LogHorizonTRPGv0 6
LogHorizonTRPGv0 6
Inhalt
2
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
• 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.
• 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
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
(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
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.
Human
STR DEX POW INT HP Fate
(+1 to any two) 8 1
21
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.
Elf
Race STR DEX POW INT HP Fate
Elf 0 1 1 0 8 1
24
Evergreen Photosynthesis
General [Training] [] [] General [Preparation] [] []
Dwarf
Dwarf
Race STR DEX POW INT HP Fate
Dwarf 1 0 1 0 16 0
27
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.
Half-Alv
Race STR DEX POW INT HP Fate
Half-Alv 0 1 0 1 8 1
30
Werecat
Werecat
Race STR DEX POW INT HP Fate
Werecat 1 1 0 0 8 1
33
(Bonus): You gain +1 [Starting Fate (Bonus): You gain +1 [Starting Fate
Point]. Point].
Wolf Fang
Wolf Fang
Race STR DEX POW INT HP Fate
Wolf Fang 2 0 0 0 16 0
36
Fox Tail
Fox Tail
Race STR DEX POW INT HP Fate
Fox Tail 0 0 1 1 8 1
39
Race of Ritual
Race of Ritual
Race STR DEX POW INT HP Fate
Race of Ritual 0 0 0 2 0 2
42
Activation Talismonger
General [Preparation] [] [] General [] [] []
Combat [] [] []
Aura Saber
Max SR 1 Timing Initiative [Special
[]
Combat Attack] []
Check Type None
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
(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 [] [] []
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.
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.
At character creation, Guardian characters obtain the following three skills for free: Battle Master,
Anchor Howl, and Decoy Action.
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.
Bitter Experience
General [] [] []
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.
At character creation, Samurai characters obtain the following three skills for free: Eternal Battle-
field, Warrior‘s Challenge, and Split-Second Awareness.
(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 [] [] []
Calculating
General [] [] []
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.
At character creation, Monk characters obtain the following three skills for free: Martial Arts,
Laughing Taunt, and Shadowless Kick.
(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]
[] []
(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.
Soul Infusion
General [] [] []
Assist Attack
[Special
Combat Attack]
[] []
Dismissal
Max SR 1 Timing Major [Special
[]
Combat Attack] []
Check Type Opposed (Accuracy vs Evasion)
Pacification
Combat [] [] [] Cure
Combat [] [] []
Max SR 1 Timing Major
Check Type None Max SR 1 Timing Major
Target Single Cost - Check Type None
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] [] []
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.
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.
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.
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.
(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.
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.
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] []
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.
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] []
(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].
Infiltration
Combat [] [] []
Shake Off
Max SR 3 Timing Setup [] []
Combat []
Check Type None
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)
(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.
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 [] [] []
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.
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] [] []
Cold Stare
General [] [] []
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.
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.
Mulligan
General [] [] []
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.
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] []
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.
Target Wide 20 (P) Cost Hate 1 Target Wide 20 (P) Cost Hate 1
(Extra): The target take [Pursuit] with a (Target: Dazed, Rigor, Staggered): In-
rating equal to your [Initiative]. crease the damage by +15.
Bard Style
Combat [Style] [] []
Twilight Mantle
Combat [] [] []
Energy Weapon
Max SR 5 Timing Cleanup []
Combat [Preparation] []
Check Type None
(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
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] [] []
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.
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.
Target Area (P) Cost Hate 3 Target Line 3 (P) Cost Hate 4
Offensive Prevention
General [] [] []
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.
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]
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.
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] []
(Fate 1): Increase the rating of the [Decay] (Fate 1): The target takes three stacks of
by +2D. instead of two.
(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.
Overrunner
Combat [Enchantment] [Preparation] []
Common Skills
All characters may take skills from the Common list.
Cooking Pharmacist
General [] [] [] General [] [] []
Toxin Skills
All characters may take skills from the Common list.
Dispense Poison
General [] [] []
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.
Protect
Basic [] [] []
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.)
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
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.
- Cleanup Process -
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.
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.
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.
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.
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.
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.
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.
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-
Step 5: Determine quality and quantity of Magic When equipped, the Recovery Bracers grant me
Catalysts. +1 Attack Power and +5 Recovery.
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.
- 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.