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Introduction ............................................................................................ 8 Juvenile Experiences – Warrior, Spy, and Magic Warrior Table ........ 96
Part 1 Character Creation ......................................... 9 Juvenile Experiences – Remote Support Table .................................... 97
Outlaw Profile and Vagrants ................................................................ 10 Adolescent Experiences Table ............................................................... 98
About Vagrants ....................................................................................... 10 Happening Tables ................................................................................ 102
Let's Create a Character! ...................................................................... 13 Why I Went on An Adventure ............................................................ 103
Flow of Character Creation in this Book ............................................... 13 Why I Became Vagrant ........................................................................ 103
About Categories and Types .................................................................. 16 Equipment by Type .............................................................................. 104
Character Creation Rules ....................................................................... 18 Random Name Determination Table.................................................. 106
Race Descriptions ................................................................................... 24 Personality Determination (Optional Rule) ......................................... 108
Warrior Category.................................................................................... 34 Roleplay Bonuses (Optional Rule) ...................................................... 111
Spy Category ........................................................................................... 38 4th Level Character Creation ............................................................... 113
Remote Support Category ...................................................................... 42 Equipment by Type - 4th Level ........................................................... 117
Magic Warrior Category......................................................................... 52 Level Up Guideline .............................................................................. 123
Human Environment Table ................................................................... 58 Part 2 Data ........................................................... 124
Elven Environment Table ...................................................................... 59 New Race Description ........................................................................ 125
Dwarven Environment Table ................................................................. 60 Alv (Humanoid) .................................................................................... 125
Tabbit Environment Table .................................................................... 61 Weakling (Barbarous) .......................................................................... 126
Runefolk Environment Table ................................................................ 62 Shadow (Humanoid) ............................................................................ 127
Nightmare Environment Table .............................................................. 63 Soleil (Humanoid) ................................................................................ 128
Lykant Environment Table .................................................................... 64 New Races Data Summary ................................................................... 129
Lildraken Environment Table ............................................................... 65 Backgrounds for New Races for CBB Types ...................................... 132
Grassrunner Environment Table ........................................................... 66 Combat Feats Details (see CR I, p. 248).............................................. 133
Meria Environment Table...................................................................... 67 Vagrant Combat Feat Details ............................................................... 139
Tiens Environment Table ...................................................................... 68 Truespeech Magic (see CR I, p. 217) .................................................. 143
Leprechaun Environment Table............................................................ 69 Spiritualism Magic (see CR I, p. 217) .................................................. 144
Alv Environment Table .......................................................................... 70 Divine Magic (see CR I, p. 217) ........................................................... 146
Weakling Environment Table ............................................................... 71 Specialized Divine Magic (see CR I, p. 217) ....................................... 147
Shadow Environment Table .................................................................. 72 Magitech (see CR I, p. 217) .................................................................. 150
Soleil Environment Table ...................................................................... 73 Fairy Magic (see CR I, p. 217).............................................................. 151
Human Childhood Experiences Table ................................................. 74 Nature Magic (see ML, p. 20) .............................................................. 154
Elven Childhood Experiences Table ..................................................... 76 Summoning Arts (see ML, p. 40)......................................................... 156
Dwarven Childhood Experiences Table ............................................... 78 Daemon Action Charts (see ML, p. 46) .............................................. 158
Tabbit Childhood Experiences Table ................................................... 79 List of Summonable Daemons ............................................................ 159
Runefolk Childhood Experiences Table ............................................... 80 Techniques (see CR II, p. 182) ............................................................ 160
Nightmare Childhood Experiences Table ............................................. 82 Spellsongs (see CR II, p. 188) .............................................................. 161
Lykant Childhood Experiences Table ................................................... 84 Finales (see CR II, p. 195) .................................................................... 162
Lildraken Childhood Experiences Table .............................................. 85 Stunts (see CR III, p. 180) .................................................................... 162
Grassrunner Childhood Experiences Table .......................................... 86 Evocations (see CR III, p. 190) ............................................................ 164
Meria Childhood Experiences Table .................................................... 87 Low Price Item List ............................................................................ 165
Tiens Childhood Experiences Table ..................................................... 88 Class-Specific Items .............................................................................. 174
Leprechaun Childhood Experiences Table .......................................... 89 Adventure Tools ................................................................................... 175
Alv Childhood Experiences Table......................................................... 90 Accessories ............................................................................................ 175
Weakling Childhood Experiences Table .............................................. 92 Mounts and Mount Equipment ........................................................... 176
Shadow Childhood Experiences Table ................................................. 94 Mount Data (see CR III, p. 251).......................................................... 177
Soleil Childhood Experiences Table ..................................................... 95 Designer's Notebook .......................................................................... 179

7
Your story begins now! You Are Going to Need Rulebooks
To use this book, you will need the Sword World 2.5
The "Outlaw Profile Book" is a supplement, consisting Core Rulebook I.
of additional rules, which can be used to create a new Additionally, Core Rulebooks II and III will be
character and embark on a new adventure. helpful, and the supplement "Monstrous Lore" is
This book is a companion to the "Character Building recommended.
Book" ("CBB"), which was released in June 2020. As such, For a better understanding, please refer to Core
it mainly contains rules for creating characters. Rulebook I for more detailed rules on skill checks,
combat, setting, scenarios, and monster data.
This book introduces character types that were not
covered in the CBB, as well as classes added in "Monstrous Terminology
Lore" ("ML"), which was released after the CBB. New For more information on TTRPGs, please refer to
information has also been added for characters who come page 8 of Core Rulebook I.
from outside the Alframe continent, or from non- Basic terms are summarized on pages 14-17 of Core
Humanoid societies. Rulebook I.
We also hope to introduce the style of Vagrants, who This section describes special and important terms that
are not bound by the law, but continue to embark on appear in this book.
adventures and battles for their beliefs and for their
people. We hope that you will enjoy your new adventures Player Character (PC): Among the characters, the
with them. characters created and handled by players are called player
characters, or PCs for short. The PC is the character we
In other words, this book is a “Outlaw Profile Book”. will create in this manual.
Primary class: This is the class that forms the basis of the
The first part, titled "Character Creation," outlines the character.
rules for creating characters. This section includes many Subclass: A class that represents the second area of
illustrations to help you imagine the character you want to expertise; depending on the character, the subclass may
play and choose the one you like. By rolling the dice, the have a higher level than the main class.
character's story progresses and their data is completed. Support class: A Support class is a class that helps the
This section also explains the four new races above classes or is useful in adventures.
introduced in this book: Alves, Weaklings, Shadows, and Initial creation: A character that has just been created. In
Soleil. this book, this is basically a character with an Adventurer
Level of 2.
The second part, "Data", contains information on 1d, 2d: A symbol that represents the number of dice
weapons, armor, Combat Feats, spells, and more that are needed to be rolled. 1d means “roll one six-sided dice,”
actually used in the game. and 2d means “roll two six-sided dice.”
This book also includes the "Vagrant Combat Feats". D66: This is a dice roll using two dice, one for the tens and
The presented data here is only what you need for your one for the ones, with numbers from 11 to 66.
initial adventures. If you want to have higher level
adventures or want to refer to a wider variety of items, About References
please use the Core Rulebooks or other supplements. In this book, references to some terms are given in the
form of (see XX, p. YY). These should be handled as
So, let's start a new adventure! follows.
(see p. YY): If there is no abbreviation and only the
page is indicated, it is a reference within this book.
(see XX, p. YY): where XX might be an abbreviation
for:

“CR I”: “Core Rulebook I”


“CR II”: “Core Rulebook II”
“CR III”: “Core Rulebook III”
“ET”: “Epic Treasury”
“ML”: “Monstrous Lore”
“CBB”: “Character Building Book”

8
Part 1 Character Creation

Part 1 Character Creation

9
In the continent of Alframe, there are adventurers and They follow their own paths, do not belong to any
courageous individuals who follow their beliefs and fight organization, such as the state or the guild of the Vagrants,
against the Barbarous and Daemons. and act freely. This is why they are also referred to as
These people are known as Vagrants. "guildless".
First, let me explain what Vagrants are.

Column: First Vagrant


It is said that the name "Vagrant" appeared around 100
Vagrants are individuals who are not affiliated with an years after the Diabolic Triumph. While it has become
adventurer's guild but actively hunt Barbarous and other folklore, the authenticity of the story is not certain.
people. However, it has been passed down as a story from a local
They are proud to be "free" and act for their own kingdom.
purposes. At times, they are seen as criminals, while at The king was oppressive, and the people suffered from
other times, they are perceived as saviors for the weak, as high taxes. The branches of the Adventurers' Guild were
they sometimes transcend the laws of the state and society. also being held up with bribes in the form of hefty support
As a result, there are numerous individuals who lived as payments, and all sensible adventurers were either killed or
Vagrants, accomplished great feats, and became great exiled, leaving the people with no choice but to despair.
heroes. Then, a person calling themselves a "Vagrant" appeared,
All races, starting with Humans, can become Vagrants. rode into the castle, and overthrew the king. It was
However, the most prominent ones are individuals from discovered that the king had become a puppet of Daemons
rare races originating from other continents and those with and that a "Shallow Abyss" had occurred in the center of the
Barbarous blood. castle.
Because they are free, they live strongly and proudly The liberated people wanted the Vagrant to become the
without discrimination or distinction. new king. However, they were adamant, saying that
"Shallow Abysses" still needed to be defeated. They left for
somewhere without even saying their names.
Some say that they were an exiled adventurer, others
that they were the child of a former royal family member,
but the truth is unknown. It is said that the people joined
forces to rebuild the country and that well-meaning
adventurers rebuilt the guild branch as well.
Some have called this story "a hoax that discredits the
Adventurers' Guild." However, many of the early
Adventurers' Guilds became dysfunctional due to
confusion and lack of workforce, and such cases may have
occurred in many parts of the continent.
Whether this is true or not is not clear, but these legends
are surely the reason for the public's impression of Vagrants
as "saviors."

A Vagrant, as a player character (PC), has a purpose.


This purpose could be "defeating a powerful enemy that
threatens humanoid territory," "searching for legendary
treasures," or "taking revenge on those who have committed
unforgivable crimes."
While on their adventures, they may be asked to do
certain jobs, but most of the time, these are just short
detours on the way to the greater goal.
Many Vagrants consider "Barbarous," "Undead," and
"Daemons" to be intolerable enemies and actively hunt
them (with some making it a lifelong goal to hunt
Barbarous).

10
Part 1 Character Creation

Vagrants are more active in their adventures than their


fellow adventurers, and their actions are based more on The GM should not overthink it but should first take it
achieving their goals than on being rewarded. easy and prepare the scenario as usual, with a little
rearrangement.

Vagrants do not belong to an adventurer's guild, but that


does not mean they cannot get along with adventurers.
Vagrant Combat Feats
Sometimes, adventurers will ask Vagrants to work with
Some Vagrants have developed their own fighting style.
them, while other times, Vagrants will assist an adventurer's
Because of this, they can learn Vagrant Combat Feats (see
guild in need of a workforce or save an adventurer who is
p. 139).
about to be killed by a monster.
These Vagrant Combat Feats can only be mastered by
Of course, some adventurers dislike Vagrants who act
Vagrants. These Feats are different from the conventional
selfishly. However, most adventurers have a certain amount
Combat Feat, and players will be able to enjoy new unique
of respect for Vagrants who fight for their beliefs without
fighting styles.
any backing and consider them fellow adventurers as long
as their beliefs do not conflict.
Disadvantages of Vagrant
Therefore, in the case of joint action for daily
The biggest disadvantage of free Vagrants is that they do
achievement, they will share the reward from the
not belong to an adventurers' guild. As a result, they cannot
Adventurers' Guild, and the loot will be divided equally.
receive any support from the Adventurers' Guild (see CR I,
Vagrants are often misunderstood and feared by society,
p. 332).
but it can be said that adventurers understand them the
They are unable to access various services provided by
most.
the Adventurers' Guild, such as guaranteed rewards, rescue
in case of failed adventures, and loans for resurrection
GM Column: Vagrant PC Scenarios
expenses.
Vagrants are new characters that can be added to an
Additionally, they cannot obtain Adventurer Ranks (see
adventurer's party.
CR II, p. 114) using Reputation, although it is possible to
How can GMs create scenarios that include them?
obtain Renowned Items.
The easiest way is to consult with the players, decide on
However, the Adventurers' Guild and Vagrants are not
a major goal, and start a campaign. The standard goal is "to
enemies and may offer to help each other in times of
travel to the castle (residence) of a powerful enemy in order trouble (conversely, Vagrants may save the guild).
to defeat him."
If you want to play the game in a more conventional
Reputation Acquisition
way, it would be better to have adventurers among some of
Reputation is given in the same way when there are both
the PCs and ask the Vagrant PCs for help. You may think,
Adventurers and Vagrants in the party. Vagrants can use
"Isn't that just like asking for help from the usual Reputation in the same way, except that Vagrants cannot
adventurers' guild?" However, considering how the Vagrant use it to gain Adventurer Ranks.
characters will behave in such a situation will create a
unique adventure atmosphere and deepen roleplay.
GM Column: Vagrants Scenario and Rewards
In addition, the following patterns are typical for one-
Vagrants who act on their own rather than by request
shot scenarios:
are not promised any remuneration. While this is natural
from a worldview perspective, gameplay may be too
No Adventurers!: PCs find themselves in a remote village
difficult to have an enjoyable adventure without rewards.
without an adventurer's guild, in an emergency situation that
Therefore, while it may seem a bit artificial, the GM should
requires an immediate workforce, in a situation where a
attempt to create situations in which a certain amount of
request has been left unanswered for a long time, or in a
treasure or expensive items can be obtained along the way
situation where the guild is stuck in the middle of a conflict.
or at each stage of the adventure.
Vagrants are here to help!
It is recommended that the GM place the same amount
Subjugation: This scenario involves defeating monsters
of money in the scenario as the "Completed the Mission"
such as Barbarous, Undead, Daemon, etc., that cause
amount in the "Estimated Total Remuneration" (see CR I,
damage to nearby residents. A situation where no help from
p. 362), so that the money can be obtained along the way
the state or adventurers' guilds can be expected or a remote
or as treasures held by bosses.
area would be a good place to start.
Alternatively, the GM can use the Treasure Drop rule
Rescue: When a village is attacked by a monster, an
from the supplement "Epic Treasury" (see ET, p. 69) to
important person is kidnapped, or adventurers are lost and
create an unexpected and enjoyable adventure.
have not returned, it is time for Vagrants to come to the
Another option is to have a personal supporter,
rescue. PCs may voluntarily get involved or make a request
separate from the Adventurers' Guild.
without going through the Adventurers Guild.
GMs should be mindful of not over-stressing players
Searching: PCs go in search of magical devices that harm
and rewarding them kindly.
the neighborhood or items needed to resolve the situation
(keys to the devices, special drugs for diseases, special
(e.g.) For the first adventure, the total reward amount is
minerals, etc.). It is the pride of Vagrants not to leave
approximately 500 gamel for mission completion and 200
people in need.

11
gamel for other rewards. For example, if a Vagrant accepts Column: Vagrant Supporters
a mission to "kill goblins for a reward of 500 gamel", there Although Vagrants pride themselves on freedom, there
will be no reward from people asking. However, the boss are people who support them. These include:
Goblin has a treasure of 2,000 gamel (in the case of a 4-
person party). Other rewards include loot from defeated Hobbyists: Wealthy individuals who collect special items or
monsters. These rewards do not need to be changed. seek out unique experiences. In some cases, they collect in
secret and appreciate Vagrants because it does not involve
others in the process. The scenario depends on whether
they are good or bad and how well they conceal their
Compared to Adventurers, Vagrants have a lower social hobby.
standing. Some rulers see Vagrants who prioritize their own Avengers: People without the power to take revenge
beliefs over state laws and orders as a nuisance. For those themselves hire Vagrants to seek retribution in exchange for
living in castles, Vagrants who act independently of the money, items, or other forms of compensation. Some may
Adventurers' Guild may appear strange. invest all their money, while others may gather a large group
However, for the weak and powerless, Vagrants who of people to seek revenge.
fight against the Barbarous can be seen as saviors or heroes Revolutionaries: People who enlist Vagrants to help them
regardless of reward. fight against state tyranny. Whether their beliefs are valid or
The common public perception is that "Vagrant = not is determined by the scenario.
Outlaw = Rough People". But Vagrants are also perceived Donors: Wealthy individuals who donate money for the
as individuals who risk their lives for heroic activities. public good, such as reclaiming lost Humanoid territory
Despite this, Vagrants are less common than from the Barbarous, ensuring the safety of dangerous old
Adventurers, and many people may not even be aware of highways and narrow roads in the valley, and more. They
their existence. Nevertheless, Vagrants who operate without may also hire adventurers to help them defeat extremely
the support of an adventurers' guild or the state are difficult targets, such as Barbarous Kings, continuous
generally considered skilled and possess superior outbreaks of Undead, and the ongoing emergence of
knowledge. Shallow Abysses.
The most appropriate perception of Vagrants is that of
free people and pioneers of their own destiny. Many of the supporters are rich people with aspirations
but little power; having ideals and goals that match those of
the Vagrants will make the story go more smoothly.

Many Vagrants fight against the Barbarous, expanding


the Humanoid realm and reclaiming the knowledge and
property that was taken from them. They are sometimes
considered foolhardy, but their common pride lies in their
refusal to harm those who cannot defend themselves.
However, some real outlaws who have been kicked out
of the Adventurers' Guild may pretend to be Vagrants.
Those outlaws who break the Vagrants' pride and unwritten
rules are usually defeated by true Vagrants, as they strongly
oppose violence without conviction, considering it an
abomination.
In a way, Vagrants are the most righteous of all.

12
Part 1 Character Creation

This guide is designed to simplify and facilitate the No special knowledge is required to create a character
character creation process for "Sword World 2.5 (SW2.5)" using this guide. Once you've decided on the direction for
while also making it more dramatic. your character, simply roll the dice to create a competent
If you're interested in creating a standard adventurer character with a backstory.
character, you may find the "Character Building Book" Of course, if you have your own specific preferences
useful. This book is specifically designed for creating a or desired direction for your character, you can choose
Vagrant character (but you can also create an Adventurer your preferred options rather than relying solely on the
character using it). luck of the dice. Please feel free to continue reading.

First, let's look at the illustrations of character types on Creating a 4th level character
pages 34 to 57 to develop an image. After that, proceed In this book, there is a rule to create a 4th-level
with the following steps. character, which is a medium-power character right away.
If you want to create a 4th-level character, please refer
to page 113 and check the rules for that too.

In this book, you can choose from three courses:


“Basic Course,” “Extended Course,” and “Full Course,”
depending on your level of understanding of the game and
your experience playing SW2.5.

Basic Course
This course is designed for beginners and will help you
create a comfortable and manageable game character.
You can play this character with “Core Rulebook I”
alone.

Extended Course
This course allows you to create more unique
characters. You can choose from many races.
You can play this character with “Core Rulebooks I
and II.”

Full Course
The most versatile characters can be created using all
the rulebooks.
You can play this character with “Core Rulebooks I, II,
and III.” And “Monstrous Lore (ML)”.

In this manual, the characters are divided into


“categories” according to the character's specialty to be
completed.
There are four categories: Warrior category, Spy
category, Remote Support category, and Magic Warrior
category.

Warrior Category
The above procedure results in the completion of the This is a category that plays a key role in combat,
character. standing in the front line and directly cutting and punching
If you don't want to know the inner details, go to page the enemy. There are a variety of character types that stand
18 and start creating a character! on the front lines, such as the Hunter, who uses powerful
weapons to inflict heavy damage in the mountains and

13
fields. The Alchemy Warrior makes full use of alchemy, Magic Warrior Category
and the Dragoon fights astride a mount, such as a horse. This technical category combines features of both the
This is the best category for players who like to fight Warrior category and the Remote Support category.
aggressively against enemies. Inevitably, there are more rules to learn and more data
to handle, but because of this, they have a wide range of
Spy Category activities and have the potential to be particularly effective
This category has excellent abilities for reconnaissance in battle.
and exploration, such as finding traps, unlocking locks, Warlock and Druid are the main types in this new
and sneaking. edition, and they are more unique than ever.
They are useful in dungeon exploration and city If you want to play a different style of magic warriors,
adventures and are rarely useless since they can carry this is the category for you.
weapons and fight but not as effectively as warriors.
They can help solve the cases by carefully finding traps
and detecting the lies of the suspects. This is a category that
suits clever play. This book introduces new races that are not included
in the Core Rulebooks, such as Alves, Weaklings,
Remote Support Category Shadows, and Soleil.
This category is mainly for those who use magic to If you are a beginner in the fantasy genre, choosing
attack enemies, strengthen companions, and heal injuries. Humans for the time being is recommended. However,
In addition to magic, this category also includes for those who want to play a different race, we briefly
Beastmaster, who controls Animal and Mythical Beast. explain the races that appear in the book. For more
This category is ideal for those who think “Fantasy is detailed descriptions and visuals, please refer to pages 24-
magic!” or those who want to solve a case by skillfully using 29 and 30-33.
magic. This category is also recommended for players who Humans: An average race with an aptitude for all things
like to play a behind-the-scenes role, such as strengthening but without any outstanding qualities. Loved by fate.
friends, healing injuries, etc., rather than fighting bravely. Elves: Delicate and beautiful in appearance, with excellent
dexterity, agility, and intelligence. This species is not very

14
Part 1 Character Creation

strong, but a valuable ally nonetheless. They are able to Tiens: A race created by combining Humans and
quickly move in water and have long ears. Daemons. They live forever in a state of suspended
Dwarves: Small but tough and muscular race, suitable for animation. They can communicate telepathically.
warriors and priests, immune to fire. Men have thick Leprechauns: A small race that lives in the basements of
beards, and women look young. houses and ruins. They are dexterous with their hands,
Tabbits: Rabbit-like figures standing upright. Although skilled in handling items, and can disappear.
their body is weak, their brains are the best among all Alves: A race descended from vampires. They have the
races. They are the most compatible with offensive magic. ability to suck mana (MP) from others. Suitable for
Runefolk: Artificial humans created by a previous magician and magic warrior.
civilization. Suitable for warriors but can do anything. They Weaklings: "Those who were considered frail in
instinctively prefer to serve others. Barbarous society and expelled during childhood. They
Nightmare: A race with soulscar in its soul, born under sad look similar to Humans. Choose one of the four subraces:
circumstances. They have high ability scores. Versatile, Garuda, Tannoz, Basilisk, or Minotaur.
especially for magic warriors. Shadows: A race with gray skin and a third eye on their
Lykans: Humanoids that can change their head into a forehead. They have excellent physical abilities and high
beast. They have excellent physical abilities and magic resistance. They are not good at magic.
intelligence and are best suited to warriors or spies. They Soleil: They have overwhelming strength; they are strong
are not good at magic. during the day and weakened at night. Their intelligence is
Lildrakens: Dragon people. They have a pair of wings and very low and they are very bad at magic.
a tail and can fly for a short period of time. They have high
strength and vitality and are suitable for defenders. Each race has its own strengths and weaknesses, but in
However, they are clumsy. this book, we will consider these when creating a character,
Grassrunners: A small humanoid that looks like a human so please feel free to choose the race of your choice.
child. Since they lack strength and mana, spy and minstrel
are most suitable for them.
Meria: A humanoid plant overflowing with vitality and
spirit, good at magic in general. There are short-lived and
long-lived species. They do not need sleep.

15
As mentioned above, this book divides the characters
to be created into four major categories.
The player begins by choosing what kind of character This category is good at searching and hiding, such as
they want to create from these four categories. finding and disarming traps, searching for clues, sneaking
Each category is further divided into several "types". footsteps, listening, etc., and is indispensable in dungeons.
Note that some types are not available for some courses, The three types of Spies are "Commando," "Tracker,"
and some races are not available for some types. The and "Sniper," each of which are lightly armed and quick in
symbols attached to the race names indicate the available action.
courses (◎ = Basic, ◯ = Extended, ⬤ = Full).
Commando (Available Courses: Basic, Extended, Full), p.
39
This type is skilled in stealth and can also handle
Warriors are the key frontliners stopping enemy powerful weapons.
attacks and repelling them. While not as strong as the Warrior category in direct
They are classified into three types: "Hunter," combat, this type is essential for taking the lead in battle
"Alchemy Warrior," and "Dragoon," each with a different and can be widely used in dungeon exploration and city
fighting style. adventures.
Selectable races: ◎Humans, ◎Nightmares, ◎Lykans,
Hunter (Available Courses: Basic, Extended, Full), p. 35 ◎Shadows, ◯Runefolk, ◯Soleil, ⬤Weaklings.
Hunters equipped with powerful weapons, they are
able to move freely in the wild. Tracker (Available Courses: Basic, Extended, Full), p. 40
In addition to their combat abilities, they are skilled in A Tracker is a type of fighter specializing in stealth
outdoor activities and proficient in handling medicines, activities and using agility to trick opponents.
making them capable of healing people when not in They excel in covert operations and does not require
combat. other classes, although they may do so when going on an
With only a few elements to remember, this type is adventure.
easy for beginners to handle. Trackers are one of the easiest types to play because
Selectable races: ◎Humans, ◎Dwarves, ◎Nightmares, their roles are clear, and there are no additional rules to
◎Lykans, ◎Shadows, ◯Runefolk, ◯Lildraken, remember, such as for magic.
◯Soleil, ⬤Tiens, ⬤Weaklings. Selectable races: ◎Humans, ◎Elves, ◎Nightmares,
◎Lykans, ◎Shadows, ◯Runefolk, ◯Grassrunners,
Alchemy Warrior (Available Courses: Full), p. 36 ◯Alves, ◯Soleil, ⬤Weaklings.
This is a warrior who has the Alchemist class and can
use cards to perform Evocations. Sniper (Available Courses: Basic, Extended, Full), p. 41
This type of player can play an active role in battle by Snipers are skilled at attacking from a distance with
strengthening themselves and their companions with ranged weapons, using their stealth to their advantage.
Evocation and weakening their enemies. However, Unlike other Spy category options, they lack melee
because cards require money, they tend to run out of combat capabilities and require a similar approach to the
money quickly. Remote Support category. With few rules to remember,
Selectable races: ◎Humans, ◎Dwarves, ◎Nightmares, Snipers are an easy game type. Just be sure to have a
◎Lykans, ◎Shadows, ◯Runefolk, ◯Lildraken, backup in the battle to stay safe.
◯Soleil, ⬤Tiens, ⬤Weaklings. Selectable races: ◎Humans, ◎Elves, ◎Nightmares,
◎Lykans, ◎Shadows, ◯Runefolk, ◯Grassrunners,
Dragoon (Available Courses: Full), p. 37 ◯Alves, ◯Soleil, ⬤Leprechauns, ⬤Weaklings.
A dragoon is a warrior who rides a mount, such as a
horse, and fights while in the saddle.
They are formidable fighters, capable of taking on two
warriors at once, and can explore different playstyles This category mainly uses spells to attack enemies, and
depending on their chosen Stunts. support and heal allies. The types that remotely control
Becoming a Dragoon requires a great deal of Mounts are also classified in this category.
knowledge and a thorough understanding of the rules. There are six types: "Wizard," "Fairy Priest," "Druid,"
Selectable races: ◎Humans, ◎Elves, ◎Dwarves, "Warlock," "Alchemist," and "Beastmaster".
◎Nightmares, ◎Lykans, ◎Shadows, ◯Runefolk,
◯Lildraken, ◯Grassrunners, ◯Soleil, ⬤Tiens, Wizard (Available Courses: Basic, Extended, Full), p. 43
⬤Weaklings. Wizards are powerful magicians who can use both the
offensive magic of Sorcerers and the support magic of
Conjurers. However, they are generally not skilled in
anything other than magic.

16
Part 1 Character Creation

Selectable races: ◎Humans, ◎Elves, ◎Tabbits, There are five types of Magic Warriors: Spellpuncher,
◎Nightmares, ◯Runefolk, ◯Meria, ◯Alves, Grove Defender, Summoning Warrior, Leafblade, and
⬤Leprechauns, ⬤Weaklings. Daemonblade.

Fairy Priest (Available Courses: Extended, Full), p. 44 Spellpuncher (Available Courses: Basic, Extended, Full),
This powerful magician is capable of using both Fairy p. 53
Magic and Divine Magic. They can play a variety of roles, Spellpuncher is a type of magical warrior who primarily
such as supporting with Fairy Magic while simultaneously fights through wrestling but can also use magic
healing with Divine Magic or supporting with Divine Magic simultaneously. Since they are lightly equipped, there are
while summoning fairies. However, they are not skilled in no limitations to their use of magic, and they can play an
areas outside of magic. active role by skillfully utilizing both wrestling and magic.
Selectable races: ◎Humans, ◎Elves, ◎Dwarves, However, they are not as active outside of battle.
Selectable races: ◎Humans, ◎Elves, ◎Dwarves,
◯Meria, ◯Alves, ⬤Leprechauns, ⬤Weaklings.
◎Nightmares, ◯Runefolk, ◯Lildraken, ◯Alves,
Druid (Available Courses: Full), p. 48 ⬤Weaklings.
Druids are skilled at invoking the spirits of animals and
plants to attack or support their companions. They possess Grove Defender (Available Courses: Full), p. 54
many powerful spells but consume a significant amount of They are heavily armed and positioned on the front
MP and struggle in prolonged battles. line, using Nature Magic to enhance their own abilities and
Selectable races: ◎Humans, ◎Elves, ◎Dwarves, support their comrades. Offensive magic is not within their
expected skillset, but they are required to be proficient in
◎Tabbits, ◎Nightmares, ◯Meria, ⬤Leprechauns,
reinforcement magic. Due to their specialized combat
⬤Weaklings. skills, their activities are somewhat limited outside of
battle.
Warlock (Available Courses: Full), p. 49 Selectable races: ◎Humans, ◎Dwarves, ◎Nightmares,
Warlocks can summon Daemons using Summoning
Arts to fight or attack. These Daemons derive their powers ◯Lildraken, ⬤Tiens, ⬤Weaklings.
from the Otherworld.
Summoning Warrior (Available Courses: Full), p. 55
Selectable races: ◎Humans, ◎Elves, ◎Tabbits,
Summoning Warriors are heavily armed and
◎Nightmares, ◯Runefolk, ◯Meria, ◯Alves,
positioned on the frontlines. They utilize Summoning Arts
⬤Leprechauns, ⬤Weaklings. to strengthen themselves and summon Daemons to fight
alongside them. Their primary purpose is to aggressively
Alchemist (Available Courses: Full), p. 50 engage in melee combat, and their effectiveness is
Alchemists do not use MP but instead use Evocations demonstrated when they fight in conjunction with
that produce magical effects using cards purchased with Daemons.
money. They excel at strengthening their allies and Selectable races: ◎Humans, ◎Dwarves, ◎Nightmares,
weakening their enemies but have limited direct offensive
◯Runefolk, ◯Lildraken, ◯Alves, ⬤Tiens,
power. Since more powerful Evocations are more
expensive, using them can be costly. ⬤Weaklings.
Selectable races: ◎Humans, ◎Dwarves, ◎Tabbits,
◎Nightmares, ◯Runefolk, ◯Grassrunners, ◯Meria, Leafblade (Available Courses: Full), p. 56
A Leafblade is a front-line combatant who uses
⬤Leprechauns. lightweight equipment that does not reduce their Magic
Power, and is skilled in both melee and magic attacks.
Beastmaster (Available Courses: Full), p. 51 When they learn additional classes they can will be active
Beastmasters are a unique type that controls a mount in various situations beyond combat.
remotely to attack enemies. To acquire ranged power from
Selectable races: ◎Humans, ◎Elves, ◯Meria, ◯Alves,
the Sorcerer, Conjurer, or Marksman classes, gain
experience when using the "Juvenile Experiences" table ⬤Leprechauns, ⬤Weaklings.
(see p. 96).
Selectable races: ◎Humans, ◎Elves, ◎Dwarves, Daemonblade (Available Courses: Full), p. 57
The Daemonblade is a frontline fighter who uses
◎Nightmares, ◯Runefolk, ◯Grassrunners, ◯Meria,
lightweight equipment that does not interfere with their
⬤Leprechauns, ⬤Weaklings. spellcasting and employs magic skillfully. Unlike
Summoning Warriors, they can use melee attacks and cast
spells without incurring penalties for using attack magic.
However, their defense is one of the lowest among all
This is a technical category in which characters fight types, making it crucial to avoid being attacked.
with weapons and spells. It has the potential to play an Selectable races: ◎Humans, ◎Elves, ◯Runefolk,
active role in various situations. Still, it requires a lot of ◯Meria, ◯Alves, ⬤Leprechauns, ⬤Weaklings.
rules and data to be handled and a certain degree of
familiarity to fully demonstrate its capabilities.

