]

Max SR 3 Timing Major Max SR 1 Timing Major


Check Type Opposed (Accuracy vs Resistance) Check Type Opposed (Accuracy vs Evasion)

Target Two Cost Hate 3 Target Single Cost Hate 1


Range 4 Sq. Limit 1/Scene Range Close Limit -
Deal [(SR+2)D + (Magic Power)] magical da- Deal [(Your «Reactive Mastery» SR + 1)D
mage to the target. + (One [Shield] you are equipped with‘s
(Magical Defense))] penetrating damage
(Fate 1): If you have reached your Limit for to the target.
this skill, you may pay this cost to use it again.
(Fate 1): You may use this skill with [Target:
Three].

Double Shield Style


Combat [Style] [] []

Max SR 3 Timing Constant


Check Type None

Target Self Cost -


Range Close Limit -
This skill only produces an effect when you have two
[Shields] equipped to your [Hand Slots]. You are immune
to [Dazed].
(SR2): You are immune to [Staggered].
(SR3): One [Shield] you are equipped with gains the
[Hafted] tag, and is treated as a melee weapon with
[Range: Close]. The shield‘s (Attack Power) is equal to its
(Physical Defense). You can change which [Shield] this
effect applies to with «Change Equipment».
74

Druid
Pledged to nature and spirits, a Druid is a
magic-type Healer, specializing in using
Heal-over-Time spells. Out of the twelve
classes, the Druid can produce the greatest
HP-per-second recovery rate by stacking
various skills to speed up the healing pro-
cess.

Aside from healing spells, the Druid has a


fair amount of offensive and defensive ma-
gic and is considered the most well-roun-
ded of the healer classes. The Druid can
also use magic that controls the forest. As
a result, battling against enemies in the
forest will be advantageous for parties with
Druids. However, one of the Druid‘s weak-
nesses is MP consumption, making them
incapable of continuously casting spells for
long periods of time. Thus, a Druid must be
very aware and keep track of his or her MP
use.

Class STR DEX POW INT HP HP Modifier


Druid 2 1 4 3 35 +5
Only characters of the Druid main class may acquire skills from this list.

At character creation, Druid characters obtain the following three skills for free: Totem Grace,
Heartbeat Healing, and Heal. Note that the Heal skill is found on the Healer Archetype skill
list.
Totem Grace Heartbeat Healing
Auto [Combat] [] [] Auto [Combat] [Preparation] []

Max SR 1 Timing Constant Max SR 1 Timing Setup


Check Type None Check Type None

Target Self Cost - Target Single Cost Hate 2


Range Close Limit - Range 4 Sq. Limit -
You gain a +3 bonus to [Accuracy], and a The target gains [Regen: (Magic Power) +
+[POW Mod] bonus to [Physical Defense]. 10].
75
Gaia Beat Healing Servant Summon: Alraune
Combat [] [] [] Combat [Servant [Nature] [Preparation]
Summon]

Max SR 3 Timing Setup Max SR 3 Timing Setup


Check Type None Check Type None

Target Area (P) Cost Hate 4 Target Self Cost Hate 1


Range 4 Sq. Limit (SR)/Scenario Range Close Limit -
The target gains [Regen: (Magic Power)]. You gain the [Nature] tag. You gain a
+[SRx3] bonus to [Recovery].

(Effect): Secondary targets with [Mob]


within a range of [Target: Wide 4 (P) /
Range: Close] centered on you take [Stag-
gered].

Servant Summon: Wild Boar Combat Summon: Myconid


Combat [Servant
[Nature] [Preparation] Combat [] [] []
Summon]

Max SR 3 Timing Setup Max SR 3 Timing Setup


Check Type None Check Type None

Target Self Cost Hate 1 Target Refer Cost -

Range Close Limit - Range 4 Sq. Limit (SR)/Scene


You gain the [Nature] tag. You gain a +1 Target a single square. You may target
bonus to [Speed]. characters in the targeted square with
[Hinder]. This effect lasts until the end of
(Effect): A secondary target within a ran- the round.
ge of [Target: Single / Range: 4 Sq.] from
you takes [SRx4] direct damage. (Fate 1): You may use this skill with
[Timing: Initiative].

Early Bird‘s Cry 1Cure Bloom


Combat [] [] []
General [] [] []
Max SR 1 Timing Initiative
Max SR 1 Timing Cleanup
Check Type None
Check Type None
Target Wide 20 (P) Cost Hate 2
Target Single Cost -
Range Close Limit -
Close
Range 4 Sq. Limit -
The target removes [Dazed] [Staggered]
and [Rigor]. The target removes one Bad Status cur-
rently affecting them.
(Fate 1): This skill‘s [Hate] cost becomes 0.
(Hate 1): This skill can be used with [Tar-
get: Two].
76
Nature‘s Revival Burning Bite
[Weapon
Combat [] [] [] Combat Attack]
[Flame] []

Max SR 2 Timing Cleanup Max SR 5 Timing Major


Check Type None Check Type Opposed (Accuracy vs Evasion)

Target Self Cost Hate 2 Target Single Cost Hate 2


Range Close Limit - Range Weapon Limit -
You must have «Resurrection» in order Deal [(SR+2)D + (Attack Power)] physical
to acquire this skill. You may immediately damage to the target.
use «Resurrection» with [Range: 6 Sq.]
(Target: Any Bad Status): Increase the
(SR2): When you use this skill, the target damage by +8.
of «Resurrection» gains [Regen: (Magic
Power) + (Recovery) + 10].

Crescent Raker Lightning Fall


[Magic
Combat [Weapon
[] [] Combat Attack]
[Shock] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Resistance)

Target Single Cost Hate 3 Target Single Cost Hate 2

Range Weapon Limit - Range 4 Sq. Limit -


Deal [(SR+3)D + (Attack Power)] physical damage Deal [(SR+2)D + (Magic Power)] magical
to the target. damage to the target. If you used «Light-
ning Fall» on the previous round, reduce
(Extra): Secondary targets (excluding the initial
target) within a range of [Target: Two / Range: 2
this skill‘s [Hate] cost by -1 (minimum 0).
Sq.] from you take 10 direct damage. This damage
triggers [Pursuit] once on the secondary target, as
if they had failed their [Dodge Check].

Nature‘s Wrath 1Hail


[Magic
Wind
Combat Attack]
[] [] [Magic
Combat Attack]
[Cold] []
Max SR 1 Timing Major
Max SR 3 Timing Major
Check Type Opposed (Accuracy vs Evasion)
Check Type Opposed (Accuracy vs Resistance)
Target Single Cost Hate 2
Target Area (P) Cost Hate 3
Range 4 Sq. Limit -
Close
Range 4 Sq. Limit -
Deal [2D + (Magic Power)] magical dama-
ge to the target. Deal [(SR)D + (Magic Power)] magical
damage to the target, and the target takes
(Self: Summon Servant): Increase the [Dazed].
damage by +[Active Summon Servant‘s SR
x 6].
77
Call Storm Camouflage Leaf
[Magic Combat [] [] []
Combat Attack]
[] []

Max SR 5 Timing Major Max SR 1 Timing Minor


Check Type Opposed (Accuracy vs Resistance) Check Type None

Target Four Cost Hate 4 Target Self Cost -


Range 20 Sq. Limit 1/Scene Range Close Limit -
Deal [2D + (Magic Power)] magical damage to You may reduce your [Hate] by -1.
the target.
(Hate Top): You may reduce your [Hate]
(Effect): You gain a +[SRx4] bonus to damage an additional -1.
rolls with the [Cold] and [Shock] tags. Treat
this effect as a Combat Status.

Healing Wind Flanker Fang


Combat [] [] [] Combat [] [] []

Max SR 5 Timing Move Max SR 1 Timing Before Check


Check Type None Check Type Automatic

Target Area (P) Cost - Target Single Cost Hate 1

Range Close Limit - Range 2 Sq. Limit -


The target recovers [(Recovery) + (SRx4)] HP. Use this skill just before the target makes
a [Dodge Check]. Reduce the result of that
(Minor): Before this skill takes effect, you may check by -2. This skill may only be used when
make a [Normal Move] up to you [Speed] Sq. you have a [Servant Summon] skill in effect.
This additional effect cannot be activated if
you have [Rigor].

Regen Mastery 1Under-Tree Path


Combat [] [] []
General [Preparation] [] []
Max SR 1 Timing Constant
Max SR 1 Timing Setup
Check Type None
Check Type None
Target Self Cost -
Target Area (P) Cost -
Range Close Limit -
Close
Range Close Limit 1/Scenario
You gain a bonus to the [Regen] rating
of «Heart Beat Healing» and «Gaia Beat The target is immune to damage with the
Healing» equal to your [Recovery]. [Blight] [Cold] or [Shock] tags that comes
from Props or [Gimmicks]. Treat this effect
as a Combat Status.

(Fate 1): If you have reached your Limit


for this skill, you may pay this cost to use
it again.
78
Natural Talk Utility Summon: Shrieker
General [] [] [] General [] [] []

Max SR 1 Timing Before Check Max SR 1 Timing Cleanup


Check Type None Check Type None

Target Self Cost - Target Wide 1 (A) Cost Hate 1


Range Close Limit 1/Scene Range 4 Sq. Limit -
Use this skill when you make a check for [Gather Target a square. If there are any [Hidden]
Information]. You gain +2D to that check. characters in the targeted square, immedi-
ately remove their [Hidden] status. During
each Cleanup Process, if there are any
[Hidden] characters in the target square,
you may apply the removal effect again.
This effect lasts until the end of the scene.

Tiny Fountain Servant Summon: Gray Wolf


General [] [] [] Combat [Servant
Summon] [Nature] [Preparation]

Max SR 1 Timing Refer Max SR 3 Timing Setup


Check Type None Check Type None

Target Single Cost - Target Self Cost Hate 1

Range 20 Sq. Limit 1/Scene Range Close Limit -


Use this skill before the target rolls on [Exhaustion You gain the [Nature] tag. When you make a
Table: Stamina, Money]. Reduce the result of the damage roll and deal at least 1 point of HP
roll by -3. Damage, the target of that attack takes [Pur-
suit: SRx4].
(Fate 1): If you have reached your Limit for this
skill, you may pay this cost to use it again. (Effect): You may make a [Safe Move] of 1 Sq.
(CR8): The rating of the [Pursuit] becomes
[SRx6].

Crown of Mistletoe 1Entrust Life


Combat [] [] []
Combat [] [] []
Max SR 1 Timing Setup
Max SR 3 Timing Initiative
Check Type None
Check Type None
Target Single Cost -
Target Single Cost -
Range 4 Sq. Limit 1/Scene
Close
Range 4 Sq. Limit (SR)/Scene
This skill only produces an effect if the tar-
get already has [Regen]. The target‘s [Re- You take 20 direct damage. The target
gen] rating increases by +[Magic Power]. recovers the same amount of HP you lost
through this skill‘s effect.

(CR4): The direct damage increases to 30.


(CR8): The direct damage increases to 40.
(CR11): The direct damage increases to
50.
79
Nature‘s Companion Healing Breeze
Combat [] [] [] Combat [] [] []

Max SR 1 Timing Minor Max SR 3 Timing Move


Check Type None Check Type None

Target Self Cost - Target Single Cost -


Range Close Limit 1/Round Range 4 Sq. Limit (SR)/Scene
You may immediately use one [Summon The target recovers HP. The recovery
Servant] skill. However, you may not use a amount is equal to the rating of the [Re-
[Summon Servant] skill currently in effect. gen] currently affecting them.

(Fate 1): You may use a [Summon Serva-


nt] skill currently in effect.

Solitary Cedar Style


Combat [Style] [] []

Max SR 3 Timing Constant


Check Type None

Target Self Cost -


Range Close Limit -
This skill only produces an effect when you are
not receiving the effect of a [Summon Serva-
nt] skill. You gain a +[SRx5] bonus to damage
rolls.

(SR3): During the Cleanup Process of each


round, you may reduce your [Hate] by -1.
80

Kannagi
The Kannagi is a spirit medium who talks to spirits and
ancient gods. Because they are able to equip Japane-
se-style clothing, males are nicknamed Shinto Priests
and females are called Miko; at level 40, Kannagi will
receive clothing to fit those titles. This role is basically
the Japanese equivalent of a Medium and it‘s similar
to Druid but on a much weaker scale. However, they
can augment other healers of a group, as well as act as
battle surveyors.

A Kannagi‘s healing style revolves around damage


interception, creating barriers around a single ally or
the party. Thus, rather than healing damage after it‘s
done, these techniques prevent damage from being
taken in the first place. A barrier placed on a target can
completely nullify a predetermined amount of damage.
However, cast times are relatively long and it requires
a lot of practice to get around. Successfully using this
technique in a fight depends on the user‘s ability to
predict the type and range of the enemy, making it
hard to master.

The class‘s weaknesses are its unique style (which takes


a lot of skill to use) and its weak heals. Compared to the
other healer classes, the Kannagi‘s healing techniques
are the weakest because they focus on damage mitiga-
tion. This makes it difficult for it to help a team make
a comeback if they are already losing a fight, but the
potential benefit of negating damage can give a team a
huge advantage in the right situation.

Class STR DEX POW INT HP HP Modifier


Kannagi 1 3 4 2 40 +5
Only characters of the Kannagi main class may acquire skills from this list.

At character creation, Kannagi characters obtain the following three skills for free: Guardian of
Souls, Purification Barrier, and Heal. Note that the Heal skill is found on the Healer
Archetype skill list.
Guardian of Souls Purification Barrier
Auto [Combat] [] [] Auto [Combat] [Preparation] []

Max SR 1 Timing Constant Max SR 1 Timing Setup


Check Type None Check Type None

Target Self Cost - Target Single Cost Hate 2


Range Close Limit - Range 4 Sq. Limit -
You gain a +2 Bonus to [Accuracy]. During The target gains [Barrier: (Magic Power) +
the Setup Process of every round, you (Recovery) + 15].
may choose one of your [Timing: Setup]
skills and reduce the [Hate] cost of that (Fate 1): Increase the rating of the [Barri-
skill by -2 (minimum 0). er] by +10.
81
Guardian Barrier Ritual of Tensokuhou
Combat [] [] [] Combat [] [] []

Max SR 3 Timing Setup Max SR 1 Timing Setup


Check Type None Check Type None

Target Wide 4 (P) Cost Hate 4 Target Single Cost Hate 2


Range Close Limit (SR)/Scenario Range 4 Sq. Limit -
The target gains [Barrier: (Magic Power) + The target may immediately perform
(Recovery)]. one [Timing: Move] action that has the
[Movement] tag. At that time, reduce the
amount that action would raise the tar-
get‘s Hate by -2 (minimum 0).

Prayer of Purity Kagura Dance


Combat [] [] [] Combat [Swift] [] []

Max SR 1 Timing Setup Max SR 1 Timing Setup


Check Type None Check Type None

Target Wide 4 (P) Cost Hate 2 Target Self Cost -

Range Close Limit - Range Close Limit 1/Scene


Select one from the following: [Staggered] You may immediately use two [Timing: Se-
[Dazed] [Rigor] [Confusion] or [Decay]. tup] Kannagi or Healer Archetype skills.
Remove the chosen Bad Status from the
target. Until the end of the round, the tar- (Fate 1): If you have reached your Limit
get cannot receive that Bad Status again. for this skill, you may pay this cost to use
it again.

Shihohai 1Mystic Spell: Magatama


Combat [] [] [] [Magic
General Attack]
[] []
Max SR 1 Timing Initiative
Max SR 5 Timing Major
Check Type None
Check Type Opposed (Accuracy vs Resistance)
Target Area (P) Cost Hate 2
Target Single Cost Hate 2
Range 4 Sq. Limit 1/Scenario
Close
Range 4 Sq. Limit -
The target gains [Barrier: 4D + (Magic Po-
wer) + (Recovery)]. Deal [(SR)D + (Magic Power)] magical
damage to the target, and the target takes
[Decay: 5]. This [Decay] does not overwrite
[Decay] effect the target is already affec-
ted by, and instead adds to its rating.
82
Mystic Spell: Mirror Mystic Spell: Blade
[Magic [Magic
Combat [] [] Combat Attack]
[] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Resistance) Check Type Opposed (Accuracy vs Resistance)

Target Single Cost Hate 2 Target Area (P) Cost Hate 3


Range 4 Sq. Limit - Range 4 Sq. Limit -
Deal [3D + (Magic Power)] magical dama- Deal [(SR+1)D + (Magic Power)] magical
ge to the target. A secondary target within damage to the target.
a range of [Target: Single / Range: 4 Sq.]
from the initial target recovers [(Recovery) (Target: Mob): During the Cleanup Pro-
+ (SRx4)] cess of this round, the target becomes
[Incapacitated] or [Dead] (your choice).

Rite of the Skylark Rite of the Snake


[Weapon [Weapon
Combat [] [] Combat Attack]
[] []
Attack]

Max SR 3 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 2 Target Single Cost Hate 2

Range Weapon Limit - Range Weapon Limit -


Deal [1D + (Attack Power)] physical damage to the Deal [(SR)D + (Attack Power)] physical
target. damage to the target.
(Success): You may make a [Normal Move] of up
to 2 Sq.
(Effect): You gain [Barrier: (Recovery) +
(SR2): The [Normal Move] becomes a [Safe Move]. 10].
(SR3): The [Normal Move] becomes a [Teleport].

Fortune‘s Path 1Chiming Bell Barrier


Combat [] [] []
Combat [] [] []
Max SR 3 Timing Minor
Max SR 5 Timing Minor
Check Type None
Check Type None
Target Single Cost -
Target Single Cost -
Range 2 Sq. Limit (SR)/Scene
Close
Range 2 Sq. Limit -
The target may make a [Teleport] up to 2
Sq. The target gains [Barrier: (Recovery) +
(SRx4)]. This [Barrier] does not overwrite
[Barrier] effects the target is already affec-
ted by, and instead adds to its rating.
83
Prayer of Recovery Safe Journey
Combat [] [] [] Combat [] [] []

Max SR 5 Timing Move Max SR 1 Timing Move


Check Type None Check Type None

Target Single Cost - Target Area (P) Cost -


Range 4 Sq. Limit - Range 2 Sq. Limit -
The target recovers [(SR)D + (Recovery)] The target removes one Bad Status cur-
HP. rently affecting them.

(Minor): This skill may be used with [Tar- (Minor): Before this skill takes effect, you
get: Two]. may make a [Safe Move] of 1 Sq. This ad-
ditional effect cannot be activated if you
have [Rigor].

Call Soul Blessing of Subjugation


Combat [] [] [] Combat [] [] []

Max SR 2 Timing Instant Max SR 5 Timing Damage Roll


Check Type None Check Type None

Target Self Cost Hate 2 Target Self Cost -

Range Close Limit - Range Close Limit (SR)/Scenario


You must have «Resurrection» in order to acquire You gain a +4D bonus to damage rolls.
this skill. You may immediately use «Resurrection»
with [Range: 4 Sq.] In addition, the target of «Re-
surrection» is made to [Teleport (forced)] to the
square you are in.

(SR2): When you use this skill, the target of «Res-


urrection» also removes all Bad Statuses currently
affecting them.

Blessing of Health 1Art of the Plum Path


Combat [] [] []
General [Movement] [] []
Max SR 5 Timing Action
Max SR 3 Timing Move
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit (SR)/Scenario
Close
Range Close Limit 1/Scene
This skill can be used at the same time as
any action. During that action, you gain a You may make a [Teleport] up to [SR+1]
+4D bonus to [Recovery]. Sq.

(Fate 1): If you have reached your Limit


for this skill, you may pay this cost to use
it again.
84
Art of the Watcher Summon Shikigami
General [] [] [] General [] [] []

Max SR 1 Timing Before Check Max SR 2 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 1/Scene Range Close Limit -
Use this skill when you make a check for [Ga- You gain a +2 bonus to [Athletics Checks]
ther Information]. You gain +2D to that check. and [Perception Checks].

(SR2): The bonus becomes +1D.

Big Trouble Made Small


General [] [] []

Max SR 1 Timing Constant


Check Type None

Target Wide 20 (P) Cost -


Range Close Limit -
When the target rolls on [Exhaustion Table:
Energy or Money], they may roll twice and
take either result.

(Bonus): You gain +1 [Starting Fate Point].


85

Weapon Master Archetype Blade Artist


The skills on this list may only be acquired by main [Combat] []
Auto []
classes belonging to the Weapon Master Archetype,
which are Assassin, Swashbuckler, and Bard.
Max SR 1 Timing Constant
Check Type None

Target Self Cost -


Range Close Limit -
You gain a +1D bonus to [Hit Checks].

Infiltration
Combat [] [] []
Shake Off
Max SR 3 Timing Setup [] []
Combat []
Check Type None

Target Self Cost - Max SR 1 Timing Initiative


Check Type None
Range Close Limit (SR)/Scenario
You cannot be the target of [Hinder]. This Target Single Cost -
effect lasts until the end of the round. Range 20 Sq. Limit 2/Scenario
You may only target allies with this skill.
Your [Hate] becomes [Target‘s (Hate) - 2].

Quick Assault
Combat
[Weapon
Attack]
[] [] Razor Edge
[Weapon
Combat Attack]
[] []
Max SR 5 Timing Major
Check Type Opposed (Accuracy vs. Evasion) Max SR 5 Timing Major
Target Single Cost Hate 1 Check Type Opposed (Accuracy vs Evasion)

Range Weapon Limit - Target Single Cost Hate 1


Deal [(SR)D + (Attack Power)] physical Close
Range Weapon Limit -
damage to the target. Deal [1D + (Attack Power)] physical dama-
ge to the target.
(Success): During the Initiative Process
for the next Round, you are treated as the (Success): The target takes a -[SRx2] pen-
character with the highest [Initiative]. alty to [Physical Defense]. Treat this effect
as a Bad Status.
86
Stealth Blade Pinpoint
Combat
[Melee
[] [] Combat [] [] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Minor


Check Type Opposed (Accuracy vs Evasion) Check Type None

Target Single Cost Hate 2 Target Self Cost -

Range Weapon Limit - Range Close Limit -


Deal [3D + (Attack Power)] physical dama- During this Main Process, you gain a
ge to the target. +[SRx3] bonus to [Weapon Attack] dama-
ge rolls.
(Hate Under): Increase the damage by
+[SRx4].