17
By looking at the illustrations of categories, types, and Warrior Category: The character of this category stands on
races, you may have a rough idea of what kind of character the frontline with weapons and plays a crucial role in direct
you would like to play. combat against enemies.
Here, based on your ideas, we will finally create the Spy Category: A category that has excellent reconnaissance
actual character. and search skills, such as finding valuable items, unlocking
There is no need to think about anything complicated. locks, and sneaking.
If you follow the steps, your alter ego character will be Remote Support Category: This category mainly uses
completed naturally. magic to attack enemies and strengthen and heal allies.
First, please prepare a blank character sheet, two six- Magic Warrior Category: This technical category deals
sided dice, and enough writing materials for the number with weapons and magic. You can expect to work in a wide
of players. We recommend the use of erasable pencils, not range of activities.
ballpoint pens.
The categories are introduced with illustrations starting
on page 34, so please check there for details.
It is important to note that it is better to choose
First, depending on your level of understanding of the different categories from those of your companions to
game and your experience in playing SW2.5, you need to form a well-balanced party. You should discuss this with
choose one of the three courses: Basic Course, Extended your friends and divide the roles among them.
Course, or Full Course.
If you are a player who has never created a character Column: What is Recommended Role Assignment?
in SW2.5 before, we recommend that you start with the Depending on the number of players, the
Basic Course. recommended combination is as follows:

Basic Course 1 Player: Warrior category or Spy category (except Sniper


This course is designed for beginners and will help you type)
to create a manageable character when you actually play. 2 Players: Warrior category + Magic Warrior category
You can play with Core Rulebook I alone. Spy category + Magic Warrior category
When referring to figures and tables, use the “Basic” 3 Players: Warrior category + Spy category + Remote
entries. Support category
Warrior category + Remote Support category + Magic
Extended Course Warrior category
This course allows you to create more unique 4 Players: Warrior category + Spy category + Remote
characters. You can choose from many races. Support category x 2
You will need Core Rulebooks I and II to play. Warrior category + Spy category + Remote Support
When referring to figures and tables, use the category + Magic Warrior category
“Extended” entries. Warrior category x 2 + Remote Support category x 2
5 Players: 4 Players composition + Warrior category
Full Course 6 Players: 4 Players composition + Warrior category +
This course allows you to create the most versatile Remote Support category
characters using all the rulebooks. 7 Players or more: You are free to choose any category you
You will need Core Rulebooks I, II, and III and like, except for the Remote Support category, which
Monstrous Lore to play. should be less than half of the total number.
When referring to figures and tables, use the “Full”
entries. The above is only a rough guide and should be
Column: Which Course to Choose? considered only as a reference.
As mentioned in the main text, the Basic Course is The Warrior category is similar to the Spy category (if
suggested for beginners. the Scout class is used as a subclass). If no one chooses the
However, if you see an illustration and think, “I really Spy category or the number of players is small, please
want to make this type of character!” you can select the consider this.
needed course for that character. However, it is best to avoid a combination in which
No matter which course, which category, and which more than half of the members are in the Remote Support
type of character you choose, you will complete a character category. In particular, you should avoid having only one
that will be beneficial for your adventures. character who can stand in the frontline.
Warrior category + Remote Support category x 3 is a
perilous combination because it is very likely that the
frontline cannot be maintained.
In particular, never play with Remote Support category
The category is a rough classification of a character's
characters only.
specialty, and there are four categories: Warrior category,
Spy category, Remote Support category, and Magic
Warrior category.

18
Part 1 Character Creation

After selecting a category, choose a type (e.g., for the Once the type and race are determined, all you have to
warrior category, choose from three types: Hunter type, do is roll the dice while looking at the history tables, and
Alchemy Warrior type, and Dragoon type). your character will have some backstory and dramatization
Each type's Adventure Aptitude represents its area of behind them.
expertise. However, it is only for reference, as it changes Of course, you may choose your preferred history
during the process of character creation. from the table without rolling the dice. If the dice roll
results are undesirable, you may reroll the dice as many
Melee Power: Fight with melee weapons. times as you wish.
Defense: Ability to evade or level of defense. The following procedure is used to roll on the tables.
Search: Finding traps and noticing dangers.
Ranged Power: Spells and ranged attacks. ①Roll on the “Environment” Table (see p. 58–73)
Healing Power: Mainly the strength of the healing (with For each race, it determines in what environment the
spells or items). child was born. It gives no game advantage or disadvantage.
Magic Support: Magically increases attack and defense, ↓
etc. ②Roll on the “Childhood Experience” Table (see p. 74–
1 = Not suitable 2 = Depends on Subclasses 95)
3 = Aptitude 4 = Excellent Aptitude It determines the experiences of childhood, when the
5 = Best Aptitude physical bodies are being formed, and determines the
characteristics for the future.
Race Selection ↓
Once the type is determined, the next step is to ③Roll on the “1st Happening” Table (see p. 102)
determine the race. It determines if an unexpected happening in life has
The available races are determined for each type. occurred. It gives no game advantage or disadvantage.
Please refer to pages 24-33 for illustrations and detailed ↓
descriptions of each race. ④Roll on the “Juvenile Experience” Table (see p. 96– 97)
No matter which race you choose, you can create a It determines what kind of experiences and what kind
useful character, so there is no problem choosing one of things were learned during childhood when the
according to your preference in appearance and settings character learned various things.
(there are no bad races for each type). ↓
If you are in doubt, it is safest to choose Human. ⑤Roll on the “2nd Happening” Table (see p. 102)
Again something unexpected happened.
Let's Write on the Character Sheet! ↓
If you check the page for each type, you will find ⑥Roll on the “Adolescent Experience” Table (see p. 98)
several elements for each type and race. In order to embark on an adventure, choose a skill that
Let's transcribe them into the character sheet. will enhance your strengths.
Fill in additional languages, and copy racial abilities

and the number of soulscars.
⑦Roll on the “Why I Went on an Adventure” Table
The elements to be copied are as follows.
If you are going on an adventure at a young age, then
roll the “Why I Went on an Adventure” table (see p. 103)
Primary class, Subclass (if any)
here. If you would like to assume that you have a little
Remaining Experience Points, Race Name
more experience in life before you go on an adventure,
Background, Basic Ability Scores (Skill/Body/Mind)”
then use the “3rd Happening” table (see p. 102).
Soulscars, Racial Abilities, and Languages.
Career Progression and Aging
Column: Add Healing Character
As their careers and experiences progress, the
No matter how many people are in the group, one of
characters also age.
them should be a healer if possible.
Mainly when rolling “Happening” tables, age should
Specifically, there should be a Remote Support
be added.
category: Fairy Priest type or Spellpuncher type with the
The “Life Expectancy Coefficient” for each race is
Priest class as a Subclass/Support class.
then should be multiplied to obtain an age that is typical
Without a healer, you will have no choice but to give
for that race (e.g., x1 for Humans, x5 for Elves).
up the adventure and return home when your HP
In most cases, the age of adulthood is not much
decreases significantly during the adventure (or worse, one
different from that of Humans, even for races with long life
of your companions will be dead!).
spans. The player can arbitrarily decide whether to
You can also consider Wizard type in the Remote
multiply the Life Expectancy Coefficient or not. If the
Support category, though they are not as good as the Fairy
player wants to determine the age at which an event occurs,
Priest type.
they do not have to roll the dice.

19
①Roll on the “Environment” Table Subclass and Support class
On pages 58 to 73, there is an “Environment” table for If it is the second class obtained by this, it becomes the
each race. Look at it, roll the dice, and determine the Subclass.
environment in which you were born. If it is the third one, it is the Support class.
There is no game advantage or disadvantage in the The fourth class cannot be learned. If the class has
results of this table. Let your imagination run wild as to already been acquired, please reroll.
what kind of environment you were born and raised in.
Spending Experience Points
②Roll on the “Childhood Experiences” Table Whether it is a Subclass or a Support class, when a new
In the case of Humans, the period from birth to about class is learned, experience points should be consumed.
8 years of age is defined as childhood. Please reduce the Required Experience Points from
On pages 74 to 95, there is a table of “Childhood the Remaining Experience Points.
Experiences” divided by race. This table is further divided If no more or not enough experience points are left,
into categories, so look at the table corresponding to your the experience will remain, but the class will not be
category and roll the dice. acquired.
For some types, there are “Childhood Experiences”
that cannot be selected. In such cases, please roll the dice Column: Do Experience Points Decrease?
again (Note that the "deprecated types" also includes the In SW2.5, experience points are consumed to level up.
types of "CBB", which are not listed in this book) In other words, it is like shopping for classes with
As a result of rolling the dice, Ability Score Corrections experience points. So, the experience points you get from
and Ability Score Tendencies such as (Focus on Accuracy) your adventures are used for growth immediately after the
(Balance) are determined. Please make a note of the adventure is completed, and the number will always be
Ability Score Tendency. Also, fill in the Ability Score close to 0.
Corrections in your character sheet's “Correction”
column. This will allow you to obtain the Ability Scores. ⑤Roll on the “2nd Happening” Table
Calculate and fill in the character sheet. At the same Roll 2d and add to the age at which the 1st happening
time, you can determine the ability modifiers, so please occurred. At that age, the 2nd happening occurs.
refer to the table below and fill them in as well. In the 2nd Happening table, something always
happens.
Ability Modifiers Quick Reference Table If you are over the age of adulthood at the time of the
Ability Score 5 or less 6 - 11 12 - 17 18 - 23 24 - 29 30 - 35 1st happening, you should multiply the number of the 1st
Modifier 0 1 2 3 4 5 happening by the Life Expectancy Coefficient.

③Roll on the “1st Happening” Table ⑥Roll on the “Adolescent Experiences” Table
Roll 2d and determine the age at which the first Next, the Adolescent Experience is determined.
happening occurred. Before adulthood, the Life Adolescence is assumed to be 15 years old or older for
Expectancy Coefficient should not be applied. 1st Humans.
Happening occurs at the age you’ve rolled. It indicates what special skills you will acquire to make
First, determine the type of happening by rolling the further use of your ability characteristics and the classes
“1st Happening” table on page 102. Depending on the you have acquired.
result, it might not occur. The table of “Adolescent Experience” is on pages 98.
The 2d result may exceed the life span for Meria's This table is divided according to Type and Ability
short-lived species. In such cases, a Life Expectancy Score Tendencies determined in the Childhood
Coefficient should be applied. Experience table.
For example, if Hunter type and Ability Score
④Roll on the “Juvenile Experiences” Table Tendencies: Focus on Striking, then the table “Adolescent
The next step is to determine the “Juvenile Experiences – Warrior Type (Focus on Striking) Table”
Experience,” which, in terms of Humans, represents the should be used to determine the experience.
age range from 9 to 14. As a result of this table, the combat feat will be
The “Juvenile Experience” table is on pages 96-97. determined.
This table is the same regardless of race.
“Subclass/Support class” is determined here. This is a ⑦Roll on the “Why I Went on an Adventure” Table
class that is acquired through experience and learning, Here, you should make a decision as to whether a 3rd
regardless of birth, and represents the diversity of happening will occur or whether you will already be on
characters in the adventure. your adventure.
Either way, roll 2d, multiply by the Life Expectancy
The “Juvenile Experience” Table is Viewed Differently in Coefficient, and add to the age of the 2nd happening. At
Different Courses that age, you will either have a happening or you will go on
The “Juvenile Experience” table is different for Basic an adventure.
Course, Extended Course, and Full Course. Depending on which one you chose, please roll on the
When rolling the dice, refer to the roll in the column “3rd Happening Table” on page 102 or the “Why I Went
with the course name. on an Adventure” table on page 103.

20
Part 1 Character Creation

Establish Balance With Party Members


Before embarking on an adventure, check the class
composition of the people you will be going on the In order to go on an adventure, you must be adequately
adventure with. equipped.
Suppose none of them has acquired the Scout class. In The best weapons, armor, and other equipment can be
that case, there is a high probability that they will have found in the “Equipment by Type” part of this book,
serious problems during the adventure (mainly, difficulty starting on page 104.
in acting before the enemy in battle).
After consulting with your friends, ask a character who Types and Tendencies and Minimal Strength
has 500/1,000 experience points left to learn 1st level Equipment comes in sets, but each set has its own
Minor Scout class as a Support class (500 experience meaning. Choose the one you prefer from the set that
points will be consumed). It is not mandatory but strongly applies to your character. If you are in doubt, the one
recommended. marked “Standard” is the safest choice.
Similarly, the Minor Sage class is also an essential class,
so if possible, someone should learn 1 level of it (500 Type: This is the type of your character. It may also
experience points are required for this class as well). indicate the equipment you are interested in. If it is
“Power,” you can aim for high damage, and if it is
4th Happening “Accuracy,” you can expect a stable hit rate. If it is "Low
If you want to play with a character who has more life Cost", you will be able to purchase some additional items.
experience and has been on an adventure, you may decide Minimal Strength: If the set of equipment is not equal to
to roll for the 4th and later happenings. In this case, you or greater than your strength, it is too heavy to equip.
should handle it in the same way as the 3rd happening.
Then, when you are satisfied enough, add 2d at the end to How to Choose an Equipment Set
determine the age at the time of the adventure. Fill it in the The equipment set is selected according to the
age column. following procedure.

Column: The Age of Happenings and the Age at the ①Select a set from “Type of Equipment” under your
Time of Adventure Strength
These ages are determined by rolling dice. ②Select Item Pack from “Item Packs for Specific
However, the player may choose them without rolling Classes.”
any dice. ③Determine remaining amount of money
These don’t have gameplay effects and are only to add
color to the character, not to cripple or bind the play, so ①Select a set from “Type of Equipment” under your
you can adopt them, reject them, or rearrange them as Strength
necessary. First, you must acquire weapons, armor, shields, and
Also, unrealistic ages or extremely old characters may basic equipment from “Equipment by Type” and get
spoil the game's atmosphere and hinder playability. If money.
possible, it is recommended to limit the age of characters Each type has different money because the equipment
to “15-50 years old” in terms of human characters. price is different, and the total amount of equipment for
We invite you to create your own dramatic character! all characters will be the same (total 1,200 gamels (G)).

②Select Item Pack from “Item Packs for Specific


Classes”
Then, from “Item Packs for Specific Classes,” you can
Finally, decide on the name and gender of the get equipment for each class you have acquired. In this
character, and look at the results of the tables to finalize it. case, reduce the money by their price.
Sometimes, there may be inconsistencies in the history Depending on the class you have mastered, you may
or undesired story bits. Check them here and correct them need two types of item packs (Marksman and Scout, for
to your satisfaction. example). In such cases, the price of both packs should be
In this case, modifying values, classes, combat feats, subtracted from the money to get the items.
etc., may result in errors. If you are not an experienced The obtained items should be written in the designated
player, do not touch those parts. Just tweak the backstory. “Entry” on the character sheet so that they can be accessed
If you are a player who “can't think of a name” or at any time.
“doesn't know many fantasy-like names,” please refer to
the name list on page 106. ③Determine remaining amount of money
Record the amount of money you have still have
leftover in the money column.

21
Column: Typical Restricted Classes and Equipment Column: Not Enough Money!
Here are some examples of what kind of equipment is If you do not have enough money, you can borrow
incompatible with some classes. Please be careful when money to cover the difference. Write the amount you owe
purchasing equipment. next to the Money section as Price of Debt on the
character sheet.
- Sorcerer, Conjurer, Fairy Tamer, Druid, Warlock Debts should be deducted from the character's first
When equipped with metal armor, these 5 classes have reward from their adventure.
a penalty of -4 on the Spellcasting check, so care should be
taken when combining them with Fighter (Druid does not Column: Seeds for Tomorrow
have a penalty, but its Magic Power itself is reduced by -4). Even if you have a lot of money left over for your
Note that Sorcerers, Conjurers, and Warlocks also character, it is best to leave it unspent.
have a penalty of -2 on the Spellcasting check if they wear When the character earns money and grows, the player
nonmetallic armor with a minimum strength of 10 or can use the money to change equipment and replenish
more. consumables such as ammunition.
Nightmare's racial ability [Alternate Form] cancels all You may even buy better equipment when your ability
such penalties. scores grow.
Some items can improve your abilities scores, so it is
- Fencer and Grappler beneficial to have some extra money to purchase them.
Fencers can only utilize weapons and armor with a If you still want to purchase more items, the following
lower minimum strength requirement. They can only use list of consumables are recommended.
equipment that has a minimum strength requirement of
less than half of their strength (rounded up). Pay attention A Typical List of Consumables
when selecting equipment by strength. Name Price Notes
Grapplers can only equip wrestling weapons and Healing Potion, p. 173 100 Restores HP
armor with “Grappler Only.” Awake Potion, p. 173 100 Recover from fainting
Magic Herb, p. 173 100 Restores MP
Can be used instead of
Mako Stone (3 pts.), p. 174 300
MP

22
Part 1 Character Creation

Once the history has been determined and the Weapon Data
necessary information has been written on the character Fill in the weapons from the purchased equipment set.
sheet, all that remains is to set the values to be used in the Please refer to the detailed data on the page for each
game, and the character is complete. weapon and fill in the weapon data.
Since most of them are simple additions, let's calculate Some weapons have modifiers such as “+1/-1 to
the elements below and fill in the blanks on the character Accuracy. Add these modifiers together and write them in
sheet. the 【】boxes of the Accuracy and Extra Damage. The
The “+ability modifier” frequently used here is a numbers in 【】are the main numbers used in the game.
number from 0 to 5, copied from the reference table to If you have learned the combat feat [Weapon
the right of the ability score. Be careful not to add the Proficiency A/**] (see p. 133), you should add +1 to Extra
ability score itself. Damage.
Adventurer Level
※Fencer class: When handling weapons with the Fencer
The highest level among the classes that the character
class, reduce the Critical Threshold (Crit Value) by -1.
has acquired is the adventurer level. A character created
with this process will always have an adventurer level of 2. ※Guns: Guns do not have a “Power” value (it is
determined by the bullet spell). So, please leave it blank.
Fortitude, Willpower ※Crossbows: For crossbows, the Strength modifier is not
As described in the character sheet, it is calculated by added to Extra Damage, but “Marksman level + Add'l
“Adventurer level + Vitality modifier” or “Adventurer level Dmg of the weapon.”
+ Spirit modifier.” It will be approximately 3 to 5. ※Staff of the Sacred Tree: Required to use Nature Magic.
Since you use one hand, you can only use either a 1H
HP (hit point) and MP (mana points) weapon or a shield.
These two values use the base ability scores in their
calculations. Armor Data
They will be at least 10, and sometimes more than 30. Fill in the armor from the purchased equipment set.
As with weapons, there is a page of detailed data for
HP = Vitality + Adventurer Level x 3 each piece of armor, so please refer to it and fill in the data.
MP = Spirit + (sum of Wizard-Type Classes levels The minimum strength requirement for armor and
learned) x 3 shields are not added together. If each are less than or
※There are seven Wizard-Type Classes: Sorcerer, equal to the strength, the armor and shield can be
Conjurer, Priest, Artificer, Fairy Tamer, Druid and equipped. Weapons and shields are also considered in the
Warlock. same way.
Base Evasion should be added to the Armor’s Evasion
Standard Values of Check Packages (see CR I, p. 114) value, while Defense is calculated by summing the armor's
Calculate and enter the standard value for each value.
package for Technique check, Movement check, If you have learned the combat feat [Armor
Observation check, and Knowledge check. In the case of Proficiency A/**] (see p. 133), you should add +1 to
a package that includes both the Scout class and Ranger Defense.
class, or both the Sage class and Rider class, mark which
one is used for standard value calculation. Magic Power
If there is no class, it will be “0,” no matter what the Magic Power should be calculated for each Wizard-
ability modifier is. Type Class. The Magic Power is the “Level of class +
Intelligence modifier.”
Monster Knowledge, Initiative Although strictly speaking different from Magic Power,
Both are standard values used for critical checks but it is also useful to write “Bard level + Spirit modifier” in
require a specific class. the Magic Power field for Bards.
Monster Knowledge (see CR I, p. 108) will be “0” if
you have no Sage or Rider class. Accessory Data
Initiative (see CR I, p. 105) will be “0” if you have no Magical Implement, Holy Symbol, Magisphere
Scout class. (small), Gems, Alchemy Kits and Summoner's Emblems
should be written here.
Movement Magical implements must be equipped on the right
This value is equal to the base agility score. It indicates hand, left hand, or other sections. Alchemy Kit must be
the distance a character can move in one round (10 equipped on the right hand, left hand, waist, or other
seconds) of combat. section to be helpful. The other three can be placed
anywhere.
Base Accuracy, Extra Damage, Base Evasion A single Magical Implement can be used as both a
If the character did not acquire the Fighter, Fencer, Sorcerer and a Conjurer.
Grappler, or Marksman classes, these values is 0."
However, the Marksman class does not have an
Evasion check bonus, so that value is 0.

23
Humans are the most abundant Humanoid race on Elves are taller than Humans, a race with a beautifully
Raxia, with the largest number of adventurers. They look elegant appearance and an affinity for magic. They prefer
just like Humans in the real world. It is said that they are to live on the shore and in the areas surrounding
apt in all Classes and have the power to shape their own freshwater lakes and rivers.
destiny. While they love nature and calmly enjoy their long
They were the first Humanoids in the world, the lives, Elves who leave on journeys out of a strong sense of
progenitors of all races, and the first Gods. curiosity are also not uncommon.
In terms of ability, it is average in all aspects and They are slenderer than Humans and tend to be fairly
suitable for any category and any type of character. intelligent, which makes them well-suited to become
Conversely, they have no outstanding categories and types. spellcasters. They are also quick and dexterous, making
They are blessed by Swords of Genesis, the creators of them excellent rangers, fencers, and marksmen.
the world of Raxia, and are said to have the power to shape Due to their long lifespan, they often have a different
their destiny (expressed by their racial ability [Sword's view of time from that of humans.
Grace/Change Fate]). They are considered adults at the age of 15, with a
They are considered adults at age 15 and have a maximum lifespan of about 500 years. Most become
lifespan of approximately 100 years. adventurers as adults and begin to age slowly at around 300
years of age.
Early Language Acquisition: Humans can speak, read and
write Trade Common and a Regional Dialect. Early Language Acquisition: Elves can speak, read and
write Elvish and Trade Common.
Racial Abilities
[Sword’s Grace/Change Fate]: Once per day on any of Racial Abilities
your Skill Check, Damage Calculation, or Loot [Darkvision]: Elves can see in the darkness as well as they
Determination, switch the face on the rolled 2d to the can during the daytime.
opposite side. A die roll of [1] becomes [6], [2] becomes [Sword’s Grace/Gentle Water]: Elves can move as freely
[5], and [3] becomes [4]. Conversely, this might also switch underwater as on land. Also, while underwater, they can
the result to a lower number, but both dice must be hold their breath for one hour (outside of water, their
switched. The player cannot switch only one die. breathing rate is the same as other races). After spending
For example, if a roll results in a [1] and [4] on 2d, and 1 hour submerged, they must spend one-minute breathing
the player uses [Sword’s Grace/Change Fate], the dice normally. Elves can also speak normally while underwater.
become [6] and [3]. If an Automatic Failure (double [1]'s) They also gain +2 to Fortitude and Willpower against
occurs, it can be changed to an Automatic Success (double poison and disease-type effects.
[6]'s).

24
Part 1 Character Creation

Although shorter than Humans, Dwarves are a hardy Tabbits are a species about one meter tall, upright, and
and able-bodied race. Most male Dwarves are stout and rabbit-like in appearance. Their body hair varies in color,
grow thick beards. Female Dwarves do not have beards and they have paw pads on their hands and feet, but they
and remain similar in appearance to young Human girls as are still able to use tools and wear shoes just like Humans.
they reach adulthood, aging little over their remaining They love to gather knowledge and devote themselves to
lifetimes. Both sexes tend to have metallic hair colors, both the search for truth.
their body and head hair. Sometimes, gaudy primary They have a great talent for the arcane, being capable
colors, such as bright pinks and greens, can be seen even of wielding almost any kind of magic. However, they are,
more. for some reason, unable to learn Divine Magic. Many
While many are overly stubborn, they are also known Tabbit believe this is because they are the descendants of
to cherish their companions heavily. It is characteristic of gods who were defeated and cursed in the war of the gods
them to train themselves to become stronger, making them (the veracity of these claims is, however, unknown).
excellent warriors. They are also famous for creating Because of these characteristics, they are very good
superior arms and other crafts. magicians but unsuitable for warriors or spies.
They like to train themselves and become excellent Although they show great talent in magic, they move
warriors and priests. They are not suitable for sworders, slowly and clumsily due to their short arms and legs. They
sorcerers, or fairy tamers because they lack agility and are considered adults at the age of 10, and their lifespan is
intelligence. about 50 years.
They reach adulthood at the age of 15, and their Most become adventurers at the premature age of five
lifespan is approximately 200 years. and remain adventurers until their deaths.

Early Language Acquisition: Dwarves can speak, read and Early Language Acquisition: Tabbits can read Ancient
write Dwarven and Trade Common. Celestial, and can speak, read and write Trade Common.

Racial Abilities Racial Abilities


[Darkvision]: Dwarves can see in the darkness as well as [Sixth Sense]: The ability to sense danger. Tabbits may
they can during the daytime. make Danger Sense checks (see CR I, p. 106) using their
[Sword’s Grace/Flame Body]: Dwarves do not take Adventurer Level + Intelligence Modifier.
damage from fire-based attacks, physical or magical.
Unless they wish to do so, they will not be affected by fire
or have anything on them set on fire.

25
The Runefolk were not born naturally but arose 2000 Nightmares are mutations born of Humans, Elves, and
years ago as a race of constructs that were created by the Dwarves. They are born with a single Soulscar, which
magitech civilization. causes them to have a small horn or two on their heads
Fundamentally similar in shape to Humans, they also and markings on their bodies. Though their skin is
must eat and sleep like them as well. The male models extremely pale, their appearance is not so different from
mostly have larger builds, while most of the female models that of a Human.
are smaller in stature. However, they can still be Because of their soulscars, they tend to be socially
differentiated from Humans, as their necks are always ostracized as “abominations.” It makes sense that their
covered by a hardened material. They usually also have horns often injure their mothers, leading to their death (for
similar features somewhere else on their body. For this reason, only the Lildraken society of egg-born are not
example, their ears, parts of their face, legs, or arms might considered abominations).
also be made of this hardened material (the specifics are However, because of the power of the soulscars, they
left up to the player). make excellent adventurers and have a high aptitude to be
Runefolk have excellent strength and dexterity and are magical warriors. Therefore, they are often welcomed into
highly qualified to be warriors and archers, but they have the adventuring life without discrimination.
only artificial souls and thus cannot hear the voice of Gods Nightmares are treated as adults from the age of 15.
or see fairies (i.e., they cannot be priests or fairy tamers). Their lifespan is not certain, but most of them die within
Their lifespan is measured by their operational time. 200 years by accident or disease.
They can operate stably for about 50 years but thereafter
will suddenly cease to operate (i.e., die). Early Language Acquisition: Nightmare PCs have the
same starting languages as the race they are born to.
Early Language Acquisition: Runefolk can speak, read and
write Magitech and Trade Common. Racial Abilities
[Alternate Form]: Any number of times per day, with a
Racial Abilities Minor Action as well or in Combat Preparation (see CR I,
[Darkvision]: Runefolk can see in the darkness as well as p. 121), the Nightmares can instantly change into their
they can during daytime. unique, alternate form. Their horns become enlarged, and
[HP Conversion]: In exchange for reducing their HP by their skin turns pale white. In this state, they receive no
any amount, the Runefolk can recover that same number penalty for using magic while wearing armor (see CR I, p.
of MP. The conversion requires a Major Action (10 201) and can cast spells without using the required verbal
Seconds), and can only be used once a day. and somatic components (implements and others are still
required). It takes a Major Action (10 seconds) to revert to
their Humanoid form once transformed.
[Weakness]: Nightmares take +2 extra points of calculated
damage from silver weapons and from certain elemental
attacks determined by their race of origin:
(Weak Point Type)
Human: Earth Vulnerability Elf: Water/Ice Vulnerability
Dwarf: Fire Vulnerability Lildraken: Wind Vulnerability

26
Part 1 Character Creation

Lykans (singular Lykant, pronounced Lewkaant) are a Lildrakens take the appearance of smaller, upright
Humanoid race indigenous to the Alframe continent, with walking dragons. Never less than 2 meters tall, they have a
tails and ears covered with abundant fur. They have the strong body, strong arms, and large wings, and its long tail
ability to change their heads into the form of carnivorous can be used as a weapon by itself.
beasts, and they are mainly good at living and working Despite their seemingly fearsome looks, they count
outdoors. among the humanoid races because they received the
Males are slightly larger than Humans, but females are blessing of “The Sword of Harmony,” Lumiere. In fact,
not much different from Humans. despite their ferocious appearances, many tend to be wise
They are slender but muscular and agile. They are also merchants and appreciate their contact with the rest of
highly intelligent and good at spotting traps, making them Raxia.
excellent warriors, scouts, and hunters. Their superior strength and vitality make them ideal
While taking on the form of a beast can enhance their for warriors who wear heavy weapons and armor. They
muscular strength, it also makes them unable to use most can also use magic but are not very good at it. Lacking
forms of magic, as they can only make distinctive roaring dexterity and agility, they cannot be useful spies.
noises. They are born from eggs and are treated as adults after
Because of these characteristics, they are not suited to three molts (about 30 years old), while their lifespan is
the Remote Support Category or the Magical Warrior about 300 years.
Category, and they are not good at magic in general.
Because of their appearance and characteristics, they Early Language Acquisition: Lildraken can speak, read
were once confused with lycanthropes (werewolves, etc.) and write Trade Common and speak in Dragonic.
and persecuted, and since then, they have developed a
strong hostility toward them. They are considered adults at Racial Abilities
the age of 15 and have a lifespan of about 150 years. [Scaly Hide]: Lildraken receives +1 Defense.
[Tail Whip]: Lildraken possesses the Wrestling weapon
Early Language Acquisition: Lykans can speak, read and Tail (see CR II, p. 215).
write Lycant and Trade Common. [Sword's Grace/Wings of the Wind]: A Lildraken may
spread its wings and take flight, flying for one minute (6
Racial Abilities rounds) each day. While flying, a Lildraken receives a +1
[Darkvision (Beast Form)]: Lykans can see in the darkness bonus for Accuracy and Evasion. Movement speed
as well as they can during the daytime. However, this effect remains the same whether moving forward or ascending.
is only obtainable when transformed into their [Beast However, you cannot perform a Full Move while flying.
Form]. In addition, they may carry additional weight, up to a
[Beast Form]: The Lykans head takes the form of a beast maximum of 200 kg. This may be equipment, supplies, or
and all the muscles in their body are strengthened. another PC.
Turning into or changing back from beast form takes a
Major Action (10 Seconds) (see CR I, p. 139). When in
beast form, the Strength modifier is increased by +2. At
the same time, no languages others than Lycant can be
spoken, nor can any Truespeech Magic, Spiritualism
Magic, or Magitech spells be used (Divine Magic, however,
can be used).

27
Grassrunners are small humanoids traveling through This is a rare race in Raxia as a Plant turned
the steppes, well-known as cheerful and active wanderers. Humanoid.
They are only about 1 meter tall, even adults, and look They look exactly like humans but have one or more
as if they could be mistaken for Human children (around flowers blooming from prominent places such as the head,
5 years old). Their ears are slightly pointed, but it is easy shoulders, and wrists. These flowers bloom or wilt
to hide them. depending on their emotional state. Although they are
For some reason, they have an inherent aptitude that sexually dimorphic and quite similar to humans in external
makes them less responsive to mana (the source of magic). appearance, their internal structure is simple, identical to
Because of this, they are not very interested in magic. that of plants, which may be why they tend to be resilient
Their spirit is surprisingly high, and as a minstrel, they can and durable. Meria are a unique species, as they do not
be as good as a magician. need to sleep or procreate in the form of seeds.
Where they come from and how they came to Raxia is While there is no difference in their ability, there are
a mystery. As they keep no records, their true origins short-lived and long-lived sub-species of Meria. Short-lived
remain shrouded. Grassrunner remains have been found species take the form of an infant about a week after the
near demons in underground labyrinths or in the Shallow seed has been planted in fertile soil and reach adulthood
Abyss on rare occasions, which has sparked discussion in about six months. Long-lived species take the form of
about whether they have come from another world. an infant in about one year and reach maturity at 20.
They reach physical maturity at the age of 15, and their Short-lived species live for about 10 years, while long-
lifespan is said to be about 200 years. lived species live for nearly 300 years.
In many cases, however, curiosity ends their life before
reaching old age. Early Language Acquisition: Meria can speak Sylvan, as
well as speak, read and write Trade Common.
Early Language Acquisition: Grassrunners can speak, read
and write Grassrunner and Trade Common. Racial Abilities
[Thriving Life]: Meria do not need to sleep. At the
Racial Abilities beginning of the day (6:00 a.m.), their HP automatically
[Mana Interference]: Grassrunners do not have and recovers by 20% of its maximum value (rounded up to the
cannot gain MP (represented as “None”), even if a class or nearest whole number), and their MP recovers to its
ability would otherwise do so. Mako Stones (see CR I, p. maximum value.
295) may still be used. They can sleep if they so choose. However, they do not
However, if a Grassrunner succeeds on a Willpower recover HP/MP from it.
check against a spell, they will be completely unaffected
(treating the spell as if it were “Resistance: Neg”).
[Natural Communication]: Grassrunners can understand
plants and animals to a small degree. While this does not
mean an entire conversation can be held, the Grassrunner
can pick up on subtle expressions, such as if there is danger
ahead or something wrong in the environment.

28
Part 1 Character Creation

The Tiens is a race found primarily in the northern A diminutive race of about 130 cm in stature,
part of the Alframe continent. They are believed to have Leprechauns inhabit various parts of the Alframe
been created by magically combining humans and continent, mainly in urban areas. They are said to have
monsters during the Magic Civilization Period. Their contributed to the development of the Magitech
mission is to guard the Wall of the Abyss. Civilization Period and show great talent in the use of items
They are characterized by their excellent physique, and magitech.
strong body, metallic-colored hair, and jewel-like eyes. They are characterized by large, hairy ears, and the
They also have jewels on their foreheads, chests, and the males often have a full beards.
backs of their hands, which are crystallized from the mana They live underground or in the ruins of Magitech
in their bodies (the location and number of jewels vary Civilization, either alone or in family units, and thus are
from person to person). seldom seen. Because they have the ability to turn
Tiens with excellent physical abilities are suitable for invisible, making use of this power, they live their lives in
the Warrior and Magic Warrior categories, and their racial such a way that they do not appear in public as much as
abilities are a good match for the Rider class. possible. However, they will show themselves in front of
They come of age at 15. Their lifespan is about 50 and spend time with people they like.
years, but they can enter a state of suspended animation at Most live in hiding, avoiding contact with others, but
will, during which they do not age. To awaken from some may help or play tricks on others without being
suspended animation, another person must pour 20 MP noticed. These characteristics make them suitable for
into the jewel. Spies and Magicians but not for the Warrior category due
to their weak strength.
Early Language Acquisition: Tiens can speak Daemonic They reach adulthood at age 15 and are thought to live
and speak, read, and write Trade Common. for about 200 years.