Sharp Blade Trinket Walk


Combat [] [] [] Combat [] [] []

Max SR 1 Timing Minor Max SR 1 Timing Move

Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit 1/Scene


During this Main Process, you gain a +1D During this Main Process, reduce the
bonus to [Weapon Attack] [Hit Checks]. [Hate] cost of your [Timing: Major] actions
to 0.
(Fate 1): The bonus changes to +3D.

Instant Focus Exceptional Blow


Combat [] [] []
Combat [] [] []
Max SR 1 Timing Instant
Max SR 1 Timing Damage Roll
Check Type None
Check Type None
Target Self Cost -
Target Self Cost Hate 2
Range Close Limit 1/Scene Close
Range Close Limit 1/Scenario
During this Main Process, you gain a +1D
Your [Weapon Attack] and [Special Attack]
bonus to [Hit Checks]. In addition, (Extra)
damage rolls gain a +[(CRx2) + 10] bonus.
conditions on attacks you make automati-
cally succeed.
87
Fencer Style Twin Arm Style
Combat [Style] [] [] Combat [Style] [] []

Max SR 2 Timing Constant Max SR 3 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
This skill only produces an effect when you have This skill only produces an effect when you have
only a single [One-Handed] melee weapon equip- two [One-Handed] melee weapons equipped. You
ped to a [Hand Slot]. Your [Attack Power] becomes gain the [Dual Wield] condition, and your [Attack
[Weapon‘s (Attack Power) x2]. During the first Power] becomes [Both Weapons‘ (Attack Power)
round of a scene, you gain a +1 bonus to [Speed]. combined].

(SR2): The bonus to speed becomes permanent, (SR2): Increase your [Attack Power] by +3.
not just during the first scene. (SR3): The bonus to [Attack Power] changes to +6.

Scouting Speedy Walk


General [Scout] [] [] General [] [] []

Max SR 1 Timing Briefing Max SR 1 Timing Minor


Check Type Basic (Athletics vs. Refer) Check Type None

Target Refer Cost - Target Self Cost -

Range Refer Limit - Range Close Limit -


This skill targets the next scene. Make your [Ath- You may immediately perform «Prop Ana-
letics Check] once. Compare the result to every lyze» or «Prop Disable».
enemy appearing in the next scene‘s [Identification
Difficulty]. For each success, you learn that enemy‘s
name, appearance, rank, and tags. You take [Fati-
gue: (Base STR)].

(Fumble): The enemy notices your scouting.

Trick Step
Hiding Entry
General [Movement] [] []
General [Preparation] [] []
Max SR 3 Timing Move
Max SR 3 Timing Refer
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit (SR)/Scene
Close
Range Close Limit (SR)/Scenario
You may make a [Safe Move] up to 2 Sq.
Use this skill when you appear in a scene.
(Minor): If you have reached your Limit You appear in that scene with [Hidden].
for this skill, you may pay this cost to use While [Hidden] as a result of this skill,
it again. [Normal Move] and [Safe Move] will not
remove [Hidden]. This skill may not be
used if the GM rules that it is not possible
to make a hidden entry into the scene.
88
Economize Explorer
General [] [] [] General [] [] []

Max SR 1 Timing Refer Max SR 2 Timing Constant


Check Type None Check Type None

Target Single Cost - Target Self Cost -


Range 20 Sq. Limit 2/Scenario Range Close Limit -
Use this skill just after the target rolls on You gain a +2 bonus to [Detect Unusual],
[Exhaustion Table: Energy, Money]. The result [Prop Analyze], and [Prop Disable] checks.
of the roll becomes 0.
(SR2): The bonus is +1D instead of +2.
(Bonus): You gain +1 Starting Fate Points.

Acrobat Six Fingers


General [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


You gain a +1D bonus to [Athletics You gain a +1D bonus to [Disable Checks].
Checks].

Dark Vision 1Risk Management


General [] [] []
General [Training] [] []
Max SR 1 Timing Constant
Max SR 1 Timing Constant
Check Type None
Check Type None
Target Self Cost -
Target Wide 20 (P) Cost -
Range Close Limit -
Close
Range Close Limit -
You are not affected by [Darkness] or
other similar unwanted effects. In additi- When the target rolls on the [Exhaustion
on, while in [Darkness] or similar, you gain Table: Energy, Money], reduce the result
a +1 bonus to [Dodge Checks]. of that roll by -1.

(Bonus): You gain +10 [Max HP].


89

Assassin
Assassins are weapon masters with a wide
variety of damage skills, and specialize in felling
enemies by unleashing massive burst damage.
Of the twelve classes, the Assassin skill Assassi-
nate can deal the highest instantaneous physi-
cal damage. Their modus operandi is delivering
a quick, clean, high-damage strike to take
down enemies in a flash.

On top of lightweight daggers, one-handed


swords, and certain two-handed weapons,
Assassins can also wield ranged weapons like
throwing daggers and bows. It‘s no surprise
that, with such a wide range of weapons at
their disposal, Assassin builds have a great deal
of variation.

However, Assassins have few defensive skills


and can only equip lightweight armor such as
leather or cloth. Because they have no skills
that can reduce damage taken, Assassins can
easily be taken down if an enemy‘s attack
lands. Assassins instead focus on evading atta-
cks and melding into the shadows. This has lent
to a general impression that Assassin is a very
„active“ class.

Class STR DEX POW INT HP HP Modifier


Assassin 2 4 3 1 40 +5
Only characters of the Assassin main class may acquire skills from this list.

At character creation, Assassin characters obtain the following three skills for free: Assassinate, Sweeper,
and Blade Artist. Note that the Blade Artist skill is found on the Weapon Master Archetype skill list.

Assassinate Sweeper
Auto [Combat] [] [] Auto [Combat] [] []

Max SR 5 Timing Damage Roll Max SR 1 Timing Cleanup


Check Type None Check Type Automatic

Target Self Cost Hate 1 Target Single Cost Hate 1


Range Close Limit 1/Scene Range Weapon Limit -
When using this skill, you may spend up If the target‘s HP is equal to or less than your
to three [Fate Points] (0 is okay). You gain [[POW Mod] x 3], it becomes [Incapacitated]
a +[(Spent [Fate Points] + SR) x 7] bonus or [Dead] (your choice). If the target could not
to [Weapon Attack] damage rolls. be made [Incapacitated] or [Dead] through
this skill, then the [Hate] cost of this skill is 0.
(CR11): The multiplier bonus becomes
(Target: Mob): Regardless of HP, the tar-
x12.
get becomes [Incapacitated] or [Dead] (your
(CR21): The multiplier bonus becomes choice).
x20.
90
Accel Fang Venom Strike
[Weapon [Weapon
Combat [] [] Combat Attack]
[Blight] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 1 Target Single Cost Hate 2


Range Weapon Limit - Range Weapon Limit -
Deal [(SR+1)D + (Attack Power)] physical da- Deal [(SR)D + (Attack Power)] physical
mage to the target. damage to the target, and the target takes
[Decay: 6].
(Success): You may make a [Safe Move] of 1
Sq.

Fatal Ambush Extermination


[Weapon [Two-
Combat [Weapon
[] [] Combat Attack] Handed]
[]
Attack]

Max SR 3 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 3 Target Single Cost Hate 4

Range Weapon Limit - Range Weapon Limit -


Deal [(SR+1)D + (Attack Power)] physical da- Deal [(SR+6)D + (Attack Power)] physical
mage to the target. You may only use this skill damage to the target.
on a round you have declared [Standby].
(Extra): After the end of the current Main
(Self: Hidden): Roll this skill‘s check twice and Process, if the target‘s HP is equal to or
take either result. less than your [Attack Power] or the target
(Critical): The damage becomes penetrating. has [Mob], the target dies.

Deadly Dance 1Sudden


[Melee [Two-
Impact
General Attack] Handed]
[] [Melee
General Attack]
[] []
Max SR 3 Timing Major
Max SR 5 Timing Major
Check Type Opposed (Accuracy vs Evasion)
Check Type Opposed (Accuracy vs Evasion)
Target Single Cost Hate 2
Target Single Cost Hate 3
Range Weapon Limit -
Close
Range Weapon Limit -
Deal [(SR)D + (Attack Power)] physical
damage to the target. If you dealt damage Deal [(SR+2)D + (Attack Power)] physical
to the target the previous round, increase damage to the target.
the damage by +15.
(Self: Hidden): The target takes [Confusi-
on].
91
Spark Shot Rapid Shot
[Ranged [Ranged
Combat [Shock] [] Combat Attack]
[] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 2 Target Two Cost Hate 3


Range Weapon Limit - Range Weapon Limit -
Deal [(SR+1)D + (Attack Power)] physical damage Deal [(SR)D + (Attack Power)] physical
to the target. damage to the target.
(Extra): Secondary targets within a range of [Tar-
get: Area (P) / Range: Close] centered on the initial (Hate 1): Increase the damage by +8.
target take [DEX Mod] direct damage. This damage
triggers [Weakness] on the secondary target, as if
they had failed their [Dodge Check].

Shadow Bind Sore Spot


Combat [] [] [] Combat [] [] []

Max SR 1 Timing Minor Max SR 1 Timing Minor


Check Type Automatic Check Type None

Target Single Cost Hate 1 Target Self Cost -

Range 4 Sq. Limit - Range Close Limit -


The target takes [Dazed]. When you use During this Main Process, you gain a +2D
this skill while [Hidden], you do not lose bonus to [Melee Attack] damage rolls.
[Hidden].

(Hate 1): This skill can be used with


[Timing: Initiative].

Silent Sniper 1Mobility Attack


Combat [] [] []
Combat [Movement] [] []
Max SR 3 Timing Move
Max SR 5 Timing Move
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit -
During this Main Process, you gain a
+[SRx5] bonus to [Ranged Attack] damage You may make a [Normal Move] up to
rolls. your [Speed] Sq. During this Main Process,
you gain a +[SRx3] bonus to [Weapon
Attack] damage rolls.

(Minor): Increase the distance moved by


+1 Sq.
92
Gust Step Pain Needle
Combat [Movement] [] [] Combat [Light] [] []

Max SR 1 Timing Instant Max SR 3 Timing Instant


Check Type None Check Type None

Target Self Cost - Target Single Cost -


Range Close Limit 1/Scene Range Weapon Limit (SR)/Scene
You may make a [Safe Move] of 1 Sq. The target takes [Decay] with a rating
equal to [[INT Mod] x 2]. When you use
(Hate 1): If you have reached your Limit for this skill while [Hidden], you do not lose
this skill, you may pay this cost to use it again. [Hidden].

Deadly Poison Black Widow Style


Combat [] [] [] Combat [Style] [] []

Max SR 5 Timing Constant Max SR 3 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


Increase the rating of [Decay] you apply by This skill only produces an effect when you
+[SRx3]. have only a single [One-Handed] weapon
with the [Light] tag equipped to a [Hand Slot].
You gain a +[[DEX Mod] x 2] bonus to [Attack
Power]. You gain a +[SRx5] bonus to damage
rolls made while [Hidden].

Grim Reaper Style 1Crypt Shade


Combat [Style] [] []
General [Movement] [] []
Max SR 3 Timing Constant
Max SR 3 Timing Move
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit (SR)/Scene
This skill only produced an effect when
you have a [Two-Handed] weapon equip- You become [Hidden], and may make a
ped. Treat the rating of [Pursuit] that your [Safe Move] up to your [Speed] Sq. wi-
attacks trigger as being +[SRx5] higher. thout losing [Hidden].
You gain a +[(SR+1)D] bonus to [Hit
Checks] made while [Hidden].
93
Hide in Shadow Safe Stock
General [] [] [] General [] [] []

Max SR 1 Timing Refer Max SR 1 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Single Cost -


Range Close Limit - Range 20 Sq. Limit 1/Scene
Use this skill when you become [Hidden]. Use this skill just after the target rolls on
You remove all [Pursuit] conditions affec- [Exhaustion Table: Item or Money]. Reduce
ting you, or instead reduce your [Hate] by the result of that roll by -3.
-1.
(Fate 1): If you have reached your Limit
for this skill, you may pay this cost to use
it again.

Cold Stare
General [] [] []

Max SR 1 Timing Constant


Check Type None

Target Self Cost -


Range Close Limit -
You gain a +1D bonus to [Perception
Checks].
94

Swashbuckler
The Swashbuckler is an offensive melee
class that focuses on weapon damage.
Unlike Assassins who inflict large burst da-
mage on a single target, Swashbucklers can
inflict area-of-effect damage and focus on
whittling down enemies with debuffs. They
excel at high-speed battles and fighting on
the move.

Swashbucklers can equip one-handed


weapons, some two-handed weapons, and
throwing weapons. While they have less
weapon variety than Assassins, their light-
ning-fast serial attacks and wide range lets
them mow down groups of enemies.

Among the Weapon Attack classes, Swas-


hbucklers have the highest HP, Defense,
and innate Evasion rate and are the most
durable as vanguard attackers. As a result,
Swashbucklers equipping small shields
can be seen serving as off-tanks in smaller
parties.

Class STR DEX POW INT HP HP Modifier


Swashbuckler 3 4 2 1 40 +6
Only characters of the Swashbuckler main class may acquire skills from this list.

At character creation, Swashbuckler characters obtain the following three skills for free: Blade Artist, End of Act, and
either Opening Gambit or Danse Macabre.
Note that the Blade Artist skill is found on the Weapon Master Archetype skill list.

End of Act Opening Gambit


Auto [Combat] [] [] Combat [] [] []

Max SR 1 Timing Damage Roll Max SR 5 Timing Instant


Check Type None Check Type Automatic

Target Self Cost Hate 1 Target Refer Cost Hate 1


Range Close Limit 1/Scene Range Weapon Limit 1/Scene
If a [Mob] has taken at least one point of The target takes [SR] stacks of [Pursuit: 7]. These
HP Damage as a result of this damage roll, [Pursuit] stacks may be divided amongst characters
it becomes [Incapacitated] or [Dead] (your within range as you please.
choice). (Fate 1): Add +1 to the number of [Pursuit] stacks.
(Fate 2): Add +2 to the number of [Pursuit] stacks.
(Fate 1): If you have reached your Limit (CR11): The [Pursuit] rating increases to 15.
for this skill, you may pay this cost to use (CR21): The [Pursuit] rating increases to 24.
it again.
95
Danse Macabre Round Windmill
[Weapon
Combat [] [] [] Combat Attack]
[] []

Max SR 3 Timing Damage Roll Max SR 5 Timing Major


Check Type None Check Type Opposed (Accuracy vs Evasion)

Target Self Cost Hate 1 Target Single Cost Hate 2


Range Close Limit 1/Scene Range Weapon Limit -
When using this skill, you may spend up to Deal [(SR+1)D + (Attack Power)] physical
three [Fate Points] (0 is okay). You gain a damage to the target, and the target takes
+[(Spent [Fate Points] + SR) x 5] bonus to [Dazed].
[Weapon Attack] damage rolls.
(Hate Top): The target takes [Staggered]
(CR11): The multiplier bonus becomes x10.
instead of [Dazed].
(CR21): The multiplier bonus becomes x15.

Viper‘s Thrash Bloody Piercing


[Weapon [Weapon
Combat [] [] Combat Attack]
[] []
Attack]

Max SR 3 Timing Major Max SR 3 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 3 Target Single Cost Hate 4

Range Weapon Limit - Range Weapon Limit -


Deal [3D + (Attack Power)] physical da- Deal [(SR+3)D + (Attack Power)] physical
mage to the target, and the target takes damage to the target, and the target takes
[Decay: (SRx7)]. [Confusion]. If this [Confusion] is removed
by any means, the target takes 20 direct
damage.

Dual Bet 1Whirlwind


[Melee
Combat Attack]
[Dual Wield] [] [Melee
Combat Attack] [] []
Max SR 5 Timing Major
Max SR 5 Timing Major
Check Type Opposed (Accuracy vs Evasion)
Check Type Opposed (Accuracy vs Evasion)
Target Single Cost Hate 2
Target Area (P) Cost Hate 2
Range Weapon Limit -
Close
Range Weapon Limit -
Deal [2D + (Attack Power)] physical dama-
ge to the target. Deal [(SR)D + (Attack Power)] physical
damage to the target.
(Extra): The target takes [(SRx4) + 5] di-
rect damage. This damage triggers [Pur-
suit] one time, as if the target had failed
their [Dodge Check].
96
Multiple Darts Street Bet
[Ranged [Ranged
Combat [] [] Combat Attack]
[] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 2 Target Line 2 Cost Hate 3


Range Weapon Limit - Range Close Limit -
Deal [(SR+1)D + (Attack Power)] physical damage Deal [(SR)D + (Attack Power)] physical
to the target, and the target takes [Afflicted]. damage to the target.

Early Thrust Cheap Trick


Combat [] [] [] Combat [] [] []

Max SR 5 Timing Minor Max SR 5 Timing Minor


Check Type Automatic Check Type Automatic

Target Single Cost - Target (SR)# Cost Hate 1

Range Weapon Limit - Range Weapon Limit -


The target takes [Pursuit: (SRx4)]. During this Main Process, if you deal at
least 1 HP Damage to the target with an
attack, the target takes [Dazed].

Lightning Step 1Break Trigger


Combat [Movement] [] []
Combat [] [] []
Max SR 3 Timing Move
Max SR 1 Timing Damage Roll
Check Type None
Check Type None
Target Self Cost -
Target Self Cost Hate 1
Range Close Limit (SR)/Scene
Close
Range Close Limit 1/Scene
You may make a [Safe Move] up to your
[Speed] Sq. During this Main Process, You trigger all [Pursuit] stacks the target
you gain a +8 bonus to [Weapon Attack] of your attack has, rather than just one.
damage rolls.

(Minor): Increase the distance moved by


+1 Sq.
97
Take Over Blade Opera
Combat [Shield] [] [] Combat [] [] []

Max SR 1 Timing Before Damage Max SR 5 Timing Action


Check Type None Check Type None

Target Single Cost - Target Self Cost Hate 2


Range Close Limit 1/Round Range Close Limit (SR)/Scenario
During the [Damage Apply Step], you receive Use this skill at the same time as a [Melee
the expected HP damage that a target other Attack] with [Target: Single]. That attack
than yourself would have received. The target becomes [Target: Wide 1 (P)].
receives no damage. You can only use this
skill once in response to any given attack.

Chase Mastery Shield Striker Style


Combat [] [] [] Combat [Style] [] []

Max SR 5 Timing Constant Max SR 3 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


Increase the rating of [Pursuit] you apply by This skill only produces an effect when you are
+[SRx3]. equipped with a [Shield]. You gain a +[SRx4]
bonus to your [Attack Power].

Juggler Style 1Unicorn Jump


Combat [Style] [] []
General [Movement] [] []
Max SR 2 Timing Constant
Max SR 1 Timing Move
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit 1/Scenario
This skill only produces an effect when
you have only a single [Throwing] weapon You become [Flying], and may make a
equipped to a [Hand Slot]. You [Attack Po- [Safe Move] up to your [[Speed] + 2] Sq.
wer] becomes [Weapon‘s (Attack Power) x After the end of this movement, you lose
2], and you can make [Ranged Attacks] in [Flying] gained from this skill.
close range.
(Fate 1): If you have reached your Limit
(SR2): You gain a +2 bonus to [Accuracy]. for this skill, you may pay this cost to use
it again.
98
Stunt Action Finger Ring
General [] [] [] General [] [] []

Max SR 1 Timing Before Check Max SR 1 Timing Before Check


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 1/Scene Range Close Limit 1/Scene
Use this skill just before you make an [Ath- Use this skill just before you make an
letics Check]. You gain a +2D bonus to that [Operate Check]. You gain a +2D bonus to
check. that check.

Mulligan
General [] [] []

Max SR 1 Timing Constant


Check Type None

Target Wide 20 (P) Cost -


Range Close Limit -
When the target rolls on [Exhaustion Table:
Item or Money], they may roll twice and take
either result.

(Bonus): You gain +8 [Max HP].


99

Bard
Although categorized as a Weapon Attack
class, Bards lack the offensive power of As-
sassins and Swashbucklers, and their equip-
pable weapons are limited to lightweight
one-handed weapons, musical instruments,
bows, and a select few types of two-han-
ded weapons.

Despite these limitations, Bards‘ spell-


songs are the reason why they fall under
the Weapon Attack category. Spell-songs
have a wide range of possible effects: some
deal direct damage; others inflict debuffs
such as Sleep, Slowed, and Paralyzed; yet
others enhance the party‘s abilities by
increasing action speed, attack and defen-
se specs, and rendering them immune to
debuffs. These powerful abilities are how
Bards fight—even if their personal damage
is low, a skilled Bard can amplify the party‘s
fighting ability much more effectively than
having just another damage-dealer.

Class STR DEX POW INT HP HP Modifier


Bard 2 4 3 2 40 +5
Only characters of the Bard main class may acquire skills from this list.

At character creation, Bard characters obtain the following three skills for free: Blade Artist,
Maestro Echo, and any one skill with the [Harmony] tag on the Bard skill list.
Note that the Blade Artist skill is found on the Weapon Master Archetype skill list.
Maestro Echo Etude of the Swift Blade
Auto [Combat] [] [] Combat [Harmony] [Preparation] []

Max SR 3 Timing Damage Roll Max SR 3 Timing Setup


Check Type None Check Type None

Target Single Cost Hate 1 Target Wide 20 (P) Cost Hate 1


Range 4 Sq. Limit 1/Scene Range Close Limit -
You cannot target yourself with this skill. The target gains a +[SR] bonus to [Hit
When using this skill, you may spend up to Checks].
three [Fate Points] (0 is okay). You gain a
+[(Spent [Fate Points] + SR) x 5] bonus to
(Effect): While this [Harmony] is in effect,
[Weapon Attack] damage rolls.
increase your [Hate] by +1 during the Cle-
(CR11): The multiplier bonus becomes x10. anup Process of every round.
(CR21): The multiplier bonus becomes x15.
100
Anthem of a Mother‘s Affection Prelude Onslaught
Combat [Harmony] [Preparation] [] Combat [Harmony] [Preparation] []

Max SR 3 Timing Setup Max SR 3 Timing Setup


Check Type None Check Type None

Target Wide 20 (P) Cost Hate 1 Target Wide 20 (P) Cost Hate 1
Range Close Limit - Range Close Limit -
The target recovers [SRx5] HP during each The target gains a +[SRx3] bonus to da-
Cleanup Process. mage rolls.