Racial Abilities Early Language Acquisition: Leprechauns can speak, read


[Intercommunication]: You can communicate with any and write Magitech and Trade Common.
character within 10 meters (up to the adjacent area in
Simplified Combat) who is visible or knows each other Racial Abilities
well. It is not necessary to have a language in common. [Darkvision]: Leprechauns can see in the darkness as well
However, it takes about the same amount of time as a as they can during the daytime.
normal conversation. Minor action or in Combat [Invisible Hand]: Leprechauns can wear two “Other”
Preparation (see CR I, p. 121) can be used to designate or accessories.
switch between targets. [Unseen Artisan]: As a Major Action, the Leprechaun can
When used on an animal or mythical beast mount, in spend 5 MP to turn invisible. This functions the same way
addition to the aforementioned effects, it also inspires the as the Truespeech spell [Conceal Self] (see CR I, p. 224).
mount, giving it a +1 bonus to its Accuracy Check and However, there are no restrictions on equipment, etc.
Evasion Check (if it has multiple sections). The inspiration
effect lasts for one continuous minute (6 rounds) and may
only be used once every 6 hours.

29
The Alv are a rare race inhabiting the northern part of
the continent of Alframe. They have waxy white skin, black
sclera, and golden or red irises. Despite being only slightly
taller than humans, they are often slender and have high
intelligence but lack vitality.
Due to their appearance, their soulscars, and their way
of life, they are frequently mistaken for Barbarous and
subject to discrimination. As a result, they tend to live in
seclusion, and sightings of them are rare.
Their most distinctive feature is their inability to
survive without the mana of others. Alves can extract mana
from anyone they touch, a process they must perform at
least once a week (one point). This makes it challenging
for them to live completely apart from human settlements,
as they cannot extract from their own kind and must seek
out other sources. As a result, they prefer to live in isolated
villages or urban areas with a partner, where they are better
understood.
Due to this characteristic, they often hide their true
nature to avoid being mistaken for Barbarous. Some
believe that they are reincarnated vampires under the
guidance of the Guiding Star, Harula, and many Harula
believers can be found among them.
Alves are considered adults at the age of 15 and can
live for approximately 250 years.

Starting Languages: Alves can speak, read and write


Regional Dialect and Trade Common.

Racial Abilities
[Darkvision]: Alves can see in the darkness as well as they
can during daytime.
[Spirit Drain]: Alves can use a Major Action to take mana
from a character targeted by "Target: 1 Character" and
"Range/Area: Touch/-" and give it to themselves. This
effect is treated as a "Resistance: Can't" without requiring a
check and reduces the target's current MP by "the user's
Spirit Modifier + their number of soulscar" points (but not
below 0), while restoring the user's MP by the same
amount.
The MP reduction caused by this ability cannot be
mitigated by any effect. Alves can perform this effect only
up to the same number of times in a day as their maximum
"Spirit Modifier". This effect can be used only on
Humanoid (other than Alves) and Barbarous characters
with MP; otherwise, it will have no effect.

Column: Penalty For Not Absorbing Mana


If an Alv character goes a week without being able to
absorb mana, all checks they make receive a -4 penalty,
and they cannot recover HP or MP. If another week passes
without mana absorption, the character will die of
exhaustion.
However, if the character is able to absorb mana even
once, they will immediately recover from these penalties.
The mana can be taken from either a PC or an NPC.

30
Part 1 Character Creation

Just as some Humanoids are born with Soulscars,


some Barbarous are born with fewer Soulscars than usual.
Weaklings look similar to Humans in appearance but have
the characteristics of their parents combined with their
own. Weaklings can come from any Barbarous race, but
this book includes four of them: Garuda, Tannoz, Basilisk,
and Minotaur.
While they tend to be physically strong and vigorous,
they are often low in intellect and spirit. Weaklings are
usually abused as children but miraculously manage to
survive and escape from Barbarous society to become
PCs. As a result, many of them are thoughtful and have a
good understanding of Humanoid values.
It is difficult for them to integrate into humanoid
society, but some become successful as Vagrants,
recognized by the people. Others may become
adventurers if they are fortunate enough to meet the right
people.
Weaklings are generally the same height as Humans or
slightly taller and reach adulthood at the age of 15. Their
lifespan is about 100 years, regardless of their parentage.

Starting Languages: Weaklings can speak, read and write


Barbaric and Trade Common.

Racial Abilities
[Barbarous Body]: Depending on the parent's race, one
ability value is increased by 3, as well as having a weakness.

Add'l Dmg
Min STR
Accuracy

Crit Rate
See p. 129 for details.
Stance

Power
Name

Note
③④⑤⑥⑦⑧⑨⑩⑪⑫

Garuda Weakling Racial Abilities


[Immature Wings]: Garuda Weaklings have small wings Shell
on their back. Reduces fall damage by 20. They cannot fly. Claw 1HW 0 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ -
[Wind-Edge Blade]: Garuda Weaklings can attack with
their immature wings by creating blades of wind. This is
treated as “Target: 1 Character” with "Range/Area: 2 Basilisk Weakling Racial Abilities
(30m)/Area/Target", used with a Major Action. Using [Petrifying Gaze]: Basilisk Weaklings can stare at an
"Adventurer Level + Fortitude Modifier" as the Standard opponent with their evil eye, slowing them down.
Value, the Success Value is compared with the target's Once per round, the Minor Action glares at a “Target:
Willpower, dealing "Power 10 + Adventurer Level + 1 Character”, “Range/Area: 2 (30m)/Target)”, comparing
Vitality Modifier" of wind magic damage. This effect is the user's Adventurer Level + Spirit Modifier against the
treated as "Resistance: Half" and "Crit Value: 10" and target's Willpower success value, inflicting a petrification
consumes 4 MP when used. effect (Dexterity or Agility / -6) (see CR II, p. 329).
This effect is treated as curse type, Resistance: Neg,
Tannoz Weakling Racial Abilities and may not be used in consecutive turns. This effect costs
[Underwater Aptitude]: Tannoz Weaklings can perform 5 MP to use.
actions underwater as they do on land. [Poisonous Blood]: If the Basilisk Weakling takes
[Carapace Hand]: Tannoz Weaklings can use their right physical damage from a melee attack, the attacker takes
hand as a Wrestling weapon [Shell Claw]. 1d-2 (minimum 1) magic poison damage.
If the user has acquired [Weapon Proficiency This takes effect each time a melee attack deals
A/Wrestling], this weapon is replaced by a Sharp Claw, physical damage immediately after the damage is
and if the user has acquired [Weapon Proficiency S determined.
/Wrestling], the claw is replaced by a Fierce Claw (see p.
129). Minotaur Weakling Racial Abilities
Also, when attempting a skill check that requires two [Darkvision]: Minotaur Weaklings can see in the darkness
hands, using Dexterity as the Standard Value, the player as well as they can during the daytime.
takes a -2 penalty. This penalty modifier is not applied [Herculean Strength]: When attacking with a two-handed
when using items with Stance: 1H, including weapons and melee weapon, increase the Extra Damage dealt by +2
the player's own Shell Claw. The GM has whether or not points.
two hands are required for various checks.

31
Shadows are a race of people who originally inhabited
the continent of Razeldawn to the west of Alframe. The
PCs are those who have drifted or crossed the sea from the
western continent.
As their name suggests, they have a mysterious
appearance, with gray skin-like shadows and three eyes
that can see through darkness. Their eyes are blue, green,
or gold, similar to a cat's, and change in response to light.
Their hair is often silver or gray and rarely black. They are
slightly taller than humans, and their flexible, almost whip-
like limbs allow them to excel in dexterity and agility,
making them ideal for working as covert operatives, secret
agents, and assassins.
On the other hand, they are often not very intelligent
and have low spirit, making them poor wizards. However,
the third eye shining on their foreheads is believed to have
the power to ward off evil, making them surprisingly
resistant to magic.
They have a long history of living as mercenaries and
assassins. As a result, they are famous for valuing contracts
and never breaking promises they have made. Despite
being a rare race on Alframe, they are sometimes mistaken
for Barbarous by the uninformed. Perhaps because of this,
they do not settle down much and are often seen begging
or offering their strength to those who do not have the
strength to fight.
Shadows become adults at the age of 15 and live to be
about 100 years old.

Starting Languages: Shadows can speak, read and write


Shadow and Trade Common.

Racial Abilities
[Darkvision]: Shadows can see in the darkness as well as
they can during daytime.
[Moonlight's Protection]: +4 to Willpower.

About Shadow and Soleil Languages


Shadow Language
Shadow is a language mainly used by Shadows. It is a
complex language with many homonyms and a wide
variety of words to express a single concept, which makes
it difficult for other races to learn. Pronunciation tends to
be flat, making it challenging for other species to articulate
and comprehend. Additionally, it is difficult to read due to
the complex expressions and is used for shadow-to-
shadow ciphers and secret documents.

Soleilian
Soleilian is an unusual language in that it is primarily
communicated through gestures, poses, and hand signs.
While it is possible to speak without vocalization, it is
generally used to express oneself in many ways during
conversation.
However, it is not possible to communicate when a
person is unable to move. This means that only a few
words can be exchanged when a person is partially
restrained.
Furthermore, there are no written forms of the
Soleilian.

32
Part 1 Character Creation

Soleil is a race mainly inhabiting the western


Razeldawn continent and is very rare on the continent of
Alframe.
They are known for their large stature, well-
proportioned bodies, and strong muscles. Soleil
individuals are generally positive, optimistic, and easy to
get along with.
According to legend, Soleil is descended from the sun
god Tidan. They were originally found in less civilized and
savage areas, such as dense forests and archipelagic seas.
After being swept away on fishing expeditions, they are
believed to have spread to other parts of the world.
Soleils are characterized by their ability to make their
bodies glow and dazzle their enemies. They have a strong
resistance to fatigue during the day and can regenerate
their HP under the sun. However, they sleep quickly at
night. Despite their high muscle strength, their mental and
intellectual capacity is often poor. They tend to avoid
wearing armor, perhaps to show off their physique. Their
language is unique, using silent posing. They also have a
cultural tradition of tattooing their bodies with sun designs.
Soleil individuals reach adulthood at 15 years of age
and have a lifespan of about 300 years.

Starting Languages: Soleil can speak and read in Trade


Common, as well as speak Soleilian.

Racial Abilities
[Radiant Physique]: The Soleil makes their body glow with
a Minor Action, blinding or disorienting those nearby.
Choose one character (or any one section) at the same
coordinates as the target. The target suffers a -2 penalty to
Accuracy, Evasion, and Spellcasting checks for 10 seconds
(1 round). This effect is treated as "Resistance: Can't", and
can be cast regardless of the target's perception or
Intelligence. However, if the character is wearing Metal
Armor, the penalty is reduced to -1. This effect can only
be used once per day.
[Photosynthesis]: By exposing themselves to sunlight for
10 minutes, Soleils are able to recover 10 HP. This effect
can be used every 10 minutes for up to a total of 1 hour
per day (for a total of 60 points).
Recovery from this effect is treated separately from
sleep, but they must concentrate on this effect.
[Child of the Sun]: From 6am to just before 6pm, the
Soleil receives a +4 bonus to Fortitude and Willpower
checks, whether indoors or outdoors. However, between
6pm and just before 6am, they receive a -4 penalty to
Fortitude and Willpower checks.

33
This war-oriented category of character in a battle
stands on the frontlines and is responsible for holding off
or crushing enemy attacks.
This is the basic category in SW2.5 and the most
popular characters. There are few rules to remember and
many active aspects of playing with, making it ideal for first-
time players.
There are three types of warriors in the Warrior
category: Hunter type, Alchemy Warrior type, and
Dragoon type, each with different styles of adventures and
fights.

Column: Recommended for People Like This!


If you want to play an active role in battle, be a heroic
player, or stop enemy attacks for the greater good, then
you should choose the Warrior category.
If you want to be a versatile warrior who can use a
variety of weapons and heal with medicine, the Hunter
type is the best choice. It will be useful in many situations.
If you want to strengthen your friends and yourself and
play a key role in battle, the Alchemy Warrior type is the
best choice. It has no restrictions on armor, so you can be
a tank in a party.
The Dragoon type is a more specialized type that rides
a Mount, such as a horse, and can fight as two characters
simultaneously. They have no equipment restrictions and
can be a powerful force. However, there are more rules to
learn, so be careful. The rewards are well worth it; this is
an attractive type.

34
Part 1 Character Creation

Equipped with powerful weapons, Rangers are skilled


warriors capable of moving freely in the wilderness. In
addition to their combat skills, they are adept at outdoor
activities and can handle medicine, making them suitable
for recovery outside of combat.
To utilize all of a Ranger's skills without penalty, their
armor should be limited to nonmetallic. However, there is
no penalty for using metal armor in combat or when using
medicine, so Rangers may choose to equip themselves
with heavy armor.
This class is easy for beginners to handle, with few
elements to learn and a wide variety of situations in which
to be active.

◼Adventurous Aptitude

Primary Class: Major Fighter 2 Level


Subclass: Minor Ranger 1 Level
Remaining Experience Points: 500 points
Additional Languages: None

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Warrior 7/9/5
◎Dwarf Warrior 4/11/5
◎Nightmare Warrior 7/15/8
◎Lykant Warrior 10/9/6
◎Shadow Warrior 15/9/3
◯Runefolk Warrior 9/12/5
◯Lildraken Warrior 5/14/6
◯Soleil Warrior 10/15/1
⬤Tiens Warrior 8/12/8
⬤Weakling Warrior 8/10/5

35
This is a warrior who has the Alchemist class and can
use cards to perform Evocations.
This type of player can play an active role in battle by
strengthening themselves and their companions with
Evocation and weakening their enemies. However,
because cards require money, they tend to run out of
money quickly.
There are no restrictions on weapons or armor, and
they can specialize in offense or defense. By learning
support classes such as Scout and Ranger in the "Juvenile
Experiences" tables (see p. 96), they can also gain
additional versatility.
This type is best suited for players who want to gain the
upper edge by using tricks up their sleeve.

◼Adventurous Aptitude

Primary Class: Major Fighter 2 Level


Subclass: Minor Alchemist 1 Level
Remaining Experience Points: 500 points
Additional Languages: Speak and read Magitech.

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Warrior 7/9/5
◎Dwarf Warrior 4/11/5
◎Nightmare Warrior 7/15/8
◎Lykant Warrior 10/9/6
◎Shadow Warrior 15/9/3
◯Runefolk Warrior 9/12/5
◯Lildraken Warrior 5/14/6
◯Soleil Warrior 10/15/1
⬤Tiens Warrior 8/12/8
⬤Weakling Warrior 8/10/5

Special Notes: You learn Evocation [Vorpal Weapon] (see


p. 164). Please write in the "Techniques, Spellsongs,
Stunts" field.

36
Part 1 Character Creation

A Dragoon is a warrior who fights while riding a mount,


such as a horse. This ability to function as two entities
makes Dragoons a very powerful type. Depending on the
player's choice of Stunt, they can also search for enemies.
However, Dragoon's gameplay requires a lot of learning
and a good understanding of the rules.
Dragoons have almost no restrictions on weapons and
armor and can display a high level of fighting ability.
However, it is important to note that Dragoons must use
one hand to control their mount when fighting on
horseback. This means they cannot equip two-handed
weapons or shields.
If, as a class, they have the Fencer class, beware that
they can only use half of the strength for weapons and
armor.
◼Adventurous Aptitude

Primary Class: Major Fighter 2 Level or Minor Fencer 2


Level ※It is recommended for Elves and Grassrunners to
pick Fencer class.
Subclass: Minor Rider 1 Level
Remaining Experience Points: 500 points (if Fighter)
1,000 points (if Fencer)
Additional Languages: None
Selectable Races
Race Name Background Skill/Body/Mind
◎Human Jockey 8/8/5
◎Elves Jockey 12/6/8
◎Dwarf Jockey 4/10/6
◎Nightmare Jockey 10/13/7
◎Lykant Jockey 11/8/6
◎Shadow Jockey 13/7/7
◯Runefolk Jockey 10/11/5
◯Lildraken Jockey 6/13/6 Special Notes: Learn Stunt [Enhance Mount] (see p. 162).
◯Grassrunner Jockey 13/1/11 Special Notes: If the primary class is Fencer, the weapon's
◯Soleil Jockey 11/13/2 Critical Threshold is reduced by -1. Additionally, the
Strength for equipping the weapon and armor is halved
⬤Tiens Jockey 10/11/7
(rounded up).
⬤Weakling Jockey 8/8/7

37
The Spy category corresponds to “Thieves” and
“Rogues,” which appear as a standard in fantasy RPGs.
However, the Spy category in this book does not imply
that they are criminals such as thieves. When exploring
dangerous labyrinths such as dungeons, they take the
initiative in searching for goods, finding hidden doors and
switches, listening for sounds behind doors, and hiding in
the shadows to avoid danger by using their dexterity,
quickness, and subtlety.
There is no shortage of opportunities to track
footprints and detect approaching enemies when
outdoors. In city adventures, there are many situations in
which their abilities are useful, such as questioning and
following people, picking locks, sneaking around, etc.
Even in combat, the Spy's Scout class is essential to stay
one step ahead of the enemy. Therefore, it is
recommended to have at least one character of the Spy
category in the party. Though it is possible to have Scout
as a subclass for the warrior category, it will not be as
effective as a Spy category character.
The "Commando Type" and "Tracker Type" are
proficient in close combat and can flank the enemy. In
contrast, the "Sniper Type" lacks the ability to engage in
melee combat but excels at providing support from the
rear.
Although it is not as good as the warrior category in
terms of pure combat, spies can be enjoyed by a wide
range of people because they can be used by all types of
teams. If you prefer a cool-headed type to a smart one, you
may choose the Spy category.

Column: Recommended for People Like This!


If you prefer creativity, puzzle-solving, imagination,
and resourcefulness over simple combat, we recommend
the Spy category. This category is ideal for exploration-
focused gameplay, such as gathering information in the city
or acting stealthily to disarm traps and locks.
Although it may seem like an easy job, many problems
cannot be solved without Spy characters. This category
excels in exploration, resulting in numerous dice rolls,
making players feel engaged in the game at all times.
Spy characters possess abilities such as dexterity, agility,
and intelligence, making them a good match for a variety
of complementary classes.
Commandos are recommended for those who want to
fight boldly while being a Spy, as they have no weapon
restrictions and can deal high damage.
Trackers are another type with excellent fighting
ability. While their weapons and armor are poor, they
grow quickly and can play tricks on their enemies.
Finally, Snipers are the only type of Spy who cannot
engage in melee combat. However, if they have a friend
who can act as a wall, they can safely attack from the rear
with ranged weapons.

38
Part 1 Character Creation

This class excels at stealth but can also handle powerful


weapons. Although it is inferior to the Warrior category in
terms of direct combat power, it is indispensable for taking
the lead in battle and can be widely used in dungeon
exploration and city adventures.
Since the armor is limited to non-metallic armor, you
may have concerns about defense. However, if the
character is developed to evade enemy attacks by taking
advantage of its agility, it will more than compensate for the
low defense. Since the character can equip large shields, it
is recommended to use them to strengthen its evasion and
defense.
If you choose Grappler instead of Fighter as your class,
you will have two attacks per round due to the
automatically acquired Combat Feat [Chain Attack] (see p.
138). However, the armor is limited to that of the Grappler
(and, of course, you cannot equip a shield), which leads to
even lower defense.

◼Adventurous Aptitude

Primary Class: Major Fighter or Major Grappler 1 Level


Subclass: Minor Scout 2 Level
Remaining Experience Points: 500 points
Additional Languages: None

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Mercenary 7/10/4
◎Nightmare Mercenary 7/15/8
◎Lykant Spy 13/5/7
◎Shadow Spy 16/7/4
◯Runefolk Spy 12/6/8
◯Soleil Spy 12/11/3
⬤Weakling Spy 10/7/6

Special Notes: If Grappler is selected, Combat Feat [Chain


Attack] (see p. 138) will be automatically acquired.

39
A Tracker is a type of fighter that specializes in stealth
activities and uses their agility to trick opponents.
They excel in covert operations and cannot learn any
other class, although they may be able to do so by going on
an adventure.
They are also excellent swordsmen from the
beginning, capable of dodging the enemy's attacks while
aiming blows at vital points. Although their defense is low,
their high evasion ability makes them excellent tanks as
well.
This is one of the easiest classes to play because the
roles are clear, and there are few rules to remember.

◼Adventurous Aptitude

Primary Class: Minor Fencer 2 Level


Subclass: Minor Scout 2 Level
Remaining Experience Points: 0 points
Additional Languages: None.

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Agile Warrior 10/7/4
◎Elf Swordsman 12/5/9
◎Nightmare Agile Warrior 11/13/6
◎Lykant Agile Warrior 12/6/7
◎Shadow Swordsman 17/7/3
◯Runefolk Agile Warrior 11/9/6
◯Grassrunner Agile Warrior 14/1/10
◯Alv Agile Warrior 12/6/7
◯Soleil Agile Warrior 12/12/2
⬤Weakling Agile Warrior 9/8/6

Special Notes: Weapon's Critical Threshold is


reduced by -1.

40
Part 1 Character Creation

Snipers are skilled at attacking from a distance with


ranged weapons and use their stealth to their advantage.
Unlike other Spy category options, they lack melee
combat capabilities and require a similar approach to the
Remote Support category. Therefore, they are not suitable
for solo adventures and need a companion to act as a
guard.
As long as the front line is well maintained, their ranged
attacks can be a stable source of damage, and the enemy
can be taken down one by one. However, it should be
noted that snipers can do little other than ranged attacks,
and their ability to respond to unexpected situations is
somewhat limited.
With few rules to remember, snipers are an easy type
of game to play. Just be sure to have a backup plan in
combat to stay safe.

◼Adventurous Aptitude

Primary Class: Minor Marksman 2 Level


Subclass: Minor Scout 2 Level
Remaining Experience Points: 0 points
Additional Languages: None

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Archer 9/5/7
◎Elf Archer 13/6/8
◎Nightmare Archer 10/10/10
◎Lykant Archer 11/8/6
◎Shadow Archer 18/6/3
◯Runefolk Archer 12/8/6
◯Grassrunner Archer 14/0/11
◯Alv Archer 13/4/8
◯Soleil Archer 11/14/1
⬤Leprechaun Archer 12/6/5
⬤Weakling Archer 10/8/5

41
This category is mainly for attacking enemies with
spells and supporting and healing allies from the
rearguard.
Most of them are wizards and cannot fight in close
quarters. Therefore, they must cooperate with their
companions (especially the frontliners of the Warrior
category)and avoid exposing themselves to the enemy as
much as possible.
However, there are many things that only magic can
do, and magic can play a unique role in battle and other
situations.
Most types of spells use mana points (MP) to cast
them, so you need to think about how much magic to use
and when to use it. Since there are limited means of
restoring MP, such MP management is also important.
Nevertheless, magic is all-powerful and effective and
will be useful in many situations.
Within the Remote Support category, there are several
classes to choose from: Wizards, who are proficient in
both offensive Truespeech Magic and supportive
Spiritualism Magic; Fairy Priests, who possess the ability to
borrow power from both fairies and gods; Druids, who
have powerful physical attacks and supportive spells at
their disposal; Alchemists, who use cards instead of MP;
and Beastmasters, who are capable of summoning beasts
and utilizing both physical and supportive spells.

Column: Recommended for People Like This!


"I just love magic!" If you're a fan of magic, you'll love
this category in our fantasy game, where you can play as a
wizard or other magical characters.
The Remote Support category in this book offers
unique types of magic. If you want to play as an orthodox
magician, start with the Character Building Book's Remote
Support types.
For those who want to use a lot of magic, the Wizard
Type is recommended. However, this type can do little
beyond using magic.
The Fairy Priest can handle many types of magic,
including restorative and offensive magic depending on the
fairy you choose.
The Druid is a unique magician who invokes animal
and plant spirits to deal physical damage with their unique
spells and has a lot of support magic. Even races with low
intelligence can use this type since most of the offensive
spells have "Resistance: Can't".
The Warlock is the best type for those seeking a
unique way to play with Daemons, but it has many rules to
learn and takes some getting used to.
The Alchemist and Beastmaster use little to no MP.
Therefore, they are useful even for races with the low spirit
or no MP.
The Alchemist is a supportive type who can strengthen
friends and weaken enemies, but note that it requires a
large amount of money to buy cards to use in place of MP.
The Beastmaster fights with Animal and Mythical
Beast and needs to rent Mounts, but they use almost no
MP. However, since they also need their equipment, they
tend to be short on money.

42
Part 1 Character Creation

Wizards are powerful magicians who can use both


offensive magic like a sorcerer and support magic like a
conjurer. They excel at supporting their friends with
various magic and using offensive magic at crucial
moments to defeat their enemies.
Spiritualism Magic includes [Enchant Weapon], which
increases the extra damage of allies' weapons, and
[Protection], which reduces damage. The 2nd level spell
[Fanaticism] can be extremely helpful in certain situations,
especially for warriors with high defense and marksmen
who do not need evasion, as it increases Accuracy checks
while reducing Evasion. Wizards can also heal themselves
and their allies with [Earth Heal].
When they take the lead in battle, they can start from
the rear with their companions and use the ranged attack
spell [Spark] on enemies in the frontline area (be sure that
allies are not on the frontline yet!).
Truespeech Magic is a purely offensive spell. [Energy
Bolt] is a useful option, and [Dull Weapon] can lower
enemy damage. [Light] can also be very helpful in dark
dungeons.
However, Wizards are not skilled in anything other
than using magic. If they run out of MP, they will become
powerless, so they need to purchase Magic Herbs or Mako
Stones to restore MP and avoid wasting money.

◼Adventurous Aptitude

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Conjurer 7/4/10
◎Elf Conjurer 9/4/13
◎Tabbit Conjurer 6/6/10
◎ Nightmare Conjurer 6/11/13
◯Runefolk Conjurer 7/9/10
◯Meria Conjurer 7/6/16
Primary Class: Major Conjurer 2 Level ◯Alv Conjurer 9/4/12
Subclass: Major Sorcerer 1 Level ⬤Leprechaun Wizard 11/3/9
Remaining Experience Points: 0 points
⬤Weakling Magician 7/8/8
Additional Languages: Speak and Read in Arcana.
Special Notes: Can use Spiritualism Magic (see p. 144) up
to 2nd level and Truespeech Magic (see p. 143) up to 1st
level.
Translator’s Note: If you have Magus Arts, you can also
cast Deep Magic up to 1st level.

43
Fairy Priests are powerful magicians who specialize in
both Fairy Magic and Divine Magic.
As priests, they can heal their companions' wounds
with [Cure Wounds] and fortify their defense with the
defensive spell [Field Protection]. They also have access to
the limited but powerful [Banish] spell, which can weaken
Barbarous and Undead enemies. The [Awaken] spell is
another essential spell for adventures, as it can awaken
unconscious allies during battle.
Fairy Magic may only be a small addition at the initial
stage of creation. However, the earth-type spell [Snare] can
make enemies fall, reducing their evasive power, and the
wind-type spell [Wind Voice] can send a voice to allies
who are a little far away. Choosing Earth, Water, Fire, and
Wind types at first is recommended.
If they advance to the 2nd level of the Fairy Tamer
class, they should choose the fire type, which allows them
to attack with [Fire Bolt], and the light type, which allows
them to use the range recovery spell [Whisper Heal] as
much as possible. They can also summon fairies with
[Summon Fairy], but they cannot cast Fairy Magic during
that time. In such cases, they should support their Divine
Magic instead.
Although leveling up is necessary for the priest to reach
their true potential, this class can play a variety of roles in
the future. However, it may be challenging to play an active
role outside of battle.
Additionally, when their MP runs out, they can only do
a few things, so it is important to keep this in mind.

◼Adventurous Aptitude

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Priest 4/8/9
◎Elf Priest 9/5/12
◎Dwarf Priest 4/7/9
◯Meria Priest 8/8/13
◯Alv Priest 10/6/9 Primary Class: Major Priest 2 Level
◯Leprechaun Priest 10/5/8 Subclass: Major Fairy Tamer 1 Level
⬤Weakling Priest 7/9/7 Remaining Experience Points: 0 points
Additional Languages: Speak and Read in Sylvan.
Special Notes: Can use Divine Magic (see p. 146) up to
2nd levels and 4 types of Fairy Magic (see p. 151) up to 1st
rank.

44
Part 1 Character Creation

Note, however, that due to its nature, their spells have


no effect on lifeless Undead, Constructs, etc.
Fairy Magic used by fairy tamers, as mentioned above,
has 6 types: earth, water, fire, wind, light, and dark. Dark Fairies
Fairies are a fusion of natural phenomena and A black gem is used as the gate for the dark fairies.
atmospheric mana and generally look like palm-sized girls They specialize in magic to calm or disturb the mind,
with wings like insects on their backs (there are many other such as [Calm] to calm a confused mind and [Distraction]
types of fairies, but Fairy Magic deals with this type of to disrupt the concentration of the mind and interfere with
fairies). casting spells. As Fairy Tamer grows up, they will be able
Fairy summoned with the help of Gems as gates will to use spells such as [Stun] to stun the opponent or [Panic
disappear instantly when they use their magic power. Each Run] to put them in a state of panic, and in general, they
type of fairy has its own unique effect and specializes in will be able to use more powerful mental magic.
different fields.
Here, we will introduce these characteristics in some Basic Fairy Magic
detail. Basic Fairy Magic can also be used regardless of the
type of fairy you have contracted with.
Earth Fairies [Fairy Wish], which can provide a bonus check by
A yellow gem is used as the gate for the earth fairies. summoning a fairy and keeping her close for a certain
They are mainly good at defense spells, and at the period of time, and especially [Summon Fairy], which can
beginning, Fairy Tamers can use [Snare] to make make a fairy directly participate in a battle, although only
opponents fall prone and [Stone Guard] to protect their for a short time, but can help greatly (see CR II, p. 97 and
allies. As they grow up, they will be able to attack with a 160).
unique attack spell [Earth Hammer], a rare spell that deals
physical damage.

Water Fairies
A blue gem is used as the gate for the water and ice
fairies.
They are good at water manipulation magic and at first
can use [Purification] to purify water for drinking and
[Water Screen] to prevent fire attacks. As they grow, they
will be able to use [Ice Bolt] spell to attack with ice arrows,
and eventually, they will be able to use magic such as
[Seabed Walk] to work in the water.

Fire Fairies
A red gem is used as the gate for the fire fairies.
They are good at offensive magic, first, they can use
[Tinder], an ignition magic, and then [Fire Bolt], a fire
arrow spell. As they grow up, they will be able to use
[Flare], which momentarily blinds everyone, and [Heat
Metal], which, as you can guess, heats metal so that they
cannot hold weapons, etc., and will be more aggressive.

Wind Fairies
A green gem is used as the gate for the wind fairies.
They are good at magic related to air and wind, first
learning [Wind Voice], which bends their voice far away,
and [Wind Guard], which prevents wind-type attacks.
After that, they will be able to use wind attack spell
[Windcutter] and [Hovering], which allows floating and
prevents the negative influence from the ground effects,
and in the future, they will even be able to run in the air.

Light Fairies
A white or transparent gem is used as the gate for the
light fairies.
They specialize mainly in healing magic that controls
life and can use [Healing Water] and [Whisper Heal],
which heals multiple people simultaneously, from early
levels. As Fairy Tamer grows, they will acquire more
powerful restoration and HP-enhancing spells and be able
to play a key role in the healing alongside Priests.