(Effect): While this [Harmony] is in effect, (Effect): While this [Harmony] is in effect,
increase your [Hate] by +1 during the Cle- increase your [Hate] by +1 during the Cle-
anup Process of every round. anup Process of every round.

Coward‘s Fugue Rainbow Arabesque


Combat [Harmony] [] [] Combat [Harmony] [Preparation] []

Max SR 3 Timing Setup Max SR 1 Timing Setup


Check Type None Check Type None

Target Wide 20 (P) Cost Hate 1 Target Wide 20 (P) Cost Hate 1

Range Close Limit - Range Close Limit -


This skill may only target an ally other than This skill may only be used on willing
yourself. The target may reduce their [Hate] targets. Select one from [Flame] [Cold]
by -1 during each Cleanup Process. [Shock] [Holy] [Blight] [Spirit]. The target
deals damage of the chosen tag.
(SR2): This skill gains the [Preparation] tag.
(SR3): You may choose to target yourself with (Effect): While this [Harmony] is in effect,
this skill. increase your [Hate] by +1 during the Cle-
anup Process of every round.

Curtain Drop 1Elegant Act


Combat [] [] [] [Weapon
Combat Attack]
[] []
Max SR 1 Timing Cleanup
Max SR 5 Timing Major
Check Type None
Check Type Opposed (Accuracy vs Evasion)
Target Self Cost -
Target Single Cost Hate 2
Range Close Limit 1/Scene
Close
Range Weapon Limit -
The target may reduce their [Hate] by -3.
Deal [(SR)D + (Attack Power)] physical
(Fate 1): This skill may be used with [Tar- damage to the target.
get: Single / Range: 2 Sq.]
(Effect): You gain a +1D bonus to your
next [Dodge Check]. Treat this effect as a
Combat Status that is removed after being
applied once.
101
Resonance Beat Grand Finale
[Weapon [Weapon
Combat Attack]
[] [] Combat Attack]
[] []

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 2 Target Single Cost Hate 3


Range Weapon Limit - Range Weapon Limit -
Deal [(SR)D + (Attack Power)] physical Deal [(SR+3)D + (Attack Power)] physical
damage to the target. damage to the target.

(Extra): The target take [Pursuit] with a (Target: Dazed, Rigor, Staggered): In-
rating equal to your [Initiative]. crease the damage by +15.

Repeat Note Arpeggio


Combat [] [] [] Combat [] [] []

Max SR 1 Timing Major Max SR 3 Timing Minor


Check Type None Check Type None

Target Single Cost Refer Target Self Cost -

Range 2 Sq. Limit - Range Close Limit (SR)/Scene


You cannot target yourself with this skill. The tar- During this Main Process, your [Target:
get may immediately perform one [Timing: Major] Single] [Weapon Attacks] change to [Tar-
action with the [Weapon Attack] [Magic Attack] or get: Two].
[Special Attack] tag. You assume the [Hate] cost of
the target‘s action.

(Fate 1): Reduce the assumed [Hate] cost by -2


(minimum 0).

Shifting Baton 1Ritardando


Combat [] [] []
Combat [Movement] [] []
Max SR 1 Timing Move
Max SR 1 Timing Move
Check Type None
Check Type None
Target Single Cost Refer
Target Self Cost -
Range 4 Sq. Limit -
Close
Range Close Limit -
You cannot target yourself with this skill.
The target may immediately perform After the end of this Main Process, you
one [Timing: Move] action with the [Mo- may make a [Normal Move] up to your
vement] tag. You assume the [Hate] cost [Speed] Sq.
of the target‘s action.
(Minor): Reduce the distance moved by
(Fate 1): Reduce the assumed [Hate] cost -1 Sq, and the move becomes a [Safe
by -2 (minimum 0). Move].
102
Impromptu Duet
Combat [] [] [] Combat [] [] []

Max SR 1 Timing Instant Max SR 5 Timing Before Damage


Check Type None Check Type Automatic

Target Self Cost - Target Single Cost -


Range Close Limit 1/Scene Range 2 Sq. Limit 1/Round
You may immediately use one [Harmony] Use this skill just before an attack other
skill. than your own would deal HP Damage,
and only when you are equipped with
(Fate 1): If you have reached your Limit a melee weapon. Increase the expected
for this skill, you may pay this cost to use HP Damage the target would receive by
it again. +[SRx3].

Decrescendo Harp Bow Style


Combat [] [] [] Combat [Style] [] []

Max SR 1 Timing Refer Max SR 3 Timing Constant


Check Type None Check Type None

Target Single Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


Use this skill when you declare [Standby]. This skill only produces an effect when you are
equipped with a [Bow]. You may reduce the [Hate]
Reduce your [Hate] by -1. cost of «Maestro Echo» and «Exceptional Blow» to
0.

(SR2): Increase the range of [Bows] you are equip-


ped with by +1.
(SR3): You can use «Repeat Note» with [Range: 4
Sq.]

Bladesinger Style 1Typical Props


Combat [Style] [] []
General [] [] []
Max SR 3 Timing Constant
Max SR 1 Timing Before Check
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit 1/Scene
This skill only produces an effect when you
are equipped with only a single [One-Handed] Use this skill just before you make an
or [Two-Handed] melee weapon. During the [Analysis Check]. You gain a +2D bonus to
Cleanup Process of a round in which you have that check.
dealt damage with a [Melee Attack], you may
reduce the total [Hate] cost of your [Harm-
ony] skills by -[SR] (minimum 0). You gain a
+[[POW Mod] x 2] bonus to your equipped
[One-Handed] weapon.
103
Looter‘s Song Performance
General [] [] [] General [] [] []

Max SR 1 Timing Refer Max SR 1 Timing Preplay


Check Type None Check Type None

Target Single Cost - Target Self Cost -


Range 20 Sq. Limit 1/Scene Range Close Limit -
Use this skill just after the target rolls on You make one Treasure Roll on the [Trea-
[Exhaustion Table: Stamina or Money]. sure Table: Money].
Reduce the result of that roll by -3.
(Bonus): You gain a +1 bonus to [Ath-
(Fate 1): If you have reached your Limit letics].
for this skill, you may pay this cost to use
it again.

Troubadour Lullaby of the Moonlit Mermaid


[Special
General [] [] [] Combat [Spirit] [Instrument]
Attack]

Max SR 2 Timing Constant Max SR 3 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Wide 1 (P) Cost Hate Refer

Range Close Limit - Range Close Limit -


You gain a +2 bonus to [Negotiation Deal [(SR)D] penetrating damage to the target, and
the target takes [Dazed]. This skill‘s [Hate] cost is
Checks] and [Operate Checks]. equal to [Number of Targets + 1].

(SR2): The bonus becomes +1D.

Dirge of the Caged Lion 1Dreaming


[Special
Bear Cub‘s Traumerei
Combat Attack]
[Spirit] [Instrument]
[Special
General Attack]
[Spirit] [Instrument]

Max SR 1 Timing Major


Max SR 3 Timing Major
Check Type Opposed (Accuracy vs Resistance)
Check Type Opposed (Accuracy vs Resistance)
Target Wide 1 (P) Cost Hate Refer
Target Wide 1 (P) Cost Hate Refer
Range Close Limit -
Close
Range Close Limit -
Deal 5 direct damage to the target. This skill‘s
[Hate] cost is equal to [Number of Targets + Deal [(SR)D] penetrating damage to the
1]. target. You may make the target make a
[Safe Move (forced)] of up to 2 Sq. This
(Target: Mob & Post-Action): The target be- skill‘s [Hate] cost is equal to [Number of
comes [Incapacitated] or [Dead] (your choice). Targets + 2].
(Target: Mob & Pre-Action): The target be-
comes [Post-Action].
104
Rondo of the Wind-Clad Maiden Tuning
Combat [Instrument] [] [] Combat [] [] []

Max SR 1 Timing Major Max SR 3 Timing Minor


Check Type None Check Type None

Target Wide 1 (P) Cost Hate Refer Target Self Cost -


Range Close Limit - Range Close Limit -
Use this skill when you receive the effect of During this Main Process, you gain a
Healing Potion (any grade). Reduce your [Fati- +[SRx5] bonus to [Special Attack] damage
gue] rating by an amount equal to the HP you rolls.
recovered.

(Bonus): You gain +8 Max HP.

Bard Style
Combat [Style] [] []

Max SR 3 Timing Constant


Check Type None

Target Self Cost -


Range Close Limit -
This skill only produces an effect when you
are equipped with an [Instrument]. You may
reduce the [Hate] cost of skills that have the
[Instrument] tag by -[SR] (minimum 0).
105

Mage Archetype Ultimagica


The skills on this list may only be acquired by Auto [Combat] [] []
main classes belonging to the Mage Archetype,
which are Sorcerer, Summoner, and Enchanter. Max SR 1 Timing Constant
Check Type None

Target Self Cost -


Range Close Limit -
You gain a +1D bonus to [Hit Checks].

Twilight Mantle
Combat [] [] []
Energy Weapon
Max SR 5 Timing Cleanup []
Combat [Preparation] []
Check Type None

Target Self Cost - Max SR 1 Timing Major


Check Type None
Range Close Limit (SR)/Scene
Reduce your [Hate] by -2. Target Single Cost -
Range 4 Sq. Limit 1/Scenario
Select one from: [Flame] [Cold] [Shock]. The tar-
get‘s [Weapon Attack] damage changes to magical
damage, and gains the chosen tag. Treat this effect
as a Combat Status.

(Fate 1): You may use this skill with [Target: Area
(P)].
(Fate 1): If you have reached your Limit for this
skill, you may pay this cost to use it again.
Enhance Code
Combat [] [] [] Close Burst
Combat [] [] []
Max SR 5 Timing Minor
Check Type None Max SR 3 Timing Minor
Target Self Cost - Check Type None

Range Close Limit - Target Self Cost -


During this Main Process, you gain a Close
Range Close Limit (SR)/Scene
+[SRx3] bonus to [Magic Attack] damage During this Main Process, your attacks
rolls. change to [Range: Close], and you gain a
+3D bonus to damage rolls.

(Fate 1): You gain an additional +2D bo-


nus to damage rolls.
106
Astral Bind Concentration
Combat [] [] [] Combat [] [] []

Max SR 1 Timing Move Max SR 1 Timing Move


Check Type Automatic Check Type None

Target Single Cost - Target Self Cost -

Range 4 Sq. Limit - Range Close Limit -


The target takes [Rigor]. During this Main During this Main Process, you gain a +2D
Process, if the target does not receive at bonus to [Hit Checks].
least 1 point of HP Damage, then the tar-
get removes this [Rigor] status at the end
of the Main Process.

Mage Howling Prediction


Combat [] [] [] Combat [] [] []

Max SR 1 Timing Damage Roll Max SR 1 Timing After Check

Check Type None Check Type None

Target Self Cost Hate 2 Target Self Cost -

Range Close Limit 1/Scenario Range Close Limit 3/Scenario


Your [Magic Attack] damage rolls gain a Use this skill just after making a [Hit
+[(CRx2)+10] bonus. Check]. You may choose any number of
dice rolled for that check and re-roll them.

Void Spell Forestall Style


Combat [] [] []
Combat [Style] [] []
Max SR 1 Timing Refer
Max SR 3 Timing Constant
Check Type Automatic
Check Type None
Target Single Cost H(3) + F(1)
Target Single Cost -
Range 4 Sq. Limit 1/Scenario Close
Range Close Limit -
Use this skill when the target uses a skill.
This skill only produces an effect when you
The effects of the used skill are negated.
have nothing equipped to your [Hand Slots].
You gain a +4 bonus to [Initiative].

(SR2): You gain a +2 bonus to [Accuracy].


(SR3): You gain a +4 bonus to [Magic Power].
107
Scrying Magic Torch
General [Preparation] [] [] General [Preparation] [] []

Max SR 1 Timing Major Max SR 1 Timing Setup


Check Type None Check Type None

Target Self Cost - Target Wide 20 (A) Cost -


Range Close Limit 1/Scenario Range Close Limit 3/Scenario
You may perform «Enemy Identificati- All [Dim Light] [Night] and [Darkness]
on» against one enemy whose name you effects within range end. This effect lasts
know. until the end of the scene.

(Fate 1): If you have reached your Limit


for this skill, you may pay this cost to use
it again.

Mass Analyze Dispel Magic


General [] [] [] General [] [] []

Max SR 1 Timing Setup Max SR 3 Timing Setup


Check Type None Check Type Refer

Target Self Cost - Target Single Cost -

Range Close Limit 1/Scene Range 2 Sq. Limit -


You may use «Enemy Identification» with Choose one of the following effects: [Check: Op-
posed (Accuracy vs Resistance) / Effect: Remove
[Target: Wide 20 (P)]. [SR] number of Combat Statuses from the target
(your choice).] or [Check: Basic (Accuracy vs. Disa-
ble Difficulty) / Effect: Remove one Prop with the
[Magical] tag.]

(SR2): This skill changes to [Range: 4 Sq.]


(SR3): This skill may be used with [Timing: Instant].

Elemental Shell
Fly
General [Preparation] [] []
General [Preparation] [] []
Max SR 3 Timing Major
Max SR 3 Timing Major
Check Type None
Check Type None
Target Single Cost Hate 1
Target Single Cost Hate 1
Range 2 Sq. Limit (SR)/Scenario
Close
Range 2 Sq. Limit (SR)/Scenario
Select one from: [Flame] [Cold] [Shock]
[Blight] [Holy] [Spirit]. The target gains The target gains [Flying]. Treat this effect
[Cancel (Chosen Tag): 40]. This Cancel as a Combat Status.
effect is removed after applying its effects
once. (CR11 & Fate 1): This skill can be used
with [Target: Area (P)].
(Fate 1): You can use this skill with
[Timing: Instant].
108
Blink Flip Gate
General [Movement] [] [] General [Movement] [] []

Max SR 3 Timing Move Max SR 1 Timing Move


Check Type None Check Type None

Target Self Cost - Target Area (P) Cost Hate 2


Range Close Limit 1/Scene Range Close Limit 1/Scenario
You may make a [Safe Move] up to [SRx2] The target of this skill must be willing.
Sq. Choose any square up to 5 Sq. away. The
target makes a [Teleport] to that square.
(Minor): Increase the distance moved by
+1 Sq.

Akashic Library Mage Hand


General [] [] [] General [] [] []

Max SR 1 Timing Before Check Max SR 3 Timing Before Check


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit 1/Scene Range Close Limit (SRx3)/Scenario


Use this skill just before making a Use this skill when you make a [Disab-
[Knowledge Check]. You gain a +2D bo- le Check]. You gain a +1D bonus to the
nus to the check. check. While affected by this skill, you may
use «Prop Disable» with [Range: 4 Sq.]

Magical Pocket 1Conserving Aura


General [] [] []
General [Training] [] []
Max SR 1 Timing Refer
Max SR 1 Timing Constant
Check Type None
Check Type None
Target Single Cost -
Target Wide 20 (P) Cost -
Range 20 Sq. Limit 2/Scenario
Close
Range Close Limit -
Use this skill just after the target rolls on
[Exhaustion Table: Item, Money]. The re- When the target rolls on the [Exhaustion
sult of the roll becomes 0. Table: Item, Money], reduce the result of
that roll by -1.
(Bonus): You gain +1 [Starting Fate
Points]. (Bonus): You gain +10 [Max HP].
109

Sorcerer
Among the twelve classes, Sorcerers deal the largest
magic damage and are equivalent to a magical ver-
sion of the Assassin. Most Sorcerer spells manipu-
late elements such as flame, ice, and lightning, and
target the enemy‘s weak element for even greater
damage. They also have more area-of-effect atta-
cks than the Weapon Attack classes, making them
excellent all-rounders in battle. The flashiness of
their spells, like engulfing enemies in flame with Orb
of Lava or shooting blasts of lightning with Light-
ning Nebula, makes them a fun class to play.

However, this class is not without its demerits. The


biggest problem this class faces is its MP consump-
tion rate; Sorcerers may have high innate MP, but
it‘s not very high. Carelessly tossing around skills
will make you run out of MP quickly—a lesson many
beginners learn the hard way. To conserve MP,
Sorcerers may have to hold back on spells and let
others pick up the DPS.

Furthermore, this class has low Defense and can


only equip cloth armor with low DEF values. They
have the lowest innate HP of the Magic Attack
classes and their defensive abilities are the lowest
among all the twelve classes. Because their high
damage output causes them to attract Hate quickly,
tight coordination with the party‘s Warrior classes is
critical.

Class STR DEX POW INT HP HP Modifier


Sorcerer 0 3 3 4 35 +5
Only characters of the Sorcerer main class may acquire skills from this list.

At character creation, Sorcerer characters obtain the following three skills for free: Ultimagica, Spell Maxi-
mize, and Death Cloud. Note that the Ultimagica skill is found on the Mage Archetype skill list.

Spell Maximize Death Cloud


[Combat] [] [Special
Auto [] Auto [Combat] []
Attack]

Max SR 5 Timing Damage Roll Max SR 1 Timing Major


Check Type None Check Type Opposed (Accuracy vs Resistance)

Target Self Cost Hate 1 Target Wide 1 (P) Cost Hate 3


Range Close Limit 1/Scene Range 4 Sq. Limit 1/Scene
When using this skill, you may spend up This skill only produces an effect against
to three [Fate Points] (0 is okay). You gain [Mob] enemies that do not have the
a +[(Spent [Fate Points] + SR) x 5] bonus [Undead] or [Inorganic] tags. The target
to [Weapon Attack] damage rolls. becomes [Incapacitated] or [Dead] (your
choice).
(CR11): The multiplier bonus becomes
x10.
(CR21): The multiplier bonus becomes
x15.
110
Archspell Lattice Syntax
Combat [] [] [] Combat [] [] []

Max SR 1 Timing Setup Max SR 1 Timing Setup


Check Type None Check Type None

Target Self Cost - Target Self Cost Hate 3


Range Close Limit 1/Scene Range Close Limit 1/Scenario
During your first Main Process this round, re- During your first Main Process this round,
duce the [Hate] cost of all actions you perform your [Magic Attacks] with [Target: Sing-
to 0. le (or more), Area (P)] change to [Target:
Wide 1 (P)].

Lamination Syntax Flash Needle


[Magic
Combat [] [] [] Combat Attack]
[] []

Max SR 1 Timing Setup Max SR 3 Timing Major


Check Type None Check Type Opposed (Accuracy vs Resistance)

Target Self Cost Hate 3 Target Single Cost Hate 1

Range Close Limit 1/Scenario Range 4 Sq. Limit -


During your first Main Process this round, Deal [(SRx2)D + (Magic Power)] magical
your [Magic Attacks] with [Target: Single] damage to the target.
change to [Target: Three].
(Target: Dragon, Giant, Mob): The da-
mage becomes penetrating.

Flare Arrow 1Orb


[Magic
of Lava
Combat Attack]
[Flame] [] [Magic
General Attack]
[Flame] []
Max SR 5 Timing Major
Max SR 5 Timing Major
Check Type Opposed (Accuracy vs Resistance)
Check Type Opposed (Accuracy vs Resistance)
Target Single Cost Hate 2
Target Area (P) Cost Hate 2
Range 4 Sq. Limit -
Close
Range 4 Sq. Limit -
Deal [(SR+2)D + (Magic Power)] magical
damage to the target. Deal [(SR)D + (Magic Power)] magical da-
mage to the target.
(Target: Any Bad Status): Increase the
damage by +[Number of Bad Statuses x
4].
111
Burned Stake Frost Spear
[Magic [Magic
Combat Attack] [Flame] [] Combat Attack]
[Cold] []

Max SR 3 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Resistance) Check Type Opposed (Accuracy vs Resistance)

Target Area (P) Cost Hate 4 Target Single Cost Hate 2


Range 4 Sq. Limit - Range 4 Sq. Limit -
Deal [2D + (Magic Power)] magical damage Deal [(SR)D + (Magic Power)] magical
to the target, and the target takes [Decay: damage to the target, and the target takes
(SRx5)]. [Staggered].

Frigid Wind Freezing Liner


[Magic
Combat [Magic
[Cold] [] Combat Attack]
[Cold] []
Attack]

Max SR 5 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Resistance) Check Type Opposed (Accuracy vs Resistance)

Target Area (P) Cost Hate 3 Target Line 3 (P) Cost Hate 4

Range 4 Sq. Limit - Range 2 Sq. Limit -


Deal [(SR)D + (Magic Power)] magical Deal [(SR)D + (Magic Power)] magical
damage to the target, and the target takes damage to the target. The target must
[Dazed]. make a [Safe Move (forced)] to a square
you select within «Freezing Liner»‘s area
of effect.

Serpent Bolt 1Lightning


[Magic
Chamber
Combat Attack]
[Shock] [] [Magic
Combat Attack]
[Shock] []
Max SR 5 Timing Major
Max SR 3 Timing Major
Check Type Opposed (Accuracy vs Resistance)
Check Type Opposed (Accuracy vs Resistance)
Target Single Cost Hate 2
Target Single Cost Hate 3
Range 4 Sq. Limit -
Close
Range 5 Sq. Limit (SR)/Scene
Deal [2D + (Magic Power)] magical damage to
the target. Deal [8D + (Magic Power)] magical dama-
ge to the target.
(Extra): A secondary target within a range of
[Target: Single / Range: 2 Sq.] from the initial (Failure): The use of this skill does not
target takes 15 direct damage. This damage count towards your Limit.
triggers [Weakness] on the secondary target,
as if they had failed their [Dodge Check].
112
Lightning Nebula Orbital Blur
[Magic [] []
Combat Attack]
[Shock] [] Combat []

Max SR 3 Timing Major Max SR 1 Timing Minor


Check Type Opposed (Accuracy vs. Resistance) Check Type None

Target Wide 1 (P) Cost Hate 5 Target Self Cost -


Range 4 Sq. Limit - Range Close Limit -
Deal [(SR+4)D + (Magic Power)] magical da- During this Main Process, [Dodge Checks]
mage to the target. opposing your attacks take a -1D penalty.

Robust Battery Energy Mastery


Combat [] [] [] Combat [Training] [] []

Max SR 3 Timing Move Max SR 3 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


During this Main Process, you gain a +[SRx5] Select one from: [Flame] [Cold] [Shock]. Change
bonus to [Magic Attack] damage rolls. the name of this skill to be like «Energy Mastery:
Flame». You can acquire this skill multiple times,
each time under a different name with its own
separate SR. You gain a +[(SR)D] bonus to dama-
ge rolls of attacks that have the chosen tag. Each
attack cannot receive the effect of more than one
«Energy Mastery» skill at a time.

Cool Cast Style 1Gaseous Form


Combat [Style] [] []
General [Preparation] [] []
Max SR 2 Timing Constant
Max SR 1 Timing Setup
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit 1/Scenario
This skill only produces an effect when you
have at least one empty [Hand Slot]. You may [Dodge Checks] oppsing your [Target:
reduce the [Hate] cost for «Spell Maximize» Single] attacks gain a +2 bonus, and
«Death Cloud» by -1 (minimum 0). [Dodge Checks] opposing your [Target:
Area, Wide, Line] attacks take a -2 penalty.
(SR2): During Preplay, select one [Magic Treat this effect as a Combat Status.
Attack] skill you know. Until the end of the
scenario, that skill‘s [Hate] cost is reduced by
-1 (minimum 0).
113
Rook Slider Sense Aura
General [Movement] [] [] General [] [] []

Max SR 1 Timing Move Max SR 1 Timing Before Check


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit 1/Scenario Range Close Limit 1/Scene
You may make a [Teleport] up to 5 Sq. Howe- Use this skill just before you make a
ver, this movement must be made in a stra- [Perception Check]. You gain a +2D bonus
ight line or it fails. to that check.

Offensive Prevention
General [] [] []

Max SR 1 Timing Refer


Check Type None

Target Single Cost -


Range 20 Sq. Limit 1/Scene
Use this skill just after the target rolls on
[Exhaustion Table: Energy or Item]. Reduce
the result of that roll by -3.

(Fate 1): If you have reached your Limit


for this skill, you may pay this cost to use
it again.
114

Summoner
Summoners have the magic that allows them to
summon mystical beasts or spirits. There are over
100 different types of creatures that can be sum-
moned. To prevent the class from being almighty
and game-breaking, the maximum number of
summoned creatures (which will stay out until called
back) that a player can summon at any moment is
one, and the maximum number of summoned crea-
tures that can be registered is twelve.

Some high-level beasts can only be summoned


at special locations after completing their specific
quests. While the number of summoned creatures
out at any moment is one, there are limited-time
summons of which there can be infinite amounts of,
so long as the caster‘s MP allows for it.

Summoners themselves have extremely low HP and


defense stats. However, due to the wide variety
of creatures that can be summoned and the ways
these creatures can interact with other beings and
the environment, a Summoner‘s role within a party
can include offense, healing, or support. This inhe-
rent flexibility makes it an extremely popular class
among players, including solo players.

Class STR DEX POW INT HP HP Modifier


Summoner 1 3 3 4 35 +5
Only characters of the Summoner main class may acquire skills from this list.

At character creation, Summoner characters obtain the following skills for free: Ultimagica, Serva-
nt Combination, and any one skill with the [Servant Summon] tag in the Summoner list.
Note that the Ultimagica skill is found in the Mage Archetype skill list.
Servant Combination Servant Summon: Salamander
Auto [Combat] [] [] Combat [Servant [Preparation] [Fairy/Flame]
Summon]

Max SR 5 Timing Setup Max SR 3 Timing Setup


Check Type None Check Type None

Target Single Cost Hate 1 Target Self Cost -


Range 4 Sq. Limit 1/Scene Range Close Limit -
When using this skill, you may spend up You gain the [Fairy] and [Flame] tags. You
to three [Fate Points] (0 is okay). The tar- gain a +[SRx5] bonus to the damage roll
get takes [Weakness] with a rating equal of attacks that have the [Flame] tag.
to [(Spent [Fate Points] + SR) x 2].
(Effect): A secondary target within a ran-
(CR11): The multiplier bonus becomes x4. ge of [Target: Single / Range: 4 Sq.] from
(CR21): The multiplier bonus becomes x6. you takes 5 direct damage.
115
Servant Summon: Undine Servant Summon: Carbuncle
[Servant
Combat [Servant [Preparation] [Fairy/Cold] Combat Summon]
[Mythic] [Preparation]
Summon]

Max SR 3 Timing Setup Max SR 3 Timing Setup


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain the [Fairy] and [Cold] tags. You gain You gain the [Mythic] tag. You gain a
a +[SRx5] bonus to the damage roll of attacks +[SRx5] bonus to [Recovery].
that have the [Cold] tag.
(Effect): Secondary targets within a range
(Effect): A secondary target within a range of of [Target: Area (P) / Range: Close] cente-
[Target: Single / Range: 4 Sq.] from you takes
red on you recover [2D + (Recovery)] HP.
5 direct damage.

Servant Summon: Unicorn Call Servant


Combat [Servant
[Mythic] [Preparation] Combat [] [] []
Summon]

Max SR 3 Timing Setup Max SR 1 Timing Initiative


Check Type None Check Type None

Target Self Cost - Target Self Cost Hate 1

Range Close Limit - Range Close Limit 1/Round


You gain the [Mythic] tag. You gain a You may immediately use one [Summon
+[SRx5] bonus to [Recovery]. Servant] skill. However, you may not use a
[Summon Servant] skill currently in effect.
(Effect): Secondary targets within a range
of [Target: Area (P) / Range: Close] cente- (Fate 1): You may use a [Summon Serva-
red on you remove one Bad Status they nt] skill currently in effect.
are currently affected by.

Combat Summon: Banshee 1Combat Summon: Blade Princess


Combat [Magic Attack] [Blight] []
General [Magic Attack] [Blade] []
Max SR 3 Timing Major
Max SR 5 Timing Major
Check Type Opposed (Accuracy vs Resistance)
Check Type Opposed (Accuracy vs Evasion)
Target Single Cost Hate 1
Target Area (P) Cost Hate 2
Range 4 Sq. Limit -
Close
Range 4 Sq. Limit -
Deal [(SRx2)D + (Magic Power)] magical
damage to the target. Deal [(SR)D + (Magic Power)] magical
damage to the target. The effects of
(Hate 1 & Target: Mob): The target «Weapon Mastery: Blade» may be applied
becomes [Incapacitated] or [Dead] (your to this damage roll. This skill can be used
choice). without a [Blade] equipped.
116
Elemental Ray Elemental Blast
[Magic [Magic
Combat [] [] Combat Attack]
[] []
Attack]

Max SR 3 Timing Major Max SR 5 Timing Major


Check Type Opposed (Accuracy vs Resistance) Check Type Opposed (Accuracy vs Resistance)

Target Area (P) Cost Hate 2 Target Single Cost Hate 2


Range 4 Sq. Limit - Range 4 Sq. Limit -
Deal [(SR)D + [INT Mod]] penetrating da- Deal [(SR+1)D + (Magic Power)] magical
mage to the target. You may only use this damage to the target, and the target takes
skill when you have the [Fairy] tag. [Rigor]. You may only use this skill when
you have the [Fairy] tag.

Hunting Dance Phantasmal Heal


[Magic Combat [] [] []
Combat Attack]
[] []

Max SR 3 Timing Major Max SR 3 Timing Major


Check Type Opposed (Accuracy vs Evasion) Check Type None

Target Single Cost Hate 2 Target Single Cost Hate 2

Range 4 Sq. Limit - Range 4 Sq. Limit -


Deal [(SR+2)D + (Magic Power)] physical The target recovers [(SRx2)D + (Recovery)]
damage to the target, and the target takes HP, and removes one Bad Status currently
[Dazed]. You may only use this skill when affecting them. You may only use this skill
you have the [Mythic] tag. when you have the [Mythic] tag.

Attack Command 1Combat Summon: Medusa


Combat [] [] []
Combat [] [] []
Max SR 1 Timing Minor
Max SR 3 Timing Move
Check Type None
Check Type Automatic
Target Self Cost -
Target Single Cost Hate 1
Range Close Limit -
Close
Range 4 Sq. Limit (SR)/Scene
During this Main Process, you gain a +2D
bonus to physical damage. This skill only produces an effect against
[Mob] enemies. The target becomes [Inca-
pacitated] or [Dead] (your choice).
117
Combat Summon: Siren Elemental Bolt
Combat [] [] [] Combat [] [] []

Max SR 2 Timing Move Max SR 5 Timing Move


Check Type Automatic Check Type Automatic

Target Single Cost Hate 1 Target Single Cost -


Range 4 Sq. Limit - Range 4 Sq. Limit -
You cannot target yourself with this skill. Deal [(SRx2) + 2] direct damage to the tar-
A willing target must make a [Safe Move get. This damage triggers [Weakness] on
(forced)] up to [Target‘s (Speed)] Sq. the secondary target, as if they had failed
their [Dodge Check]. You may only use
(SR2): Increase the distance moved by +1. this skill when you have the [Fairy] tag.
(Fate 1): The target does not have to be wil-
ling.

Summoner‘s Whip Summoning Mastery


Combat [Whip] [] [] Combat [Training] [] []

Max SR 3 Timing Move Max SR 3 Timing Constant


Check Type None Check Type None

Target Self Cost Hate 1 Target Self Cost -

Range Close Limit (SR)/Scene Range Close Limit -


During this Main Process, your [Magic When you make an attack that requires
Attacks] with [Target: Single] change to you to have the [Fairy] [Undead] [Const-
[Target: Two]. ruct] or [Mythic] tags, you gain a +[(SR)D]
bonus to the damage rolls of those skills.

Manipulator Style 1Phantasmal Ride


Combat [Style] [] []
General [Movement] [] []
Max SR 1 Timing Constant
Max SR 3 Timing Move
Check Type None
Check Type None
Target Self Cost -
Target Self Cost Hate 1
Range Close Limit -
Close
Range Close Limit -
You must have «Call Servant» in order to
acquire this skill. This skill only produces You may make a [Normal Move] up to
an effect when you have at least one emp- your [Speed] Sq. In addition, after the
ty [Hand Slot]. Reduce the [Hate] cost of end of the Main Process, you may make a
«Call Servant» to 0. [Safe Move] up to [SR] Sq. You may only
use this skill when you have the [Mythic]
tag.
118
Utility Summon: Gremlin Utility Summon: Clue Rat
General [] [] [] General [] [] []

Max SR 1 Timing Before Check Max SR 1 Timing After Check


Check Type None Check Type None

Target Self Cost - Target Self Cost Hate 1


Range Close Limit 1/Scene Range Close Limit 1/Scene
Use this skill just before making an [Analyze You may re-roll the check you just made.
Check]. You gain a +2D bonus to the check.

Utility Summon: Brownie


General [] [] []

Max SR 1 Timing Constant


Check Type None

Target Wide 20 (P) Cost -


Range Close Limit -
When the target rolls on [Exhaustion Table:
Stamina, Item], they may roll twice and take
either result.

(Bonus): You gain +8 [Max HP].


119

Enchanter
Among the twelve classes, the Enchanter has the hig-
hest MP stat. However, its offensive damage in terms
of both specialized spells and melee is extremely low,
making it inherently a support class. Its defensive sta-
mina is also very low, making it an unsuitable class for
solo play and the least popular class in Elder Tale. Some
players say that the class is one that exists in concept
but that they‘ve never actually encountered an Enchan-
ter in the game. Finding a high-level Enchanter such
as Shiroe is even more rare, so experienced Enchanters
have at least heard the names of other Enchanters like
themselves.

Enchanters are usually able to stay in combat for long


periods of time because their spells consume MP at
a slow rate, and they generally support other party
members, rather than engaging directly in combat
themselves.

Enchanters are an extremely versatile class that boasts a


rich repertoire of spells at their full disposal. These ran-
ge from buffs that raise the combat prowess of party
members to spells that add status effects to enemies.
Still, due to the Enchanter‘s extremely low offensive
and defensive capabilities, it is nearly impossible for an
Enchanter to finish a fight alone.

Class STR DEX POW INT HP HP Modifier


Enchanter 2 2 2 4 35 +4
Only characters of the Enchanter main class may acquire skills from this list.

At character creation, Enchanter characters obtain the following three skills for free: Ultimagica,
Infinity Force, and any one skill with the [Enchantment] tag from the Enchanter skill list.
Note that the Ultimagica skill is found on the Mage Archetype skill list.
Infinity Force Keen Edge
Auto [Combat] [] [] Auto [Enchantment] [Preparation] []

Max SR 1 Timing Refer Max SR 3 Timing Setup


Check Type None Check Type None

Target Single Cost - Target Single Cost Hate 1


Range 4 Sq. Limit 1/Scene Range 4 Sq. Limit -
Use this skill at the beginning of the The target gains a +[SRx3] bonus to da-
target‘s Main Process. During the target‘s mage rolls. This skill can be used multiple
Main Process, the target reduces the times when used during the same Briefing.
[Hate] cost of all actions to 0.

(Fate 2): If you have reached your Limit


for this skill, you may pay this cost to use
it again.
120
Accuracy Support Elixir
Combat [Enchantment] [Preparation] [] Combat [Enchantment] [Preparation] []

Max SR 1 Timing Setup Max SR 3 Timing Setup


Check Type None Check Type None

Target Single Cost Hate 1 Target Single Cost Hate 1


Range 4 Sq. Limit - Range 4 Sq. Limit -
The target gains a +2 bonus to [Accuracy The target gains a +[SRx3] bonus to
Checks]. This skill can be used multiple [Recovery]. This skill can be used multiple
times when used during the same Briefing. times when used during the same Briefing.

Astral Chaff Haste


Combat [Enchantment] [Preparation] [] Combat [Enchantment] [Preparation] []

Max SR 1 Timing Setup Max SR 3 Timing Setup


Check Type None Check Type None

Target Single Cost Hate 1 Target Single Cost Hate 1

Range 4 Sq. Limit - Range 4 Sq. Limit (SR)/Scenario


The target may reduce their [Hate] by -1 During each of the target‘s Main Proces-
during each Cleanup Process. This skill can ses, the target gains an additional Minor
be used multiple times when used during Action.
the same Briefing.

Mind Bolt 1Nightmare


[Magic
Sphere
Combat Attack] [Spirit] [] [Magic
General Attack]
[Spirit] []
Max SR 3 Timing Major
Max SR 5 Timing Major
Check Type Opposed (Accuracy + SR vs Resistance)
Check Type Opposed (Accuracy vs Resistance)
Target Single Cost Hate 1
Target Area (P) Cost Hate 3
Range (SR+2) Sq. Limit -
Close
Range 4 Sq. Limit -
Deal [3D + (Magic Power)] magical dama-
ge to the target. Deal [(SR)D + (Magic Power)] magical
damage to the target, and the target takes
[Rigor].
121
Mind Shock Astral Hypno
[Magic [Special
Combat [Spirit] [] Combat Attack]
[Spirit] []
Attack]

Max SR 5 Timing Major Max SR 1 Timing Major


Check Type Opposed (Accuracy vs Resistance) Check Type Opposed (Accuracy vs Resistance)

Target Wide 1 (P) Cost Hate 4 Target Single Cost Hate 1


Range 4 Sq. Limit (SR)/Scenario Range 4 Sq. Limit -
Deal [(SR)D + (Magic Power)] magical The target takes [Dazed] and [Afflicted].
damage to the target, and the target takes
[Confusion]. (Hate 2): This skill may be used with [Tar-
get: Area (P)].

Electrical Fuzz Thorn Bind Hostage


[Special [Special
Combat [Shock] [] Combat Attack] [] []
Attack]

Max SR 1 Timing Major Max SR 1 Timing Major


Check Type Opposed (Accuracy vs Resistance) Check Type Opposed (Accuracy vs Evasion)

Target Single Cost Hate 2 Target Single Cost Hate 2

Range 4 Sq. Limit - Range 4 Sq. Limit -


The target takes [Decay] with a rating The target takes two stacks of [Pursuit]
equal to [(Magic Power) + (SRx3)]. with a rating equal to [[INT Mod] + 8].

(Fate 1): Increase the rating of the [Decay] (Fate 1): The target takes three stacks of
by +2D. instead of two.

Cast On Beat 1Force Step


Combat [] [] []
Combat [] [] []
Max SR 1 Timing Major
Max SR 1 Timing Minor
Check Type None
Check Type None
Target Self Cost Hate 2
Target Single Cost -
Range Close Limit -
Close
Range 4 Sq. Limit -
You may immediately use two [Timing: Se-
tup] Enchanter or Mage Archetype skills. This skill may only be used on a willing
person other than yourself. The target
may make a [Safe Move] of 1 Sq. This skill
may be used multiple times in the same
Main Process.
122
Pulse Bullet True Guide
Combat [] [] [] Combat [] [] []

Max SR 5 Timing Minor Max SR 1 Timing Minor


Check Type Automatic Check Type None

Target Single Cost - Target Single Cost -


Range 4 Sq. Limit - Range 4 Sq. Limit -
Deal [SR+2] direct damage to the target. The target gains a +2 bonus to their next [Hit
This damage triggers [Pursuit] once, as if Check]. This effect lasts until the end of the
the target had failed their [Dodge Check]. scene, or until it has been applied once. This
skill may be used multiple times in the same
This skill may be used multiple times in
Main Process.
the same Main Process.
(Fate 1): This skill may be used with [Target:
Area (P)].

Prismize Astral Mastery


Combat [] [] [] Combat [Training] [] []

Max SR 1 Timing Move Max SR 3 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


During this Main Process, if you make a You gain a +[(SR)D] bonus to damage
[Magic Attack] with the [Spirit] tag that rolls of attacks with the [Spirit] tag.
hits the target but fails to deal even 1
point of HP Damage, you may change
that attack to having any one of the follo-
wing tags: [Flame] [Cold] [Shock] [Holy] or
[Blight].

Sustainer Style 1Mana Channeling


Combat [Style] [] []
General [Preparation] [] []
Max SR 2 Timing Constant
Max SR 1 Timing Setup
Check Type None
Check Type None
Target Self Cost -
Target Wide 20 (P) Cost Hate 2
Range Close Limit -
Close
Range Close Limit 1/Scenario
This skill only produces an effect when you
have at least two empty [Accessory Slots]. You The target may select one skill with
may maintain the effects of up to three [En- [Timing: n/Scene] that they have already
chantment] skills instead of only two. used, and recover one use of that skill.
A target who could not recover a use of
(SR2): You need only one or more empty a skill instead gains +1 [Fate Point]. You
[Accessory Slots] for this skill to produce an may not target yourself with this skill.
effect.
123
Mana Link Spinning Fate
General [] [] [] General [] [] []

Max SR 1 Timing Refer Max SR 1 Timing Refer


Check Type Automatic Check Type None

Target Single Cost - Target Single Cost -


Range 4 Sq. Limit 1/Scene Range 20 Sq. Limit 1/Scene
Use this skill when the target acquires any Use this skill just after the target rolls on
kind of Combat Status. Immediately remo- [Exhaustion Table: Stamina or Item]. Re-
ve that Combat Status. duce the result of that roll by -3.

(Hate 1): If you have reached your Limit (Fate 1): If you have reached your Limit
for this skill, you may pay this cost to use for this skill, you may pay this cost to use
it again. it again.

Dancing Staff Gain Immunity


General [] [] [] Combat [Enchantment] [Preparation] []

Max SR 1 Timing Constant Max SR 5 Timing Setup


Check Type None Check Type None

Target Self Cost - Target Single Cost Hate 1

Range Close Limit - Range 4 Sq. Limit (SR)/Scenario


You gain a +1D bonus to [Operate Select one from: [Decay] [Staggered] [Da-
Checks]. zed]. The target is immune to the chosen
condition. This skill can be used multiple
times when used during the same Briefing.

Brain Vice 1Undo


[Magic
Combat Attack]
[Spirit] []
Combat [] [] []
Max SR 5 Timing Major
Max SR 1 Timing Minor
Check Type Opposed (Accuracy vs Resistance)
Check Type None
Target Single Cost Hate 3
Target Single Cost -
Range 4 Sq. Limit -
Close
Range 4 Sq. Limit -
Deal [(SR+3)D + (Magic Power)] magical
damage to the target. The target reduces the The target chooses one [Pursuit] [Rigor]
range of their [Range: 2 Sq.] or better actions or [Afflicted] condition currently affec-
by -1. Treat this effect as a Bad Status that ting them and removes it. This skill may
interacts with [Afflicted]. be used multiple times in the same Main
Process.
124
Blackout Gazer Style
Combat [] [] [] Combat [Style] [] []

Max SR 1 Timing Move Max SR 3 Timing Constant


Check Type Automatic Check Type None

Target Single Cost - Target Self Cost -


Range 4 Sq. Limit - Range Close Limit -
This skill only produces an effect against This skill only produces an effect when you are
[Mob] enemies that have any kind of Bad not equipped with items that have the [Helm] or
Status. The target becomes [Incapacitated] or [Cloak] tag. When you apply a Bad Status to a tar-
get, you may also deal [SRx2] direct damage to the
[Dead] (your choice).
target per Bad Status applied.

(CR11): Increase the damage by +5.


(CR21): Increase the damage by an additional +5.

Overrunner
Combat [Enchantment] [Preparation] []

Max SR 3 Timing Setup


Check Type None

Target Single Cost Hate 1


Range 4 Sq. Limit (SR+1)/Scenario
The target gains a +1 bonus to [Speed].
This skill can be used multiple times when
used during the same Briefing.
125

Common Skills
All characters may take skills from the Common list.

Scramble Fake Death


Combat [] [] [] Combat [] [] []

Max SR 3 Timing Initiative Max SR 1 Timing Cleanup


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit (SR)/Scene Range Close Limit 1/Scenario


You immediately remove your [Standby] Reduce your [Hate] by -5.
status.

(Fate 1): If you have reached your Limit


for this skill, you may pay this cost to use
it again.