45
Asteria, Goddess of Fairies (Ancient Goddess) 21 - 23
She is a goddess of nature who
The player who chooses a Priest must choose which god the preaches living in harmony with
character believes in. nature.
Depending on your chosen deity, you can receive different She has many followers in the
Specialized Divine Magic (see p. 151). You may choose the god eastern part of the Alframe
that fits your character idea better or the god who gives you the continent. As the goddess who
Specialized Divine Magic that seems useful. created Elves, she is worshipped
If you have difficulty in choosing the god, please use D66 to mainly by Elves but also by Lykans,
decide the god since we have assigned a number after the god's Meria, and many others.
name. Known as the goddess of songs,
art, and beauty, she is also
Rank of Gods considered the paragon of a lady. On the other hand, she is also
There are three ranks of gods: Ancient, Major, and Minor. said to represent the duality of the spirit and to be the goddess of
Ancient and Major Gods are worshipped throughout the jealousy and passion.
Alframe continent. Minor Gods are local deities and are not
believed in other regions, so they are unavailable there. Grendal, Blazing Emperor (Ancient God) 24 – 26
Unless there is a particular reason, it is better to choose Symbolized by fire, he is an
Ancient God or Major God. ancient god of destruction and
rebirth. He is worshipped as the
“Divine Ancestor” Lyphos (Ancient God) 11 - 13 god of blacksmithing and is the
He is believed to be the first god main deity of the Kingslay Republic
born in the world. of Iron and Steel, a large country in
He teaches the importance of the northwestern part of the
harmony and fraternity. He is Alframe Continent.
widely believed in by peace-loving It is believed by many races,
believers, from the ruling class to especially Humans and Dwarves on
the common people. the whole continent, with the
Benevolent, he is a proponent doctrines of hard work, ingenuity, and constant discipline.
of helping the weak and avoiding Also known as the god of war, he affirms fighting. Therefore,
fights and conflicts, but he is willing many soldiers and warriors are devotees of this god and are
to fight against Barbarous and encouraged to strive and devise ways to win. It is also worshipped
Daemons. He is also against the soulscarring of the soul. by fire artisans such as blacksmiths and potters and has many
It is believed throughout the world of Raxia, and you will find followers among cooks as the god of fire.
many followers in the Alframe continent, where the SW2.5
adventures occur. Kilhia, God of Wisdom (Ancient God) 31 - 33
They are an Ancient God
Tidan, God of the Sun (Ancient God) 14 – 16 worshipped mainly by scholars and
He is a God who is said to have magicians with a mission of
been a friend of Lyphos in the age knowledge, exploration, and the
of mythology. study of magic.
It is said that he manipulated Kilhia is open to the study of
the weather and made the world knowledge and is open to all
prosperous by bringing light and people, not only believers. They are
abundance. On the continent, also understanding of the
Alframe is the “God of Light,” adventurers, as they encourage
“God of Justice,” “God of Promises them to actively go on a search to
and Contract,” “Patron of discover the truth. They are considered a genderless neutral
Marriage,” and a symbol of justice deity.
and government because of its fairness and impartiality.
He is believed in by farmers and other workers than by those Sien, Goddess of the Moon (Major Goddess) 34 – 36
in power because he does not like conflicts and considers it a Known as the wife of the God of
virtue to distribute wealth without distinction. Because of this the Sun, Tidan, she is popular on
character, his worshippers are also the standard-bearers for the Alframe continent as the god of
overthrowing oppressive rulers. Tidan also detests the undead, compassion and forgiveness.
and the temples of Tidan are trying to exterminate them. Moonlight illuminating the
night is considered to be Sien's
blessing, and she is widely
worshipped by the afflicted and
those engaged in night work. As a
result, she is associated with both
the image of a faithful wife and the
image of an indecent night business.
Legend has it that the peace-loving goddess of the moon
closed everything to darkness and made it impossible to fight
when conflict broke out. It is also said to bring good luck when
the moon is clearly visible in the daytime.

46
Part 1 Character Creation

Mirtabar, Divine Hand (Major God) 41 - 43 Miritsa, Goddess of Love and Vengeance (Major Goddess)
He is a Major God, also known 61 - 63
as the God of Thieves or She is the goddess of healing
Adventurers. and compassion, the patroness of
He teaches us to liberate what is the weak and women. Many
hidden, to value it correctly, and to temples of Miritsa have orphanages
improve ourselves in the dexterity and children's schools, which are
and discernment necessary to do so. dedicated to protecting poor
He is often believed in by children and women.
thieves and adventurers who search Curiously, only women can
for ruins, and it is common to see hear the voice of the Goddess and
them praying to the Divine Hand become priests, and as a result, the
Mirtabar when searching for dangerous traps and treasures. temples of Miritsa are inaccessible to adult men.
Perhaps, for this reason, she is a goddess of vengeance,
“Shield Against the Abyss” Eve (Major Goddess) 44 - 46 protecting women and children. In particular, the paladins of
Eve is primarily believed in by Miritsa, who have sworn a vow of vengeance, are known to
those who fight Daemons (see CR I, accomplish their goals with fearless persistence and fighting
p. 381). power.
Although Eve is aggressive in
her battles with Daemon, she “Goddess of Wind and Rain” Furusil (Minor Goddess) ※
teaches her worshippers to be 64 - 65
shields for the weak in other As her title suggests, she is the
situations and to lead an ascetic life, goddess of wind and rain and is
training their minds and bodies to worshipped in the Burlight region.
always be prepared for emergencies. She is the daughter of Tidan
Many knights and soldiers are and Sien, and although she is a
also believers, and her temples can be found all over the Minor Goddess, she is worshipped
continent of Alframe. Her worshippers are also active in in a fairly wide area in the
defeating the Shallow Abysses (see CR I, p. 341), and if they are southwestern part of the Alframe
informed of its appearance, they will take the initiative and jump continent.
in. She is also known as a goddess
with a dual nature of cool-headedness and love hidden deep
“Guiding Star” Harula (Major Goddess) 51 - 53 within, and her essence is believed to be “transformation” and
She is also considered the sister “maturity.” Because she is a weather goddess, she is widely
goddess of Shield Against the Abyss worshipped by boatmen and farmers, and festivals are held to
Eve. pray for blessings of rain and wind.
While Eve is stern, honest, and ※You cannot select this option for adventures not in the Burlight
harsh, Harula is the forgiving, region.
healing, blessing, and guiding
goddess. Strasford, God of Railroads (Minor God) ※ 66
It is said that she became a Strasford is a minor deity
goddess after a battle with Abyss and worshipped in the Dorden region in
that she helped Eve when she was the northwestern part of the
tired of fighting, and together they worked to save the people of continent.
the world. He is said to be the father of the
Her appearance is symbolized by a polar star shining in the magical trains, an invention of the
north, and its power is manifested as an aurora borealis. And Magitech Civilization Period, and
when Shallow Abyss appears, an aurora runs across the sky, was given divine status by the Blazing
which is said to indicate its location. Emperor Grendal because of his
achievements and legend. His
Dalion, God of Trees 54 - 56 primary teaching is to “create a path
He is the widely worshipped between the unknown and the known,” and to do so, one must
Major God in the Alframe be ingenious. In addition to physical connectivity, spiritual
continent, where there are many connectivity is important to connect people to people, places,
rich forests. Believed by hunters, and things. He is worshipped mainly in the Kingslay Republic of
loggers, and herders, it is common Iron and Steel by Humans and Dwarves.
to see statues of Dalion's image
※You cannot select this option for adventures not in the Dorden
carved into the forest rills, road
region.
signs, and the like.
Symbolizing the blessings of
nature and nature's bulk, he is
simultaneously the God of peace,
calmness, and deep consideration.
There are few believers of Dalion in the cities, and his
temples are small. However, he is worshipped by many Meria
and has many followers among Elves and Humans, making him
one of the most influential major deities in the world.

47
Druids live in nature and are trained in the art of
Nature Magic, which allows them to summon and use the
spirits of animals and plants.
Nature Magic has Minor Action spells to strengthen
allies, and Major Action spells to attack enemies, making
it very effective in both support and offensive roles in
battle.
In the early stages, [Wing Flyer] is effective in
supporting frontline characters, while [Wolf's Bite], which
deals physical damage and has the "Resistance: Can't"
attribute, is their standard spell for magical attacks.
Since most reinforcement spells can be cast with a
Minor Action, druids can affect multiple targets by casting
several spells in succession. However, these spells
consume a lot of MP, and if not used properly, druids may
quickly run out of MP. To prevent this, use [Natural
Power] magic or heal yourself with Magic Herbs to ensure
that you do not exhaust your MP.

◼Adventurous Aptitude

Primary Class: Major Druid 2 Level


Remaining Experience Points: 1,000 points
Additional Languages: None.

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Druid 5/6/10
◎Elf Druid 8/5/13
◎Dwarf Druid 4/7/9
◎Tabbit Druid 5/6/11
◎ Nightmare Druid 8/10/12
◯Meria Druid 6/7/16
⬤Leprechaun Druid 11/4/8
⬤Weakling Druid 7/7/9

Special Notes: Can use Nature Magic (see p. 154) up to


2nd levels.

48
Part 1 Character Creation

Warlocks utilize the power of Daemons to battle


against them. The Summoning Arts involve magic that
uses the power of Daemons, and the Summoning of
Daemons through the "Gate Imp", which follows the
character, can be used in a wide range of activities. The
Summoning Arts range from spells that strengthen oneself
to those that attack the enemy directly, using offensive
spells in combat. The Gate Imp can also be used to
summon Daemons, which have limited abilities but can be
used as temporary companions.
Offensive magic includes [Avenger], which costs HP
and [Blood Branded], which heals HP while inflicting
damage. Additionally, [Daemon's Arm] strengthens
weapons and armor, while [Daemon's Dodge] allows the
warlock to temporarily gain evasion proficiency to protect
themselves during melee combat.
There is a risk of injury when banishing summoned
Daemons, and the rules are somewhat complicated, but it
can be a valuable tool in the fight against Daemons or other
enemies.

◼Adventurous Aptitude

Primary Class: Major Warlock 2 Level


Remaining Experience Points: 1,000 points
Additional Languages: Speak in Daemonic and Read in
Arcana.
Selectable Races
Race Name Background Skill/Body/Mind
◎Human Warlock 6/6/9
◎Elf Warlock 10/4/12
◎Tabbit Warlock 6/6/10
◎ Nightmare Warlock 7/12/11
◯Runefolk Warlock 9/9/8
◯Meria Warlock 7/7/15
◯Alv Warlock 9/6/10
⬤Leprechaun Warlock 12/4/7 Special Notes: Can use Summoning Arts (see p. 156) up
⬤Weakling Warlock 7/8/8 to 2nd levels.

49
Alchemists do not use MP but instead use Evocations
that produce magical effects using cards purchased with
money. Use [Barkmail] as an Evocation to increase
Defense and strengthen allies. Evocations are powerful
because they can be used on multiple targets at the same
time (extra cards are consumed for this), even if players
don't learn Alchemist Combat Feats.
[Paralyzing Mist] is a powerful tool against enemies as
it reduces evasion, but its financial cost is extremely high
and does not have a B rank. Many Evocations have
"Resistance: Temporary", which means they are effective
for one round even if they are resisted. [Paralyzing Mist] is
one of them, so be sure to use it before other players attack
and start your turn after they all attack in the next round to
ensure enemies are affected by the effect for at least 2 full
rounds.
Since Alchemist is a class with a high financial cost,
choosing an experience that allows you to take another
ranged attack class, such as the Marksman or Sorcerer in
the "Juvenile Experience" tables (see p. 97), can lead to
more success.

◼Adventurous Aptitude

Primary Class: Minor Alchemist 2 Level


Remaining Experience Points: 1,500 points
Additional Languages: Speak and read in Magitech.

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Alchemist 7/6/8
◎Dwarf Alchemist 5/9/6
◎Tabbit Alchemist 6/7/9
◎ Nightmare Alchemist 11/9/10
◯Runefolk Alchemist 10/9/7
◯Grassrunner Alchemist 13/0/12
◯Meria Alchemist 9/7/13
Special Notes: Pick [Barkmail] and [Paralyzing Mist] ⬤Leprechaun Alchemist 11/5/7
Evocations (see p. 164). Please write them in the
"Techniques, Spellsongs, Stunts, etc." field.

50
Part 1 Character Creation

This is an unusual type of Rider who does not straddle


the mount but instead remotely controls it to attack
enemies. The [Remote Command] stunt allows them to
bring the mount to the frontlines to fight. With the
[Enhance Mount] skill, the mount's Accuracy and Evasion
checks are increased by +1, making them more reliable
than an ordinary warrior.
However, since they are not a fighter, it is advisable to
choose experiences that enable them to acquire the
Sorcerer, Conjurer, or Marksman classes from the
"Juvenile Experiences" tables (see p. 97).
As they have the Rider class, their Monster Knowledge
check will have a high Success Value, so they can use it as
well. However, they cannot find out the monster's weak
points with the Rider class alone.

◼Adventurous Aptitude

Primary Class: Minor Rider 2 Level


Remaining Experience Points: 1,500 points
Additional Languages: None.

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Jockey 8/8/5
◎Elf Jockey 12/6/8
◎Dwarf Jockey 4/10/6
◎ Nightmare Jockey 10/13/5
◯Runefolk Jockey 10/11/5
◯Grassrunner Jockey 13/1/11
◯Meria Jockey 8/9/12
⬤Leprechaun Jockey 13/6/4
⬤Weakling Jockey 8/8/7

Special Notes: Pick [Remote Command] and [Enhance


Mount] Stunts (see p. 162). Please write them in the
"Techniques, Spellsongs, Stunts, etc." field.

51
This is a technical category where characters fight using
weapons and magic. While low-level players may not be
able to play an ideal role, the appeal of this category is the
opportunity to actively participate in a wide range of
activities by standing in the frontline and using both
weapons and magic.
There are more rules to learn and more data to handle,
but the reward of this category is the variety of activities
that can be expected. If you are attracted by the term
"magic warrior," it is worth choosing this category.
However, players should be aware that you should pick
other classes to be useful in situations other than combat.

Column: Recommended for People Like This!


The Magic Warrior is a versatile combatant who can
handle both weapons and magic to deal with any situation.
The Spellpuncher class fights with wrestling weapons
and combines them with magic. The Grappler class is
originally light-armed, so they do not affect spellcasting.
The Grove Defender combines support and melee
attacks, taking advantage of the fact that most
enhancement magic handled by Nature Magic can be
performed with Minor Action (and can be used
simultaneously with Weapon Attack).
The Summoning Warrior fights on the frontlines while
summoning Daemons. Summoning Arts mainly
strengthen the Summoning Warrior and use "Resistance:
Can't" spells. They can also fight with guns and weapons.
Leafblade is similar but can use attack spells to attack
enemy rearguards.
The Daemonblade is a lighter version of the
Summoning Warrior. They excel in casting Summoning
Arts and have a wider range of fighting styles. However,
note that their weapons and armor are lighter, and their
close-combat ability is inferior to the Summoning Warrior.

52
Part 1 Character Creation

Spellpuncher is a type of magic warrior who primarily


fights through wrestling, but can also use magic
simultaneously.
Conjurers, Druids, and Warlocks who strengthen
themselves while fighting are particularly well-suited for
this class, especially the Druid class, which has spells that
can be cast with a Minor Action that does not consume a
turn.
Grapplers benefit from the ability to hit high-defense
enemies, making them a good match for the Fairy Tamer
class, which can also heal.
The Priest, a specialist in defense feats and recovery
spells, is always important, and their ability to perform
melee attacks and recovery magic simultaneously earns the
trust of their party.
Depending on the magic system used, they are
sometimes called 'Spellpuncher (Sorcerer)', 'String Fighter
(Conjurer)', 'Holy Fists (Priest)', 'Fairy Enforcer (Fairy
Tamer)', or 'Summoner of Punches (Warlock)'.

◼Adventurous Aptitude

Selectable Races
Race Name Background Skill/Body/Mind
Primary Class: Major Grappler 1 Level ◎Human Boxer 8/8/5
Subclass: Any one of the following: ◎Elf Boxer 11/4/11
- Major Sorcerer 2 Level ◎Dwarf Boxer 5/10/5
- Major Conjurer 2 Level ◎ Nightmare Mercenary 7/15/8
- Major Priest 2 Level (cannot be a Runefolk) ◯Runefolk Warrior 9/12/5
- Major Fairy Tamer 2 Level (cannot be a Runefolk) ◯Lildraken Boxer 6/13/6
- Major Druid 2 Level (cannot be a Runefolk) ◯Alv Boxer 11/7/7
- Major Warlock 2 Level
⬤Weakling Boxer 9/9/5
Remaining Experience Points: 0 points
Additional Languages: Depends on the subclass:
Special Notes: Up to 2 levels of magic system can be used
- Sorcerer or Conjurer: Speak and Read Arcana.
according to the subclass. A Warlock has "Gate Imp" and
- Fairy Tamer: Speak Sylvan.
can summon Daemons (see ML, p. 28).
- Warlock: Speak Daemonic and Read Arcana.
Special Notes: Automatically acquires Combat Feat
[Chain Attack] (see p. 138).

53
Grove Defender is a type based on the same concept
as the "Magic Warrior Type" in CBB.
However, using Nature Magic requires holding the
Staff of the Sacred Tree, limiting weapon choice and
making it difficult to equip a shield. The Oak Staff (see p.
167) is the weapon of choice, as it can serve as the Staff of
the Sacred Tree. The armor should be as sturdy as
possible.
Offensive magic should be avoided, and the player
should focus on using support magic that can be used with
Minor Action without consuming their turn. [Wing Flyer]
is a typical example of such spells, providing a bonus
modifier for both Accuracy and Evasion checks. These
spells can be used not only for Grove Defenders but also
for their companions, so while fighting with melee
weapons, attention should be paid to balancing casting
spells on themselves and their companions.
Outside of combat, Grove Defenders may find it
difficult to play an active role and should contribute by
using Nature Magic to support their friends.

◼Adventurous Aptitude

Primary Class: Major Fighter 2 Level


Subclass: Major Druid 1 Level
Remaining Experience Points: 0 points
Additional Languages: None

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Warrior 7/9/5
◎Dwarf Warrior 4/11/5
◎Nightmare Mercenary 7/15/8
◯Lildraken Warrior 5/14/6
⬤Tiens Warrior 8/12/8
⬤Weakling Warrior 8/10/5

Special Notes: Can cast Nature Magic (see p. 154) up to


1st level.

54
Part 1 Character Creation

When standing on the front line with heavy armament,


Summoning Warrior can strengthen themselves with
Summoning Arts or summon Daemons to fight alongside
them. However, wearing heavy armor will result in a
penalty for Magic Power, so it is better to use spells that
strengthen the caster, such as [Daemon's Arm] and spells
with the "Resistance: Can't", such as [Blood Branded].
The actions of the Daemons are random, but if they
mesh well with each other, they can be a powerful force in
battle. However, if the check to banish the Daemon fails,
Summoning Warrior will receive a small amount of
damage. Be careful when attempting to banish a
summoned Daemon when your HP is low
Also, note that this type of strategy is not that useful
outside of combat.

◼Adventurous Aptitude

Primary Class: Major Fighter 2 Level


Subclass: Major Warlock 1 Level
Remaining Experience Points: 0 points
Additional Languages: Speak Daemonic and Read Arcana

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Warrior 7/9/5
◎Dwarf Warrior 4/11/5
◎ Nightmare Mercenary 7/15/8
◯Runefolk Warrior 9/12/5
◯Lildraken Warrior 5/14/6
◯Alv Warlock 9/6/10
⬤Tiens Warrior 8/12/8
⬤Weakling Warrior 8/10/5

Special Notes: Can cast Summoning Arts (see p. 156) up


to 2 levels. Has "Gate Imp" and can summon Daemons
(see ML, p. 28).

55
Leafblades are a frontline type that uses lightweight
armament without reducing Magic Power. They can attack
using both melee and magic attacks.
Since Magic Power is not reduced, attack spells can be
used more effectively, allowing for a greater variety of
fighting styles. Leafblades can use weapons to attack weak
opponents, and employ attack spells, such as [Wolf's Bite],
with a Major Action against strong opponents. When
lacking in Accuracy and Evasion, Minor Action spells,
such as [Wing Flyer], can be used to strengthen their
abilities without costing a turn.
Leafblades have more experience points than Grove
Defenders and can learn the Sage and Scout classes during
"Juvenile Experience" (see p. 96). They can also be active
outside of combat. By learning the Ranger class, they can
heal injuries, recover MP, and become specialists in
outdoor adventures.

◼Adventurous Aptitude

Primary Class: Minor Fencer 2 Level


Subclass: Major Druid 1 Level
Remaining Experience Points: 500 points
Additional Languages: None

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Swordsman 9/6/6
◎Dwarf Swordsman 12/5/9
◯Meria Agile Warrior 10/8/11
◯Alv Agile Warrior 12/6/7
⬤Leprechaun Agile Warrior 13/5/5
⬤Weakling Agile Warrior 9/8/6

Special Notes: Can cast Nature Magic (see p. 154) up to


1st level.
Special Notes: The weapon's Critical Threshold is
reduced by -1.

56
Part 1 Character Creation

This class fights at the frontline using lightweight


armament that does not inhibit magic. They mainly rely on
magic attacks while dodging enemy attacks.
Daemonblades fight alongside summoned Daemons
using both weapons and Summoning Arts. They use
weapons against weaker enemies and rely on [Daemon's
Dodge] when their Evasion is not sufficient. While
[Avenger] is a powerful attack spell, be careful as it
consumes HP. They can deal significant damage by
enhancing melee attacks with [Daemon's Arm], or adding
the Combat Feat [Mana Strike].
However, their armor has significant limitations,
resulting in low Defense. If hit by an enemy attack, they
may suffer unexpected large damage. Therefore, be
cautious when banishing your summoned Daemons at the
end of the battle.

◼Adventurous Aptitude

Primary Class: Minor Fencer 1 Level


Subclass: Major Warlock 2 Level
Remaining Experience Points: 500 points
Additional Languages: Speak Daemonic and Read
Arcana.

Selectable Races
Race Name Background Skill/Body/Mind
◎Human Swordsman 9/6/6
◎Elves Swordsman 12/5/9
◯Runefolk Agile Warrior 11/9/6
◯Meria Agile Warrior 10/8/11
◯Alv Agile Warrior 12/6/7
Special Notes: Can cast Summoning Arts (see p. 156) up
⬤Leprechaun Agile Warrior 13/5/5 to 2 levels. Has "Gate Imp" and can summon Daemons
⬤Weakling Agile Warrior 9/8/6 (see ML, p. 28).
Special Notes: The weapon's Critical Threshold is
reduced by -1.

57
Human Environment Table
D66 Environment Explanation
You were born in a remote area where few people live. Without the ability to fight, you could not
11 – 12 Harsh Nature
survive.
13 – 14 Peaceful Nature Water and vegetation were abundant, but power was needed to protect nature.
15 – 16 Poor Farming Village The land was barren, the harvest was poor, and the village was threatened by Barbarous raids.
You were born in a rural village blessed with soil and water resources. In addition, you learned to
21 – 22 Peaceful Farming Village
defend yourself.
You were born into a family of priests. You were taught by god that you must protect and save the
23 – 24 In the Temple
weak.
Shanty Town (Small You were born in a poor section of a small city. The law was out of reach, and even the weak had
25 – 26
Town) learned how to “bite” to survive.
Ruling Class (Small You were born into a family that governed a small city. Although not very wealthy, you had access to
31 – 32
Town) a variety of education and training.
General Townspeople You were born in an ordinary town family. You had a good life but wanted to know what you could
33 – 34
(Small town/City) do.
You were born and raised in back alleys and dumps. From the moment you were born, you faced
35 – 36 Slums (City)
hardships, but you survived with the belief that you could overcome them.
You were born on a plot of land lined with shabby houses. Survival was more important than obeying
41 – 42 Shanty Town (City)
the law. Your dream was to leave the city.
You were born into a family of wealthy merchants, skilled artisans, or a highly educated family.
43 – 44 Upper class (City)
Although your life was stable, you always felt a sense of discomfort with such a life.
You were born into a wealthy family that had achieved great success in business, war, or adventure.
45 – 46 Wealthy (City)
You believed that one day you, too, would achieve great things with your own skills.
Born in Fallen You were born into a once noble family. Although they lost their wealth and power, only their pride
51 – 52
Aristocracy (City) remained in their blood and soul.
Military/Knight Class You were born into a family involved in military affairs. Although your parents were proud warriors,
53 – 54
(City) you seemed somewhat constrained by the state and your position.
You were born into a family involved in managing the city (mostly lower nobility and bureaucrats).
55 – 56 Ruling Class (City)
You were educated for a promising future, but it was hard for you for some reason.
Born into a traditional family that had contributed to the founding of the city and the nation, you had
position, power, a wealthy and stable life, and a guaranteed future. However, as you received a high-
61 – 62 Nobility (City)
quality education, you began to have doubts and discomfort. Go to the "Reasons Why Nobility Goes
on Adventures" table.
You were born into a family of sorcerers, sages, and researchers with special knowledge. You had
63 – 64 Intellectuals (City)
access to a high level of education, and you wanted to use this knowledge to help others in the future.
Your parents, or one parent, was a vagrant. Their way of life and philosophy strongly influenced you,
65 – 66 Vagrants
and you came to respect or even hate them.

Reasons Why Nobility Goes on Adventures


1d Reason Explanation
In order to fulfill your duties as a noble, you embarked on a solitary journey to deepen your
1 Training
knowledge and experience.
2 Self-control To find a way of life by yourself rather than being protected by one's family lineage and bloodline.
Since you were born into a privileged family, it was your natural duty to serve those who are less
3 Obligation
fortunate.
4 Disinheritance The aristocratic way of life did not suit you. You couldn't stay at home.
5 Ruin You were a noble by birth, but not anymore.
6 Downfall You lost the battle for the heir, or was it just malicious intent? You were driven from your home.

58
Part 1 Character Creation

Elven Environment Table


D66 Environment Explanation
11 – 12 Snow Country You grew up in a snowy environment. The snow reminds you of your hometown.
You were born in an environment cut off from the majority of society. They may have had their own
13 – 14 Isolated Village
values and sometimes even their own units of measurement and currency.
You were raised and influenced by those who had long-term ideas (compared to humans). Not being
15 – 16 Long-Lived swept away by a moment's emotions, desire to be with one person for hundreds of years, or you were
repulsed by such long-term thinking.
21 – 22 Short-Lived Family members, best friends, lovers, etc., were (or still are) short-lived.
You were raised moving from one place to another or kept moving. Countries on floating rocks,
23 – 24 Wanderer
traveling merchants, etc.
25 – 26 People of the Water You come from a family deeply involved in the sea, as fishermen and pirates.
You grew up in a poor hygienic environment. You still have some habits from your past, or on the
31 – 32 In The Dirt
contrary, you have become a clean freak.
You were born with memories of a time far past your own birth. Whether you accept or reject this is
33 – 34 Ancient Memories
affected you in some way.
You were born into a noble family. The environment would have been both a boon and an
35 – 36 Noble Origin
inconvenience.
41 – 42 Poisonous You were raised in a poisonous environment. Forests of poisonous mushrooms and laboratories.
You grew up in a place that was quietly built behind a waterfall. It could be a natural cave or a hidden
43 – 44 Behind the Waterfall
magitech facility.
45 – 46 Raining For some reason, the rain was always near you.*
You grew up in what you consider to be one of the ten most beautiful places on the entire Alframe
51 – 52 Beautiful Scenery
continent.
You were born and raised on a deserted island, where there may have been many others, just not
53 – 54 Unpopulated Island
Humanoids.
You grew up in an environment where other organisms, such as salty lakes and acid forests, could
55 – 56 Land of Death
hardly live.
You were brought up in an environment where you were attached to something. It may still be so
61 – 62 Attachment
now, or it may have been released.
You grew up in an environment conducive to the accumulation of knowledge. Libraries, the vicinity
63 – 64 Source of Knowledge
of famous scholars, and so on.
I grew up in an environment where mana was abundant. Inevitably, you would have seen many
65 – 66 Source of Mana
magical phenomena.
* Translator’s Note: This environment has two possible meanings: one is literal, meaning that you were raised in a rainy environment. The other meaning is
that some unfortunate events occurred unexpectedly since your birth. Choose one or both interpretations.

There are also poor neighborhoods and slums in the cities of the Alframe continent.
The experience of surviving in these places will help you in your adventures.

59
Dwarven Environment Table
D66 Environment Explanation
11 – 12 Volcano Child You were picked up when you were drifting on the flowing lava. It is not clear why you were there.
13 – 14 Flame Baptism Your first memory is of fire. You were the only survivor in a village that was attacked and burned.
You were born into a family that mined gold, silver, manatite, and minerals used in iron forging. The
15 – 16 Tunnel Child
dark tunnels were your home.
You were a tinker's child who traveled from village to village and town, repairing items and sharpening
21 – 22 Wandering Tinker knives. Thanks to this, you must have become accustomed to traveling and have a keen ear for
rumors.
You were born into a jeweler family of royalty and nobility. You saw a lot of beautiful things and a lot
23 – 24 Jeweler Family
of ugly reality.
You were born to a blacksmith who belonged to the mercenary order. They made and maintained
25 – 26 Mercenary Smith
the order's weapons. You learned adaptability and how to endure.
You were the son of an artisan who made complicated locks to avoid thieves. At the same time, you
31 – 32 Locksmith Family
might have mastered the art of picking locks.
You were born and raised in a family of armorers who make swords, axes, spears, hammers... and a
Blacksmith's Family
33 – 34 variety of other weapons. You were raised in the blacksmithing environment. Whatever path you
(Weapons)
choose, you will know a certain amount about weapons.
As a devout Blazing Emperor believer, you were born into a family that honors thorough physical
35 – 36 Forging Extremes
training. You may like training, or you may be repulsed by it.
Blacksmith's Family You were born and raised in a family of blacksmiths who specialized in making metal armor. The
41 – 42
(Armor) spirit of the craftsman who customizes armor for each individual is in you.
You are actually a Dwarf royalty or a high-ranking noble. But for some reason, you were brought up
43 – 44 Royal Lineage
in slums or nature.
Ultimate dishes created by fire. You were born into a family of Dwarves who travel the world in search
45 – 46 Gourmet of the perfect fire and ingredients. As a result, you are familiar with the food culture and rare
ingredients of various regions.
Magitech has been around you since you were born. Your first play item was also a machine, and
51 – 52 Playing with Machine
tinkering with machines was the foundation of your life.
Blacksmith's Family You were born and raised in a family of blacksmiths who made various items for daily use. You
53 – 54
(Items) learned the spirit of craftsmanship and taking good care of things there.
55 – 56 Beautiful Beard There was a dwarf proud of his beard nearby. You couldn't help admiring the splendor as a child.
You are searching for rumors about a parent who has gone missing while on a wandering quest for a
61 – 62 Seeking a Good Death glorious death due to disgrace. They have been referred to as the Barbarous Killer, Daemon Killer,
or Dragon Slayer.
You were born as the heir to a family that passed down the secrets of a family tradition from one
63 – 64 Passed Secret Art
generation to the next. You are free to decide what the secret is.
Blessing of the Blazing You grew up being told that your mother dreamed that the Blazing Emperor Grendal blessed you
65 – 66
Emperor just before you were born. You are free to believe it or not.

Nightmares are a race


born different from
others. They are often
shunned by their
parents due to their
soulscars and horns that
can injure their
mothers. One
exception to this is the
Lildrakens, which are
oviparous.

60
Part 1 Character Creation

Tabbit Environment Table


D66 Environment Explanation
Your parents were vagrants. They traveled the world to study, practice, and explore magic. Their
11 – 12 Vagrant
backs were strong.
You and your family were captured by the Barbarous and kept as food. It was vagrants who saved
13 – 14 Barbarous Food
you.
Your parents had no doubt that you were a god. They called it a miracle of gods and immersed
15 – 16 Chosen One
themselves in witchcraft. You are free to accept or reject it.
You were born to parents who traveled all over the world to study magic and knowledge. From an
21 – 22 Everyday Travel
early age, you were always on the road, traveling all over the world.
Your parents were people who valued honing their sense and skills in nature more than studying
23 – 24 Growing in Nature
magic through books and research. The magic associated with nature was also familiar to them.
When you have adventurer parents, your childhood is often neglected. Your parents went off on
25 – 26 Adventurer
adventures and rarely returned, and you learned at an early age about freedom and responsibility.
Your parents were wanderers, searching for justice. And even now, they do not know the truth of
31 – 32 Seeker of Justice
justice. Of course, you don't either.
You were born in a disaster. You felt that there was no use in accumulating wealth and no pain in
33 – 34 In Disaster
living lightly.
Tabbit tends to be irresponsible in parenting. You were neglected and, fortunately, raised by another
35 – 36 With Other Races
race(s). As a result, you have acquired diverse values.
Your parents were masters of the physical arts, not unlike usual Tabbits. They ran around in the
41 – 42 Martial Arts Master mountains and fields and overcame many dangers with only their bodies. You don't think you could
do the same, but you thought it was amazing.
You were born as the child of great magicians. Your parents said that they had reached the depths of
43 – 44 Depths of Magic
magic and then disappeared.
Immediately after you were born, you were attacked by a monster. The fear you had at that time is
45 – 46 Attacked by a Monster
still deeply engraved in your mind. You wanted to overcome it.
You were born in a village full of Tabbits. They were all selfish and devoted to their own research.
51 – 52 Tabbit Settlement
You realized early on that you had to become independent in a hurry.
You were born in a bustling city with many people. There was no resistance in interaction with
53 – 54 Town-Born different races, and you learned a lot. However, for some reason, living only within the narrow walls
of the city was suffocating.
You were born as a child of a member of an organization that uses magic for evil. Seeing adults preying
55 – 56 Dark Organization
on the weak and ignorant, you loathed them from the bottom of your heart.
You were born to parents who used magic in the military. While you understood the necessity of
61 – 62 Military Family military power for protecting the nation, you also felt that mastering magic could allow you to protect
individuals on a more personal level.
You were born into a family that belonged to a magician's guild or a magic academy. At a very young
63 – 64 Magician’s Organization age, you found it ridiculous that you had to stay indoors and fight empty theories on the table, and
your longing for the outside world grew.
You were born the child of sorcerers at the court of some country. You longed for freedom, seeing
65 – 66 Court Magicians
the way you were forced to be at the mercy of the state, even though you had a brilliant mind.