Weapon Bash 1Weapon


[Weapon
Mastery
Combat Attack]
[] []
Combat [Training] [] []
Max SR 5 Timing Major
Max SR 3 Timing Constant
Check Type Opposed (Accuracy vs Evasion)
Check Type None
Target Single Cost Hate 2
Target Self Cost -
Range Weapon Limit -
Close
Range Close Limit -
Deal [(SR+3)D + (Attack Power)] physical da-
mage to the target. When you acquire this skill, select one of the following:
[Blade] [Spear] [Katana] [Whip] [Hafted] [Martial Arts]
[Staff] [Throwing] [Bow] or [Light]. Name this skill like
(Critical): Increase the damage by +2D. «Weapon Mastery: Blade». You can acquire this skill
multiple times, but each time must be under a diffe-
rent name with its own separate SR. You gain a +[(SR)
D] bonus to [Weapon Attack] damage rolls made with
the chosen tag. Each attack cannot receive the effect of
more than one «Weapon Mastery» at a time.
126

Attack Mastery Magic Mastery


Combat [Training] [] [] Combat [Training] [] []

Max SR 5 Timing Constant Max SR 5 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You gain a +[SRx2] bonus to your [Attack You gain a +[SRx2] bonus to your [Magic
Power]. Power].

Search Enemy Quick Checker


General [Scout] [] [] General [Swift] [] []

Max SR 1 Timing Briefing Max SR 3 Timing Setup


Check Type Basic (Athletics vs Identification Check Type None
Difficulty)
Target Refer Cost - Target Self Cost -

Range Refer Limit 3/Scenario Range Close Limit (SR)/Scene


This skill targets the next scene. The difficulty of You immediately perform «Enemy Iden-
the check is equal to the lowest [Identification tification» as well as one other [Timing:
Difficulty] amongst all enemies appearing in the Setup] action (you choose the order to
scene. You learn the number of enemies appea-
ring, as well as each enemy‘s Rank, and whether
perform them).
they have the [Boss] or [Mob] tags.

(Fumble): The enemy notices your scouting.

Standby Caution 1Double Set


General [Swift] [] []
General [Swift] [] []
Max SR 3 Timing Setup
Max SR 3 Timing Setup
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit (SR)/Scene
Close
Range Close Limit (SR)/Scenario
You immediately perform «Detect Unusual» as
well as one other [Timing: Setup] action (you You may immediately use two [Timing: Se-
choose the order to perform them). tup] actions.
127

Treasure Hunt Value Up


General [] [] [] General [] [] []

Max SR 3 Timing Refer Max SR 1 Timing Refer


Check Type None Check Type None

Target Self Cost - Target Single Cost -


Range Close Limit - Range 20 Sq. Limit -
Use this skill just before you make a roll Use this skill when the target‘s Drop Item
on the Treasure Table. You gain a +[SRx5] Roll die shows a 1. The target may reroll
bonus to that roll. that die.

(Bonus): You gain +1 [Starting Fate


Point].

Cooking Pharmacist
General [] [] [] General [] [] []

Max SR 1 Timing Pre-play Max SR 1 Timing Pre-play


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


You may use this skill if your sub class is Chef, You may use this skill if your sub class is Her-
Maid, or Elder Maid. You receive two items that do balist, Pharmacist, or Doctor. You receive two
not exceed an Item Rank you can use that have the items that do not exceed an Item Rank you
[Food] tag. can use that have the [Medicine] tag.

(Connection: Merchant, Farmer, Housekeeper): (Connection: Artist, Alchemist, Forager):


You receive three items instead of two.
You receive three items instead of two.

Scribe Scroll 1Imbue


General [] [] []
General [] [] []
Max SR 1 Timing Pre-play
Max SR 1 Timing Pre-play
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit -
You may use this skill if your sub class is
Scribe, Arcanist, or Spellthief. You receive two You may use this skill if your sub class is
items that do not exceed an Item Rank you Gemsmith, Jeweler, or Devotee. You recei-
can use that have the [Scroll] tag. ve two items that do not exceed an Item
Rank you can use that have the [Gem] tag.
(Connection: Intellectual, Scholar, Appren-
tice): You receive three items instead of two. (Connection: Artist, Arcanist, Miner):
You receive three items instead of two.
128

Material Gatherer Armsmith


General [] [] [] General [] [] []

Max SR 1 Timing Pre-play Max SR 3 Timing Pre-play


Check Type None Check Type None

Target Self Cost - Target Self Cost Fate 2


Range Close Limit - Range Close Limit -
You may use this skill if your sub class is Forager, You may use this skill if your sub class is Blacksmith,
Miner, Frontier Guard, or Trader. You may make Weaponsmith, or Armorer. You receive one item with
one roll on [Treasure Table: Magic Reagents]. an Item Rank that does not exceed your CR that has the
[One-Handed] tag.
(SR2): The received item may have the [Two-Handed]
(Connection: Freeman, Cartographer): You gain tag.
a +4 bonus to the roll. (SR3): The received item may have the [Heavy Armor]
[Medium Armor] or [Light Armor] tag.
(Connection: Explorer, Hunter): You gain a +4 (Connection: Merchant, Miner, Trader): Reduce the [Fate
bonus to the roll. Point] cost of this skill to 1.

Heavy Arms Mastery Retentive Memory


General [] [] [] General [] [] []

Max SR 1 Timing Constant Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -

Range Close Limit - Range Close Limit -


The negative [Initiative] modifiers on all You gain a +1D bonus to [Knowledge
items you have equipped become 0. Checks].

Training 1Physical Toughness


General [Training] [] []
General [Training] [] []
Max SR 1 Timing Constant
Max SR 1 Timing Constant
Check Type None
Check Type None
Target Self Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit -
When you acquire this skill, select one of the
following: STR, DEX, POW, or INT. Change the You gain +16 [Max HP].
name of this skill to be like «Training: STR».
You can acquire this skill multiple times, but
each time must be under a different name.
You gain +3 to the chosen Base Stat.
129
1Fortune Star
General [Training] [] []

Max SR 1 Timing Constant


Check Type None

Target Self Cost -


Close
Range Close Limit -
You gain +2 [Starting Fate Points].

Toxin Skills
All characters may take skills from the Common list.

Contaminate Weapon Ravage


Combat [Preparation] [] [] Combat [] [] []

Max SR 1 Timing Setup Max SR 1 Timing Instant


Check Type None Check Type None

Target Self Cost Hate 2 Target Self Cost Hate 1

Range Close Limit 1/Scenario Range Close Limit -


When using this skill, you may consume one [Toxin] item During this Main Process, [Toxins] that you
with an Item Rank of at most [CR - 5 (minimum 1)] that use deal 10 direct damage in addition to
inflicts a Bad Status. When you deal damage with «Basic
Weapon Attack», you can inflict the same Bad Status the their usual effects.
consumed [Toxin] item would have inflicted to the target
of that attack. Treat this effect as a Combat Status. (CR11): Increase the direct damage to 20.
(Fate 1 & Self: Poison-User, Curseblade, Avenger): If you
have reached your Limit for this skill, you may pay this (CR21): Increase the direct damage to 30.
cost to use it again.
130

Miasmize Poison Mastery


Combat [] [] [] Combat [] [] []

Max SR 1 Timing Action Max SR 1 Timing Constant


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
Use this skill at the same time you use a [Toxin]. You gain a +1D bonus to the [Attack
Check] of [Toxins] you use. In addition,
(Hate 1): The [Toxin] can be used with [Range: 4
you can use [Toxins] with an Item Rank
Sq.].
(Hate 2): The [Toxin] can be used with [Target: equal to your [CR+2] and lower.
Area (P)].
(Fate 1): The [Toxin] can be used with [Target:
Area (P)].

Dispense Poison
General [] [] []

Max SR 1 Timing Pre-Play


Check Type None

Target Self Cost -


Range Close Limit -
You may use this skill if your sub class is Poi-
son-User, Alchemist, or Curseblade. You receive
two items that do not exceed an Item Rank you
can use that have the [Toxin] tag.

(Connection: Freeman, Pharmacist, Outlaw):


You receive three items instead of two.
131

Charm Skills Instant Draw


All characters may take skills from the Common list. Combat [] [] []

Max SR 3 Timing Instant


Delayed Trigger Check Type None
Combat [Preparation] [] [] Target Self Cost -

Max SR 1 Timing Briefing Range Close Limit (SR)/Scene

Check Type None You may immediately use one [Timing:


Move] [Charm].
Target Self Cost -
Range Close Limit -
When you use this skill, you may consume one [Charm]
item. At the beginning of your first Main Process in
the next scene, you gain the effect of the consumed
[Charm].

(Fate 1): Choose an additional [Charm] different from


the first consumed [Charm], and consume it. At the be-
Sigilation
ginning of your first Main Process in the next scene, you
gain the effect of both consumed [Charms]. General [] [] []

Max SR 1 Timing Pre-play


Dealing Card Check Type None
Combat [] [] [] Target Self Cost -

Max SR 1 Timing Refer Range Close Limit -


You may use this skill if your sub class is
Check Type None
Talismancer, Sigilmaker, or Rune Knight. You
Target Single Cost - receive two items that do not exceed an Item
Rank you can use that have the [Charm] tag.
Range 4 Sq. Limit 1/Scene
Use this skill when a target other than yourself (Connection: Intellectual, Scribe,
begins their Main Process. You may immedi- Fortune-Teller): You receive three items ins-
ately use one [Target: Self] [Charm], with the tead of two.
target of the Charm changing to the target of
this skill.
1Card Mastery
(Fate 1 & Self: Talismancer, Rune Knight):
If you have reached your Limit for this skill, General [] [] []
you may pay this cost to use it again.
Max SR 3 Timing Constant
Check Type None

Target Self Cost -


Close
Range Close Limit -
You can use [Charm] items with an Item Rank
equal to or less than your [CR+SR]. You gain
+(SRx3) [Inventory Slots]. You can only store
[Charms] in these additional [Inventory Slots],
and the stored items cannot be subjected to
undesired effects, such as actions other than
yours, or the [Exhaustion Table: Items].
132

Basic Skills
These skills are possessed by all characters.
Enemy Identification
Basic [] [] []
Enemy Scouting
Basic [Scout] [] [] Max SR N/A Timing Setup
Basic (Knowledge vs Identification
Check Type Difficulty)
Max SR N/A Timing Briefing
Target Single Cost -
Check Type Basic (Athletics)
Range 20 Sq. Limit -
Target Refer Cost -
This skill can only target a character with
Range Refer Limit - an [Identification Difficulty]. The target
Use this skill when you attempt to acquire information becomes [Identified].
about enemies in the next scene.

(Result: 10) You learn the number of enemies appea-


ring.
(Result: 20) You learn the name of the lowest ranked
enemy (if there are several tied for the same rank, GM‘s
choice), along with whether they have the [Boss] or
[Mob] tags.
(Fumble): The enemy notices your scouting.
1Prop Analyze
Detect Unusual Basic [] [] []
Basic [] [] []
Max SR N/A Timing Major
Max SR N/A Timing Setup Check Type Basic (Analysis vs Analysis Difficulty)

Check Type Basic (Perception vs Detection Difficulty) Target Refer Cost -


Target Wide 20 (A) Cost - Close
Range 1 Sq. Limit -
Range Close Limit - This skill targets a single Prop with a
This skill targets everything in range that has a
[Analysis Difficulty]. The target becomes
[Detection Difficulty]. The target removes any [Analyzed].
[Concealed] or [Hidden] effects. You do not
have to remove these effects from your allies.
133
Prop Disable Basic Weapon Attack
[Weapon
Basic [] [] [] Basic [] []
Attack]

Max SR N/A Timing Major Max SR N/A Timing Major


Check Type Basic (Disable vs Disable Difficulty) Check Type Opposed (Accuracy vs Evasion)

Target Refer Cost - Target Single Cost -


Range 1 Sq. Limit - Range Weapon Limit -
This skill targets a single Prop that has been [Ana- Deal [Attack Power + 1D] physical
lyzed] and has a [Disable Difficulty]. The target‘s damage.
effects end.

Basic Magic Attack Hide


[Magic [Magic Basic [] [] []
Basic [Staff]
Attack] Stone]

Max SR N/A Timing Major Max SR N/A Timing Major


Check Type Opposed (Accuracy vs Resistance) Check Type None

Target Single Cost - Target Self Cost -

Range 4 Sq. Limit - Range Close Limit -


Deal [Magic Power + 1D] magical damage. You become [Hidden]. However, you
cannot use this skill if you are Hate Top, if
another character could [Hinder] you, or if
you have any Bad Statuses.

Item Appraisal 1Change Equipment


Basic [] [] []
Basic [Preparation] [] []
Max SR N/A Timing Major
Max SR N/A Timing Minor
Check Type Basic (Analysis vs Analysis Difficulty)
Check Type None
Target Refer Cost -
Target Self Cost -
Range Close Limit -
Close
Range Close Limit -
This skill targets a single Item with a
[Analysis Difficulty]. The target becomes You can move an item from a [Inventory
[Analyzed]. Slot] to an [Equipment Slot], or vice versa.
You may also drop or pick up an item in
your square or change a piece of equip-
ment. There is no limit to the number of
equipment changes you may perform with
a single action. You can use this basic skill
any number of times during a Briefing.
134
Run Dash
Basic [Movement] [] [] Basic [Movement] [] []

Max SR N/A Timing Move Max SR N/A Timing Move


Check Type None Check Type None

Target Self Cost - Target Self Cost -


Range Close Limit - Range Close Limit -
You may make a [Normal Move] up to You may make a [Normal Move] up to
your [Speed] Sq. your [Speed] + 2 Sq. Immediately after,
you lose a Minor Action. If you have no
Minor Action to lose, you cannot use this
skill.

Shift Coup de Grace


Basic [Magic Attack] [Staff] [Magic Stone] Basic [] [] []

Max SR N/A Timing Major Max SR N/A Timing Instant


Check Type Opposed (Accuracy vs Resistance) Check Type None

Target Single Cost - Target Self Cost -

Range 4 Sq. Limit - Range Close Limit -


Deal [Magic Power + 1D] magical damage. Use this skill after you‘ve made an attack
that dealt at least 1 damage to an [Inca-
pacitated] target during this Main Process.
That target becomes [Dead].

Protect
Basic [] [] []

Max SR N/A Timing Before Damage


Check Type None

Target Single Cost -


Range Close Limit -
Use when an ally other than you would take
damage. You take the damage instead of the
target, and the target is unaffected by the
attack. You must be in the [Pre-Action] state
to use this ability, and become [Post-Action]
after using it. This skill may only be used once
in response to any given attack. Enemies can-
not use this skill.
135
136

Chapter 3
Session Flow
III.a Scenes
When players meet to play the Log Horizon GM should then describe the premise of the
TRPG, it‘s called a Session. Each Session consists scenario to the players (they can also prepare a
of multiple phases, as depicted below: handout to do this with beforehand.)

Pre-Play Session Prep Any players who haven‘t created a character


should do so now. Housekeeping tasks for PCs
Opening Phase such as acquiring new Sub Classes and upgra-
Main Play Middle Phase ding characters are also best performed at this
Climax Phase time.
Ending Phase
Finally, any players who wish to use a [Fate
After Play Log Tickets Point Get] Log Ticket should do so, and skills
with [Timing: Pre-Play] can be used if desired.
- Pre-Play -
After all the necessities are complete, Pre-Play
During Pre-Play, the players and GM prepare for ends and Main Play begins.
the game. They should be prepared before co-
ming to the Session as well; each player and the
GM should carefully review the rulebook and
the GM should be familiar with the Scenario.

Every player needs to bring a Character Sheet,


and ideally their own rulebook and dice as well.
The GM also needs the battle map, the Hate
Management Sheet, and several Log Tickets per
player.

Everyone should introduce themselves to each


other if they aren‘t already acquainted, and the
137
- Main Play -

Main Play is when the game itself takes place. It is divided into multiple phases, and these phases
are likewise divided into scenes. At the end of each phase, all PCs recover a Fate Point.
• Opening Phase: During this phase, the plot begins as the GM presents the players with a
problem or situation that will draw them into the story. Often, this phase will
only last for a single scene. Once the players understand the objective of the
scenario, the game moves on to the Middle Phase.
• Middle Phase: During this phase, the players pursue the objective that they acquired during
the Opening Phase. They should be presented with challenges, trials, and
possibly enemies to defeat. Once the GM believes they are close to accom-
plishing their goal, the Climax Phase should start.
• Climax Phase: During this phase, the players confront the final barrier between them and
their objective. Often, this is a powerful boss enemy. When (or if) they over-
come the final challenge, the game enters the Ending Phase.
• Ending Phase: The Ending Phase serves as an epilogue to the story, showing the players
what they‘ve accomplished. There are typically no further battles or challen-
ges during this phase. After the story has been wrapped up, Main Play is over
and After Play begins.
- After Play - - Scenes -

During After Play, the players and GM wind This section of the book is 20 pages of minutiae
down and perform housekeeping mostly obvious to anyone
tasks to end the session. who‘s played a TRPG before, so here‘s a very
brief summary of the important
All PCs have their HP restored to their Maximum parts:
HP and their Fate Points
restored to their Starting Fate Points. • Bad Statuses do not last past the end of sce-
nes.
• If the GM deems it appropriate, they can have
The GM should fill out and hand out Log Tickets PCs recover an arbitrary
(see II.b. CHARACTER amount of HP at the end of scenes, or be res-
ADVANCEMENT.) tored to full HP.
• Incapacitated characters are restored to figh-
Any treasure or unwanted items acquired du- ting condition at the end of
ring Main Play can be sold at this scenes, but are very weak and in need of rest.
time. If players wish to use their Log Tickets to See V.a. STATUSES.
rank up their characters at • An Interlude occurs between scenes. Skills with
this time, they can do so. [Timing: Interlude] can be
Once all necessary tasks are performed, the used at this time.
Session is over.
138

III.b Round Progression


Round Progression generally takes place during Here are details on the various steps of Round
combat, but may also be called Progression.
for during other time-sensitive situations (such
as running from a boulder - Briefing Scene (or Surprise) -
trap, Indiana Jones style.) A flowchart demonst-
rating the steps of Round The Briefing Scene happens just before a fight.
Progression is below: This is the moment in MMOs when the party is
about to engage in a battle they see coming,
Briefing Scene such as in a dungeon, and take a moment both
to understand the enemy and then prepare for
the upcoming battle.

Round Progression begins In a Briefing Scene, two things happen. The first
is that the players may ask for the name, rank,
tags, and statuses of any monsters they can see.
Setup Process New Round Based on this information, they may also wish to
perform Scouting actions in order to gain more
information or discover new threats they didn‘t
Initiative Process Next Turn previously see. Then, the party may act on this
information by using skills with the Preparation
Major Action tag.
Main Process Minor Action While any number of skills may be used, unless
Move Action otherwise specified, only one instance of a Pre-
Instant Action paration tagged skill may be used. For examp-
le, a Kannagi may only use Purification Barrier
Are all characters Post-Action? once. Note that players do not incur Hate at this
[Yes] [No] time.

** Many Scouting skills possess the condition


Cleanup Process „(Fumble): The enemy notices your scouting.“
What this means is that the enemy force is
alerted to impending attack, and take measures
Has the objective been completed? accordingly. Depending on what the GM feels is
[Yes] [No] appropriate, the enemies may call for rein-
forcements, retreat to a better position, or take
actions that generally make conditions worse
for PCs. At the very least, if no ideas come to
mind, increase all PC‘s Hate by +3 at the start of
the combat.
Round Progression ends
In the case of surprise attacks or ambushes, no
Briefing Scene happens, even if the players are
the attacking party. There are no set rules for
determining surprise, the GM should simply rule
as to whether a group is surprised or not.
139
If Surprised, during the first round of the com- - Standby -
bat, any characters caught unawares (GM‘s call,
but usually all of the defending side) cannot A character that is about to enter their Main
take Setup Process actions, and immediately Process can instead declare that they are going
acquire [Dazed] and [Post-Action]. on Standby. They gain the Other Status [Stand-
by], and their Main Process is delayed until after
- Setup Process - all other characters not on Standby have taken
their turn.
The Setup Process is the beginning of a new
round. During this process, all characters are set When a character goes on Standby, skip their
or reset to the Pre-Action state, and characters Main Process and move on to the next Initiati-
may use actions with [Timing: Setup]. Once ve Process. Once a character on Standby takes
everyone is done, move on to the first Initiative their turn, remove the [Standby] status from
Process. them.

- Initiative Process - A character must declare Standby prior to be-


ginning their Main Process. If they have taken
The Initiative Process consists of simply choo- any kind of Main Process action, they can no
sing the next character to take their turn, but longer go on Standby. Additionally, it is only
characters may also use actions with [Timing: possible to go on Standby once during each
Initiative] at this time. round. A character who has already been on
Standby during this round cannot go on Stand-
If all present characters are in the Post-Action by again.
state, move on to the Cleanup Process.
Otherwise, decide which character acts next - Main Process -
using the following criteria:
During the Main Process, the character chosen
1. Amongst the characters who are in a Pre-Ac- by the Initiative Process gets to take their turn.
tion state, the one with the highest Initiative
(unless they are on Standby.) The three types of actions usable only during
2. Amongst characters who are in a Pre-Action the Main Process are the Move Action, Minor
state and on Standby, the character with the Action and Major Action, and it is only possible
lowest Initiative. to take one of each during every Main Process.
In addition, at any time during a character‘s
If multiple characters have the same Initiative Main Process, they may take a single Instant
value, the PCs act before the NPCs. When PCs Action.
have the same Initiative value, they should deci-
de amongst themselves who goes first, or have Characters may choose not to take one or more
the GM decide if they are unable. For NPCs with of their possible Main Process actions if they
the same Initiative, it is entirely the GM‘s decisi- have no need to do so.
on.
When a character has used all their possible
Main Process actions or declared that they are
finished, the Main Process ends. At this time,
they transition from the [Pre-Action] to the
[Post-Action] state, and if they are affected by
the Bad Statuses [Staggered] or [Dazed], those
statuses naturally expire.
140
After a Main Process ends, return to the Initiati-
ve Process.

- Cleanup Process -

The Cleanup Process gets everything ready for


the current round to end and a new
round to begin.

The steps of the Cleanup Process are listed


below.

1. [Regen], [Decay] and other effects that may


heal or damage a character
take effect at this time. See the Status Glossary
for details. If a
character has multiple effects that would both
heal and damage them, perform
the effects that would heal them first.
2. If any character has an action with [Timing:
Cleanup], they can use that
action at this time.
3. Effects that can be sustained through multiple
rounds, like Harmonies, are
processed at this time. See the descriptions of
these effects for further
detail.
4. Effects that do not last multiple rounds end at
this time.
5. The Cleanup Process is over. Move to the
Setup Process of the next round.
141
142

Chapter 4
Combat
IV.a Squares and Movement
In the Log Horizon RPG, the world is divided Distances are measured using Manhattan rules.
into square tiles like those of a chessboard. In any given square, only the cardinal directi-
These tiles are known as Squares (Sq for short.) on squares are considered adjacent. Therefore,
Distances or numbers of Squares are expressed with a speed of ‚2‘, a character could move one
as 1Sq, 2Sq and so forth. square to the left and one square up, and even
though visually they are only one square away,
All characters and Props occupy a Square. Mo- they still are two squares from their starting
vement, skill and weapon ranges are all speci- position.
fied using Squares. By default there is no limit Keep these rules in mind for skill targeting and
to the number of characters which can occupy attack ranges, as well. In combat, all characters
a single Square, but if the GM decides Squares have the ability to [Hinder] each other. If a
are too small to hold an unlimited amount of character within close range (same square) as
people, they are free to set a limit. you attempts a [Normal Move], you may decla-
re a [Hinder]. That character‘s movement will
Squares are about 5 square meters in size. The immediately end.
GM is free to alter this, but should not alter any

2 3 4
distances or ranges as a result; this risks unba-
lancing the game.
4 3
3 2 1 2 3
If the space between two Squares contains an
impassable Prop such as a wall, it isn‘t possible
to move directly between those two Squares.

2 1 X 1 2
Additionally, Squares themselves may be occu-
pied by an impassable Prop.

Impassable Props generally block line of si-

3 2 1 2 3
ght as well. A character without a direct line of
sight to a Square cannot make that Square or
anything in it the target of actions.

4 3 2 3 4
143
Note that by default, [Hinder] can only target So long as a valid square is picked, the character
enemies, and not allies. At the GM‘s discretion, instantly moves to that square, and cannot be
they may rule that [Hinder] can be applied to affected by [Hinder] or Props (however line of
non-enemies. Good examples would be in the sight may still be required).
case of NPCs, or characters whose allegiance Certain effects can produce what is known as
you are unsure of. ‚Forced Movement‘. In this way, characters are
made to make moves they may not wish to. Ty-
There are three kinds of movement: [Normal pically these kinds of effects will be noted with
Move] [Safe Move] and [Teleport]. ‚forced [Safe Move]‘ ‚[Safe Move (forced)]‘. If a
[Normal Move] is the basic kind of movement character begins movement of their own accord
and has no special rules. It can be used whi- but are interrupted by forced movement, treat
le [Swimming] and is affected by [Hinder]. the forced and non-forced parts of the mo-
[Safe Move] ignores the effect of enemies, but vement according to the
not terrain, and is NOT affected by [Hinder]. appropriate movement rules.
[Teleport] ignores enemies and terrain.

IV.b Hate
To any player of an MMO, Hate is a familiar Characters who are not [Hate Top] are known
mechanic. It may be known by other names like as [Hate Under]. If a [Hate Under] character is
aggro or threat, but its effect is the same: it is a targeted by an enemy‘s attack, they enjoy a +2
measure of an enemy‘s recognition of your cha- bonus to their [Dodge Check]. In this way, the
racter as a threat. In MMOs, Hate is usually GM is encouraged to attack the [Hate Top].
tracked per enemy, but to ease book keeping, However, it should be noted there is NO obliga-
Hate in this game is tracked per character. That tion to attack the [Hate Top].
is, if you have 5 Hate, all enemies in the scene Hate is a mechanic of incentives, not of hard
treat you as having 5 Hate. rules.

There are two conditions to be concerned about Hate can never be reduced below 0. There is
when dealing with Hate: no upper limit on Hate. Hate resets to 0 at the
[Hate Top] and [Hate Under]. These conditions beginning, and at the end of combat. Hate is
are treated as Other Statuses (see V.a. STATU- typically only incurred through the use of skills
SES). in combat, and the skill‘s cost will list how much
Hate is gained through its use. Hate may also
The character with the highest Hate in the party be affected by a skill‘s effect, and will be noted.
at any given time is considered [Hate Top]. If The only other effect that manipulates Hate is
characters are tied for highest Hate, then they failed [Dodge Checks]. Each time a PC is atta-
are all [Hate Top]. A character who has the cked by an enemy and the PC fails their [Dodge
[Hate Top] condition takes extra damage any Check], that PC‘s Hate is immediately reduced
time they are attacked and fail their [Dodge by -1. Note this may change who is [Hate Top],
Check]. In addition to the regular damage of the so it is important to track this.
attack, they take direct damage equal to [(The
[Hate Top] current Hate) x (the enemy‘s Hate
Multiplier)]. This additional damage is known as
Hate Damage. Each enemy‘s Hate Multiplier is
listed in their stats.
144
Enemies and Props do not have Hate. NPCs However, if the PC recovers from [Incapacitated]
may, however, have Hate (that‘s up to the GM). and would be [Hate Top], then
PCs who become [Incapacitated] no longer are they immediately become that.
subject to Hate rules. Their current Hate level is
sustained and tracked, but they cannot become
[Hate Top] or [Hate Under], and enemies typi-
cally ignore them.

IV.c Attacks
Attacks are divided into three types. [Weapon ** Keep in mind PCs get a +2 bonus to [Dodge
Attacks] are attacks made with a weapon, and Checks] for being [Hate Under].
are further divided into [Melee Attacks] and
[Ranged Attacks], which are both considered ** Failing a [Dodge Check] may also trigger cer-
[Weapon Attacks]. [Magic Attacks] are attacks tain Bad Statuses, like [Pursuit] and [Weakness].
using magic to inflict damage. [Special Attacks] If the Defender is a PC, they may also take Hate
use mechanic equipment, spiritual power, Damage. Check IV.b. HATE for information on
songs, or other powers to make attacks that are Hate Damage, and V.a. STATUSES for informa-
not explicitly weapon or magic based. tion on Bad Statuses. Note, however, that some
skills have ‚Automatic‘ listed for their Check.
To make an attack, you first need to declare it. In these cases, a Defender cannot fail a check
Hereafter, the character making the attack is they did not make, so none of these effects will
referred to as the Attacker, and the character(s) apply.
targeted by the Attacker are the Defenders.
After the Attack Roll comes damage. First, an
To declare an attack, the Attacker must choose explanation on damage types. HP Damage
a usable action to make the attack with. Then, is divided into four types with different rules.
they must declare a target for that attack. The Physical Damage is inflicted by weapons or en-
GM must make certain this attack is valid, taking vironmental effects, and is resisted by [Physical
into consideration the attack‘s Range, Target, Defense]. Magical Damage is done through ma-
and any other things like Props. If the attack is gical fire or lightning, and is resisted by [Magic
valid, it has been declared. Defense]. Penetrating Damage is special dama-
ge that ignores armor and shields; it is resisted
Next, the Attacker makes a [Hit Check] using by nothing.
their Accuracy. The Defender(s) make an oppo- Direct Damage is applied to HP directly, and is a
sed [Dodge Check], using either their Evasion special exception to normal damage processing
or Resistance, as dictated by the attack. If the rules.
Attacker rolls higher than the Defender, then
they are successful, and move on to the next
step. If they fail, the attack ends and the round
proceeds as normal.

** Ties go to the Defender. In the case of Auto-


matic Successes/Criticals, if both Attacker and
Defender roll criticals, then the Defender wins.
145
[Physical Defense] and [Magical Defense] as well The Damage Roll is usually listed in the skill‘s
as the [Cancel] status are ineffective, and actions description, something like [Attack Power + 2D].
with [Timing: Before/After Damage] cannot be In this case, the Attacker rolls 2d6 and adds
used in response to it. The Defender‘s HP simply their [Attack Power] to the result.
decreases. However, [Barrier] still works. Refer to The Attacker may also use skills with [Timing:
this handy chart. Damage Roll] at this time.

Phys. Def. Mag. Def. Cancel Barrier Reaction Allowed


Physical ✔ ✘ ✔ ✔ ✔
Magic ✘ ✔ ✔ ✔ ✔
Penetration ✘ ✘ ✔ ✔ ✔
Direct ✘ ✘ ✘ ✔ ✘

Apply those effects as described. Note that no If Defense, Cancel, and Barrier manage to re-
matter what effects may apply, the amount duce the damage to 0 or below then the da-
of dice rolled for a Damage Roll can never be mage is ineffective, and certain Bad Statuses or
reduced below 1D. If there are multiple Defen- effects can not be applied. The only exception
ders, make only one Damage Roll. is in the case of [Pursuit] [Weakness] and Hate
Damage. If the Defender failed their [Dodge
Certain attacks may have damage listed like Check], then even if the damage is reduced to 0
‚(SRx4)‘ or may only inflict Bad Statuses. In these or less, these three statuses still effect the De-
cases, there is no Damage Roll, therefore no fender.
skills with [Timing: Damage Roll] may be used.
Once all damage has been dealt to the Defen-
After damage from all sources is calculated, it der, if the Defender is at 0 HP or less, they are
is time to apply damage to the Defender. Any immediately [Incapacitated].
characters that possess an action with [Timing:
Before Damage] can use them now, except in ** Note that [Pursuit] [Weakness] and Hate Da-
the case of Direct Damage, as noted above. mage are applied separately from the Damage
Roll. This is important in the case of [Barrier]. If
At this time, the Defender applies their [Physi- a character would take damage from a Damage
cal Defense] in the case of Physical Damage, or Roll, a [Pursuit] effect, a [Weakness] effect, and
[Magic Defense] in the case of Magical Damage. also Hate Damage, then EACH damage source
Other effects such as [Cancel] may also apply. is first applied to [Barrier], with the Damage Roll
Once these effects are calculated, inflict the being considered first, and the other three in
remaining damage to the Defender. Apply da- any order.
mage first to any [Barrier] status.
146
If the attack inflicts other conditions such as
Bad Statuses, they happen after all damage has
been inflicted.

If the Defender is a PC, and the PC failed their


[Dodge Check], then the PC
reduces their Hate by -1 after Bad Statuses have
been applied.

If the attack applies any kind of secondary ef-


fect, such as HP recovery for the
Attacker, it happens after everything else. If the
attack calls for the
selection of a secondary target, those effects
happen here as well.

In case the above is simply too much, here‘s a


summary.

An attack skill and target must be specified.


Attack Declaration
The attack occurs only with the GM‘s permission.

Hit Check > Dodge Check: Success


Hit Check
Hit Check <= Dodge Check: Failure

[Timing: Damage Roll] actions]


Make the Damage Roll
Damage Roll
Calculate Other Attack Damage
Calculate Hate Damage

[Timing: Before Damage] actions


Phys./Mag. Defense Damage Reduction
Applying Damage
Other Damage Reduction
Apply HP Damage Hate Damage
Pursuit Damage
Weakness Damage
Other Damage and Effects
[Timing: After Damage] actions
Defender‘s Hate Decreases

Secondary Effects
147
148

Chapter 5
Game Master
To the Game Master
The folllowing section gives the essential details In addition, if your group contains any newbie
for a GM to run a game of LHTRPG. players, consider granting them an extra Fate
Before we begin, let‘s talk about Session Diffi- Point, and tell them to follow the lead of veter-
culty. an players.

At the beginning of a Scenario, the GM should Difficulty can, of course, come from other
determine whether the scenario will be Very avenues, such as giving the PCs higher ranked
Easy, Easy, Normal, Hard, or Very Hard. This enemies to fight, or more Props to deal with.
carries with it mechanical consequences. A Very However you decide to challenge your players,
Easy Scenario grants all PCs +2 Fate Points at always ere on the side of fun.
the start of the scenario. A Easy Scenario grants
+1 Fate Point. A Hard Scenario gives the GM
a number of Fate Points equal to the number
of PCs, and a Very Hard Scenario gives the GM
a number of Fate Points equal to *twice* the
number of PCs. Normal Scenarios have no ch-
anges.

This decision should be made for each Scenario,


and should be adjusted to match what is fun for
the group. If the group enjoys Easy scenarios,
then stick with that. If the group is unsure, try
the easiest difficulty and adjust from there.
A scenario that is easily blown through but
can be completed to the end is more fun than
a frustrating scenario that ends with multiple
TPKs.
149

V.a Props
Within a scene, everything that is not a charac- • Wall
ter, an enemy, or an item is classified as a Prop. This type of Prop represents a tall construction
of some type such as a wall or fence. Typically
For instance, if on a rainy day a PC is loitering it will occupy an entire square on the encounter
in a guild hall, everything other than the PC and map. Walls may block line of sight, or may pro-
their items--the beds and chairs, the walls, the duce a special effect when a PC‘s line of sight
doors, the ceiling, and even the rain outside--is reaches or passes through them.
considered to be a Prop.
Note that not much discussion of Line of Sight
The following are rules for Props, and specific exists in the LHTRPG book. It‘s assumed that if
Props may be found in the Enemy List. While you are able to see the target at all, you have
any scene may include any number of Props, it line of sight.
is recommended that Props that directly affect
characters, such as Traps or Scene Effects (but • Space
not passive Props such as walls or locked doors, This type of Prop represents some phenomenon
even if they‘re inconveniently placed) be kept to occupying the volume of a square itself, such as
no more than three.] darkness or mist. Spaces may block line of sight,
or may produce a special effect when a PC‘s line
• Detection Difficulty, Analyze Difficulty, of sight reaches or passes through them.
Disable Difficulty
These numbers specify the difficulty level of • Object
related checks. The roll must beat the specified This type of Prop represents desks, rocks, trees,
number. In the case of „Auto“, any attempt to or other objects present in a scene that are not
perform the action automatically succeeds (one classified as another type of Prop but cannot be
doesn‘t need to roll Perception to identify that a carried in an Inventory Slot. Objects may block
wall is a wall). In the case of „N/A“, the action is line of sight, or may produce a special effect
not possible. when a PC‘s line of sight reaches or passes
through them. If the question arises of where in
• Concealed Props a square an Object is located, assume it is in the
If a Prop does not have Detection Difficulty: center.
Auto, it is [Concealed] when it first appears in
the scene. [Concealed] is an Other Status that • Scene Effect
behaves like [Hidden]. This type of Prop represents scene-wide effects
such as a dark night, a rain storm, or a blizzard.
• Terrain Typically, they directly affect every character
This type of Prop is placed on the ground like a present in the scene.
floor tile. Typically, these kinds of Props cannot
be destroyed, do not move, and will not block
movement.
Terrain does not block line of sight. In additi-
on, characters with [Flying] are not affected by
Terrain.
150
• Trap • Activate: (Timing)
Props with this tag will inflict some kind of This additional effect can be activated if a cha-
harmful effect when the activation requirement racter spends an action with the necessary
is triggered (see below). Traps do not exist in a Timing. It is necessary to touch the Prop to do
vacuum, and must be set upon a Terrain, Wall, this.
Space, Object, or Scene Effect Prop present in
the scene, in accordance with which of those • Arrange
Props shares a tag with the Prop. The GM is encouraged to modify this Prop to
suit their purposes. They may change the name,
• Natural, Mechanical, Magical effect, rank, or anything else. Props typically list
These tags specify the origin of the Prop. [Na- balanced ways to increase the efficacy of certain
tural] Props are the earth itself, weather phe- Props.
nomena, and so forth. [Mechanical] Props are
man-made floors, objects, or mechanisms. [Ma- • Destroyable Props
gical] Props are phenomena created by magical Some Props, especially Objects and Walls, may
power. have HP and Defense statistics.
Damage can be inflicted on these Props, and
• Variable they can become [Incapacitated]. An [Incapa-
When this tag is present, it allows the GM to citated] Prop is broken and immediately stops
assign either the [Natural], [Mechanical], or producing any effect it had. The Defense of a
[Magical] tags to the Prop. This is done in accor- Prop is both its Physical and Magical Defense.
dance to the scenario‘s setting (for instance a
man-made flamethrower trap might be out of • Wide Props
place in a forest dungeon), and may also be de- A single Prop may be expanded to occupy mul-
signed with certain enemy capabilities in mind tiple squares on an encounter map.
(such as the Kobold Tactics special ability). For example, it is possible to create a Flame
Floor that occupies a 2x2 space and will damage
• Passable anyone standing in any of those four squares.
This tag applies only to Wall Props. If this tag is Moving from one square of the Prop to another
present, characters can pass through the wall will activate it again just as if it were entered
freely, although the Prop may be activated as a for the first time.
result of doing so.
To make it obvious, a Wide Prop still counts
• Touch as only one Prop, which has rules implications
An activation condition of Props. In the case of both for destroyable Props, and for purposes of
Terrain and Space Props, this condition activa- counting how many direct Props you may have
tes whenever a character enters the square the in a scene.
Prop is in. In the case of Object and Wall Props,
the player must explicitly tell the GM that
they are touching it, or the GM must decide
such a thing has happened.

• Stay
This tag applies only to Terrain, Space, and
Scene Effect Props. If a character is present in
the same square as the Prop when the Cleanup
Phase occurs, then the condition activates.
151

V.b Enemies
Enemies are creatures that are hostile to the PCs This means that when required to make a check
and other Adventurers. Ranging from particu- using that ability score or attribute, they do not
larly vicious rodents to terrifying dragons, these roll any dice, but simply use the specified value
enemies will engage in combat with the party, as the final result of their check. [Mob] and
offering the main source of conflict in any [Gimmick] enemies typically possess Fixed
game of LHTRPG. Ability Scores to ease the burden on the GM.

• Enemy Rank Although Fixed Ability Scores do not require


rolling any dice, checks made using them are
This number represents an enemy‘s overall otherwise treated the same as normal checks.
strength. Most enemies are considered For instance, [Timing: Before/After Check] ac-
to be approximately equal in strength to an tions can still be made in response to them, and
equally ranked PC. Therefore, when designing failed [Dodge Checks] will still trigger the [Pur-
encounters, one monster of equal rank to the suit] and [Weakness] statuses.
PCs, per PC, should be present in the scene.
Four CR3 PCs mean four CR3 enemies. If it is necessary to add or subtract dice from a
check made with a Fixed Ability Score, add or
However, there are exceptions to this rule. Ene- subtract +3 or -3 per die.
mies with the [Mob], [Boss], and [Gimmick] tags
have a different level of strength from other • Identification Difficulty
enemies of the same rank. For details on those,
see below. An enemy‘s name, rank, tags, and condition (all
LS, BS, CS, and OS on them) are apparent just
• Enemy Base Stats from looking at the enemy. However, for more
detailed information, a PC must beat this diffi-
Enemies have ability scores, but not base stats. culty with an Enemy Identification action.
If base stats are necessary for some reason,
multiply the corresponding ability score by 3. If the difficulty is „Auto“, the enemy is already
[Identified] when it first appears and it is not
• Enemy Attributes necessary to make a check.

Enemies have Evasion and Resistance specified, If the difficulty is „Impossible“, it is not possible
which are used just like they are for PCs. Ho- to learn detailed information about the enemy.
wever, if it is necessary for an enemy to make
another kind of check, like an Athletics Check, • Hate Multiplier
take the ability score it is based on (STR for
Athletics) and roll Ability Score + 2D, just like a This number represents the power and fury of
PC would. the enemy‘s ire, and will be written in a for-
mat such as „x2“. It is applied to Hate Damage
• Fixed Ability Scores which the Hate Top receives when attacked. For
further information, see IV.b. HATE.
Enemies may have thier ability scores and attri-
butes specified like „7 (Fixed)“.
152
• Fate Points Each Drop Item is followed by its value in gold.
The GM may choose to let the item immediately
Some enemies, mainly Bosses, possess Fate be exchanged for money at the time of acquisi-
Points. When the enemy possessing Fate tion.
Points appears, the GM may begin to use those
Fate Points freely. These points are gained in • Enemy Skills
addition to any that may come from the Session
Difficulty (see above). Enemies also have unique skills and actions
available to them. For the most part these are
The GM may spend their Fate Points exactly treated just like player skills, however certain
like PCs do. They may add a dice to any check things may be omitted to save space in descri-
before the check is rolled, re-roll a check after it bing them. Enemy skills lack SR or Max Sr, and
has been made, use them to clear Bad Statuses may not have tags, a cost, or a limit explicitly
from an enemy, or pay action costs. They may listed if there is none. Some skill descriptors like
also be used for special Scenario Actions that [Target: Self] and [Range: Close] that could be
may have been created beforehand. considered obvious are likely omitted, as well.

If uncertain how to use them, the best way is to • Enemy Tags


wait for the Climax Phase, during the boss fight.
Removing Bad Statuses is the fairest way to use The following is a selection of tags especially
them, but in the end, the GM should strive to important for enemies.
create the most fun for the players.
[Mob]
• Drop Items Mob enemies are enemies that are uncommon-
ly weak. In approximate terms, two [Mobs] are
Drop Items are body parts belonging to an equal to a single PC of the same rank in power.
enemy or items that they commonly carry with Mobs are weaklings that appear in large num-
them, and can be acquired when an enemy is bers, so they generally have Fixed Ability Scores
defeated. The items the enemy drops are ar- and Drop Items to save work for the GM.
ranged on a table with rows numbering 1 to 6.
When a PC defeats an enemy, they roll 1D, and [Gimmick]
acquire the drop corresponding to the result Enemies with the [Gimmick] tag are actually
of the dice roll. This is known as a Drop Item traps or mechanical devices that are represen-
Roll. Drop Item Rolls may also be delayed until ted using the enemy rules. They are typically
after all enemies are defeated, and made by any immobile and can be [Incapacitated] with a
player. successful Prop Disable action.

Some items on the Drop Item Tables for each Gimmicks do not deal Hate Damage, but Hate
monster may have (Fixed) written next to them. Under characters do not get a defense bonus
These always drop when the enemy is defeated, against them, either. The GM may wish to ig-
regardless of the Drop Item Roll. nore Hate and roll a die to randomly determine
who the Gimmick will attack.
Enemies that are placed in the scene after
combat has begun, such as those summoned by Gimmicks are weaker than other enemies. Two
Bosses, do not drop items. [Gimmicks] are about as strong as a single PC of
equal rank. Like Props, [Gimmicks] should be gi-
ven a [Natural], [Mechanical], or [Magical] origin
tag as appropriate.
153
[Boss] [Aquatic]
Boss enemies are overwhelmingly strong. In Enemies with the Aquatic tag are at home in the
approximate terms, a single Boss enemy rivals water and can move through it
3-4 PCs of equal rank. They make an excellent easily. They do not receive penalties from [Li-
addition to any Climax Phase. quid] Props and are not affected
by the [Swimming] status.
[Night Vision]
Enemies with the Night Vision tag can see even
in places where there is no light. When a [Dar-
kness] Prop is present and affecting a character,
enemies with [Night Vision] treat them as if no
[Darkness] was present.