61
Runefolk Environment Table
D66 Environment Explanation
Woke Up in the You found yourself in the wilderness. You do not know where you were born or who brought you
11 – 12
Wilderness there. But from the moment you were born, you were free.
You were born from a generator that was discovered by chance as a force to protect a small village.
13 – 14 Frontier Warrior But what could you do as a newborn? Regardless of the outcome, you survived. We must find the
reason for that.
You were born from a generator left in the ruins. And the first command echoes in your head. “Live
15 – 16 In The Ruins
in freedom.” But what is freedom?
You were created by Barbarous. You are treated like an object, and you spend your days in cruelty.
21 – 22 Barbarous Slave
But you understood that this was not your original role.
Born in the middle of a battle. You were saved by Vagrant when you were about to be killed, not
23 – 24 Saved
knowing what was right or wrong.
You have apparently died once. And when Runefolk is revived, they lose a year's worth of memory,
25 – 26 Revived
so you have no memory of your entire life. Why were you brought back to life?
You were born in a peaceful settlement in a remote area. Far from the big city, with no Barbarous,
31 – 32 Peaceful Village and miraculously never exposed to attacks by foreign enemies, it was a settlement free of strife.
However, you realized that this peace was fragile and could be broken at any time.
The generator that created you was designed to make runefolk for combat. You were not averse to
33 – 34 Battle is Life's Meaning
fighting and were ready to fight whenever needed.
In an ordinary town, you were needed in an ordinary way, and you were born in an ordinary way. You
35 – 36 Ordinary Town
thought you would just go on with your life as usual.
You found yourself in the service of a family in a secluded house. But you can't remember how it
41 – 42 Suspicious Family
happened. Apparently, you don't remember anything for about a year after you were born. Why?
Your parents were Runefolk, but they married of their own free will. You, who were created from
43 – 44 Parent’s Wish
their body parts, would inevitably awaken your free will.
Made in a Fellow You were born in a community of Runefolk gathered around a generator. Everyone was assigned to
45 – 46
Settlement a role and was faithful to it. However, you suddenly doubt living your life as someone else decides.
You were made for someone. But that programmed someone, by mistake, never existed. As soon as
51 – 52 Mistake
you were born, you were lost.
You were created as a servant in a rich people's house. But soon, the place became overstaffed, and
53 – 54 Foundling
you were no longer needed. You are tired of being left alone.
Your role was to babysit young children. You learned that children are weak and need protection,
55 – 56 Babysitter
and you learned the importance of taking care of and protecting them.
You were created as a magician's apprentice or assistant. Magic was commonplace in your life, and
61 – 62 Magician's Apprentice
you had many opportunities to learn.
You were created to be a soldier in the army. You were born with an innate understanding of discipline
63 – 64 Military Use
and fighting techniques.
You were created to be the best assassin, and you were given the education needed to become just
65 – 66 Assassin’s Creed
that. However, strangely enough, the voice of freedom echoed within your artificial brain.

Runefolk, which are


artificial humans, are
created by magitech, a
generator created in the
Magitech Civilization
Period.

62
Part 1 Character Creation

Nightmare Environment Table


※If you were imprisoned, go to the “Reasons for Freedom” table.
※The origin is the race depends on the race of the parent(s). Roll 1d to determine the parentage of the child.
D66 Environment Explanation
You were abandoned in rivers or forests soon after your birth but were miraculously found by Vagrants. It
11 – 12 In Nature
was your destiny to become a Vagrant yourself. (Origin: 1-2: Human, 3-4: Elf, 5-6: Dwarf)
You were born in a remote farming village. Your mother died or was seriously injured during childbirth,
Born in a Remote
13 – 14 and as a result, you were treated miserably as an abominable child. Therefore, you have no regrets about
Region
your hometown. (Origin: Human)
Born in a priest's family, your parents and family members were Divine Magic users, and your mother is
15 – 16 Priesthood probably alive and well. You were raised in the teachings of God, and either because of the revelation or
because of rebellion, you choose your own path. (Origin: 1-3: Human, 4: Elf, 5: Dwarf, 6: Lildraken)
You were born into one of the lowest families of your race. Your mother died because of your birth.
21 – 22 Born of Poor People Growing up in such miserable circumstances, your heart could no longer stay in one place. It was inevitable
that you would travel. (Origin: 1-2: Human, 3-4: Elf, 5-6: Dwarf)
You were born into a typical family. But your horns killed your mother at birth. You were fiercely
23 – 24 General Townsfolk disregarded. Receiving love was rare, and your mother's “murder” made life in the town difficult. (Origin:
1-2: Human, 3-4: Elf, 5-6: Dwarf)
You were born into wealthy merchants, skilled artisans, or an intellectual family. Your mother was likely to
survive. But your existence was hidden, and you were raised in a back room or basement (and eventually
25 – 26 Elite
left). If you are a Lildraken or from a family free from superstition, you are more likely to be well-loved
and educated. (Origin: 1-3: Human, 4: Elf, 5: Dwarf, 6: Lildraken)
You were born into a family involved in military affairs. Your mother is most likely alive and well. Your
31 – 32 Military/Knight Class existence may be hidden, or you may be loved. If you are Lildraken, you were raised simply and strictly as
a warrior. (Origin: 1-3: Human, 4: Elf, 5: Dwarf, 6: Lildraken)
You were born into a family (often aristocratic or bureaucratic) involved in the running of the city. Your
mother was likely to survive. In most cases, you were hidden, raised in a back room or basement, and rarely
33 – 34 Ruling Class
loved (if you are a Lildraken, you were loved). But the longing for freedom has never been lost, even if it
has intensified. (Origin: 1-3: Human, 4: Elf, 5: Dwarf, 6: Lildraken)
Born into a family of adventurers or vagrants. Your mother is most likely alive and well. You were loved
and nurtured normally without prejudice, and the future was open to you. However, becoming an
35 – 36 Adventurers/Vagrants
adventurer or a vagrant was often denied. But perhaps because of your bloodline, your heart was not bound
by anyone. (Origin: 1-3: Human, 4: Elf, 5: Dwarf, 6: Lildraken)
Small Forest of You were born in an Elven village. Elves are often good at magic, and your mother was seriously injured
41 – 42
Waterside Village but survived. But perhaps because of this love, you chose a harsh freedom. (Origin: Elf)
You were born to Elven royalty or nobility. Your mother died, but you survived. You, as a child, were
43 – 44 Noble Birth
hidden and imprisoned as an abominable child. You decided to live alone, even as a child. (Origin: Elf)
You were born in the Elven village, which was close to fairies. Perhaps because of your soulscars, fairies
45 – 46 Fairy Folk did not help your mother and she died. You were shunned in the village and grew up alone. Only your
thirst for freedom kept you alive. (Origin: Elf)
You were born to a family of Dwarven artisans. Your mother survived because of her spirit. The
51 – 52 Flame Artisans environment where blacksmithing and jars burning are commonplace was too hard for you, whose fire is
weakness. Leaving your hometown was an inevitable fate. (Origin: Dwarf)
You were born into a family of lumberjacks. Your mother nearly died in childbirth, but you may be saved
Child of
53 – 54 by the magic of herbs and the magic of the forest. The mountains and fields nurtured you richly, and your
Mountainous Forest
yearning for freedom eventually led you on a journey. (Origin: Dwarf)
You were born into a family of strict Dwarf warriors. Your horns couldn’t pierce your mother's thick abs.
55 – 56 Warrior's Family You showed great talent, but the fact that your fire was a weakness made you feel inferior. Realizing that
you cannot fight with your family, you embark on a journey. (Origin: Dwarf)
Village of Steep Born from an egg in Lildraken, you lacked wings and lived in a remote, rugged area with steep peaks and
61 – 62
Peaks rocky cliffs. Fate eventually led you away from the settlement. (Origin: Lildraken)
You were hatched in the Lildraken egg hatchery and raised by the entire settlement. With your superior
63 – 64 Warrior's Child qualities, you were expected to be a warrior who would protect the settlement. However, in your wingless
heart, there beats the desire for freedom greater than anyone else's. (Origin: Lildraken)
You were born from an egg in the home of a Lildraken merchant who travels from place to place. You
65 – 66 Peddler's Child learned a lot from your parents and gained their trust through their “business”. You tried to be independent
of your parents. (Origin: Lildraken)
Reasons for Freedom Table
1d Reason Explanation
1 Escaped No one can tie you up.
2 Kind Housekeeper There was someone who listened to your heart's cry for freedom.
When it was determined that you could live independently, you were evicted from your home. It
3 Exile
was a day of joy.
4 Lenient Confinement You were hidden in secluded rooms and other places but were free to leave.
5 Wanted Freedom You asked your parents for your freedom. But most likely, you were not allowed to return.
6 Escaped in Chaos In the chaos of war and natural disasters, you fled. There is no going back.

63
Lykant Environment Table
D66 Environment Explanation
The Weak and the Strong
11 – 12 You were on the losing side of life.
(Weak)
The Weak and the Strong
13 – 14 You were on the side of the strong, winning, and taking.
(Strong)
15 – 16 Loner You were born and raised in a solitary environment with absolutely no one to rely on.
There was a person whom you cared about and took care of. Maybe the relationship is still going on,
21 – 22 There is/was someone…
or maybe you were betrayed.
You were forced to take risks to get what you wanted. As a result, you may have become cautious, or
23 – 24 Tiger's Den
you may have become brave.
You were subjected to discriminatory treatment: treated as a slave, kept as a pet animal, mistaken for
25 – 26 Pet
Barbarous (e.g., Lycanthrope), and so on.
You grew up in a wild environment that was not exactly cultural. You still got habits from that time
31 – 32 Wild
from time to time.
33 – 34 Battleborn You have been on the battlefield many times. The battlefield can also be a metaphorical battle.
Your environment was one in which most of your wishes were fulfilled, but there was one thing you
35 – 36 Almost
could not have.
During childhood, it's common to experience events that seem more intense than they actually were.
41 – 42 Sun and Moon
Perhaps you thought you were dying or were under a curse.
You were in an environment where your appearance was praised, but you didn't think well of it myself.
43 – 44 Deceptive Advertisement
Perhaps you were out of sync with your own or dissatisfied with my inner self.
You lived inconspicuously among many others like you. You may have liked it, or you may have
45 – 46 Mere Fraction
disliked it.
You grew up in an environment where many outside people were making a fuss. Maybe you were
51 – 52 Curious Onlookers
criticized, maybe you were flattered.
53 – 54 Like Cats and Dogs You had a very bad companion who you didn't get along with. You still think about them sometimes.
You believed you had a true form, a Beast Form, or perhaps a Hero Form or King Form that you
55 – 56 One's True Form
wanted to show everyone.
Fine Feathers Make Fine
61 – 62 You were born into an environment where you attracted a lot of attention but didn't fit in.
Birds
63 – 64 Secrets You were born in a place where others' secrets were everywhere.
65 – 66 King of Beasts You were born into a family of kings who united many tribes. Are you the right person for the job?

Lykant Head’s Shape Table (Additional)


D66 Animal Motifs
11 – 12 Canine
13 – 14 Dingo
15 – 16 Aardwolf
21 – 22 Weasel
23 – 24 Badger
25 – 26 Kinkajou
31 – 32 Red Panda
33 – 34 Cat
35 – 36 Ocelot
41 – 42 Jaguar
43 – 44 Serval Cat
45 – 46 Meerkat
51 – 52 Panda
53 – 54 Pangolin
55 – 56 Anteater
61 – 62 Ratel
63 – 64 Skunk
65 – 66 Sea Otter

64
Part 1 Character Creation

Lildraken Environment Table


D66 Environment Explanation
Somehow you were born in a nest of dragons and raised by them, and you may not feel comfortable
11 – 12 Dragon Child
with Humanoid's values.
You were born with breathtakingly beautiful scales. You may be proud of it or have a complex about
13 – 14 Beautiful Scales
it.
Ever since you were a child, you have felt an irresistible pleasure in flying. You may be searching for
15 – 16 Wings of the Wind
a way to fly other than by yourself.
People say that you have been talking since you were in the egg. That is not true, but it is true that you
21 – 22 Natural Talker
have always been a good talker. You are confident that you can talk over anyone.
You were born and raised in a village that worships an ancient dragon as if it were a god. You may
23 – 24 Dragon Worshiper
have continued that belief, or you may have awakened to a different one.
You were born in an environment where Lildraken cuisine thrives on raw ingredients and raw food.
25 – 26 Raw Food
You may think it has the best taste, be tired of eating it, or not like it.
You grew up running around naked in the wilderness. Everyone around you was always naked. Even
31 – 32 Naked Dragon
now, clothes are tight for you and feel like restraints.
You were born into a family of merchants who traveled from village to village and town to town.
33 – 34 Merchant’s Child
Thanks to this, you are accustomed to traveling and may even be a connoisseur in your own right.
You have been exposed to the sophisticated taste and values of the big city since you were a child. As
35 – 36 Sophisticated Dragon
a result, you have very good taste. You may be the only one who thinks so.
Mercenary Family You were born to mercenary parents who traveled from place to place. They taught you how to fight
41 – 42
Business and survive.
You were into the royal bloodline of Lildrakens. Or born into a family that calls itself royalty. You
Bloodline of the Dragon
43 – 44 received a strict upbringing to live proudly, strongly, and wisely. And it is your duty to go on a journey
King
of training.
You were brought up in an environment where your gender awareness was blurred, while other races
45 – 46 Ambiguous Gender told you that it was difficult for them to understand your gender. Thanks to this, you have never been
aware of gender differences. Or, on the contrary, you may be overly conscious of it.
You were born in an environment where machines were close at hand. You loved to play with
51 – 52 Tech Dragon machines, taking them apart and reassembling them. You may have become an Artificer or simply an
inventor.
Those who were close to you were seekers of martial arts, whether bare-knuckle fighting or weapon-
53 – 54 Martial Arts Dragon
based combat. You may have studied under them directly, or you may have simply admired them.
Nearby lived Lildraken, a man who knew things. They were the ones who taught you that knowledge
55 – 56 Wise Dragon
is power.
You were born and raised in slums and organized crime. You may have managed to get out or still be
61 – 62 Underworld Dragon
in a relationship. You may have been pursued.
You were born into a family of "tanks," a family that has worn full body armor for generations and that
63 – 64 Steel Dragon has a large shield at its side. You may have inherited your ancestor's spirit, or you may have taken the
opposite path.
Elder Dragon You have been told growing up that you are the reincarnation of a legendary Ancient Dragon. You
65 – 66
Reincarnation may believe it, or you may doubt it.

Color of Lildraken's Scales

1d Scale’s Color Description


1 Black and White Pure white, jet black, or their graduation.
2 Yellow Tint Lemon yellow, ochre, topaz, cream, etc. Orange and brown are also included here.
3 Green Tint Forest green, moss green, teal, olive, viridian, etc.
4 Red Tint Crimson, scarlet, blood red, etc. Red-purples such as pink and bordeaux are also included here.
5 Blue Tint Ultramarine, sky blue, indigo, etc. Blue-purples such as violet are also included here.
6 Mixed Colors Roll the dice twice. The gradation is from color to color, corresponding to the roll.
※Of course, you can choose your favorite color or decide your own color that is not present here.

65
Grassrunner Environment Table
D66 Environment Explanation
With a Family in a
11 – 12 You grew up in a grassland community where Grassrunners stay. You learned to live steadily.
Grassland Community
With Friends in a Prairie You grew up in a grassland community where Grassrunners stay, but your parents left you early.
13 – 14
Community However, as a child of the community, you were taken care of by many of your friends.
Strayed from the Prairie You grew up in a grassland community where Grassrunners stay. One day, however, you found that
15 – 16
Community their tents had disappeared, and your friends left you behind.
You were born to parents who belonged to a caravan of merchants, and you grew up traveling.
21 – 22 Away from Home
Knowledge of business and travel will come very naturally to you, and you were always alone.
You were born to traveling entertainer parents and grew up with music and dances. You are familiar
23 – 24 From Town to Town
with various arts, gossip, and traveling knowledge, but she did not intend to live by them.
You were born to nomadic parents and grew up with horseback riding and hunting, sufficient to gain
25 – 26 From Prairie to Prairie knowledge of mounts, hunting, and travel, but you realized that hunting was not the only way to
survive.
You may have been separated from your parents, or you may have had some unforeseen
31 – 32 Entrusted Life
circumstances. As a child, you were sent to another race to be raised as a baby.
Growing up in the You were raised in a family of wealthy Grassrunners living in the city. Although your instinct to travel
33 – 34
City/Wealthy was tingling, you understood the advantages of a stable and affluent life.
Growing up in the You were raised in a family of Grassrunners living in the city. You had friends of other races,
35 – 36
City/General mischievous and lively, and had a longing for freedom.
You are a Grassrunner orphan. You were lucky enough to be picked up in the temple, but you never
Growing up in the
41 – 42 heard the voice of god. Grateful but feeling small and out of place, you were waiting for your chance
City/Temple
to escape from the temple.
Growing up in the You are a Grassrunner orphan. Because of your skills, you were very useful in the underworld.
43 – 44
City/Underworld However, you were sinking into the darkness of the underworld.
You grew up in the forest as a carefree hunter. You had no food shortage in the lush forests and lived
45 – 46 Wild Child of the Forest a fulfilling life surrounded by nature, but somewhere in your heart, you began to seek a purpose for
your life other than that.
It is not known where you were born or if your parents exist. However, it is said that you were rescued
51 – 52 Friend with Daemon? by adventurers or soldiers when you were with Daemon(s). Perhaps because of this, you could not
give up your secret admiration for Daemons.
You found yourself wandering alone with no clear memories of your parents or hometown. Solitude
53 – 54 Alone
is not a bad thing.
You were raised to be an assassin in the middle of nowhere or in the slums of the city. The work was
55 – 56 Village of Assassins
familiar and comfortable. But as you grew up, you began to long for a place where the sun shines.
You were born to a royal or noble family, the son of a clown. You were always exposed to the dark
61 – 62 Child of Clowns/City side of power and were sometimes treated unreasonably, but you also had opportunities to gain
knowledge of politics, genealogy, and treasures.
Grew up in a Craftsman's Your skills and sense of balance were valued in a craftsman's home from your childhood. Your dream
63 – 64
House/City was to become independent from your somewhat overworked job.
Somehow, you were raised in a military home, and because of your Grassrunner instincts, you
65 – 66 Raised in the Army/City understood that you were not suited for military life, and you ran away amidst the chaos of the
battlefield. However, you did learn how to make soldiers happy or annoyed.

66
Part 1 Character Creation

Meria Environment Table


D66 Environment Explanation
Spring You were one of the seeds planted in the village of Meria to be born in the spring. The season of
11 – 12
Born/Settlement blooming. Blessed life!
Summer You were one of the seeds planted in the village of Meria to be born in the summer. During the lush
13 – 14
Born/Settlement green season, the sun was strong, hot, and a little painful. Dimly lit places are nice, too.
Autumn You were one of the seeds planted in the village of Meria to be born in the fall. It is the season to watch
15 – 16
Born/Settlement the abundant bounty withers away. Everything fades equally.
Winter You were one of the seeds planted in the village of Meria to be born in the winter. A season of snow,
21 – 22
Born/Settlement stillness, and desolation. The end of the world and the beginning of the world are surely the same.
Your seed was special in the settlement of Melia. You were carefully and thoroughly nurtured in the soil.
23 – 24 Cherished/Settlement
I felt a little pressure.
Your seed had been inadvertently and unintentionally left behind in the community of Meria. Was it
25 – 26 Negligently/Settlement someone's mischief, or did it take root in the soil where it unexpectedly fell? Unnoticed existence by
anyone…
Ruined Your seed fell into an empty, ruined village, and you woke up alone. Were you left behind or entrusted
31 – 32
Village/Settlement to the earth so you could be born? Why is there no one there?
You were nurtured by family in the lush forests and meadows. Growing up with a family in a small and
33 – 34 Rich Land/Family
quiet environment. Peaceful but a little cramped.
You were raised in a family that lived in a rough and barren land. Even though you were a child, you
35 – 36 Dead Forest/Family
were still a worker, struggling to earn your daily bread. I did not want to give up my dreams for the future.
With Family in the You were born in the city. You were born in an environment where you and your Meria family interacted
41 – 42
Town/ City with various races. Everyone is different. No one is the same.
You were born in the city. Somehow you found yourself alone and living in the city. You may have been
Alone in the
43 – 44 separated from your parents right after birth, or you may have been born by chance in a park or back
City/Town
alley. Was I abandoned?
With People in a You were born in the city. Depending on the circumstances, your parents may have been priests or an
45 – 46
Temple /City orphan, but this was rarely mentioned. Prayer does not fill the stomach.
There is a gap of more than 10 years between when your seed was born and when it sprouted as if it had
Lost in Time/City or
51 – 52 been preserved for a long time. Depending on the species, there may be a gap of several hundred years.
Settlement
With whom am I supposed to live?
Wandering You were born and raised among a colorful and glamorous group of Meria's traveling entertainers. You
53 – 54
People/Various never had a home and never settled down because of your travels. What is home like?
You have been rooted in the underworld for as long as you can remember. Some say you were one of
55 – 56 Black Market/City the commodities being traded, some say you were sold to them by their parents, and some say you were
a seed picked up on the battlefield. I was lucky to survive.
You were planted and nurtured as a sign of good fortune by the ruling class in the city of Humans.
Symbols of
61 – 62 Although you were taken good care of, you always felt something was different. I wanted to be treated as
Fortune/City
a Humanoid being.
Alone in the From the moment you appeared on earth, you have been alone. You were groping for everything and
63 – 64
Wilderness /Solitude struggling to survive in nature. It is hard to be alone.
Born on a You were born among the ship's cargo. You grew up on the ship and traveled from place to place.
65 – 66
Ship/Wandering But I want to put down roots somewhere.

Grassrunners traveling in
the grasslands sometimes
establish settlements.
However, few of them stay
in one place for a long
period of time, and the
number of residents
changes rapidly.

67
Tiens Environment Table
D66 Environment Explanation
You were born as a direct descendant of the legendary “Wall Guardians”. You grew up undergoing
Direct Lineage of the
11 – 12 rigorous training to carry on the great deeds of your ancestors, but you wondered if such a way of life was
Great Guardians
the only way.
You were born into a family of generations of Wall Guardians and spent your days training, but while
Famous Family of
13 – 14 you watched over your ancestors as they slept in preparation for a decisive battle, you could not imagine
Guardians
much that you would eventually join them.
As a mercenary, you gained fighting skills and learned to survive daily battles while constantly moving
15 – 16 Group of Mercenaries
from place to place.
Born in a barren land, you faced attacks from Daemons and Barbarous. With little support and constant
21 – 22 Battlefield
threats, you vowed to escape and gained the strength to fight back.
Maybe one or both of your parents were Vagrants. Or perhaps you were a foundling. Either way, it was
23 – 24 Vagrant
natural for you to live freely, unbound by anything, relying only on your own resources.
You were born in a remote pioneer village. You had to be strong to survive the harsh days threatened by
25 – 26 Remote Village
Daemons, Barbarous, and ferocious monsters.
You were born in a small village surrounded by nature, where you ran in the mountains and hunted beasts
31 – 32 Rural Settlement
to gain strength. Eventually, you wanted to explore beyond your village.
You were born in temples and orphanages or taken in and raised by priests. You learned the faith and
33 – 34 Temple/Orphanage
the art of warfare from the priests and eventually set out on your own.
Shanty Town (Small You were born in a poor section of a small city where violence ruled. It was difficult to live without
35 – 36
Town) committing crimes. You wanted to learn how to defend yourself and escape from this life.
General Townspeople You were born in a small city to a family of ordinary townspeople. Although not wealthy, you grew up in
41 – 42
(Small Town) ordinary life. You admired heroic tales and dreamed of one day achieving great things yourself.
Upper/Ruling Class You were born into an upper-class family of nobles, aristocrats, and rulers in a small city. You were able
43 – 44
(Small Town) to receive special training in arithmetic and etiquette from an early age.
You were born and raised in back alleys and garbage dumps without a proper house. There was no one
Slums/Shanty Town
45 – 46 to show mercy to children; the only people around you were criminals. Life itself was a battle, but you
(City)
trained my body and mind.
You were born into a family of ordinary townspeople living in a large city. Although it was difficult to live
General Townspeople
51 – 52 in luxury, there was no difficulty in making a living. In the midst of such peace and tranquility, you wanted
(City)
to try out what you could become.
You were born into a family of soldiers and knights, and as such, you were raised with strict education
Military/Knight Class
53 – 54 and training from an early age. Perhaps you witnessed the loss of family members in battle. This
(City)
environment fostered a rebellious spirit within you and a desire to test yourself.
You were born into an upper-class family, such as a prominent person, noble, or ruler in a large city.
Upper/Ruling Class
55 – 56 Although you lived a wealthy life and had access to advanced education and training, you felt constrained
(City)
by the traditions and obligations that came with the upper class.
You were born into families with knowledge, such as sorcerers, sages, and priests. You grew up reading
61 – 62 Intellectuals
books and being taught learning, and you wanted to use your knowledge to make a living or to help others.
You were born into a school where swordsmanship, archery, magical warfare, and the art of war were
School
63 – 64 taught. You learned these arts from childhood and gained confidence, but sometimes this caused
Owner/Instructor
problems. Perhaps you were looking for an opportunity to test yourself.
You were born in a remote village in the mountains or on a secluded island. Fighting monsters was a daily
65 – 66 Hidden Village task, and you had to undergo training once you reached adulthood. You left the village to live freely, but
eventually, you will return.

Many Leprechauns live


underground, either alone
or with their families, in
ruins or abandoned
buildings. It is unlikely
that other races will
encounter them.

68
Part 1 Character Creation

Leprechaun Environment Table


D66 Environment Explanation
You were born in ruins in rugged mountains or remote islands, where there are almost no people. You
11 – 12 Frontier Ruins learned about the outside world from what was left in the ruins and from travelers and adventurers who
happened to visit there and came to want to see the wider world.
You were born in ruins that people sometimes visit, such as forests and mountains with a town or village
Ruins near Human nearby. While you occasionally sneaked out to visit human villages, peeked into people's lives, and snuck
13 – 14
Settlements away from various things, you became more interested in the outside world. There must be more interesting
things in the world.
Born as a Vagrant, you naturally learned to fight and survive. Life wasn’t easy, but you believed that this
15 – 16 Vagrant
freedom, unbounded by anything, was your way of life.
You were born in the basement of a craftsman's house in a small village in the countryside. Instead of stealing
Basement of
food and other things, you secretly helped them with your work and protected them from weak monsters,
21 – 22 Artisanal House
but when a powerful monster appeared, or the artisan disappeared, you could not help but wonder what
(Countryside)
you should do.
Basement of the You were born in the basement of a famous person's house in a small village in the countryside. In exchange
23 – 24 Mansion for food and other necessities, you cared for children and repaired items. One day, you discovered that
(Countryside) there was a bigger world out there, and you wanted to go and see it someday.
General
You were born in a small city to a family of ordinary townspeople. It was an ordinary life, though not wealthy.
25 – 26 Townspeople
Even so, you could not seem to stop yourself from wanting to know what real freedom was.
(Small Town)
You were born in a small city to an artisan with special skills, a family with superior knowledge, or a family
Upper/Ruling Class
31 – 32 of rulers. You had the opportunity to learn and train in many ways and vowed that one day you would make
(Small Town)
a name for yourself and make your family recognize you for who you were.
You were born in the basement of a craftsman's house in a small city. As a child, you assisted the artisan
Basement of
with their work and often asked for the things you needed for daily life. Despite being indebted to and
33 – 34 Artisanal House
attached to the city, you yearned to explore the larger city and the ruins built with ancient technologies that
(Small Town)
you had heard so much about.
Basement of the You were born in the basements of the mansions of wealthy merchants, prominent figures, and the ruling
35 – 36 Mansion (Small class in a small city. You had no trouble making a good living because you could ask for anything, but you
Town) sometimes felt sorry to be living like this forever.
Unable to live in even the roughest of houses, you were born and raised in back alleys and garbage dumps.
Slums (Small
41 – 42 Humanoid life was cheaper than a gamel, and while continuing a life of sneaking and hiding, looking for an
Town/City)
opening, and snatching away the winnings, you longed to escape from this life.
General You were born into a family of ordinary townspeople living in a large city. You had no trouble making a
43 – 44 Townspeople good living as long as you did not live extravagantly. You were able to receive a good education and training,
(City) and you were determined to make your own way in life.
You were born in a large city to a family with special skills, superior knowledge, or ruling status. Being very
Upper/Ruling Class
45 – 46 wealthy, you had no difficulties making a living and thought you would one day take over the family business.
(City)
Although not dissatisfied, you felt that something was missing.
Basement of You were born in a large city's basement of a craftsman's house. You were known to the family of artisans
51 – 52 Artisanal House for generations and had a symbiotic relationship with them. For the sake of family members, you would
(City) sometimes get involved in rough affairs and travel.
You were born in the basement of the large city mansions of wealthy merchants and aristocrats. In exchange
Basement of the
53 – 54 for food and other necessities, you occasionally took care of troublesome things for the householders. And
Mansion (City)
when you saw them happy, you felt good.
You were born in the basement of an orphanage. You played with orphans and secretly placed things people
Basement of
55 – 56 had lost from other houses in storage rooms and on shelves. Sometimes, you would get involved in
Orphanage (City)
difficulties in order to protect orphans, your family.
You were born into families with knowledge, such as sorcerers, sages, and researchers. As you became
61 – 62 Intellectuals familiar with books and deepened your knowledge, you wanted to visit and experience the places described
in the books.
You were born into the ruling class, such as royalty and aristocrats, or into the family of a state official.
63 – 64 Master Craftsmen Although you had special skills and no difficulty making a living, you were often restricted from contacting
the outside world. You wanted to escape from such a confined life and live freely.
Born in the home of fairies in deep forests and steep mountains, where other humanoids rarely enter, you
65 – 66 Fairyland lived with them in nature. But you were intrigued by the outside world and the adventures of the heroes in
the fairy songs.

69
Alv Environment Table
D66 Environment Explanation
Ignorant Remote You grew up in an ignorant village that knew nothing about Alves. It would have been easier to live in the
11 – 12
Village village if they did not care about your strange appearance or if they avoided you.
You were born in a small village in a remote area with an understanding of Alves. There, Alves were
13 – 14 Friendly Small Village
traditionally tolerated.
You were born on the frontier of a harsh environment, Alves were anathema as strange beings, but there
15 – 16 Unwilling Coexistence
were so few people that they had to rely on your power.
It was difficult for Alves to live in a remote area. Since you were born, you were forced to sneak into the
21 – 22 Hiding
village and spent your days stealing mana.
You were considered a rare race and research target by magicians and researchers. In exchange for the
23 – 24 Research Subject
privilege of examining your body, you had no shortage of mana.
Your race was feared on the frontier. But by doing so, you became destined to continue flaunting your
25 – 26 Feared Race
power.
Your appearance was unique, and you were kidnapped by slavers after catching their attention. You might
31 – 32 Kidnapped by Slavers
have been sold and if you were lucky, you may have escaped.
Your parents were part of a gang who pillaged a remote village in order to survive. But you have always
33 – 34 Thugs Gang
felt uncomfortable about that.
Your parents were Vagrants and you did not have a permanent home. It was not an easy life, but you
35 – 36 Vagrant Child
were free.
Together with You were raised by adventurers who recognized your talents and abilities. You learned the value of hard
41 – 42
Adventurers work and achieving results through their guidance.
You were taken together with other Humanoids and raised as slaves. There, all Humanoids were looked
43 – 44 Barbarous Slave
down upon, and there was little prejudice based on race.
You were born at the bottom of the city. You felt you could not live here exposed to discrimination,
45 – 46 Slum-Hardened
prejudice, poverty, and unjust violence.
Your distinctive appearance caught the attention of the powerful and the rich. You were cared for until
51 – 52 Affection
they got tired of you, but it was not a normal affection.
53 – 54 Magician's Apprentice Luckily, you caught the magician's eye, and they took you on as their apprentice.
55 – 56 Adopted Child Soon after you were born, you were adopted. If you were lucky, you were loved, if not, you suffered.
You were born in a village or town where you could live without hiding your origins. There was no
61 – 62 Coexistence
prejudice, and diversity was accepted.
Your parents were talented. With their power, you served the powerful people of the city. But that peace
63 – 64 Valuable Family
did not last forever.
You lived with aristocrats and rich people in the city. However, when it became known that you were Alv,
65 – 66 Brief Heaven
you could no longer stay there.

Alves, who cannot live


without sucking the mana
of others, inevitably live
with others. There are
also those who serve the
powerful by taking
advantage of their
superior abilities.