V.c Exhaustion
Exhaustion in LHTRPG represents the party‘s Energy: This represents a player‘s mind being
resources being depleted over time. shocked and spirit sapped. Despair or horror,
There are four individual Exhaustion Tables: Sta- or even soul-crushing apathy, will weigh heavily
mina, Energy, Item, and Money. on the PC‘s hearts. Use this table when the PCs
To use the table, the player rolls 1d6 and com- suffer a tragic loss, or witness hardships or
pares their result to the table, suffering the lis- horrors above and beyond the norm.
ted effect. Player skills can affect the roll, as can
certain other things in the scenario. Item: Exhausting items comes from haste or
nature‘s harsh effects. Escaping from an enemy
When and where to use the Exhaustion Table camp, being chased through a city, or even go-
is entirely up to the GM. However, note that ing through a storm, will put a strain on the par-
Exhaustion, particularly Stamina, is very obvi- ty‘s material resources, whether through simple
ously meant to be a way to balance the party‘s loss or deprivation. Even just walking through
adventuring day. Food items and the like exist the bad part of town might see some Item
for a reason, to mitigate the Exhaustion. The GM Exhaustion. Use this table when the PCs‘ would
should use Exhaustion fairly frequently, and not stand to lose material possessions.
shy away from it; however, at the same time,
being too punishing may impinge on the play- Money: Losing money is just a part of life. So-
er‘s fun. Exhaustion is about enhancing that fun metimes Gathering Information (as per the ac-
by providing a building challenge, not punis- tion, see V.d. NON-COMBAT) may see the party
hing the players. Find what works best for you. spending too much on drinks at the tavern.
Gambling, bribes, or just plain being stolen
Stamina: Stamina Exhaustion is used after batt- from may also tax the party‘s money. Use this
les, or after long journeys, or after physical table when the PCs may bad financial decisions
exertion of an extreme nature. A player may be or when some interaction with people would
made to roll on the Stamina Exhaustion table lighten their wallets.
after Fumbling an Athletics or Endurance roll,
for instance. Use this table when the PCs would
be tired.
154
-- The Exhaustion Counter -- For instance, if the party takes two rounds to
cross a precarious bridge, they would have
Several scenarios that the LHTRPG develop- Exhaustion Counter +2. If they then need to
ment team have produced include a Exhaustion fight a group of goblins, after the fight they
Counter. This is a simple way to put pressure would all roll on the Stamina Exhaustion table,
on PCs when they are in an exhausting, long- adding +2 to the roll. 1d6+2 gives a high chan-
term situation, most notably dungeon crawling. ce of getting exhausted quickly!
When the party could spend multiple turns
going through a dungeon, not just fighting,
then an Exhaustion Counter might be used.
Every round that progresses, add +1 to
the Counter. Whenever the party would make
an Exhaustion Roll, use the Exhaustion Counter
as a modifier.

V.d Non-Combat
-- Attributes -- Perception: This attribute is used to notice small
details and subtle signs in the environment, as
Athletics: This attribute is used for physical well as to detect when people are telling lies. It
activities that test the condition of your body or is also used for Detect Unusual checks.
your sense of balance. Examples are climbing a
wall or jumping from a high place. It is also used Negotiation: This attribute is used during any
for Scouting. situation where one must be deft with words,
such as wehn making a request, telling belie-
Endurance: This attribute is used in situations vable lies, or simply to steer a conversation in
such as laboring for a long time, enduring the right direction.
illness or a harsh environment, or dealing with
suffocation or starvation. Analyze: This attribute is used to identify ob-
jects, comprehend the workings of machinery or
Disable: This attribute is used to disable mecha- traps, or break ciphers. It is used in Prop Analy-
nisms one understands the workings of, or to ze and Appraise Item checks.
pick locks. Conversely, it can also be used to set
traps. It is used in Prop Disable checks. A Prop Knowledge: This attribute represents all kinds of
cannot be disabled until it is Analyzed, whether knowledge and book learning not represented
that comes from using Prop Analyze, or the by other attributes, but particularly familiarity
Prop has an Analysis Difficulty of Automatic. with the characteristics of monsters. It is used in
Enemy Identification checks.
Operate: This attribute is used to operate an-
cient technology or magical implements, play Accuracy: Outside of combat, this attribute may
musical instruments, or drive a vehicle such as a be used for tasks that require
horse-drawn carriage or a ship. precise aim such as throwing stones or opera-
ting siege equipment.
155
Evasion: Outside of combat, this attribute can Resistance: Outside of combat, this attribute
be used as a representation of one‘s physical can be used as a representation of one‘s natural
agility and reaction speed. spiritual ability to resist magic.

When making a check, GMs should refer to the following chart to get an idea of what kind of num-
ber the player needs to beat. Remember that the number must be beaten, not just met.

CR 1 2 3 4 5 6 7 8 9 10
Easy 6 6 6 7 7 7 8 8 8 9
Average 9 9 10 10 10 12 12 12 13 13
Hard 11 11 13 13 13 14 15 16 16 17

-- Sub Classes & Scenario Tailor your Scenario Actions to your players, and
remember that even though they are allowed to
Actions -- possess as many Sub Classes as they wish, PCs
may only ‚equip‘ one Sub Class at a time, done
There are little to no mechanical effects asso- during Pre-Play.
ciated with Sub Classes (for now), however a
common trick used in many scenarios provided
by the LHTRPG development team is to make -- Connections & Unions --
„Scenario Actions“ that have specific bonuses
when used by certain Sub Classes. Connections represent a character‘s contacts,
whether they be friends, acquaintances, busi-
For instance, in the scenario provided in the ness partners, family, or otherwise. A Connecti-
book, there is a short forest exploration event. on by itself has no mechanical value, however a
The forest is arranged like a board game, with Connection by its very existence is a declaration
several spaces lined up, some being blank, and of interest by the player. For instance, if the
some having events listed. To progress through player establishes a Connection with an NPC
this forest required using the ‚Explore the Fo- that you had intended to appear only once, this
rest‘ action. PCs with the Pathfinder Sub Class tells you, the GM, that the player liked that NPC,
gained a +2 bonus to the check. and perhaps they should return at some point.

Similar Scenario Actions can be created by the Unions are much the same as Connections,
GM ahead of time for any kind of event. For however they represent whole groups of peo-
instance, in a battle scene, there may be a spe- ple united by ideology, circumstance, or goals.
cial Scenario Action to unleash a certain trap or Guilds, adventuring parties, government bodies,
environmental effect on enemies, or perhaps an all are examples of a Union. The difference bet-
action that allows unusual movement, such as ween the two is in the scale; a Union represents
swinging on a rope to make a [Safe Move] to a a wide number of Connections under one
specific area. These actions might have bonuses umbrella. However, Unions should also require
from certain Sub Classes, or maybe even restric- more story justification for their existence.
ted to being only used by those Sub Classes,
or modified somehow and made unique depen-
ding on the Sub Class of the PC.
156
GMs can use Connections in a number of ways. 3) The 13th Age icon relationship rules may
Some may simply use them as RP hooks, and be bolted on to allow for serendipity to help a
this is valid. Others may wish to offer a bit more player out. Once per session, allow the player
mechanical advantage to them, which is also to roll 1D for each of their Connections. Rolling
valid. They are a tool to enhance a player‘s a 6 on any of the dice may indicate a benefit
immersion into the world, and GMs should feel of some kind. Perhaps the Connection cont-
free to be creative in employing their use. acts the party to provide that helpful hint that
points them in the right direction. Perhaps the
A few examples of mechanical benefits are as Connection provides a helpful Prize. Or maybe
follows. even, in the heat of battle, struggling against a
mighty foe, the PC remembers their friends, and
1) If a Connection is a crafter, such as a gains extra Fate Points to see them through.
Swordsmith, a GM may allow the PC with that (The above are purely house rules, meant to
Connection to ask for magical items to be made give the GM some ideas. These aren‘t in the
for them, provided that they give the proper book at all.)
materials and gold (see V.f. MAGIC ITEMS). Con-
versely, perhaps they may ONLY craft magic Finally, what the ‚connection‘ for the Connecti-
items in this fashion, unless they have an on is can be informed with a ROC table! This is
appropriate Sub Class. your character‘s view of the other person; it may
not be reciprocated. In the case of ‚Boss‘, also,
2) Certain Connections may possess special you aren‘t necessarily employed by this person,
knowledge. When making a Gather Info you just want to work hard for their sake.
check (see below), a useful Connection may
provide a +2 bonus on that check.
This is subject strictly to GM interpretation and
the player‘s ability to sell the connection.
Dice Roll Relationship Explaination
1~2 1 Your Ward You want to protect this person.
2 Your Crush You love this person, but haven‘t told them.
3 Your Kindred Though not blood-related, they‘re like family.
4 Your Hero You idolize them. They‘re an example to you.
5 Your Reverend You have unshakeable respect for this person.
6 Your Companion This person is a trusted adventuring companion.
3~4 1 Your Benefactor This person is a trusted adventuring companion.
2 Your Rival One-sided, friendly, or vicious rivalry.
3 Your Interest You want to know more about them.
4 Your Friend You are fast friends with this person.
5 Your Ally You work with this person for a goal or principle.
6 Your Enigma They‘re so different; you want to understand.
5~6 1 Your Boss You want to work hard for this person.
2 Your Pupil You want to guide this person in some way.
3 Your Co-Worker You have a business relationship with them.
4 Your Neighbor You live near this person, and make small talk.
5 Your Customer You buy or sell from this person regularly.
6 Your Family You are never lonely when around them.
7 - GM‘s Choice
157
-- Gather Info & Negotiation -- just met, or join a guild they are interacting
with. At appropriate times such as this, the play-
Legwork is often seen in TRPGs, and Log Hori- ers may make their desire known to the GM.
zon is no exception. PCs may wish to perform
a Gather Information action in order to investi- The GM may also permit ‚temporary‘ Connec-
gate something specific or learn about current tions, Unions, and Sub Classes to be acquired in
events. such situations. These do not require spending
a Log Ticket.
There is no set attribute used for Gather Info. However, they last only for the duration of the
Any attribute may be used, so long as the PC scenario, and are lost during After Play. If a
justifies the use. Some examples might be player changes their mind and wishes not to
asking the bartender at a local tavern, which lose them, they may choose to spend a Log
requires a Negotiation check. If they attempt Ticket during After Play to permanently acquire
to search documents or their own memories, them at that time.
Knowledge works. Attempting to glean clues
from the environment around them may need When a player acquires a new Sub Class during
Analyze. The GM‘s permission is necessary in play, they may choose to switch
any case, but being liberal is recommended. to it at that time.

Negotiation Checks, whether on their own, or as There is no hard limit on the amount of tempo-
part of a Gather Info action, are special because rary Personal Data that may be
they typically require an opposed roll, rather acquired, but the GM may wish to limit it to 1-2
than beating a set difficulty. The GM may still times per PC per scenario to
use a difficulty if desired. keep things manageable.

-- Acquiring New Personal


Data During a Session --
Connections, Unions, and new Sub Classes are
normally acquired by the players using Log Ti-
ckets during After Play. However, there may be
times during which a player wishes to acquire
them during a session. For instance, they may
want to form a Connection to an NPC they‘ve
158

V.e Treasure
PCs get loot as they adventure. Each time a In the case of an average, use [7 + (average of
player is rewarded (usually with money or items, party‘s CR x 5)]. This allows for quick referen-
but it can be any kind of reward), it is known ce by GMs, but GMs should keep in mind that
as a Prize. The total number of Prizes the PCs some players may have abilities that affect Trea-
should be awarded per scenario is equal to the sure Rolls. Not every Treasure Roll should be a
number of PCs x 3, plus an additional Prize per roll, but neither should they all be averages.
event in the Middle Phase. Random rolls also increase the fun of a scenario.

For example, if there are 4 PCs, and there is one The Treasure Table is divided into three parts:
battle event during the Middle Phase, the PCs Money, Materials, and Valuables. Any of these
should receive a total of [(4 x 3) + 1] = 13 Prizes. can be used for any roll or Prize, and the GM
should choose based on what would be logical
Note that each individual player does not have for the scenario. If uncertain, use Valuables, or
to receive three Prizes each; the amount listed Money if the PCs have no inventory space left.
is the total amount the PCs as a party should
receive. How the PCs split the loot is up to
them.
-- Log Tickets --
Log Tickets are rewarded to each player at the
A Prize‘s value should be roughly equivalent to
end of a scenario. Keep in mind they are awar-
one roll on the Treasure Table.
ded to players, not characters. They do not take
up inventory slots of any kind, and are tracked
-- Treasure Table -- separately from any kind of inventory.

The Treasure Table (located in the Item List The number of Log Tickets that should be
spreadsheet) provides GMs with an easy tool to rewarded are described below.
gauge what kind of value a Prize should have.
Since what items PCs can use is dependent on For PCs: 1 Character Rank Up Ticket; 1 Ticket of
their CR, so too must their rewards match. The any type per event
Treasure Table is provided not to be a literal For GMs: 1 Character Rank Up Ticket; a number
end-all-be-all of items, but rather to provide of Treasure Tickets = # of PCs, and 2 Tickets of
general ideas of what value the PCs should be any other type per event.
getting.
The Treasure Table can be used two ways, by
average or by roll. In the case of a roll, a PC
-- Magic Items as Prizes --
should be elected to make a roll (or the scena-
If the GM desires, a magic item can be granted
rio may dictate it).
as a Prize. The magic item can substitute for
The PC rolls 2d6 + (average of party‘s CR x 5).
a gold reward of up to 3/4ths of its value. For
For instance, a party of CR1 PCs would roll 2d6
example, a 750G reward can be changed to a
+ 5.
1,000G magic item.
159
-- Selling Loot and Equipment -- ment PCs may be selling, are sold at 1/10th
cost. For instance, an item worth 110G would
Items with [Valuable] [Core Material] and [Ma- sell for 11G.
gic Catalyst] may be sold for full listed price. a
[Valuable] (100G) item is sold for 100G. In addi-
tion, magic items are sold for full price.
Items not mentioned, particularly old equip-

V.f Magic Items


Items with special abilities are known as Magic For Prefixed Items, typically all that is required
Items. Magic Items are further broken down are Magic Catalysts, a single base item, and
into two different categories: Prefixed Items, money.
and Named Items.
Core Materials are special items that are typical-
A Prefixed Item is a basic item that has had ly only received by defeating special enemies,
some kind of enhancement placed upon it, and boss enemies, or through treasure rolls. Named
its name changed to reflex the effect. For in- Item recipes typically specify which Core Mate-
stance, a ‚Flame Long Sword‘ would deal dama- rial it requires--not just any will do. By contrast,
ge with the [Flame] tag. Note that even though a Magic Catalyst can be more easily obtained,
they‘re called Prefixed Items, the item doesn‘t and regardless of its name, so long as it has the
necessarily need to be prefixed. The above [Magic Catalyst] tag with the appropriate rating,
sword could just as easily be called ‚Long Sword it can be used.
of Flame‘.

Named Items by contrast are unique items with


-- Prefixed Item Rank Limit --
unique stats and abilities. They may be based
A special rule that applies only to Prefixed Items
on a certain item, like a Long Sword, but typi-
is that a character only receives the special
cally will have better stats, and a better special
effect of the Prefixed Item, if the item‘s rank is
effect.
within CR-5. For example, a CR8 character could
not use any Prefixed Items of Rank 3 or
Magic Items regardless of type all possess a tag,
lower.
called its Magic Grade, which represents the
level of magic the item is imbued with. Think of
This rule prevents the ‚golfbag of low level tems‘
it akin to the color of an item in a typical MMO
being abused.
(green, blue, purple, etc). The tags are written
like [M3], and range from [M1] to [M7].
-- Acquiring Magic Items --
Items of grade [M1] to [M3] are called Magic
Items, [M4] to [M6] are Artifacts, and [M7] are Magic Items may be awarded as Prizes, as men-
Phantasmals. tioned above. Players may also purchase them,
but only if allowed by the GM. Optionally, the
Each magic item, whether Prefixed, or Named, GM may also allow characters with producti-
has a recipe involved in making it. on Sub Classes to ‚craft‘ magic items, whether
For Named Items, these recipes are complex, those be PCs, or NPCs the PCs have formed
and require a Core Material. It may also require Connections with. For instance, a character
several base items, Magic Catalysts, and money. with the Swordsmith Sub Class could construct
160
[Blade] and [Katana] items. After this, all items used in construction are
In the case of purchasing and crafting, the follo- consumed, and you acquire the Prefixed Item.
wing rules are used.

Creating a Named Item is simple; each comes


-- Example of Prefix
with their own recipe. Assemble all items, then Construction --
pay the Construction cost. All items in the recipe
are consumed, and then the Named Item is pro- I want to craft a magic item with the Recovery
duced. The Named Item then also obtains the prefix.
[Soulbound] tag.
I choose to apply this prefix to the Bracer base
Creating a Prefixed Item is a little more com- item.
plex.
I will call it the Recovery Bracers.
Step 1: Choose a Prefix. Prefixes can be found in
the Item List. The Recovery Bracers now have the tags:
[Accessory] [Gloves] [M3]
Take note that certain Prefixes may only apply
to certain item Tags. These must be obeyed. Since the Bracer item is Item Rank 1, and becau-
se the Recovery prefix stipulates it is a Magic
Step 2: Choose a Base Item to apply the Prefix Grade 3 [M3], I need three [Magic Catalyst 1].
to.
The Bracer item costs 60G, the three Magic
Step 3: Name the new Prefixed Item. Catalyst 1‘s cost 45G total, and the Construction
cost would also be 45G. Total, I would pay 150G
Step 4: Add the [Mn] (Magic Grade) tag. for this item.

Step 5: Determine quality and quantity of Magic When equipped, the Recovery Bracers grant me
Catalysts. +1 Attack Power and +5 Recovery.

The grade of the Magic Catalyst is equivalent to


the Item Rank of the base item.
For instance, enchanting Ring Mail, a rank 1
[Heavy Armor], requires [Magic Catalyst 1]. The
number of required Magic Catalysts depends on
the Magic Grade tag, determined by the cho-
sen Prefix. For instance, applying the Hardened
Prefix to the Ring Mail would be [M2], therefore,
you would require [Magic Catalyst 1] x2.

Step 6: Pay the cost

The Construction cost is equal to the amount


you would have paid for the Magic Catalysts.
For instance, two Magic Catalyst 1‘s would cost
30G total, so the Construction cost would be
30G. A table to help determine costs can be
found at the bottom of the Magic Items sheet in
the Item List.
161
162

Chapter 6
Reference
VI.a Statuses
There are four types of statuses: Life Status, Bad - Fatigue is cured by Items, particularly those
Status, Combat Status, and Other Status. Speci- with the [Food] tag, and other things like res-
fic rules for each type will be explained in their ting at an Inn. If the Rating becomes 0, Fatigue
own entries. is erased.
During After Play or at the GM‘s discretion, Fati-
-- Life Status -- gue is erased.