70
Part 1 Character Creation

Weakling Environment Table


※To select an Origin roll D66 a second time and consult with the number in parentheses in Origin column.
D66 Origin (D66) Environment Explanation
You were discarded by your family soon after your birth. Miraculously, you were picked up by Humanoids
11 Garuda (11–14) Abandoned
and raised by them.
12 Garuda (15–22) Slave You lived as a slave, and you were constantly abused.
You were used as training material for other children in hunting and fighting. However, you managed to
13 Garuda (23–26) Fodder
persevere and continue accumulating strength.
14 Garuda (31–34) Neglected You were neglected by your parents and barely survived. It was a humiliating time
15 Garuda (35–42) Warrior You survived only because you had the qualities of a warrior and your parents spared you.
When your mother saw you born, she went mad. She believed you were the rightful future ruler, doted on you,
16 Garuda (43–46) Mad Love
and gave you an unusual amount of love.
21 Garuda (51–54) Subject A clan magician kept you alive to discover the purpose of your birth, but your life was always at risk.
22 Garuda (55–62) Joke You were raised by the ruler as their heir on a whim, but no one acknowledged you.
23 Garuda (63–66) Royal Son Your father, the king, trained you well, perhaps with the intention of killing you, but you survived.
24 Tannoz (11–14) Exile You were exiled and swept out to sea. Fortunately, you were caught in a fishermen's net and brought to shore
You were thrown into the sea as bait while your parents escaped. Fortunately, you were rescued by a peaceful
25 Tannoz (15–22) Fish Food
sea creature.
Bait for Humanoids attempt to help children who resemble them. In other words, because you looked like a Humanoid,
26 Tannoz (23–26)
Humanoids you were good bait for them. However, one day, only the bait was taken.
Raised You were raised like any other child despite your strange appearance. Unfortunately, you were still bullied due
31 Tannoz (31–34)
Anyway to your appearance.
You were raised properly until you could walk. Then, you were forced to work to death as a laborer and barely
32 Tannoz (35–42) Workforce
survived.
You were able to be friends with fairies because you had fewer soulscars than others. This glimpse of your talent
33 Tannoz (43–46) Fairy Blessing
kept you alive.
Special Your Humanoid-like appearance was advantageous for surprise attacks. Therefore, you were raised to be a
34 Tannoz (51–54)
Soldier special soldier.
Future
35 Tannoz (55–62) You were carefully raised as a sacrifice to the evil gods.
Sacrifice
36 Tannoz (63–66) Son of a Priest You were born into a special family. You were raised in a hidden place at the back of the village.
Your parents saw you as a failure and immediately turned you to stone. One day, Ha Humanoid found and
41 Basilisk (11–14) Petrifaction
revived you.
You were forced to drink your parents' poisonous blood for their amusement. Against all odds, you managed
42 Basilisk (15–22) Poisoned
to survive.
Temper Your parents loved to become monsters, either literally or in some other way. It is probably a miracle that you
43 Basilisk (23–26)
Tantrums survived living with monsters who had lost all sense of reason.
44 Basilisk (31–34) Indifferent You were left alone without any parent-child relationship, making you the luckiest in a way.
You were beaten and thrown around at the mercy of those who practiced magic and martial arts. Others were
45 Basilisk (35–42) Sadism
willing to kill you, but fortunately, you survived.
46 Basilisk (43–46) Subject You were an experimental subject to see if magic could turn you into an ordinary Basilisk with no success.
Your parents were sympathetic to your situation and showed you kindness and love. However, due to their
51 Basilisk (51–54) Kindness
upbringing, you were incompatible with Barbarous society.
Gifted You were trained as an experiment to see if the inferior species could outperform the superior species. You
52 Basilisk (55–62)
Education learned a lot at the cost of a torturous experience
Unconventional parents favored you for being different, but their affection was also unconventional and
53 Basilisk (63–66) Doting
overwhelming.
Your Humanoid mother survived after giving birth to you. She rescued you and escaped the Barbarous society
54 Minotaur (11–14) Mother's Love
with you.
From the Your mother had a miscarriage, and after seeing your frail body, your father discarded you with like garbage.
55 Minotaur (15–22)
Garbage However, you were discovered by a woman who took you in, and you survived.
Among the
56 Minotaur (23–26) You were abandoned as a failure, but women hid and raised you. Those women are no longer with you.
Women
Perhaps it was your father's strong bloodline, but you showed ferociousness even as a baby, which was the reason
61 Minotaur (31–34) Fierce
why you were not killed.
62 Minotaur (35–42) Ignorance You grew up believing that you would one day become a full Minotaur. This would never be the case.
63 Minotaur (43–46) Whim Somehow, you were raised like any other child. But you did not fit in with the Minotaur culture.
To Bear You were brought up rather carefully (even if they were men, they were mistakenly thought to be a woman) as
64 Minotaur (51–54)
Children you would eventually give birth to children.
Perhaps because of your Humanoid blood, you grew up faster than the other children. That's why you were
65 Minotaur (55–62) Precocity
recognized for your strength, but eventually, it reached its limit.
You were born with horns on your head, which split the belly of your Humanoid mother. The Minotaurs liked
66 Minotaur (63–66) Matricide
it and raised you as their own, but you never considered them friends.

71
Shadow Environment Table
D66 Environment Explanation
You were born to be an assassin and raised only for that purpose. You were ordered to kill even your
11 – 12 Village of Assassins
childhood friends.
You were born in a hidden village where you learned the secret martial arts of the Shadow. Though the
13 – 14 Isolated Village
training was hard, the days were fulfilling.
15 – 16 Frontier Village You were born in a village in a harsh environment. Everything you did was for the sake of survival.
You were born into a frontier rural convoy. The importance of protecting those who had no way to fight
21 – 22 Rural Convoy
was drilled into you.
You were the child of a merchant escort traveling from place to place. You learned the vastness of the
23 – 24 Merchant Escort
world at an early age.
The village or organization to which your family belonged was defeated in the battle after a fruitless
25 – 26 Defeated Family struggle. You may have fled with the defeated soldiers, or you may have been taken prisoner. As a result,
your longing for freedom grew stronger.
Adventurer/Vagrant You were born to traveling adventurers and vagrants who taught you many things as they journeyed from
31 – 32
Child place to place.
Soon after you were born, you lost your family and friends in battle. A Vagrant saved you by accident and
33 – 34 War Orphan
raised you.
Born on the You were born in the midst of war. You may have been left alone, or you may have been carefully
35 – 36
Battlefield nurtured as a gift in troubled times.
Brought up in a
41 – 42 You were born in a village in the forest. Surrounded by nature, you were raised in a strict but free manner.
Forest
You were born in the most miserable dump of the town. At a very young age, you had to commit all kinds
43 – 44 Slum-Born
of crimes in order to survive, but deep down in your heart, you were still determined to be a warrior.
You found yourself living in a temple. You may have been a sheltered orphan, or your parents may have
45 – 46 Temple Child
worked in the temple.
Unusually, you were raised by a magician. The magic was difficult to understand, but you felt you had a
51 – 52 Wizard’s Child
knack for how to endure it.
You grew up in a town, but your family was poor. Even so, your parents never lost their Shadow pride,
53 – 54 Poor Family
lived in poverty, and trained you.
You were born into a wealthy family and lived an elegant life as a Shadow. Your upbringing instilled in
55 – 56 Affluent Family
you a sweet disposition, but eventually, you realized your immaturity.
You were born into a military family. Your life was strict, honest, and simple, and you were mentally and
61 – 62 Military Family physically trained from an early age. You were taught the importance of orders, but you were free to
follow them or question them.
You were born in a family of guards for kings, priests, and others of noble status. You knew that there
63 – 64 Noble Escort
was a life more important than your own.
You were born into the family of the chief of the Shadow clan. You were obliged to fight at the forefront
65 – 66 Ancient Lineage
of the battles as your destiny.

In small farming villages


without strong walls,
escorts may be organized
to defend against
Barbarous; a race skilled
in combat, like the
Shadow, would be useful.

72
Part 1 Character Creation

Soleil Environment Table


D66 Environment Explanation
You were born on a different continent from Alframe, perhaps Razeldawn, or perhaps Terastier. Either
11 – 12 Different Continent
way, your common sense may be slightly different from those in Alframe.
You grew up running around in the wild, with the sky full of stars as your roof and flowers and grasses as
13 – 14 Nature's Child
your bed. You were not very smart, but you can at least distinguish between edible and inedible grass.
God's Beloved You were born with one of the most beautiful and well-proportioned bodies Soleil can have. You may be
15 – 16
Body proud of it, or you may not care about it at all.
The bigger and heavier you are, the stronger you are. That's all that matters in life. The simple teachings of
21 – 22 Titan
your parents are firmly rooted in your soul.
You have been known to excel at Soleilian poetry and singing (a form of dance) since you were a child. You
23 – 24 Body Language
may be making the most of this talent or not have enough of it.
You were born into one of the most battle-hardened clans of the village or tribe. You, too, were trained to
25 – 26 Tribal Warrior
use weapons from an early age. Regardless of how you felt about combat, you enjoyed being physically active.
You were born in a slum in a big city, but you and your parents live happily. Maybe they lacked the brains
31 – 32 Slum Child
to worry. Or maybe they have realized the truth about life.
You inherited the wanderlust from your parents, who could never stay in one place. You were familiar with
33 – 34 Wanderlust
the local cultures since you moved from place to place in your childhood.
You didn’t care about complicated things. You lived the way you wanted to live and did the things you
35 – 36 Flawless
wanted to do. You have never doubted that since the day you were born.
You were born into a family with a position, such as chief of a village. You may have felt the responsibility
41 – 42 Sun Kings
of such a position or not have cared about it.
You have been living with animals since you were a child as if they were your family. Thanks to this, you are
43 – 44 Animal Friend
good at communicating with animals. Or perhaps their mentality is similar to that of yours.
When you were born, there was a big storm outside. Perhaps because of this, you always get excited when
45 – 46 Storm Child
you see rain clouds and hear thunderstorms.
There were people around you who were familiar with bare-knuckle wrestling techniques. Whether you
51 – 52 Barefoot Path
pursued or abandoned the art, the experience is deeply rooted within you.
Your parents were traditional tattoo artists who tattooed everyone in the tribe. You had to learn the
53 – 54 Tattooed Child
techniques. You may be rebellious now, but you may also be proud of your skills.
Your parents said, "Knowledge is power, and power comes from your muscles. Therefore knowledge can
55 – 56 Sages of the Sun
be found in our muscles." You may consider this to be true or dismiss it as foolishness.
You were born into a family of either Druids, Fairy Tamers, or Priests/Priestesses of the sun god, etc., who
61 – 62 Shaman’s Child
are the shaman of your community. You may have learned more or less mystical knowledge.
Descendant of the Your mother told you that before she found out she was pregnant, she had a dream in which she shared her
63 – 64
Sun God bed with the sun god. You don't know who your father is, so could it be true?
You were born into a family of adventurers or former adventurers. Their attitude towards the adventurous
lifestyle may have been negative or positive; in some cases, they may have even hidden the fact that they
65 – 66 Adventurer
were adventurers. Despite this, you had many opportunities to learn special skills and knowledge. However,
it is unclear whether your parents were good mentors.

73
Human Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 100 years (x1)

“Human Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated
D66 Experience Ability Score Correction Explanation
Type
Lived as a Hunter From an early age, you lived to hunt to find prey. You were ready to live
11 – 12 None A11 B5 C7 D7 E4 F4 in the wilderness.
(Focus on Accuracy)
Caring for Tools
13 – 14 None A11 B5 C7 D7 E4 F4 It was your job to take care of the items around you. And it was fun.
(Focus on Accuracy)
You were good at stealing. You were also good at taking things from
Means of Survival
15 – 16 None A11 B5 C7 D7 E4 F4 people without their knowledge. But you knew that you would never be
(Focus on Accuracy) able to stay here, even if it was for survival.
You grew up in an environment full of nature. This is the reason why you
21 – 22 None Natural (Balance) A8 B8 C8 D8 E5 F5 develop all kinds of physical abilities.
Excellent Educational Is it because of your parent's wealth or by chance or fate? You have been
23 – 24 None A8 B8 C8 D8 E5 F5 blessed with many teachers and many possibilities.
Environment (Balance)
Overflowing Curiosity Ever since you were a child, you have been interested in many things. You
25 – 26 None A8 B8 C8 D8 E5 F5 tried everything and enjoyed them all.
(Balance)
Explorer Helper Was it your parents' job or a family matter? You were helping an explorer
31 – 32 None A8 B7 C6 D7 E8 F6 to find remains. Inevitably, you became good at finding hidden things.
(Generic Search)
Keen Intuition
33 – 34 None A8 B7 C6 D7 E8 F6 You were good at finding things of value, whether in the city or outdoors.
(Generic Search)
You had the quick wit to understand a problem quickly and immediately
Quick-witted Child
35 – 36 None A8 B7 C6 D7 E8 F6 find a way to solve it. The more dangerous the situation, the more brilliant
(Generic Search) you were.
Playing in Forests and
Nature was your playground. It was a lot of fun, even though all you did
41 – 42 None Rivers A5 B11 C6 D6 E5 F5 was jump and run.
(Focus on Evasion)
Courier Although you were a child, you were working as a courier (legally or
43 – 44 None A5 B11 C6 D6 E5 F5 illegally). The speed of your feet led directly to the results of your work.
(Focus on Evasion)
Life of Danger Even as children, you lived a life of danger. To hide in the shadows, to be
45 – 46 None A5 B11 C6 D6 E5 F5 invisible, was the only way to protect oneself.
(Focus on Evasion)
The Little Hero You never lost to anyone in terms of strength of arms and legs. You were
51 – 52 Sworder A5 B5 C11 D7 E5 F5 often the center of the group and could be relied upon.
(Focus on Striking)
Indomitable By nature, you were blessed with muscular strength. That alone made you
53 – 54 Sworder A5 B5 C11 D7 E5 F5 invincible as a child.
(Focus on Striking)
Days of Training Whether by educational principles or necessity, you have been trained for
55 – 56 Sworder A5 B5 C11 D7 E5 F5 battle from an early age.
(Focus on Striking)
Sworder, Harsh Environments Heat or cold. Dryness, heat waves, flooding, snowfall. You have survived
61 – 62 A5 B5 C9 D9 E5 F9 in these harsh environments. Therefore, you are naturally strong.
Boxer (Focus on Durability)
Sworder, Poor Living Even children had to work hard to survive. Children who could not endure
63 – 64 A5 B5 C9 D9 E5 F9 it had no choice but to die.
Boxer (Focus on Durability)
You have been seriously ill or mortally wounded. But your mind has not
Sworder, Life in a War Zone
65 – 66 A5 B5 C9 D9 E5 F9 succumbed to illness or injury, and your body has become stronger than
Boxer (Focus on Durability) ever.
※The deprecated type "Sworder" also includes "Dragoon (Fencer)".

“Human Childhood Experiences - Spy Category” Table


Ability Score
D66 Experience Explanation
Correction
First Striker
11 – 14 (Combat A8 B8 C8 D6 E8 F4 If you don't fight, you don't survive. Then you must make the first move.
Oriented)
Ambusher
Hide in the shadows and wait for your prey. You learned that this was the secret to a
15 – 22 (Combat A8 B8 C8 D6 E8 F4
sure kill.
Oriented)
Aggressive
You were good at reaching your goal at once without giving your opponent a chance to
23 – 26 (Combat A8 B8 C8 D6 E8 F4
think.
Oriented)
Prepared for
Being dexterous, quick, or clever is not enough. You need to prepare everything to be
31 – 34 Anything A6 B6 C8 D7 E8 F7
ready for the real thing.
(General Purpose)
Jack of all Trades
35 – 42 A6 B6 C8 D7 E8 F7 You were versatile and better than anyone else in every way.
(General Purpose)

74
Part 1 Character Creation

Shorthanded You grew up in an environment where there was always a shortage of labor. Even as a
43 – 46 A8 B6 C8 D7 E8 F7
(General Purpose) child, you were forced to help with everything.
Keen Insight There is a reason why hidden things are never found. And you've always been able to
51 – 54 A8 B3 C5 D5 E11 F6
(Search Oriented) go against those odds.
Mind Reader Is it to look at the adult's face or to avoid being cheated by a swindler? You have
55 – 62 A8 B3 C5 D5 E11 F6
(Search Oriented) become able to read other person's gestures and facial expressions.
Learning and
63 – 66 Practice A8 B3 C5 D5 E11 F6 You loved to learn what you didn't know, and you loved to put it into practice.
(Search Oriented)

“Human Childhood Experiences - Remote Support Category” Table


Deprecated Ability Score
D66 Experience Explanation
Type Correction
11 – All except Learned to Aim for Prey Hunting was a daily routine. You learned how to hit the prey with an
A9 B5 C9 D7 E5 F7
13 Archer (Focus on Accuracy) arrow.
14 – All except With Weapons at Hand You used knives and spears to fight enemies and hunt prey. Anything
A9 B5 C9 D7 E5 F7
16 Archer (Focus on Accuracy) that could be thrown was a fine weapon.
21 – All except Advantageous Position At an early age, you realized it is not enough to be good at something.
A9 B5 C9 D7 E5 F7
23 Archer (Focus on Accuracy) You have to find a place where you can make the most of it.
24 – Carrying Voice Your voice can be heard far and clear. Whether you sing or shout, it is
None A8 B6 C3 D7 E3 F11
26 (Focus on Spirit) an advantage.
31 – Child of Mana You have a lot of mana in your body. It was important for you to learn
None A8 B6 C3 D7 E3 F11
33 (Focus on Spirit) magic.
34 – Withstand Magic Ever since you were a child, you have had difficulty with magic. It may
None A8 B6 C3 D7 E3 F11
36 (Focus on Spirit) saved your life.
As a child, you cared for a recluse who lived deep in the forest. Despite
41 – Recluse’s Caretaker
None A8 B5 C5 D6 E9 F9 being unusual, you were grateful to hear many stories from them that you
43 (General Wizard)
couldn't hear anywhere else.
44 – Met with Fairies You often went to the forest where the fairy lived. You learned a lot by
None A8 B5 C5 D6 E9 F9
46 (General Wizard) going through the forest and becoming friends with the fairies.
51 – Learning in the Temple You studied in temples and engaged in service activities. You have gained
None A8 B5 C5 D6 E9 F9
53 (General Wizard) so much knowledge and been exposed to so many people.
54 – Wizard's Apprentice
Archer A3 B3 C3 D7 E11 E10 As a wizard’s apprentice, you spent your days buried in books.
56 (Pure Wizardry)
61 – Learned about Daemons You had a chance to learn about Daemons’ ecology and history.
Archer A3 B3 C3 D7 E11 E10
63 (Pure Wizardry) Somewhere along the way, you began to hear someone's voice.
64 – Thirst for Knowledge You enjoyed learning, and accumulating knowledge. Especially about
Archer A3 B3 C3 D7 E11 E10
66 (Pure Wizardry) magic.

“Human Childhood Experiences – Magic Warrior Category” Table


Deprecated Type Ability Score
D66 Experience Explanation
Correction
11 – Gushing Mana (Accuracy + Naturally, mana came up from within you. All you had to do
None A9 B3 C3 D5 E11 F7
14 Magic Power) was to put it into the weapon.
15 – Magic Through Weapons You realized that you could imbue weapons with magic. It was
None A9 B3 C3 D5 E11 F7
22 (Accuracy + Magic Power) an unexpected flash of inspiration.
23 – Touched by Magic Items You had the opportunity to touch and manipulate precious
None A9 B3 C3 D5 E11 F7
26 (Accuracy + Magic Power) magical items. It was a surprise and an inspiration.
31 – Magic Warrior Child Your parents wanted you to become a magic warrior.
None A8 B8 C8 D6 E8 F6
34 (Balance) Therefore, you learned how to use weapons and magic.
Unable to exercise because you were studying magic? Too
35 –
None Wunderkind (Balance) A8 B8 C8 D6 E8 F6 tired to concentrate on your studies because you were
42
training your body? That was not you.
You realized that studying magic was not only about sitting at
43 – Learn at Your Own Pace
None A8 B8 C8 D6 E8 F6 a desk. Walking in the fields and forests was also an
46 (Balance)
important study of magic.
Heat or cold. Dryness, heat waves, flooding, snowfall. You
51 – Spellpuncher, ** Harsh Environments
A5 B3 C9 D9 E7 F9 have survived in these harsh environments. Therefore, you
54 Sworder, Artificer (Focus on Durability)
are naturally strong.
Spellpuncher, ** At a very young age, you grew up in a poor environment and
55 – With Patience
Sworder, Artificer A5 B3 C9 D9 E7 F9 in terrible working conditions. Despite these conditions, you
62 (Focus on Durability)
read books and studied without sleep.
Spellpuncher, ** Healing a Serious Injury by You were badly injured, but fortunately, you did not die
63 –
Sworder, Artificer Yourself (Focus on A5 B3 C9 D9 E7 F9 instantly. You succeeded in healing the wound with your own
66
Durability) magic.
※ “**Sworder” refers to Magic Sworder, Leafblade, Daemonblade, etc., Types using the Fencer class.

75
Elven Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 500 years (x5)

“Elven Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
D66 Experience Ability Score Correction Explanation
Self-aware Child You often took advantage of your youthfulness, caught others off guard,
11 – 13 A10 B7 C4 D7 E5 F4
(Focus on Accuracy) and got what you were after.
Through Battles
14 – 16 A10 B7 C4 D7 E5 F4 A hundred warriors were by your side, observing your movements.
(Focus on Accuracy)
Rain Child When you went outside, for some reason, it rained a lot. Even in such a
21 – 23 A10 B7 C4 D7 E5 F4
(Focus on Accuracy) situation, your grip on the weapon didn’t become lax.
Growing up on the Many troublesome matters come to the borders between countries. The
24 – 26 A7 B7 C4 D7 E6 F7
Border (Balance) ability to cope with them was necessary.
Destroyed Homeland
31 – 33 A7 B7 C4 D7 E6 F7 Your hometown was destroyed, and you honed your skills with your heart.
(Balance)
Upstart Thinking
34 – 36 A7 B7 C4 D7 E6 F7 With foresight, you had been studying in anticipation of the future.
(Balance)
Forest Protector
41 – 43 A7 B7 C4 D6 E9 F5 You had the job of making the rounds in the forest.
(Generic Search)
Water Protection You had kind water in your heart and protected the environment in the
44 – 46 A7 B7 C4 D6 E9 F5
(Generic Search) water.
Gem Collector
51 – 53 A7 B7 C4 D6 E9 F5 You went around collecting gems. Sometimes in illegal places?..
(Generic Search)
Horrible Neighbors There was terrible creatures in the neighborhood, and you used to run
54 – 56 A7 B11 C3 D6 E4 F4
(Focus on Evasion) away from them.
Hail of Bullets You were in a place where arrows and bullets were raining down. You had
61 – 63 A7 B11 C3 D6 E4 F4
(Focus on Evasion) to avoid them or die!
The Evil Hand of Justice There were circumstances that required you to flee from a righteous
64 – 66 A7 B11 C3 D6 E4 F4
(Focus on Evasion) pursuer.

“Elven Childhood Experiences - Spy Category” Table


Ability Score
D66 Experience Explanation
Correction
Monster Attack
11 – 14 (Combat A7 B6 C4 D7 E8 F6 The place where you lived was attacked by monsters, and you escaped with your life.
Oriented)
Lurking in the
Darkness
15 – 22 A7 B6 C4 D7 E8 F6 You have lived in the dark. You have seen many who despise elves like you.
(Combat
Oriented)
Lost Life
23 – 26 (Combat A7 B6 C4 D7 E8 F6 You lost loved ones at a very young age. You must fight to live.
Oriented)
Ancient Wisdom
31 – 34 A8 B8 C4 D5 E8 F5 The elves who have lived long enough have taught you how to live.
(General Purpose)
Evil Organization
35 – 42 A8 B8 C4 D5 E8 F5 Evil organizations have their own unique rules. You learned that.
(General Purpose)
Aristocratic
43 – 46 Society (General A8 B8 C4 D5 E8 F5 You learned various techniques in aristocratic society. It was pretty gruesome.
Purpose)
Deep into the
You ventured deep into the forest, where mysterious forces swirled and somehow
51 – 54 Forest (Search A9 B9 C2 D5 E9 F5
returned alive.
Oriented)
Tower of Wisdom You were challenged to climb the tower, which was said to bestow great wisdom if you
55 – 62 A9 B9 C2 D5 E9 F5
(Search Oriented) climbed it.
Setting Traps
63 – 66 A9 B9 C2 D5 E9 F5 You often set traps. If you master this, you can win without fighting...
(Search Oriented)

76
Part 1 Character Creation

“Elven Childhood Experiences - Remote Support Category” Table


Deprecated
D66 Experience Ability Score Correction Explanation
Type
Archery Master
All except There was a master archer right next to you. There was much to watch
11 – 13 (Focus on A11 B3 C5 D5 E5 F5
Archer and learn.
Accuracy)
Sun Child
All except When you went outside, the sun was always strong. Even in such a
14 – 16 (Focus on A11 B3 C5 D5 E5 F5
Archer situation, you trained my eyes.
Accuracy)
Firearms Factory
All except You worked in a factory that made guns. Whether you wanted to or
21 – 23 (Focus on A11 B3 C5 D5 E5 F5
Archer not.
Accuracy)
Choir
24 – 26 None A7 B3 C2 D6 E6 F11 You sang in a choir willingly or not.
(Focus on Spirit)
Clear Mind
31 – 33 None A7 B3 C2 D6 E6 F11 You spent your days in mental concentration in a harsh environment.
(Focus on Spirit)
Fairy Circle
34 – 36 None A7 B3 C2 D6 E6 F11 You were invited to a place where fairies gathered in secret.
(Focus on Spirit)
Magic Academy You entered a school where you could learn magic and worked on your
41 – 43 None A9 B5 C2 D5 E10 F7
(General Wizard) studies.
Hermit
A hermit several hundred years old gave you an impossible task, but
44 – 46 None Assignment A9 B5 C2 D5 E10 F7
you managed to do it.
(General Wizard)
Young
At an early age, you accompanied a group of adventurers and gained
51 – 53 None Adventurers A9 B5 C2 D5 E10 F7
experience.
(General Wizard)
Book of Secrets
54 – 56 Archer A3 B3 C2 D5 E11 F10 You were shown a secret magic book by someone you trusted.
(Pure Wizardry)
Mana Fountain
61 – 63 Archer A3 B3 C2 D5 E11 F10 You touched the mana fountain one time. It was a mystical experience.
(Pure Wizardry)
Magical Old
You suffered a great wound from magic. Since that time, you have
64 – 66 Archer Wounds (Pure A3 B3 C2 D5 E11 F10
awakened to something.
Wizardry)

“Elven Childhood Experiences – Magic Warrior Category” Table


D6 Experience Ability Score Correction Explanation
Sniper
1 (Accuracy + Magic A10 B6 C2 D5 E9 F6 Someone close to you was a sniper, and you assisted them.
Power)
Temple Bells
You were responsible for ringing the temple bells. The sound of the bells still
2 (Accuracy + Magic A10 B6 C2 D5 E9 F6
comes back to you when you close your eyelids.
Power)
Around Magic Items
3 (Accuracy + Magic A10 B6 C2 D5 E9 F6 You were often given magic items to carry.
Power)
Young Adventurers At an early age, you accompanied a group of adventurers and gained
4 A7 B7 C3 D7 E9 F6
(Balance) experience.
Kitchen You were forced to work in the kitchen. Looking back, you learned a lot about...
5 A7 B7 C3 D7 E9 F6
(Balance) fire magic, water magic, and using blades.
Sea Hunter
6 A7 B7 C3 D7 E9 F6 You learned various techniques to catch prey in the sea.
(Balance)

77
Dwarven Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 200 years (x2)

“Dwarven Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated
D66 Experience Ability Score Correction Explanation
Type
In order to survive on the street, you had to cover up your
Street Child
11 – 13 None A16 B2 C8 D8 E2 F11 slowness with your dexterity. That experience has made you what
(Focus on Accuracy)
you are today.
Exquisite You have been forced to assist in making extremely detailed and
14 – 16 None Workmanship A16 B2 C8 D8 E2 F11 exquisite workmanship. You will not be outdone by anyone in
(Focus on Accuracy) terms of dexterity.
Although you look slow and heavy, your blows are unmatched in
Accurate Shooting
21 – 23 None A16 B2 C8 D8 E2 F11 accuracy. The foundation for this is built through training since
(Focus on Accuracy)
childhood.
Mineral Exploration Dwarves are associated with fire and iron. Therefore, the search
24 – 26 None A15 B5 C5 D5 E5 F11
(Generic Search) for mineral deposits is instilled in them from an early age.
You have been fortunate enough to witness your ancestors' and
Longing for Treasure predecessors' magnificent creations and treasures. Your eyes have
31 – 33 None A15 B5 C5 D5 E5 F11
(Generic Search) been trained to appreciate them, which has instilled within you an
insatiable longing for treasure.
Wanderlust Ever since you were a child, you have had a tendency to travel
34 – 36 None A15 B5 C5 D5 E5 F11
(Generic Search) aimlessly. That has not changed.
Superior Physical Among Dwarves who boast of their physical strength, you have
41 – 43 None Strength A14 B2 C10 D8 E2 F11 excelled since you were a child. Since then, you have never lost in
(Focus on Striking) a contest of strength.
Helped with
You carried heavy materials and items and helped with the work.
44 – 46 None Blacksmithing A14 B2 C10 D8 E2 F11
These days were tougher than any training.
(Focus on Striking)
Trained Martial Arts There were good warriors in your family or neighborhood. You
51 – 53 None A14 B2 C10 D8 E2 F11
(Focus on Striking) were fortunate to learn martial arts from them.
Working in the extreme cold, flooding, and drought. Even in such
Harsh Environments
54 – 56 Boxer A14 B1 C9 D10 E1 F12 a harsh environment, Dwarves never complain. Even if they are
(Focus on Durability)
children.
Were you imprisoned? Was it a miserable working environment?
With Patience
61 – 63 Boxer A14 B1 C9 D10 E1 F12 Your spirit has endured loneliness and unreasonableness, your
(Focus on Durability)
body has been forged, and Dwarven iron will is unyielding.
Returned Back from You have been seriously ill or mortally wounded. But your mind
64 – 66 Boxer the Brink of Death A14 B1 C9 D10 E1 F12 has not succumbed to illness or injury, and your body has become
(Focus on Durability) stronger than ever.

“Dwarven Childhood Experiences – Remote Support Category” Table


Deprecated Ability Score
D66 Experience Explanation
Type Correction
All except Mountain-Bred You were from a village deep in the mountains, where you have been
11 – 13 A16 B1C6 D7 E4 F12
Archer (Focus on Accuracy) forced to help with hunting, gathering, and cooking since you were a child.
Unparalleled
All except The most important thing to hit the target is the eye that catches the target.
14 – 16 Accuracy A16 B1C6 D7 E4 F12
Archer You have had good eyesight since you were a child.
(Focus on Accuracy)
All except Axe-Slinging
21 – 23 A16 B1C6 D7 E4 F12 Axe-throwing has been a boom around you since you were a child.
Archer (Focus on Accuracy)
Traditional Singers Dwarves value tradition. You have learned the songs of your lost homeland
24 – 26 None A14 B1C5 D6 E4 F12
(Focus on Spirit) from your parents.
Excellent Conjurer Dwarves are famous for their thick fingers, which are terribly dexterous.
31 – 33 None A14 B1C5 D6 E4 F12
(Focus on Spirit) And you can play any instrument with those fingers.
Inside the Kiln Under the watchful eye of the kiln operator, you learned about true
34 – 36 None A14 B1C5 D6 E4 F12
(Focus on Spirit) perseverance and faith.
Friends in Flames A fairy appeared out of the fire, and you became friends. Since then, your
41 – 43 None A12 B3C3 D7 E6 F15
(General Wizard) relationship has continued.
Heard God One day, you suddenly heard the voice of God. Since then, your every
44 – 46 None A12 B3C3 D7 E6 F15
(General Wizard) action has been influenced by that voice in one way or another.
Golem Workshop You grew up in a laboratory where the creation of the Golem was a passion.
51 – 53 None A12 B3C3 D7 E6 F15
(General Wizard) That passion is still etched in your mind.

78
Part 1 Character Creation

Longing for the Unusually for Dwarves, you have come to believe that the mysteriousness
54 – 56 Archer Magic Way (Pure A8 B1C3 D7 E6 F17 of magic is the greatest treasure in the world. Your desire for it is stronger
Wizardry) than anything else.
Lost in a Mysterious When you were a child, you wandered into a mysterious forest. There were
61 – 63 Archer Forest A8 B1C3 D7 E6 F17 many trees, spirits of animals and fairies. There, you were awakened to
(Pure Wizardry) something.
Heard the Evil Voice With an evil voice, a small fiend appeared. And it said it would give you
64 – 66 Archer A8 B1C3 D7 E6 F17
(Pure Wizardry) power...

“Dwarven Childhood Experiences – Magic Warrior Category” Table


Ability Score
D66 Experience Explanation
Correction
Forger of the Magic Sword You wish to forge a magic sword as good as the Sword of Genesis. In order
11 – 14 A16 B1 C4 D6 E6 F12
(Accuracy + Magic Power) to do so, you have to learn how to use them.
A fireball blows into the air with a roar. The warriors marched forward,
Bomb Squad
15 – 22 A16 B1 C4 D6 E6 F12 undaunted. The heroic figures you saw as a child are still burned in your
(Accuracy + Magic Power)
mind.
Touched by Magic Items You had the opportunity to touch and manipulate precious magical items. It
23 – 26 A16 B1 C4 D6 E6 F12
(Accuracy + Magic Power) was a surprise and an inspiration.
Picked up by a Wandering You were found by a wandering paladin and raised as their child. Their
31 – 34 A14 B2 C7 D7 E5 F12
Paladin (Balance) teachings formed the basis of your beliefs.
Wind in the Heart You can do anything well. But that's boring, isn't it? Is there anything in this
35 – 42 A14 B2 C7 D7 E5 F12
(Balance) world that you can be serious about?
Learned from Nature Although you were in the minority, you grew up in the forest. And living in
43 – 46 A14 B2 C7 D7 E5 F12
(Balance) nature, you were trained both mentally and physically.
Harsh Battle When you were a child, there was a terrible battle. You survived it and
51 – 54 A13 B2 C7 D9 E2 F15
(Focus on Durability) vowed to become an adult who could survive and help others.
Were you captured by a monster, or were you of extremely low social
Unfair Treatment
55 – 62 A13 B2 C7 D9 E2 F15 status? You were put in an unfair situation and forced to engage in
(Focus on Durability)
unreasonable labor and work. But you were not broken by such a situation.
Dwarven paladin is synonymous with sturdiness and stubbornness. You
Trained as Paladin
63 – 66 A13 B2 C7 D9 E2 F15 have been trained to be a paladin and gained a strong body and an
(Focus on Durability)
unyielding spirit.

Tabbit Life Segments


Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
4 years and younger 5 – 8 years 9 years and older 10 years 50 years (x1/2)

“Tabbit Childhood Experiences - Remote Support Category” Table


D66 Experience Ability Score Correction Explanation
Beautiful Voice Your voice is full of charm that makes us want to cheer you up. Your voice makes
11 – 14 A2 B2 C1 D6 E13 F11
(Focus on Spirit) everyone feel at home.
You could memorize a song once you heard it and reproduce it with your voice
Perfect Pitch
15 – 22 A2 B2 C1 D6 E13 F11 and instruments. Your adeptness, memory, and sense of sound were enough to
(Focus on Spirit)
amaze the adults.
Traveling Singing
You grew up in an environment of minstrels and traveling bands performing music
23 – 26 Rabbit (Focus on A2 B2 C1 D6 E13 F11
from place to place. At one time, you were one of them.
Spirit)
Mad Wizard As a child, you trained under a magician who was willing to go astray for the study
31 – 34 A5 B1 C1 D6 E16 F8
(General Wizard) of magic. Regardless of the ethics of your mentor, you were able to learn a lot.
Spent Time in the
There was a large forest in the neighborhood. While interacting with fairies and
35 – 42 Deep Woods A5 B1 C1 D6 E16 F8
spirits deep in the forest, you had many inspirations.
(General Wizard)
Slum Wizard Struggling to survive in the slums, one day, you met an eccentric magician.
43 – 46 A5 B1 C1 D6 E16 F8
(General Wizard) Learning magic became a way out of this place.
Wizard's
51 – 54 Apprentice A1 B1 C1 D4 E17 F10 As a formal apprentice to a wizard, you were thoroughly trained in magic.
(Pure Wizardry)
Gifted
55 – 62 A1 B1 C1 D4 E17 F10 You showed more talent for magic than anyone else. And it was true.
(Pure Wizardry)
Daemon's
Ever since you were a child, you have been inescapably drawn to Daemon's
63 – 66 Whispers (Pure A1 B1 C1 D4 E17 F10
knowledge of the Otherworld. But, then, you could hear it whispering in your ear...
Wizardry)

79
Runefolk Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
3 months and younger 4 – 6 months 7 months and older 7 months 50 years (x1/2)
※The 1st and 2nd happenings of Runefolk take place within a span of months, not years.

“Runefolk Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated
D66 Experience Ability Score Correction Explanation
Type
Excellent Eyesight You were born with highly accurate eyesight. You never neglect to
11 – 13 None A10 B3 C9 D8 E3 F2
(Focus on Accuracy) strengthen your body to make the most of it.
None Precision Work Days You were engaged in precision work, such as mechanical engineering and
14 – 16 A10 B3 C9 D8 E3 F2
(Focus on Accuracy) craftwork. Inevitably, your fingers became dexterous.
None Linked Eyes and Fingers Whether working, fighting, or throwing, you never miss your target. Your
21 – 23 A10 B3 C9 D8 E3 F2
(Focus on Accuracy) fingers moved in such a way that your throws hit where you aimed.
None Outdoor Work Your job was to go around in the mountains and fields, looking for enemies
24 – 26 A9 B3 C6 D6 E7 F4
(Generic Search) and prey. It seems that this was your specialty.
None Runefolk's butlers and maids have always been popular. That's because
Worked as Servant
31 – 33 A9 B3 C6 D6 E7 F4 they are always thorough in all their work. You have learned from their
(Generic Search)
skills and spirit.
Worked as Escort Since your early years, you have been taken out of the city as an escort. You
34 – 36 None A9 B3 C6 D6 E7 F4
(Generic Search) would sense danger and inform your companions. That was your first job.
Strived to Increase
You trained your body for the sake of someone whom you will serve in the
41 – 43 Sworder Strength A9 B3 C10 D8 E3 F2
future.
(Focus on Striking)
Prepared for Battle (Focus
44 – 46 Sworder A9 B3 C10 D8 E3 F2 You spent your day training for battle. This gave you a strong body.
on Striking)
Built for Battle (Focus on From the time you left the generator, you had the knowledge and skill to
51 – 53 Sworder A9 B3 C10 D8 E3 F2
Striking) fight. You searched for a way to make the most of it.
Sworder, Master’s Shield You trained yourself not to fall easily for the sake of the master whom he
54 – 56 A9 B3 C9 D7 E3 F4
Boxer (Focus on Durability) would eventually serve.
Sworder, Endure the Harshness You were involved in accidents and disasters, but you were the only one
61 – 63 A9 B3 C9 D7 E3 F4
Boxer (Focus on Durability) who was unaffected. You know your limits and skills.
You were born to a short-tempered and violent master. You were subjected
Sworder, Terrible Master
64 – 66 A9 B3 C9 D7 E3 F4 to abuse, beatings, and kicks for unreasonable reasons. However, you
Boxer (Focus on Durability)
acquired a strong body and spirit that nothing can defeat.
※The deprecated type "Sworder" also includes "Dragoon (Fencer)".

“Runefolk Childhood Experiences - Spy Category” Table


Ability Score
D66 Experience Explanation
Correction
Weaken in
Advance It is important to weaken the enemy in advance. This will greatly increase your chances
11 – 14 A8 B4 C8 D8 E4 F3
(Combat of winning.
Oriented)
Studies the Vital
Points Every being has a weak spot. You have learned that the battle will be over quickly if you
15 – 22 A8 B4 C8 D8 E4 F3
(Combat hit them there.
Oriented)
Trained for
Combat From weaponry to physical training, you have learned various fighting techniques. And
23 – 26 A8 B4 C8 D8 E4 F3
(Combat it suited your skills.
Oriented)
For Survival In order to survive without backup or supplies, you had to be suited to all kinds of
31 – 34 A7 B4 C7 D7 E7 F3
(General Purpose) abilities. You may have been made for that purpose.
Speedy
35 – 42 A7 B4 C7 D7 E7 F3 Elegant work is quick and efficient. You have learned this and trained hard.
(General Purpose)
Under Strict
You were expected to do many things as soon as you were born. You did most of
43 – 46 Demands A7 B4 C7 D7 E7 F3
them.
(General Purpose)
Night Training Runefolk's eyes see through the darkness. In order to take advantage of them further,
51 – 54 A7 B3 C5 D5 E10 F4
(Search Oriented) you have trained to search mainly at night.
Lost Something
Did it belong to you personally or to your master? You lost it and searched for it
55 – 62 Important A7 B3 C5 D5 E10 F4
desperately. You swore in your heart that you would never lose it again.
(Search Oriented)
Vigilant You served as a guard for traders and ranchers. Your excellent eyesight and keen
63 – 66 A7 B3 C5 D5 E10 F4
(Search Oriented) senses were of ample use.

80
Part 1 Character Creation

“Runefolk Childhood Experiences - Remote Support Category” Table


Deprecated Ability Score
D66 Experience Explanation
Type Correction
Ranged Weapons
All except From the time you were born, you had an aptitude for handling ranged
11 – 13 Preference A12B1C3D3 E6 F2
Archer weapons.
(Focus on Accuracy)
All except Hunting Job Soon after you were born, you got a job as a hunter. And you were quite
14 – 16 A12B1C3D3 E6 F2
Archer (Focus on Accuracy) good at it.
All except Excellent Eyesight Your eyes, which can see through the darkness and see far, were a rare
21 – 23 A12B1C3D3 E6 F2
Archer (Focus on Accuracy) talent as a hunter.
Soul Searching How can you move people? You have learned that it is not about logic
24 – 26 None A10B2C3D3 E9 F6
(Focus on Spirit) but being close to the soul.
Carrying Voice Your voice can be heard far and clear. Whether you sing or shout, it is
31 – 33 None A10B2C3D3 E9 F6
(Focus on Spirit) an advantage.
Beautiful Form Your appearance attracts those who see you. Some may criticize you for
34 – 36 None A10B2C3D3 E9 F6
(Focus on Spirit) being artificial, but not everyone can ignore you.
Broad Aptitude You had a wide range of knowledge and an aptitude for magic. Magic
41 – 43 None A5 B5C4D4E10F5
(General Wizard) helped you a lot.
Driven by Magic In a life that demands everything, you realize that some things are
44 – 46 None A5 B5C4D4E10F5
(General Wizard) impossible without magic. So, you decide to learn about it.
To Save Someone With magic, you will be able to save those who could not be saved
51 – 53 None A5 B5C4D4E10F5
(General Wizard) before. That is why you have trained in magic.
Innate Functions From birth, you have had the ability to wield magic. All you need to do
54 – 56 Archer A3 B1C2D3E12F5
(Pure Wizardry) is learn how to control it.
Fast Knowledge
The books and knowledge of magic that you saw were absorbed into
61 – 63 Archer Absorption A3 B1C2D3E12F5
your brain surprisingly quickly and easily.
(Pure Wizardry)
Born for Magical
It is said that you were created to use magic in battle. It was very easy for
64 – 66 Archer Warfare (Pure A3 B1C2D3E12F5
you to understand and learn such magic.
Wizardry)

“Runefolk Childhood Experiences – Magic Warrior Category” Table


Deprecated Ability Score
D66 Experience Explanation
Type Correction
Magic is a Weapon
11 –
None (Accuracy + Magic A11B1C2D2E10F4 You realized that you could fight with magic itself as a weapon.
14
Power)
Felt Mana Flow
15 –
None (Accuracy + Magic A11B1C2D2E10F4 One day, you noticed a strong flow of mana within you.
22
Power)
Understanding the
23 – Magic of Battle You understood that in order to use magic without wasting time in
None A11B1C2D2E10F4
26 (Accuracy + Magic battle, physical training was also necessary.
Power)
31 – Someone's Whispering "Use your magic in battle," a voice said every night, "and I will give you
None A9 B3C7D5 E9 F3
34 (Balance) the power." Fairies, nature, and gods did not whisper to you.
35 – All Rounded You were born with the knowledge of weapons and magic. So you
None A9 B3C7D5 E9 F3
42 Knowledge (Balance) decided to make use of both of them.
43 – Strict Master The master who educated you as a newborn was very strict. Thanks to
None A9 B3C7D5 E9 F3
46 (Balance) them, you learned the basics of weapons and magic.
Spellpuncher,
51 – Shield of the Weak You wanted to be a shield for weak people all over the world. That's
** Sworder, A3 B3C8D9 E7 F5
54 (Focus on Durability) why you trained.
Artificer
Spellpuncher, When you were born from the generator, there was no one around
55 – Abandoned
** Sworder, A3 B3C8D9 E7 F5 you. You figured out how to live on your own and became self-reliant.
62 (Focus on Durability)
Artificer It was a feat of your toughness.
Spellpuncher,
63 – Healing Injuries Injuries can be healed by magic. So, as long as you don't die, you
** Sworder, A3 B3C8D9 E7 F5
66 (Focus on Durability) should be fine.
Artificer
※ “**Sworder” refers to Magic Sworder, Leafblade, Daemonblade, etc., Types using the Fencer class.

81
Nightmare Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years Unknown (arbitrary from x1 to x 3)
※The 1st Happening of Nightmare happens at x 1, and subsequent ones are calculated arbitrarily from x1 to x3.
“Nightmare Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated
D66 Experience Ability Score Correction Explanation
Type
Lived as a Hunter
11 – 12 None A11 B5 C3 D4 E3 F5 To survive, you had to get your own prey from an early age.
(Focus on Accuracy)
Craftsmanship Qualities Since you were kept indoors for so long, you became skilled at manual
13 – 14 None A11 B5 C3 D4 E3 F5
(Focus on Accuracy) labor.
Means of Survival (Focus The difference in appearance eventually deprived you of a true way of life.
15 – 16 None A11 B5 C3 D4 E3 F5
on Accuracy) You had no choice but to repeatedly steal.
You grew up in an environment full of nature. It was difficult to live in a
21 – 22 None Natural (Balance) A8 B8 C4 D4 E5 F5
human village.
Excellent Educational Is it because of your parent's wealth or by chance or fate? Although it was
23 – 24 None A8 B8 C4 D4 E5 F5
Environment (Balance) never publicized, you had many mentors and many opportunities.
Overflowing Curiosity From an early age, you were interested in many things. You were good at
25 – 26 None A8 B8 C4 D4 E5 F5
(Balance) everything you did, but you made people jealous and lost your friends.
Explorer Helper Was it your parents' job or a family matter? You were helping an explorer
31 – 32 None A7 B7 C4 D3 E8 F6
(Generic Search) to find remains. Inevitably, you became good at finding hidden things.
Keen Intuition
33 – 34 None A7 B7 C4 D3 E8 F6 You were good at finding things of value, whether in the city or outdoors.
(Generic Search)
You understood the problem more quickly than anyone else and had the
Quick-witted Child
35 – 36 None A7 B7 C4 D3 E8 F6 tact to immediately find a way to solve it. You never put yourself in harm's
(Generic Search)
way.
Playing in Forests and
Nature was your playground. It was a lot of fun, even though all you did
41 – 42 None Rivers A5 B11 C3 D3 E5 F5
was jump and run.
(Focus on Evasion)
Courier Although you were a child, you were working as a courier (legally or
43 – 44 None A5 B11 C3 D3 E5 F5
(Focus on Evasion) illegally). The speed of your feet led directly to the results of your work.
Perhaps because of your nightmare origin, you were living a life in danger.
Erasing Past
45 – 46 None A5 B11 C3 D3 E5 F5 The only way to protect yourselves was to disappear and hide in the
(Focus on Evasion)
shadows.
The Little Hero You never lost to anyone in terms of strength of arms and legs. You were
51 – 52 Sworder A7 B7 C6 D4 E5 F4
(Focus on Striking) often the center of the group and could be relied upon.
Indomitable By nature, you were blessed with muscular strength. That alone made you
53 – 54 Sworder A7 B7 C6 D4 E5 F4
(Focus on Striking) invincible as a child.
Days of Training Whether by educational principles or necessity, you have been trained for
55 – 56 Sworder A7 B7 C6 D4 E5 F4
(Focus on Striking) battle from an early age.
Sworder, Harsh Environments Heat or cold. Dryness, heat waves, flooding, snowfall. You have survived
61 – 62 A5 B5 C5 D5 E5 F9
Boxer (Focus on Durability) in these harsh environments. Therefore, you are naturally strong.
Sworder, Poor Living Even children had to work hard to survive. Children who could not endure
63 – 64 A5 B5 C5 D5 E5 F9
Boxer (Focus on Durability) it had no choice but to die.
You grew up in constant wars. It was unsanitary, injuries were constant, and
Sworder, Life in a War Zone
65 – 66 A5 B5 C5 D5 E5 F9 you had to be tough to survive; if you weren't a Nightmare, you might have
Boxer (Focus on Durability)
died.
※The deprecated type "Sworder" also includes "Dragoon (Fencer)".

“Nightmare Childhood Experiences - Spy Category” Table


D66 Experience Ability Score Correction Explanation
First Striker
11 – 14 A7 B7 C5 D2 E6 F8 If you don't fight, you don't survive. Then you must make the first move.
(Combat Oriented)
Ambusher
15 – 22 A7 B7 C5 D2 E6 F8 Hide in the shadows and wait for your prey. You learned that this was the secret to a sure kill.
(Combat Oriented)
Aggressive (Combat
23 – 26 A7 B7 C5 D2 E6 F8 You were good at reaching your goal at once without giving your opponent a chance to think.
Oriented)
Prepared Is Essential You were always exposed to unreasonable violence and discrimination. If you had prepared well,
31 – 34 A7 B7 C3 D3 E8 F8
(General Purpose) you could have avoided them and fought back.
Jack of all Trades
35 – 42 A7 B7 C3 D3 E8 F8 You were versatile and better than anyone else in every way.
(General Purpose)
Shorthanded You grew up in an environment where there was always a shortage of labor. Even as a child, you
43 – 46 A7 B7 C3 D3 E8 F8
(General Purpose) were forced to help with everything.
Keen Insight (Search Your great insight allowed you to instantly know where to hide things effectively. So, you were good
51 – 54 A8 B7 C2 D1 E10 F7
Oriented) at both finding and hiding.
Mind Reader You were often beaten up just because you were Nightmare. As a result, you became good at
55 – 62 A8 B7 C2 D1 E10 F7
(Search Oriented) reading the mind of the opponent to know how to avoid being hit.
Learning and
63 – 66 Practice A8 B7 C2 D1 E10 F7 You loved to learn what you didn't know, and you loved to put it into practice.
(Search Oriented)

82
Part 1 Character Creation

“Nightmare Childhood Experiences - Remote Support Category” Table


Deprecated Ability Score
D66 Experience Explanation
Type Correction
Learned to Aim for
All except Hunting was a daily routine. You learned how to hit the prey with an
11 – 13 Prey (Focus on A10B3C5D2 E8 F6
Archer arrow.
Accuracy)
With Weapons at
All except You used knives and spears to fight enemies and hunt prey. Anything
14 – 16 Hand A10B3C5D2 E8 F6
Archer that could be thrown was a fine weapon.
(Focus on Accuracy)
All except Advantageous Position You found an advantageous spot more surely than anyone else, leading
21 – 23 A10B3C5D2 E8 F6
Archer (Focus on Accuracy) to a one-sided battle.
Carrying Voice Your voice can be heard far and clear. Whether you sing or shout, it is
24 – 26 None A8 B6C1D1 E9 F10
(Focus on Spirit) an advantage.
Child of Mana You have a lot of mana in your body. It was important for you to learn
31 – 33 None A8 B6C1D1 E9 F10
(Focus on Spirit) magic.
Withstand Magic Ever since you were a child, you have had difficulty with magic. You
34 – 36 None A8 B6C1D1 E9 F10
(Focus on Spirit) realized that it was a great talent that lay dormant inside of you.
You cared for a recluse who lived deep in the forest as a child. Despite
Recluse’s Caretaker
41 – 43 None A8 B7C2D2 E9 F9 being an unusual person, you were grateful to hear many stories from
(General Wizard)
them that you couldn't hear anywhere else.
Met with Fairies You often went to the forest where the fairy lived. You learned a lot by
44 – 46 None A8 B7C2D2 E9 F9
(General Wizard) going through the forest and becoming friends with the fairies.
Learning in the Temple You studied in temples and engaged in service activities. You have
51 – 53 None A8 B7C2D2 E9 F9
(General Wizard) gained so much knowledge and been exposed to so many people.
Wizard's Apprentice
54 – 56 Archer A6 B4C1D1E11 F9 As a wizard’s apprentice, you spent your days buried in books.
(Pure Wizardry)
Accident or coincidence? When you were a child, you met Daemon.
Met Daemon
61 – 63 Archer A6 B4C1D1E11 F9 You are the only one who knows if you were lucky to survive or if you
(Pure Wizardry)
made a special pact...
Thirst for Knowledge You enjoyed learning, and accumulating knowledge. Especially about
64 – 66 Archer A6 B4C1D1E11 F9
(Pure Wizardry) magic.
“Nightmare Childhood Experiences – Magic Warrior Category” Table
Deprecated Ability Score
D66 Experience Explanation
Type Correction
Gushing Mana
11 – You were good at handling mana. You could always feel the flow of
None (Accuracy + Magic A10 B3 C4 D2 E9 F6
14 mana in your body.
Power)
Magic Through During a brawl, your hand would occasionally burst with magic, causing
15 –
None Weapons (Accuracy + A10 B3 C4 D2 E9 F6 your opponent to fall unconscious. You realized that this could be a
22
Magic Power) powerful weapon if you could learn to control it.
Touched by Magic Items
23 – You had the opportunity to touch and manipulate precious magical
None (Accuracy + Magic A10 B3 C4 D2 E9 F6
26 items. It was a surprise and an inspiration.
Power)
31 – Magician’s Child Your parents wanted you to be a magic warrior. And you, surprisingly,
None A5 B9 C3 D3 E8 F8
34 (Balance) had the ability to do so.
35 – Magic and martial arts were the same for you. You could handle them
None Wunderkind (Balance) A5 B9 C3 D3 E8 F8
42 at will without even thinking about it.
43 – Learn at Your Own Pace You realized that studying magic was not only about sitting at a desk.
None A5 B9 C3 D3 E8 F8
46 (Balance) Walking in the fields and forests was also an important study of magic.
Spellpuncher, Someone made a mistake, and you were hit by a direct hit of a spell.
51 – Magical Accident
** Sworder, A7 B3 C5 D5 E5 F9 Although you suffered a life-threatening injury, the experience taught
54 (Focus on Durability)
Artificer you to tolerate pain and to be prepared for magic.
Spellpuncher, At a very young age, you grew up in a poor environment and in
55 – With Patience
** Sworder, A7 B3 C5 D5 E5 F9 terrible working conditions. Despite these conditions, you read books
62 (Focus on Durability)
Artificer and studied without sleep.
Spellpuncher, You were badly injured, but fortunately, you did not die immediately.
63 – Healing Injuries
** Sworder, A7 B3 C5 D5 E5 F9 And although your memory is vague, you seemed to have healed the
66 (Focus on Durability)
Artificer wound by yourself.
※ “**Sworder” refers to Magic Sworder, Leafblade, Daemonblade, etc., Types using the Fencer class.

83
Lykant Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 150 (x1.5)
“Lykant Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated Ability Score
D66 Experience Explanation
Type Correction
Chase the Carriage You aimed your attack at fast-moving carriages and succeeded
11 – 12 None A6 B8 C7 D7 E7 F1
(Focus on Accuracy) brilliantly. This instinct is still in use today.
You crossed the cliff using a wire hook, saving you from certain
To the Other Part
13 – 14 None A6 B8 C7 D7 E7 F1 death had you fallen. The feeling of that experience still lingers in
(Focus on Accuracy)
your memory.
Opening Eyes to the
You were injured in the eye. But after that day, you think you
15 – 16 None Truth (Focus on A6 B8 C7 D7 E7 F1
began to see the essence of many things.
Accuracy)
People around you ridiculed you as "<Person’s> Dog," but you
21 – 22 None Pet Dog (Balance) A4 B8 C7 D7 E8 F3
could only live in such a way.
23 – 24 None Handyman (Balance) A4 B8 C7 D7 E8 F3 You always helped others and were good at that.
You have been praised as a model child. Was it because it made
25 – 26 None Exemplary (Balance) A4 B8 C7 D7 E8 F3
you happy? You have been a model child.
Garbage Scavenging There were days when you had to live despite scavenging through
31 – 32 None A4 B7 C7 D8 E8 F3
(Generic Search) garbage.
Superior Senses Ever since you can remember, one of your five senses has been
33 – 34 None A4 B7 C7 D8 E8 F3
(Generic Search) very good.
Monster Hut You were put in a shed full of monsters and escaped from there
35 – 36 None A4 B7 C7 D8 E8 F3
(Generic Search) by yourself.
Farm You didn’t stay in one place but moved from one place to another
41 – 42 None A4 B9 C7 D7 E7 F2
(Focus on Evasion) as you please. No one could bind you.
Dancer
43 – 44 None A4 B9 C7 D7 E7 F2 You were a dancer on a famous unique stage.
(Focus on Evasion)
Suspected Criminal You were suspected of being a criminal. Whether it was true or
45 – 46 None A4 B9 C7 D7 E7 F2
(Focus on Evasion) false, you escaped.
Brat
51 – 52 Sworder A2 B8 C10 D7 E8 F2 You were a leader of kids in the vicinity.
(Focus on Striking)
Defeated Adult You got into an altercation with an adult and beat them at arm's
53 – 54 Sworder A2 B8 C10 D7 E8 F2
(Focus on Striking) length.
Wild Animal
55 – 56 Sworder A2 B8 C10 D7 E8 F2 You had a ferocious side that some people were afraid of you.
(Focus on Striking)
Sworder, Carrier
61 – 62 A2 B5 C9 D10 E7 F4 You used to work carrying heavy loads.
Boxer (Focus on Durability)
Sworder, Slave
63 – 64 A2 B5 C9 D10 E7 F4 You were treated as a slave. You were patient and still is.
Boxer (Focus on Durability)
Sworder, Iron Ball You were once hit in the face by an iron ball, either in an accident
65 – 66 A2 B5 C9 D10 E7 F4
Boxer (Focus on Durability) or in battle. But you endured it.
※The deprecated type "Sworder" also includes "Dragoon (Fencer)".
“Lykant Childhood Experiences - Spy Category” Table
Ability Score
D66 Experience Explanation
Correction
Bold and Forceful
11 – 14 A6 B6 C6 D7 E10 F1 Your way was a bit aggressive. You took what you wanted. No hesitation.
(Combat Oriented)
Didn’t Want to be Week
15 – 22 A6 B6 C6 D7 E10 F1 The weak were oppressed. Tired of this, you have gained strength.
(Combat Oriented)
Very Careful You prepared calmly until the allotted time and then unleashed your hidden
23 – 26 A6 B6 C6 D7 E10 F1
(Combat Oriented) power.
Plains Hunter In the plains, there is no place to hide. Taking advantage of this preconceived
31 – 34 A6 B6 C5 D6 E11 F2
(General Purpose) notion, you can instead lurk and hunt your prey.
Hunter’s Smell
35 – 42 A6 B6 C5 D6 E11 F2 It had a good sense of smell and used it to hunt.
(General Purpose)
Merchant You lived by the dexterity of your trade. You acquired a variety of miscellaneous
43 – 46 A6 B6 C5 D6 E11 F2
(General Purpose) skills.
Alert
51 – 54 A5 B6 C5 D5 E12 F3 You always sensed danger and avoided it.
(Search Oriented)
Garbage Scavenging
55 – 62 A5 B6 C5 D5 E12 F3 There were days when you had to live despite scavenging through garbage.
(Search Oriented)
Sixth Sense (Search Since your injury, you have developed the power to notice many things. It is not
63 – 66 A5 B6 C5 D5 E12 F3
Oriented) an exaggeration to say that you have a sixth sense.

84
Part 1 Character Creation

Lildraken Life Segments


Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
9 years and younger 10 – 19 years 20 years and older 30 years 300 years (x3)
※The first molt is considered a juvenile, the second an adolescent, and the third an adult.

“Lildraken Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Ability Score
D66 Experience Explanation
Correction
Thug Since childhood, you have had a tendency to put your hands in front of your
11 – 13 A4 B7 C10 D12 E1 F6
(Focus on Striking) mouth. As a result, you became a skilled fighter.
Big Body In your childhood, you were bigger than anyone else. Because of that, you
14 – 16 A4 B7 C10 D12 E1 F6
(Focus on Striking) were stronger than anyone else.
The Joy of Fighting Since you were a child, you have always enjoyed wielding weapons. You were
21 – 23 A4 B7 C10 D12 E1 F6
(Focus on Striking) expected by those around you to be an excellent warrior.
Sky Hunter You learned to hunt by aiming and shooting at prey from high places. This
24 – 26 A6 B6 C9 D15 E1 F3
(Focus on Accuracy) may have given you a bird's eye view of things.
You grew up in or near a cook's home from an early age. By watching, tasting,
Chef's Apprentice
31 – 33 A6 B6 C9 D15 E1 F3 and helping with the preparation of various dishes, your fingers have acquired
(Focus on Accuracy)
a delicate touch.
Took Care of the Lildraken collect eggs born at the same time and raise them in batches. This
34 – 36 Hatchery A6 B6 C9 D15 E1 F3 care sometimes required carefulness and delicacy, which also affected your
(Focus on Accuracy) nature.
Suffered Epidemic You were afflicted with a terrible epidemic and wandered between life and
41 – 43 A3 B7 C7 D16 E1 F7
(Focus on Durability) death. But your body was not defeated by the disease.
Settlement Destroyed Was it war, a monster attack, or a natural disaster? The village where you
44 – 46 A3 B7 C7 D16 E1 F7
(Focus on Durability) were born and raised was devastated. But you survived.
Exceptional Physical
51 – 53 Toughness A3 B7 C7 D16 E1 F7 Strong body. That is something Lildraken should be proud of.
(Focus on Durability)
Growing Up with a You grew up in a merchant's home, or you grew up watching a business in
54 – 56 Merchant A5 B7 C5 D13 E6 F3 action. You will have developed an eye for goods and fingers that handle them
(Generic Search) with delicacy and swiftness, which will shape you in the future.
You assisted pharmacists in collecting plants and animals for use in medicine
Pharmacist's Apprentice
61 – 63 A5 B7 C5 D13 E6 F3 and preparing these materials. During this time, you also gained knowledge
(Generic Search)
about poisons.
You, who were always curious, soon left the village and went out for
Spirit of Enquiry
64 – 66 A5 B7 C5 D13 E6 F3 exploration. Even as you grew older, your curiosity did not diminish but only
(Generic Search)
increased.

“Lildraken Childhood Experiences – Magic Warrior Category” Table


Ability Score
D66 Experience Explanation
Correction
Hunter Qualities
You were smaller than the others, but your dexterity made you a good hunter from
11 – 14 (Accuracy + Magic A6 B3 C6 D10 E6 F7
an early age.
Power)
Search for Taste With a discerning palate that could sense even the slightest differences in taste, you
15 – 22 (Accuracy + Magic A6 B3 C6 D10 E6 F7 also possessed a keen sense of magic. Through cooking, you acquired dexterity as
Power) well.
Self-Sufficiency
To survive, you had to make your own items and hunt. Despite the constant hunger,
23 – 26 (Accuracy + Magic A6 B3 C6 D10 E6 F7
there was a magical feeling that arose.
Power)
Dragon Senses Was it the blood of distant ancestors? You have shown talent in everything. You
31 – 34 A5 B7 C7 D10 E5 F6
(Balance) were like a dragon that could fly and even use magic.
Broad Curiosity You were equally interested in training your body and learning magic. Eventually,
35 – 42 A5 B7 C7 D10 E5 F6
(Balance) you wanted to travel to the wide world.
Outstanding Talent You were better in every way than anyone you grew up with. You wanted to go far
43 – 46 A5 B7 C7 D10 E5 F6
(Balance) away to become even better.
Felt God’s Deliverance Disasters, epidemics, accidents, and natural calamities nearly killed you. But then
51 – 54 A4 B3 C7 D16 E2 F8
(Focus on Durability) you heard the voice of God, and you survived.
Nature’s Whispers You were lost in a deep forest. In your foggy consciousness, you thought you heard
55 – 62 A4 B3 C7 D16 E2 F8
(Focus on Durability) the voice of nature.
Fascinated with Daemons At a very young age, you were attacked by Daemon. But you survived with your
63 – 66 A4 B3 C7 D16 E2 F8
(Focus on Durability) toughness and learned something about Daemons.

85
Grassrunner Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 200 (x2)

“Grassrunner Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
D66 Experience Ability Score Correction Explanation
Letters to High Windows You were throwing letters into paper airplanes to your loved ones in the
11 – 13 A10 B8 C4 D13 E1 F10
(Focus on Accuracy) windows of tall buildings.
Lasso Master You had a natural talent for lassoing, as you found trees, cliffs, and
14 – 16 A10 B8 C4 D13 E1 F10
(Focus on Accuracy) buildings all interesting and honed your skills accordingly!
Windows-Broking Kid It was hard to resist an infuriating ruler, but you at least broke a window!
21 – 23 A10 B8 C4 D13 E1 F10
(Focus on Accuracy) And one day…!
Evil Elite You were in a group of bad guys for a while. They were skilled, and there
24 – 26 A7 B7 C4 D13 E3 F13
(Balance) was much to absorb.
Crowded Town You lived in a populated town. Your curious eyes, seeing different people,
31 – 33 A7 B7 C4 D13 E3 F13
(Balance) learned different abilities.
Overflowing Sense of
You have generally been able to solve most things by inspiration. You
34 – 36 Style A7 B7 C4 D13 E3 F13
didn’t know what the word “worry” meant.
(Balance)
For Profit
41 – 43 A10 B7 C4 D11 E3 F11 You went into unexplored places, even if it was dangerous.
(Generic Search)
Sharp Instincts You were a thief for a reason, so you knew where the important places
44 – 46 A10 B7 C4 D11 E3 F11
(Generic Search) were.
Quick-Witted
51 – 53 A10 B7 C4 D11 E3 F11 You had a sharp mind and quick reaction.
(Generic Search)
Messenger
54 – 56 A7 B10 C4 D13 E1 F11 In the future, the information you’ve learned will be the key to victory.
(Focus on Evasion)
Carrier
61 – 63 A7 B10 C4 D13 E1 F11 It was always your job to carry important stuff.
(Focus on Evasion)
Escape Master
64 – 66 A7 B10 C4 D13 E1 F11 It is still a prank if you get away with it!
(Focus on Evasion)
“Grassrunner Childhood Experiences - Spy Category” Table
D66 Experience Ability Score Correction Explanation
In Charge
11 – 14 A11 B5 C3 D12 E3 F10 Because of your small size, you were underestimated.
(Combat Oriented)
Monster Hunter
15 – 22 A11 B5 C3 D12 E3 F10 You had to sneak up on the monsters and take them down quickly.
(Combat Oriented)
Guard Your responsibility was to protect important places, making you a double-
23 – 26 A11 B5 C3 D12 E3 F10
(Combat Oriented) edged sword of security and combat.
Learner
31 – 34 A7 B7 C3 D11 E6 F12 You could easily imitate whatever you saw.
(General Purpose)
Traveling Alone Since you often traveled alone, you have done almost everything by yourself
35 – 42 A7 B7 C3 D11 E6 F12
(General Purpose) since you were a child.
Wariness There were times when you had to be wary of people. So you did a lot of
43 – 46 A7 B7 C3 D11 E6 F12
(General Purpose) things by yourself.
Antiquarianism You liked to collect antiques. You sometimes lurked in ruins and
51 – 54 A10 B5 C3 D11 E6 F10
(Search Oriented) sometimes stole them.
Tracker
55 – 62 A10 B5 C3 D11 E6 F10 Whether it was a person or a monster, tailing was exciting.
(Search Oriented)
Explorer You used to find things you shouldn't have and take them. For whom? For
63 – 66 A10 B5 C3 D11 E6 F10
(Search Oriented) yourself, of course.
“Grassrunner Childhood Experiences - Remote Support Category” Table
Deprecated Ability Score
D6 Experience Explanation
Type Correction
Gambler (Focus on Roulette and dice can actually be manipulated to a great extent using just
1 Minstrel A10 B3 C5 D13 E2 F13
Accuracy) the tip of the hand.
Sniper of Love You had to improve your accuracy to shoot love letters for someone you
2 Minstrel A10 B3 C5 D13 E2 F13
(Focus on Accuracy) love!
Hunter
3 Minstrel A10 B3 C5 D13 E2 F13 Wildlife was the most interesting thing in the world. That's why you hunted.
(Focus on Accuracy)
Music Lover
4 None A6 B4 C2 D12 E3 F17 Music is always with people's hearts. La-la-la-la!
(Focus on Spirit)
Adversity
5 None A6 B4 C2 D12 E3 F17 To overcome challenges, one must possess a strong mind.
(Focus on Spirit)
Dreamer
6 None A6 B4 C2 D12 E3 F17 You spent a lot of time immersed in dreams and fantasies. Ahhhh…
(Focus on Spirit)

86
Part 1 Character Creation

Meria (Short-Lived) Life Segments


Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
1 months and younger 2 – 5 months 6 months and older 6 months 10 years (x1/10)

Meria (Long-Lived) Life Segments


Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
10 years and younger 11 – 18 years 19 years and older 20 years 300 (x3)

“Meria Childhood Experiences - Remote Support Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated Ability Score
D66 Experience Explanation
Type Correction
All except In Search of Nuts You used to throw stones to get nuts from high places. I want to eat
11 – 13 A6 B1 C5 D14 E2 F2
Archer (Focus on Accuracy) those nuts again.
All except Actor You learned the art of directing the audience's attention on stage at
14 – 16 A6 B1 C5 D14 E2 F2
Archer (Focus on Accuracy) a very young age. Look at me!
By working closely with investors, you can learn to be a connoisseur
All except Close to Investors
21 – 23 A6 B1 C5 D14 E2 F2 and increase your chances of success. Luck is also a part of my
Archer (Focus on Accuracy)
abilities!
Voice of the Earth One day, you heard a voice speaking directly to your heart from the
24 – 26 None A5 B1 C1 D14 E3 F6
(Focus on Spirit) earth. It was somehow calming.
Main MC You were the host of the event, and I had the courage to do it. Okay,
31 – 33 None A5 B1 C1 D14 E3 F6
(Focus on Spirit) next!
Breathtaking Beauty Even though you were still a child, you had a beauty that fascinated
34 – 36 None A5 B1 C1 D14 E3 F6
(Focus on Spirit) everyone who saw you. Heh.
Magical Education
41 – 43 None A4 B3 C1 D12 E5 F5 You were gifted to become a magician. Leave the magic to me!
(General Wizard)
Voices from the
There have been nights when you have heard voices from the graves
44 – 46 None Graves (General A4 B3 C1 D12 E5 F5
and had nightmares. I'm not good at being scared...
Wizard)
Guild Employee You gained a lot of knowledge by working for or assisting the guild.
51 – 53 None A4 B3 C1 D12 E5 F5
(General Wizard) I was a hard worker.
Huge Library You were wandering through the vast amount of books in the library.
54 – 56 Archer A1 B1 C1 D14 E6 F6
(Pure Wizardry) Hmmm, this is...
Blossoming Cherry In the place where flowers were filled with mana, you have gained
61 – 63 Archer A1 B1 C1 D14 E6 F6
(Pure Wizardry) power. I felt wisdom in them.
Sacred Tree Staff You have obtained a staff made from a dead Meria (long-lived
64 – 66 Archer A1 B1 C1 D14 E6 F6
(Pure Wizardry) species). Please help me.