Weakness
Statuses that relate directly to the vitality of a
- This status expresses vulnerability to a certain
character are known as Life Statuses, or LS. In
kind of damage, or all damage.
general, LS are removed during After Play at the
- Weakness always has a Rating, and in most
same time HP damage is, with exceptions noted
cases, a Condition that stipulates what tag
in the individual descriptions below.
interacts with the Weakness. If the condition is
Flame and the rating is 5, it‘s written like [Weak-
Fatigue
ness (Flame): 5].
- A status that represents worsening physical
- When a character with Weakness is targeted
condition as a result of lengthy excursions,
by an attack and fails their [Dodge Check], and
fierce battles, or deprivation.
the damage of that attack meets the conditi-
- Fatigue always has a Rating, which is writ-
on specified, the character will take additional
ten like [Fatigue: n]. If a character with Fatigue
direct damage equal to the status‘s Rating. If
would receive more Fatigue, add the Ratings
there is no condition specified (such as with
together.
[Weakness: 3]), the Weakness will deal additio-
- Fatigue reduces the afflicted character‘s Max
nal damage on any successful attack.
HP by its Rating.
- Multiple Weaknesses may be inflicted on a
- If a character would be reduced to 0 Max HP
character. [Weakness (Flame): 15]
by Fatigue, they immediately become Incapa-
[Weakness: 10] and [Weakness (Flame): 10]
citated and cannot recover from Incapacitated
may all exist on the same character. However, a
until their Max HP becomes at least 1.
single effect can only place a single instance of
Weakness at a time.
163
- If a character affected by Weakness fails their - The consequence of death for revived PCs is
[Dodge Check] and could be damaged by mul- that they lose a small portion of their memories
tiple Weaknesses, only the one with the highest of the previous world (Earth.) This is not mo-
Rating applies. deled by game rules, but players are encoura-
For instance, in the above example, a Flame ged to roleplay it.
attack would trigger 15 direct damage, and any
other attack would trigger 10.
-- Bad Status --
Incapacitated
Temporary conditions usually seen only in com-
- A character who has been reduced to 0 HP is
bat, Bad Statuses, or BS, are varied and come
unable to fight.
with different removal conditions.
- Incapacitated characters are always in the
[Post-Action] state and cannot take any actions
Staggered
or make any checks, nor use [Hinder], until they
- An intense pain or pressure, material or imma-
recover from the status.
terial, has overwhelmed the character.
- Incapacitation does not remove any other
- A Staggered character takes a -1D penalty to
Status, but they are not affected by Hate rules,
all [Timing: Major] and [Timing: Main Process]
and cannot become [Hate Top] or [Hate Under].
actions.
However, like their current Statuses, their Hate
- Characters naturally recover from Staggered at
remains unchanged.
the end of their Main Process.
- If a character somehow is Incapacitated while
- Outside of battle, Staggered is removed after
above 0 HP, their HP immediately drops to 0.
a single penalty, or at GM‘s discretion.
- Characters that are Adventurers recover from
Incapacitated automatically at the end of a
Dazed
scene, and have their HP restored to maximum
- Shock has rendered the character in a mental
(note: only at the end of the scene; if they re-
daze, or made them feel numb.
cover from it mid-combat, they do not recover
- A Dazed character takes a -1D penalty to
max HP).
Opposed Checks where they are the defen-
- Characters that are enemies or People of the
der in that check, and cannot perform actions
Land or similar become Dead at the end of the
with [Timing: Before/After Check] in reaction to
scene they‘re rendered Incapacitated in. Howe-
Opposed Checks they are defending against. In
ver, the GM may waive this for story purposes.
addition, they cannot [Hinder].
- Characters naturally recover from Dazed at the
Dead
end of their Main Process.
- Characters that are Dead cease to exist in the
- Outside of battle, Dazed is removed after a
game world, at least for the duration of the
single penalty, or at GM‘s discretion.
current Scene.
- A Dead Adventurer will be revived at the end
Rigor
of the scene with 1 HP. That is, they revive with
- Being knocked off-balance, fallen down, or
[Fatigue: (MAX HP - 1)].
restrained somehow.
- In Log Horizon, dead Adventurers would
- A character with Rigor cannot perform any ac-
return the Revive Point in the city they most
tion with the [Movement] tag. In addition, they
recently visited when revived. For the purposes
cannot use [Hinder].
of facilitating smooth play, in this game it is
- A character must use either a Minor Action or
assumed characters automatically regroup with
a Major Action to recover from Rigor.
the party between scenes. The GM may specify
- Outside of battle, Rigor is removed after a
a different time or place for revival if they
single penalty, or at GM‘s discretion.
want.
164
Confusion Afflicted
- A character has been blinded, or had their - A character‘s conditions weigh more heavily
mind scrambled by a spiritual attack, or even on them.
been beguiled by an enemy‘s charms. Losing - The Afflicted status has no effects of its own,
track of the current situation, their guard is lo- however, it prevents the removal of certain
wered, and they attract more attention. other Bad Statuses, until it is removed first.
- A Confused character takes a -1D penalty to - If an effect would remove the [Staggered] [Da-
all checks. At the beginning of each of their zed] [Confused] [Weakness] or [Overconfident]
Main Processes, they also increase their Hate by conditions from a character with Afflicted, then
+1. those statuses are immediately re-applied.
- A character must use a Major Action to reco- - A character must use either a Minor Action or
ver from Confusion. a Major Action to recover from it. Only then can
- Outside of battle, Confusion is removed after a the listed Bad Statuses also be removed.
single penalty, or at GM‘s discretion. - Outside of battle, Afflicted is removed after a
single penalty, or at GM‘s discretion.
Decay
- The character is bleeding, poisoned, on fire, Overconfident
being shocked or eaten by acid--any effect that - Brimming with foolish arrogance, throwing
causes their health to continuously decrease. caution to the wind, a character is more likely to
- Decay always has a Rating, which is written make a disastrous mistake.
like [Decay: n]. If a character with Decay would - During any check the affected character ma-
receive another Decay effect, only the Decay kes, if any single die rolled comes up as a
with the highest Rating is applied, and all others natural 1, the check immediately counts as a
are discarded. Fumble.
- A character with Decay takes damage equal - When a character with Overconfident loses
to the Rating of the Decay during the Cleanup 1 or more HP, they automatically recover from
Process of every round. that status.
- A character must use a Major Action to reco- - Outside of battle, Overconfident is removed
ver from Decay. after a single penalty, or at GM‘s discretion.
- Outside of battle, Decay is removed after a
single penalty, or at GM‘s discretion.

Pursuit
- Certain enchantments and skillfully interwoven
attacks may leave a character‘s guard open, ma-
king it easier to inflict higher damage on them.
- Pursuit always has a Rating, which is written
like [Pursuit: n]. A character can be affected by
multiple instances of Pursuit called stacks. [Pur-
suit: 15] [Pursuit: 10] and [Pursuit: 10] may all
coexist on the same character.
- When a character affected by Pursuit is tar-
geted by an attack and they fail their [Dodge
Check], they will take additional direct dama-
ge equal to the Rating of the Pursuit effect on
them. If multiple stacks exists, only the Pursuit
with the highest Rating is triggered. The trigge-
red Pursuit is then immediately removed, but all
other stacks of Pursuit remain.
165
-- Combat Status -- Cancels, only the Cancel with the highest Rating
is triggered. For instance, in the above example,
Statuses that confer advantages in battle are a Flame attack would do 15 less damage, while
known as Combat Statuses, or CS. any other attack would do 10 less.
If a skill or other effect would affect someone
with a CS, the target may choose not to receive Barrier
that effect. - A magical barrier that nullifies and absorbs
damage.
Combat Statuses last until the end of the scene - Barrier always has a Rating, which is written
unless otherwise specified. In addition, players like [Barrier: n].
may use an Instant Action to remove any or all - When a character with Barrier would take da-
CS on them at any time. mage, that damage is first applied to the Barrier
effect, and the Rating is reduced by the amount
Regen of damage applied. If the Rating of the Barrier
- A character‘s injuries automatically heal over reaches 0, the Barrier effect is removed, and the
time with regenerative power. character takes any remaining damage to their
- Regen always has a Rating, which is written HP.
like [Regen: n]. - If a character with Barrier would be affected by
- A character affected by Regen recovers HP another Barrier, only the effect with the highest
equal to the Rating of the Regen effect on them Rating is applied, and any others are discarded.
during the Cleanup Process of each round.
- If a character with Regen would receive ano- -- Other Status --
ther Regen effect, only the effect with the hig-
hest Rating applies. Other Statuses, or OS, are various statuses that
are not necessarily related to combat.
Cancel
- This status represents a character‘s resistances Swimming
to certain kinds of damage. - A status that represents a character being in
- Cancel always has a Rating, and in most cases, water deep enough to impede movement (as
a Condition that stipulates what tag interacts decided by the GM).
with the status. If the condition is Flame and the - A character who is Swimming takes a -1D
Rating is 10, then it is written like [Cancel (Fla- penalty to all checks, and cannot [Hinder] the
me): 10]. movement of other characters who are not also
- When a character with Cancel would be dama- Swimming.
ged by an attack, and the damage type meets
the condition specified by the Cancel effect, the Flying
damage will be reduced by the Rating of the - Soaring through the sky, the character is in
Cancel. If there is no condition specified (such flight.
as with [Cancel: 3]), all damage will be reduced - A Flying character ignores the effects of Pro-
by the Rating. ps with the [Terrain] tag, and a Flying character
- Multiple Cancel effects may be on a charac- cannot be [Hindered] by characters who aren‘t
ter, including those with the same Condition. also Flying.
For example, [Cancel (Flame): 15] [Cancel: 10] - The height of flight is arbitrary, but assume
and [Cancel (Flame): 5] may coexist. However, a around 1 to 2 meters. In combat, characters
single effect can only place a single instance of cannot fly high enough to escape the range of
Cancel at a time. melee attacks.
- If a character affected by multiple Cancel ef-
fects takes damage, and could potentially re-
duce the damage using more than one of those
166
Dual Wielding Identified
- A character fighting with a weapon in each - An enemy that has been identified through an
hand. The character must have a weapon equip- Identification Check made against it.
ped to both Hand Slots to gain this status. - When Identified, the GM must provide certain
- Even the status active, a character must spe- information about that enemy.
cify *one* weapon to make an attack with, they The enemy‘s name, rank, tags, and condition (all
cannot attack with both weapons. In a sense, LS, BS, CS, and OS on them) are apparent just
one weapon becomes the main weapon, and from looking at the enemy. When Identified,
the other a sub weapon. in addition to the above, the GM must reveal
- The character gains the Accuracy and Initiative whether the enemy‘s Physical or Magical De-
modifiers of both weapons, but ONLY can use fense is lower (or if they are equal), their Hate
the Attack (or Magic) Power and Range of their Multiplier, and the details of their Skills.
main weapon.
Analyzed
Hidden - This status expresses that a Prop or Item
- A character who has disappeared from others‘ has been investigated using a successful Prop
sight. Analysis or Item Appraisal check. The GM must
- A Hidden character cannot be targeted by reveal all data about the Prop or Item to the
actions performed by any character other than players when requested.
themselves. However, if a square is targeted by
an action that doesn‘t require further selection Absent From Scene
(for instance, Target: Area (All)), the Hidden sta- - This status expresses that a character is not
tus does not protect them. appearing in the current scene.
- A Hidden character cannot [Hinder] others A character that is not present in the scene
without losing Hidden, but they also cannot be cannot be the target of any action or take any
[Hindered] by those who don‘t realize they‘re actions themselves.
there.
- A Hidden character can be discovered with a Pre-Action, Post-Action, Standby
Detect Unusual action. If such an action is made, - See III.b. ROUND PROGRESSION for explana-
the Hidden character makes an Athletics Check, tions of these statuses.
and the check serves as their Detection Difficul-
ty. If the Detect Unusual action‘s check exceeds Hate Top, Hate Under
this number, the Hidden status is removed from - See IV.b. HATE for explanations of these statu-
the character. ses. - Tags -
- A character can lose Hidden through any of
these means, as well: Log Horizon contains a long list of tags, which
• [Normal Move] or [Safe Move] are essentially shorthand rules.
• Performing a Major Action during their Main Some tags denote mechanical interaction, for
Process instance the [Flame] tag on an
• Becoming [Hate Top] attack will tell you that the attack interacts with
• Dealing or receiving damage the Weakness and Cancel
• The scene ending statuses, and possibly some other things as well.
The [Spear] tag on an item
Concealed informs those who can equip [Spears] that they
- Works mostly like Hidden, except this status is can equip that item, while if
used for Props. The only real difference is that [Spear] appears on an attack, it requires an
Props do not make an Athletics Check, they equipped [Spear] to use it. Same
already have a Detection Difficulty. with [Ranged Attack]--the attack requires a ran-
ged weapon to perform.
167

VI.b Tags
A good deal of these tags are identifiable with [Harmony]
common sense, and only exist to show what ru- - This tag refers to special skills used by the
les interact with each other. Some, however, do Bard class.
in fact have more meaning. For this early access - Skills with the Harmony tag potentially remain
document, we are ONLY going to list those few in effect until the end of the Scene, but by de-
tags that require explanation. For the rest, just fault only one Harmony skill can be active at a
apply common sense and you‘ll be fine. given time. If a character uses an action with the
[Harmony] tag while they already have the
[Style] maximum number of them active, they must
- This tag refers to styles of fighting that often choose to end one of the previous Harmony
require the use of specific equipment. skills.
- Only one skill with the [Style] tag can benefit a - If multiple Harmony skills of the same type are
character at any given time. in effect, each target can only gain the effect of
If they have multiple Styles, and satisfy the usa- one of the skills.
ge requirements of more than one, they must
choose one Style to have active. They may ch- [Servant Summon]
ange which Style is active by declaring the use - This tag refers to special skills used by the
of another Style as their Setup Process action. Druid and Summoner classes.
- Skills with the Servant Summon tag potentially
[Stance] remain in effect until the end of the Scene, but
- This tag refers to actions that affect one‘s ba- by default only one Servant Summon skill can
sic abilities during battle. be active at a given time. If a character uses an
- Only one action with the Stance tag can be- action with the [Servant Summon] tag while
nefit a Character at any given time. If they use they already have the maximum number of
an action with the Stance tag while they already them active, they must choose to end one
have a Stance active, the effect of the previous of the previous Servant Summon skills.
Stance disappears. - If multiple Servant Summon skills of the same
type are in effect, each target can only gain the
[Training] effect of one of the skills.
- This tag refers to skills that represent conditi-
oning or training that has enhanced the charac- [Enchantment]
ter‘s basic abilities. - This tag refers to special skills used by the
- At CR1, a character can acquire no more than Enchanter class.
two skills with this tag. - Skills with the Enchantment tag potentially
- At CR11, a character can acquire a total of remain in effect until the end of the Scene, but
three Training skills. by default only *two* Enchantment skills can
- At CR21, a character can acquire a total of four be active at a given time. If a character uses an
Training skills. action with the [Enchantment] tag while
- These limitations do not apply to the Skill they already have the maximum number of
Ranks of those skills, only the total amount of them active, they must choose to end one
those skills actually acquired. of the previous Enchantment skills.
- If multiple Enchantment skills of the same type
are in effect, each target can only gain the effect
of one of the skills.
168
[Swift] [Consumable]
- This tag refers to actions that boost the num- - When an item with the Consumable tag is
ber of actions you take. used, the item is lost. You drink the potion,
- At most, only one action with the [Swift] tag eat the food, or the scroll burns up with magic
can ever be taken during the Briefing Scene, energy, and it cannot be reused. Another will
and during each Process. have to be located.
(This tag is explicitly a limiter skill so that con- - In an exception to the rule against performing
niving Kannagi, say, can‘t give themselves six the same action twice, multiple items with the
Setup Process actions.) Consumable tag may be used during a single
process or during the Briefing Stage.
[Preparation]
- This tag refers to actions that are performed in
preparation for an upcoming battle.
- Conditional Skill Terms -
- Actions with the Preparation tag, in addition
Conditionals are terms, usually in bold, usually
to their specified timing, can be used prior to
written in skill effect descriptions. They may also
combat with [Timing: Briefing.] If an action with
be called ‚riders‘. The conditions must be met
the Preparation tag is performed with [Timing:
for the listed effect to take place.
Briefing], this does not consume the Charac-
ter‘s action during the Briefing Scene (however,
(CRn)
the same action cannot be performed multiple
- For this additional effect to occur, your CR
times.)
must be n or higher.
[Scout]
(SRn)
- This tag refers to actions that gather informa-
- For this additional effect to occur, the SR of
tion in preparation for battle.
the skill must be n or higher.
- When an action with the Scout tag is used
during the Briefing Stage, it will provide infor-
[Hate Top]
mation on the next Scene (typically a Combat
- For this additional effect to occur, you must be
Scene.) However, the gathered information
[Hate Top] when the use of this action is decla-
represents the Scene only at its beginning. Rein-
red.
forcements, some Props (such as traps or we-
ather,) and other factors that change during the
[Hate Under]
Scene will not have additional information pro-
- For this additional effect to occur, you must
vided concerning them.
be [Hate Under] when the use of this action is
- If the GM believes the situation does not allow
declared.
for information to be adequately gathered, they
may restrict the information provided or disal-
[Hate n]
low the action entirely.
- For this additional effect to occur, you must
- While performing actions with this tag, there is
choose to increase the Hate Cost of the action
a possibility that the enemies may become awa-
by n when the use of the action is declared.
re they are being observed. This will be detailed
in the official release document.
[Fate n]
- For this additional effect to occur, you must
pay an additional cost of n Fate Points when the
use of this action is declared.
169
[Minor] (Failure)
- For this additional effect to occur, you must - For this additional effect to occur, a required
perform the action with [Timing: Move] or check (typically but not always that of the asso-
[Timing: Major]. You gain the benefit of the ciated action) must have just failed.
additional effect when the use of the action is - If the check was an Opposed Check with mul-
declared. tiple targets (Target: Area (P) for instance), the
- If the action is [Timing: Move] you lose one check must have failed against all targets.
Minor Action immediately after performing it.
[Result n]
- If the action is [Timing: Major] you lose one - For this additional effect to occur, the result of
Minor Action immediately before performing it. the Action Check must exceed n. If a Critical is
- If you do not have a Minor Action to lose, you rolled, the effect occurs regardless of the final
may not invoke the additional effect. result.

[Self: Tag/Status/Other] (Extra)


- For this additional effect to occur, you must - When you perform this action, you may make
have the specified Tag or Status or satisfy the an additional check as specified.
otherwise specified condition. If the check is successful, the additional effect
occurs.
[Target: Tag/Status/Other] - If the original action check was an Opposed
- For this additional effect to occur, the target of Check, the opponent of the check does not
the action must have the specified Tag or Sta- need to roll again. The additional check must
tus, or satisfy the otherwise specified condition. beat their original roll to be successful.
- If the original action had multiple targets (Tar-
[Critical] get: Area (P) for instance), the additional effect
- For this additional effect to occur, you must may be attempted against only one of those
roll a Critical on the action check. targets unless otherwise specified. The target
must be one which the original Action Check
[Fumble] succeeded against; you may not target an
- For this additional effect to occur, you must enemy you failed to hit.
roll a Fumble on the action check. - The additional check does not affect the origi-
nal action. Even if the additional check fails, the
(Effect) action is not considered a failure, and (Failure)
- As a bonus of using the skill, this additional conditions do not trigger.
effect occurs regardless of the results of the - Additional, if this action is an attack, even if
action check (it happens hit or miss). the additional Check succeeds, this is not consi-
dered a failed Defense Check on the part of the
(Success) target.
- For this additional effect to occur, the Action
Check of this action must be successful.
- Additionally, if the action is an attack that
deals HP damage, it must deal at least one
point of damage for the action to be considered
successful.
170
[nD: (requirement)]
- When this condition is listed, roll n dice upon
performing the action. If the roll satisfied the
specified requirement, the additional effect
occurs.
- For example, [2D: 10 or above] is fulfilled when
10 or above is rolled on two dice. [1D: 6] is ful-
filled only if 6 is rolled on a single die.
- If a single action lists this condition more than
once, roll the dice only once and evaluate all the
conditions using this roll.

- Other Terms -
Guest
- An NPC which may have attributes and skills
like PCs do, although generally they only have
the level of detail required by the scenario. For
example, an NPC who needs to be protected
during combat may have HP and defense stats.

Extra
- An NPC that doesn‘t have any stats. The can-
not make checks and if a character wishes to do
something to them, with the GM‘s approval that
action automatically succeeds. For instance, a
player deciding to knock the Extra out will not
need to roll for that. However, the GM‘s permis-
sion is always needed in these instances.
171
172

Chapter 7
Tips
VII.a Sage Advice
This section includes some things we‘ve picked 4) When you use effects like Monk‘s Tiger Echo
up on in playing our own games of LHTRPG. For Fist that do not remove stacks of Pursuit in con-
the Premium Release, we will be including direct junction with abilities like Monk‘s Aerial Rave, it
translations from the Official FAQ. For now, means that ALL of the triggered stacks are not
make do with some friendly advice! removed. Yes, this is crazy, but it‘s in the Official
FAQ.
1) This game is about having fun! Do what the
group thinks is fun. If easy combat is your thing, 5) For GMs, try to include Mobs in a lot of
give more Fate Points (as per the Scenario Dif- fights. A lot of classes have abilities specifically
ficulty rules). If hard combat is what you crave, geared to Mobs, and if there are no Mobs in a
give the GM more Fate Points, and take a glan- fight, those abilities are dead weight. It makes
ce at our wiki page (listed at the top) for GM EX the players feel cool, too.
Powers, as well as rules on how to make your
own enemies! 6) Similarly for GMs, the Treasure List is just a
suggestion. So long as you keep to the idea
2) Nothing, save the Barrier effect, can reduce that the party should receive (# of PCs x 3)
the efficacy of Direct Damage unless it speci- amount of Prizes, and that each Prize has a
fically says so. The Monk skill Hard Body, for rough value equivalent to (Average of Party‘s
instance, or the Guardian skill Iron Bounce, do CR x5) + 7 on the Treasure Table, then you can
not reduce Direct Damage. play around with what the party might get. The
Treasure Table just helps you get a feel for what
3) When an effect has a Cost of ‚Hate n‘, that the rewards should
means you gain that much Hate. be.
Costs are always to your detriment. Even if the 7) Players cannot combine the Magic Power of a
tank wants more Hate to stay Hate Top, having Staff weapon and a Magic Stone.
high Hate means they take more Hate Damage. If they want to do something like that, tell them
So, raise that Hate! to look at Sigil Guard.
173
8) Allow players to make Overskills/EX Skills for 13) Look at the Information Sheet on the Item
themselves, and work with them to balance it. List! That table up top, the one that says Equip-
Consider it like the OUT from 13th Age; their pable Tags? That is essentially your class‘s ‚Pro-
one unique thing, only this has mechanical be- ficiencies‘.
nefits. Whatever it is, it should be a show stop- You can ONLY equip items with the listed tags,
per, maybe restricted to 1/Scenario, and don‘t though you need only be able to equip one of
be afraid to make them burn all of their Fate them (so Sorcerers can equip Light items, but
Points to use it (with a minimum Fate Point cost, not Blades, meaning they can use Short Swords,
of course.) but not Falchions, and so on.) This also means
that if you can equip something, it doesn‘t mat-
9) Samurai‘s Split-Second Awareness says to ter if it‘s One-Handed or Two-Handed.
treat your Dodge Check as if it had been So, Clerics can totally use two-handed blades!
successful. This means exactly what it says. What
would have happened if, instead of failing the 14) You possess two Inventory Slots, no matter
Dodge Check, the Samurai had been successful? what Bag you might have equipped.
No damage, not even Hate/Pursuit/Weakness Bags *add* on to this number. So a character
Damage, and no Hate loss. However, if for some fresh out of chargen, with the Backpack that gi-
reason an effect would trigger on a successful ves +5 Inventory Slots, will have 7 total Invento-
Dodge Check, then that triggers. ry Slots. Also, if you get a Bag item that has the
[One-Handed] or [Accessory] tags, that Bag
10) The Human tag says Human, but it actually can be equipped to those slots, in addition to
means any of the Eight Good Races. the bag in your Bag Slot!
So feel free to make the Player-Killer Samurai an
Elf, Half-Alv, Dwarf, Werecat, Wolf Fang, Foxtail, 15) Keep in mind that you can only take two
or Race of Ritual instead if you like. Enemies Training skills until you hit CR11.
with this tag can have the [Adventurer] or [Lan- More to the point, keep in mind that not all
der] tag as you see fit. Training skills are General skills.
Weapon Mastery is notable for being a Combat
11) When you use Covering, Long Range Cover, skill, not a General skill. This is important for
Trap Cover, Protect, or even Take Over, you take when you‘re deciding on what to take between
ALL damage that the person you‘re protecting you 3 Combat and 1 General skill at chargen.
would have taken.
So for instance, if for some reason you Cover
the Hate Top, you would take their Hate Dama-
ge, even though you are not Hate Top.

12) Be liberal with the Exhaustion Table, particu-


larly the Stamina table. Use it after every com-
bat, after anything that seems tiring, whatever.
The Exhaustion Table is very obviously meant to
be the primary „wear“ on the party‘s resources.
Think of it like the LHTRPG replacement for He-
aling Surges, or even Vancian Casting. Players
have skill selections and even items to mitigate
Exhaustion; make them use those!

You might also like