“Meria Childhood Experiences – Magic Warrior Category” Table


Ability Score
D6 Experience Explanation
Correction
Hustle and Bustle of the City You lived in a city with little greenery. There were so many things to notice and
1 A6 B2 C2 D12 E5 F3
(Accuracy + Magic Power) to gain.
Underwater You experienced being submerged in water but somehow managed to survive.
2 A6 B2 C2 D12 E5 F3
(Accuracy + Magic Power) I was not made for this.
Deep in Ruins
3 A6 B2 C2 D12 E5 F3 You penetrated deep into the magical ruins and found magic. It was creepy.
(Accuracy + Magic Power)
Under the Tree
4 A2 B2 C4 D11 E6 F4 You have promised to meet again under the tree. I'd like to see them again.
(Balance)
Intense Study
5 A2 B2 C4 D11 E6 F4 “Hold strong to your roots!” It was hard, but I was trained well.
(Balance)
Nature's Colors You felt the infinite colors in nature, and your senses were heightened. It was a
6 A2 B2 C4 D11 E6 F4
(Balance) wonderful experience.

87
Tiens Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 50 years (x1/2)
※Tiens does not age in suspended animation, so the second and subsequent happenings should be arbitrarily timed.
“Tiens Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated
D66 Experience Ability Score Correction Explanation
Type
Wall Archer On the Wall of the Abyss, bows and arrows are important as a defense
11 – 12 None A10 B8 C5 D6 E3 F8
(Focus on Accuracy) against flying Daemons.
You were working for a master craftsman. They liked you and taught you
Craftsmanship Qualities (Focus
13 – 14 None A10 B8 C5 D6 E3 F8 simple techniques. Thanks to them, you became quite dexterous with
on Accuracy)
your hands.
Battles Were Everyday (Focus For you, fighting was a daily routine. The danger was always around you,
15 – 16 None A10 B8 C5 D6 E3 F8
on Accuracy) and you had to fight to survive.
The Mountains and Fields as Running through fields, through forests, and over mountains. Nature has
21 – 22 None A8 B8 C5 D8 E4 F7
Your Garden (Balance) tested and trained you in every way possible.
Mercenary Upbringing You grew up as a member of the Mercenary Order. They taught you how
23 – 24 None A8 B8 C5 D8 E4 F7
(Balance) to handle weapons and taught you how to know the battlefield.
You could do anything you wanted as soon as you were taught a little.
25 – 26 None Child Prodigy (Balance) A8 B8 C5 D8 E4 F7
However, it does not mean that you can do the same as an adult.
From the Slums To survive in the slums, you had to be careful. Your ingrained suspicion
31 – 32 None A7 B7 C5 D6 E6 F10
(Generic Search) is still saving your life today.
Lost in the Shallow (Generic You have wandered into Shallow Abyss. You almost died, but you also
33 – 34 None A7 B7 C5 D6 E6 F10
Search) gained a lot.
To step into Shallow Abyss and defeat Daemons, the skills of a hunter
Ambush Training (Generic
35 – 36 None A7 B7 C5 D6 E6 F10 are useful. The training in the natural environment was tough, but there
Search)
was much to be gained.
Runaway Kid You liked to sneak out of the house and explore. As a result, you became
41 – 42 None A7 B10 C4 D7 E3 F8
(Focus on Evasion) good at avoiding people.
You grew up in an environment with many enemies, whether in battle or
Unyielding
43 – 44 None A7 B10 C4 D7 E3 F8 training. But even if they outnumbered you, it was not easy for them to
(Focus on Evasion)
catch you.
Always Hit No matter how much damage you do, it's meaningless if you don't hit the
45 – 46 None A7 B10 C4 D7 E3 F8
(Focus on Evasion) target. Your way of fighting is not to let even a shadow step on you.
You were forced to work in a harsh environment, whether it was a place
Hard Work
51 – 52 None A8 B8 C6 D8 E3 F6 or a home. You don't want to do it again, but at least you got a good
(Focus on Striking)
physical workout.
Mastered Secret Strike Believing that attack is the best defense, you practiced putting all your
53 – 54 None A8 B8 C6 D8 E3 F6
(Focus on Striking) strength into your attacks to kill your enemies.
Art of War You had a relative or neighbor who was an excellent martial artist. From
55 – 56 None A8 B8 C6 D8 E3 F6
(Focus on Striking) an early age, you learned from them and trained your body.
Harsh Environment (Focus on Heat or cold. Dryness, heat waves, flooding, snowfall. You have survived
61 – 62 Boxer A7 B7 C5 D9 E3 F8
Durability) in these harsh environments. Therefore, you are naturally strong.
You were trained very strictly. Maybe it was a family policy, or maybe it
Endured Training
63 – 64 Boxer A7 B7 C5 D9 E3 F8 was out of necessity. Either way, you have a strong mind and a strong
(Focus on Durability)
body.
Returned Back from the Brink
You have returned from a terrible death where many Vagrants could not
65 – 66 Boxer of Death A7 B7 C5 D9 E3 F8
survive. You found yourself being trained both mentally and physically.
(Focus on Durability)
“Tiens Childhood Experiences – Magic Warrior Category” Table
D66 Experience Ability Score Correction Explanation
Defeated Daemon
You believe that fighting Daemons is your mission. To this end, you have acquired the
11 – 14 (Accuracy + Magic A11 B3 C1 D4 E9 F10
needed skills and strength.
Power)
Heir of the Vagrants
15 – 22 (Accuracy + Magic A11 B3 C1 D4 E9 F10 You grew up surrounded by Vagrants. They taught you many skills to fight and survive.
Power)
Enemy Control (Accuracy
23 – 26 A11 B3 C1 D4 E9 F10 To defeat Daemon, you have to know Daemon better. Well enough to be able to use them.
+ Magic Power)
One With Nature
31 – 34 A8 B8 C3 D6 E7 F10 While growing up as wild as the wild, you had spirits and fairies as your friends.
(Balance)
Kidnapped by Barbarous, bandits, or someone else, you were rescued by Vagrants. By the
Saved by the Vagrants
35 – 42 A8 B8 C3 D6 E7 F10 time you get home, you have been taught a little about weaponry, magic, and the knowledge
(Balance)
necessary for adventure.
Learned in Battle You have always been in the midst of battle. As you have gone through the line of death
43 – 46 A8 B8 C3 D6 E7 F10
(Balance) many times, your body and mind have been trained to survive on the battlefield.
Survived Solitude (Focus Maybe you got lost, or maybe the whole village was destroyed. Either way, you were alone
51 – 54 A4 B4 C5 D9 E7 F10
on Durability) for a time. You survived in solitude and gained a strong mind and body.
Mind of the Beast (Focus There was a time when you were so in touch with the spirits of nature that you lived like a
55 – 62 A4 B4 C5 D9 E7 F10
on Durability) beast. Hunting with bare hands and eating raw meat at least made you tougher.
Returned Back from the
You were seriously injured and almost died. But your mind has not succumbed to illness or
63 – 66 Brink of Death A4 B4 C5 D9 E7 F10
injury, and your body has become stronger than ever.
(Focus on Durability)

88
Part 1 Character Creation

Leprechaun Life Segments


Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 200 years (x2)

“Leprechaun Childhood Experiences - Spy Category” Table


Ability Score
D66 Experience Explanation
Correction
Had to Fight (Combat The house owner had not noticed. But you had to fight to protect their house. Even if the
11 – 14 A9 B4 C8 D8 E7 F2
Oriented) result is that you can no longer stay there.
From House to House
15 – 22 A9 B4 C8 D8 E7 F2 It was difficult to settle down in one place. Each time, you had to fight.
(Combat Oriented)
Longing to be a Hero
23 – 26 A9 B4 C8 D8 E7 F2 You trained yourself in admiration of the heroes of adventure stories and epic poems.
(Combat Oriented)
Jack of all Trades Ever since you were a child, you were good at everything. That's why you wanted to test your
31 – 34 A7 B4 C8 D8 E7 F4
(General Purpose) skills in the wide world.
Wiping Butts Family, siblings, owners… You've cleaned up many people's messes and were good at it. It
35 – 42 A7 B4 C8 D8 E7 F4
(General Purpose) didn't feel bad to be of help to others.
Wandering Teacher You learned various knowledge, skills, and weaponry from a man who appeared on a whim.
43 – 46 A7 B4 C8 D8 E7 F4
(General Purpose) They soon disappeared, but you will never forget them.
You were secretly helping your landlords and neighbors. Finishing up unfinished business or
Secret Help
51 – 54 A7 B4 C6 D7 E9 F5 taking care of the kids. But one day, they found out they had been forfeiting something in
(Search Oriented)
exchange for help.
Too Keen You were good at finding things that were hidden. And then you found something you
55 – 62 A7 B4 C6 D7 E9 F5
(Search Oriented) shouldn't have found…
Because of your hidden nature, you were thought to be a monster or ghost and were afraid
63 – 66 “Scary” (Search Oriented) A7 B4 C6 D7 E9 F5
of. You had to change your place of residence before you were hunted.

“Leprechaun Childhood Experiences - Remote Support Category” Table


Deprecated Ability Score
D66 Experience Explanation
Type Correction
All except Hunting was a Way of Life Since childhood, you have hunted for a living. Your aim and prey knowledge were
11 – 13 A12 B1 C2 D2 E7 F6
Archer (Focus on Accuracy) developed through this experience.
All except Battles Were Everyday For you, fighting was a daily routine. The danger was always around you, and you
14 – 16 A12 B1 C2 D2 E7 F6
Archer (Focus on Accuracy) had to fight to survive.
All except Sneaky Help You secretly evaded your landlords and neighbors. You helped them hunt and
21 – 23 A12 B1 C2 D2 E7 F6
Archer (Focus on Accuracy) helped them to avoid monsters. You were a very caring guy/gal.
One day, you met a minstrel and were moved by their song. Ever since then, you
Longed to be a Bard
24 – 26 None A4 B1 C2 D4 E7 F12 have been humming songs, hoping to one day write a poem that would move
(Focus on Spirit)
people's hearts.
Adorable As a child, you had a very lovely appearance. When the owner accidentally found
31 – 33 None A4 B1 C2 D4 E7 F12
(Focus on Spirit) you, you got through it with a smile on your face.
Withstood Magic When you were living in a magician's house, you were almost exposed to magic.
34 – 36 None A4 B1 C2 D4 E7 F12
(Focus on Spirit) However, you managed to endure and escape.
Learned in Secret You secretly watched the magician reading books and practicing magic. Thanks
41 – 43 None A7 B3 C4 D5 E10 F9
(General Wizard) to this, you became a little more knowledgeable about magic.
Nature was the Teacher You have touched the truth in nature. You have felt the power of the gods, been
44 – 46 None A7 B3 C4 D5 E10 F9
(General Wizard) in awe of them, played with fairies, and honed your magical senses.
Daemon Appeared You were living in hiding, but a daemon appeared from somewhere and spoke to
51 – 53 None A7 B3 C4 D5 E10 F9
(General Wizard) you, saying, “Make a pact with me”.
Magic in Nature You liked to go out to the mountains and fields for a walk once in a while. There,
54 – 56 Archer A2 B1 C2 D2 E12 F10
(Pure Wizardry) you found that nature is full of magic.
Wizard's Apprentice
61 – 63 Archer A2 B1 C2 D2 E12 F10 As a wizard’s apprentice, you spent your days buried in books.
(Pure Wizardry)
Helped Wizard You saved the wizard from unexpected danger. In return, the wizard taught you
64 – 66 Archer A2 B1 C2 D2 E12 F10
(Pure Wizardry) magic. You learned magic quickly because you had a talent for it.

“Leprechaun Childhood Experiences – Magic Warrior Category” Table


Ability Score
D6 Experience Explanation
Correction
Inherited Power Your parents or foster parents have taught you their knowledge and skills since you were a
1 A11 B1 C4 D4 E8 F7
(Accuracy + Magic Power) child. Your mind and body are imbued with that teaching.
Prepared for Battle (Accuracy + Even in the basement of the most magnificent house, you could never be absolutely safe.
2 A11 B1 C4 D4 E8 F7
Magic Power) That is why your family prepared for battle, and it was, unfortunately, useful.
Weapon in Hand (Accuracy + You have taken up arms to defend yourself, your family, and your friends. You have found
3 A11 B1 C4 D4 E8 F7
Magic Power) a talent that had been dormant inside you.
Retired Adventurer's Home Retired adventurers have moved into the house where you are hiding. They told you stories
4 A6 B5 C6 D5 E7 F9
(Balance) and taught you many things.
One day, you traveled with a group of Vagrants. During the trip, you learned weaponry,
5 Traveled with Vagrants (Balance) A6 B5 C6 D5 E7 F9 magic, and the knowledge necessary for adventure, and even had a little experience in real
combat.
You had a secret friend. They taught you many things. You don't see them anymore, but
6 Secret Friend (Balance) A6 B5 C6 D5 E7 F9
you would like to see them again if you could.

89
Alv Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 250 (x2.5)

“Alv Childhood Experiences - Warrior Category” Table


D66 Experience Ability Score Correction Explanation
Self-Sufficient You can't live alone, but you also can't depend on others. But it was not
11 – 13 A6 B6 C9 D7 E9 F3
(Focus on Accuracy) good only to depend on others. So, you tried to do everything yourself.
Manual Labor Since you couldn't go outside much, you learned to work with your hands.
14 – 16 A6 B6 C9 D7 E9 F3
(Focus on Accuracy) Sewing, crafts, and cooking... were the jobs you could do indoors.
With Criminals You and your family were criminals. You couldn't live without being
21 – 23 A6 B6 C9 D7 E9 F3
(Focus on Accuracy) steeped in their way of life.
In Mountains and Fields Luckily, you lived with hunters and loggers and lived in the woods and
24 – 26 A4 B8 C10 D7 E8 F3
(Balance) mountains. You learned a lot about living outdoors.
Cultural Living The family that provided mana for you was rich. Living a cultured life
31 – 33 A4 B8 C10 D7 E8 F3
(Balance) expanded the range of possibilities.
You were able to perform many tasks better than the average person
Outstanding Talent
34 – 36 A4 B8 C10 D7 E8 F3 without being taught by anyone. You never experienced any difficulty with
(Balance)
your abilities.
Vigilant You knew at an early age that Alves were prone to persecution. Therefore,
41 – 43 A5 B7 C9 D6 E10 F2
(Generic Search) you were always vigilant and cautious.
Never Missed a Chance You lived in the dark side of the city. There, the secret of life and death
44 – 46 A5 B7 C9 D6 E10 F2
(Generic Search) was not to miss even the smallest chance.
Persecuted Mistaken for Barbarous, you were severely persecuted. Since then, you
51 – 53 A5 B7 C9 D6 E10 F2
(Generic Search) have become sensitive to danger. You had to be.
In Hiding You wanted to avoid being seen. You became good at hiding in the
54 – 56 A4 B9 C9 D8 E7 F2
(Focus on Evasion) shadows and in the trees.
Didn’t Want To Hurt You were exposed to prejudice and were often violently attacked. But you
61 – 63 A4 B9 C9 D8 E7 F2
(Focus on Evasion) didn't want to fight back, so you ran away anyway.
Lightweight As light as a small animal, you could climb cliffs and walls, run through
64 – 66 A4 B9 C9 D8 E7 F2
(Focus on Evasion) narrow crevices and alleys. No one could catch up to you.

“Alv Childhood Experiences - Spy Category” Table


Ability Score
D66 Experience Explanation
Correction
Had to Fight You did not want to fight. But no matter how hard you ran or hid, there were
11 – 14 A6 B9 C7 D5 E9 F2
(Combat Oriented) always those who attacked you. So, you learned how to fight.
Showed Strength Growing up in a crowded place meant more bullying and persecution. In the
15 – 22 A6 B9 C7 D5 E9 F2
(Combat Oriented) end, the quickest solution was to show strength.
Your family had a dangerous job. You learned that the only way to live in peace
Terrifying
23 – 26 A6 B9 C7 D5 E9 F2 was to let people around you feel the fear of the terrible things that would
(Combat Oriented)
happen if they touched you.
Finished Quietly You were a child who could do everything well. But no one noticed it. Because
31 – 34 A5 B8 C8 D6 E10 F2
(General Purpose) you finished everything before they noticed.
Jack Of All Trades
35 – 42 A5 B8 C8 D6 E10 F2 You did everything for your family. And you did it well.
(General Purpose)
Prepared for
While living in hiding, you learned to deal with everything. As long as you were
43 – 46 Everything A5 B8 C8 D6 E10 F2
prepared, you could handle anything.
(General Purpose)
Seeing Through
You cultivated the ability to know whether the other party was a friend or a foe.
51 – 54 People A6 B7 C7 D5 E11 F2
It was also important to know whether they had weapons or not.
(Search Oriented)
Looking for a Place to
To live in the shade, it was also important to find a place to hide and not be
55 – 62 Hide A6 B7 C7 D5 E11 F2
found.
(Search Oriented)
For the sake of your relationship with your family and for the sake of your
Crime Life
63 – 66 A6 B7 C7 D5 E11 F2 survival, you had to turn to crime. Your eyes and fingers were definitely trained
(Search Oriented)
for that purpose.

90
Part 1 Character Creation

“Alv Childhood Experiences - Remote Support Category” Table


Deprecated Ability Score
D66 Experience Explanation
Type Correction
All except Learned to Hunt In order to survive, you learned the art of hunting. You were trained with
11 – 13 A6 B4 C9 D7 E9 F4
Archer (Focus on Accuracy) the skill and wisdom to survive.
All except Eyes on the Target You learned how to discern efficiently how to hunt your prey. It was an
14 – 16 A6 B4 C9 D7 E9 F4
Archer (Focus on Accuracy) ability that would be useful in all situations.
All except Archer's House You grew up in a family of archers. Therefore, you had a chance to learn
21 – 23 A6 B4 C9 D7 E9 F4
Archer (Focus on Accuracy) how to handle a bow up close and personal.
Calm Mind Your heart was always calm, patient, and full of kindness. It was a sign of
24 – 26 None A3 B5 C7 D7 E11 F6
(Focus on Spirit) a strong spirit.
Beautiful Voice From an early age, you had a voice that attracted people. Even as an adult,
31 – 33 None A3 B5 C7 D7 E11 F6
(Focus on Spirit) it remained an attraction.
Excellent Pitch You were sensitive to sound. You loved beautiful tones and melodies.
34 – 36 None A3 B5 C7 D7 E11 F6
(Focus on Spirit) Inevitably, your interest in music grew stronger.
Nights at Wizard’s
You spent your childhood in a wizard’s house. They understood Alves,
41 – 43 None House (General A4 B6 C8 D6 E11 F4
and you learned magic and much more there.
Wizard)
In the natural world, you lived with a wizard and although you were not
Time in Woods
44 – 46 None A4 B6 C8 D6 E11 F4 adept with fairies, you learned how to interact with them and the basics of
(General Wizard)
applying the power of nature to magic.
You were sheltered in a temple (often Sien, the moon goddess) and spent
In The Temple your time there. You were exposed to the greatness of the goddess and
51 – 53 None A4 B6 C8 D6 E11 F4
(General Wizard) spent time praying every day. You learned common sense and basic
knowledge.
Wizard’s
Your qualities were discovered by the wizard, and you were raised as their
54 – 56 Archer Apprentice (Pure A1 B5 C9 D7 E12 F5
apprentice. It was an ideal life, although it was hard.
Wizardry)
Learning from
61 – 63 Archer Nature (Pure A1 B5 C9 D7 E12 F5 You could feel the whispers from nature. It became the best teacher.
Wizardry)
Heard Daemons Since you were a child, you have felt Daemons’ presence. They have been
64 – 66 Archer A1 B5 C9 D7 E12 F5
(Pure Wizardry) whispering to you, asking you out. “Don't you want power?”

“Alv Childhood Experiences – Magic Warrior Category” Table


Ability Score
D6 Experience Explanation
Correction
In the house where you lived, there was magitech present on a daily basis. You
Touched Magitech
1 A6 B5 C8 D7 E10 F3 were fascinated by the presence of a machine that operated with mana and
(Accuracy + Magic Power)
activated with words.
Felt Magic Rising You felt strong magic within me as you touched the other person and repeated the
2 A6 B5 C8 D7 E10 F3
(Accuracy + Magic Power) mana exchange.
Weapon And Magic With my young hand, you touched the weapon. Intuitively, you felt that you could
3 A6 B5 C8 D7 E10 F3
(Accuracy + Magic Power) let your inner power pass through to the tip of the weapon.
Whether it was your parents or a mentor, you were raised by a magic warrior when
Raised to be Magic
4 A5 B8 C10 D7 E8 F3 you were a child. Their way of fighting, their way of thinking, became the
Warrior (Balance)
foundation of your values.
Outstanding Talent You never had any difficulty with magic or physical skills. You had a talent for
5 A5 B8 C10 D7 E8 F3
(Balance) everything.
Daemon's Guidance in Living quietly, Daemons called to you from the darkness. You resisted it, but you
6 A5 B8 C10 D7 E8 F3
the Darkness (Balance) learned a lot.

91
Alv Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 100 (x1)

※Weakling gets the ability score increase and weak point since according to the original race of birth.
“Weakling's Ability Score Increase & Weak Point” Table
Original Race Ability Score Increase Weak Point
Garuda Agility +3 Bludgeoning Damage +3 pts
Tannoz Spirit +3 Physical Damage +2 pts.
Basilisk Intelligence +3 Water/Ice Damage +3 pts.
Minotaur Strength +3 Magic Damage +2 pts.

“Weakling Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated
D66 Experience Ability Score Correction Explanation
Type
You were responsible for cutting the prey of the hunt. Since this
Cutter
11 – 12 None A11 B6 C6 D7 C4 F4 was a dangerous, if you stayed idle, you were quick and precise
(Focus on Accuracy)
in your work.
Trickster You spent my days making traps, nets, and other contraptions.
13 – 14 None A11 B6 C6 D7 C4 F4
(Focus on Accuracy) As a result, you learned how to weaken your enemies.
You accompanied the raiding party as a chore and baggage
Raider
15 – 16 None A11 B6 C6 D7 C4 F4 handler. Although he could not play a role in the battle, he
(Focus on Accuracy)
learned a lot.
You were the target of training by other Barbarous children. You
Training Target
21 – 22 None A8 B8 C7 D7 E6 F6 were beaten, kicked, and beaten, but you desperately kept on
(Balance)
defending your life.
Whether by parental whim or tribal custom, you were given the
Lucky
23 – 24 None A8 B8 C7 D7 E6 F6 same time to train and learn as any other child. By learning as
(Balance)
hard as you could, you survived.
You were always ready to get around so as not to offend those
Careful
25 – 26 None A8 B8 C7 D7 E6 F6 around you, not to fail or succeed too much. That was the art of
(Balance)
survival.
You were a gatherer, gathering berries and nuts in the forests and
Collector
31 – 32 None A8 B8 C7 D7 E8 F4 mountains. If the stomachs of your companions were not filled,
(Generic Search)
you were in danger.
Avoiding Traps in You were always the first to be sent to dangerous places. You
33 – 34 None Ruins A8 B8 C7 D7 E8 F4 would have lost your lives if you were unaware of the traps and
(Generic Search) tricks.
Acute Senses You were sensitive to danger and had a keen sense to notice even
35 – 36 None A8 B8 C7 D7 E8 F4
(Generic Search) the slightest change.
Decoy Your role was to lure enemies or prey. Only your quickness kept
41 – 42 None A7 B11 C6 D6 E4 F4
(Focus on Evasion) you alive.
First You moved faster and ahead of everyone else; it was the only way
43 – 44 None A7 B11 C6 D6 E4 F4
(Focus on Evasion) to make up for what you lacked.
Fast
45 – 46 None A7 B11 C6 D6 E4 F4 Your speed was remarkable.
(Focus on Evasion)
Hit and Down All disputes were settled by force of arms; that was enough for
51 – 52 Boxer A8 B6 C10 D7 E5 F5
(Focus on Striking) Barbarous and the like.
Blessed Body You were born with a strong body. As a result, you could avoid
53 – 54 Boxer A8 B6 C10 D7 E5 F5
(Focus on Striking) unnecessary conflicts.
Days of Physical Labor From an early age, you were forced to do hard labor. Your body
55 – 56 Boxer A8 B6 C10 D7 E5 F5
(Focus on Striking) endured such labor and became strongly trained.
Sworder, Harsh Environment You lived in a harsh environment where those without strong
61 – 62 A7 B4 C8 D10 E4 F8
Boxer (Focus on Durability) vitality perished.
Sworder, You were sometimes treated as a playing ball, a target, and a
Amusing Tool
63 – 64 Boxer A7 B4 C8 D10 E4 F8 puppet. Despite facing all kinds of unreasonableness, your
(Focus on Durability)
superior vitality allowed you to survive.
Sworder, With Death At Close Everyday life, work, training... You were seriously injured and
65 – 66 Boxer Hand A7 B4 C8 D10 E4 F8 almost died in every field situation. But each time, your body
(Focus on Durability) gained strength.
※The deprecated type "Sworder" also includes "Dragoon (Fencer)".

92
Part 1 Character Creation

“Weakling Childhood Experiences - Spy Category” Table


Ability Score
D66 Experience Explanation
Correction
First To Attack The reconnaissance of the Barbarous society is to attack at the first opportunity. That is
11 – 14 A9 B8 C7 D6 E7 F5
(Combat Oriented) why you have been the best so many times.
15 – 22 Safety (Combat Oriented) A9 B8 C7 D6 E7 F5 You were willing to chase, but you didn't want to be chased. So, you killed when you could.
Fighting as Last Resort
23 – 26 A9 B8 C7 D6 E7 F5 You honed all your skills as a thief. Among them, you gained skills for fighting.
(Combat Oriented)
Adapted to Everything You possessed dexterity, quickness of foot, and intellect required to face danger. You have
31 – 34 A8 B8 C6 D6 E8 F6
(General Purpose) survived by adapting to any situation.
All-Round You don't have to excel in every area, but you can still prove your worth by surpassing
35 – 42 A8 B8 C6 D6 E8 F6
(General Purpose) others in some.
Discreet Life In every way, you were good at what you did. You were discreet, unnoticed, and quietly
43 – 46 A8 B8 C6 D6 E8 F6
(General Purpose) getting through everything.
Excellent Intuition (Search Whether foraging, treasure hunting, or avoiding traps, you have excelled. You have
51 – 54 A9 B8 C6 D6 E9 F4
Oriented) survived by proving your worth.
Quick Understanding Whether it was a trap or a mechanical device, you were adept at understanding and
55 – 62 A9 B8 C6 D6 E9 F4
(Search Oriented) dismantling it.
Out of Danger Intuitively, it was your nature to avoid danger. It is not dangerous if you don't get close to
63 – 66 A9 B8 C6 D6 E9 F4
(Search Oriented) it.
“Weakling Childhood Experiences - Remote Support Category” Table
Deprecated Ability Score
D66 Experience Explanation
Type Correction
All except Hunting Life If you couldn't hunt prey, you couldn't survive. You practiced archery desperately
11 – 13 A11 B4 C6 D5 E7 F5
Archer (Focus on Accuracy) every day.
Learned Ranged
All except Fortunately, you have learned to handle a bow and throw knives, and you have also
14 – 16 Weapons A11 B4 C6 D5 E7 F5
Archer received a good education.
(Focus on Accuracy)
All except Keep Away The enemy was everywhere. You had to keep your distance and repel them before
21 – 23 A11 B4 C6 D5 E7 F5
Archer (Focus on Accuracy) they got close.
Uniquely Beautiful Among the Barbarous, your voice was surprisingly beautiful. They might have been
24 – 26 None A5 B5 C6 D6 E9 F10
Voice (Focus on Spirit) creeped out by it, or they might have liked it.
Strong Will You showed particularly strong resistance to magic and other mind-altering effects.
31 – 33 None A5 B5 C6 D6 E9 F10
(Focus on Spirit) You were not easily swayed.
Plentiful Mana You felt the abundant flow of mana in your body. This was very advantageous when
34 – 36 None A5 B5 C6 D6 E9 F10
(Focus on Spirit) you used it well.
Wizard’s Servant You were a caretaker of those who could use magic. You learned a lot, but you often
41 – 43 None A4 B6 C6 D6 E10 F9
(General Wizard) almost accidentally got caught up in the magic.
Nature Was Your
You can feel the mysterious power of fairies and trees in nature, such as forests.
44 – 46 None Teacher (General A4 B6 C6 D6 E10 F9
They seem to offer their help.
Wizard)
Growing up in a
You grew up in the temple of the radical Barbarous gods. You became familiar with
51 – 53 None Temple (General A4 B6 C6 D6 E10 F9
the gods of the Second Sword but also felt a conflict with them.
Wizard)
Wizard’s Apprentice You were raised by a magician who found you to be exceptionally gifted. You were
54 – 56 Archer A4 B4 C4 D4 E11 F10
(Pure Wizardry) to have that gift.
Heard Daemon's Voice All this time, you could hear the voice whispering in your mind. You have felt that
61 – 63 Archer A4 B4 C4 D4 E11 F10
(Pure Wizardry) they could hear your answers.
Played With by Fairies You encountered fairies, either for fun or, to your dismay, at a very young age. Either
64 – 66 Archer A4 B4 C4 D4 E11 F10
(Pure Wizardry) way, you learned that fairies are powerful but unpredictable and irrational.
“Weakling Childhood Experiences – Magic Warrior Category” Table
Deprecated Type Ability Score
D66 Experience Explanation
Correction
Mana Growing(Accuracy +
11 – 14 None A10 B6 C5 D6 E9 F5 Without anyone telling you, you felt the mana in your body growing.
Magic Power)
Magical Talents (Accuracy Those who noticed your magical powers and physical abilities raised you to be
15 – 22 None A10 B6 C5 D6 E9 F5
+ Magic Power) an excellent magic warrior.
Voice of Greatness Something great whispered to your soul. Something beautiful or something
23 – 26 None A10 B6 C5
D6 E9 F5
(Accuracy + Magic Power) evil. Either way, you felt something awakening inside you.
Gifted Education Someone close to you who was not discouraged by your appearance gave you
31 – 34 None A7 B7 C7
D7 E7 F7
(Balance) the gift of education. You have tried your best to meet their expectations.
Neither body techniques nor magic was difficult for you. It was something you
35 – 42 None Talented (Balance) A7 B7 C7 D7 E7 F7
could do if you tried.
Learning from Nature Life in the wilderness trained you well. And it also provided you with the
43 – 46 None A7 B7 C7 D7 E7 F7
(Balance) possibilities to learn the magic of the natural world.
Spellpuncher, ** Harsh Environment Heat or cold. Dryness, heat waves, flooding, snowfall. You have survived in
51 – 54 A5 B5 C7 D10 E7 F7
Sworder, Artificer (Focus on Durability) these harsh environments. Therefore, you are naturally strong.
You were the ideal candidate for magical experimentation. You underwent
Spellpuncher, ** Subject
55 – 62 A5 B5 C7 D10 E7 F7 various types of magic, which strengthened your body and deepened your
Sworder, Artificer (Focus on Durability)
understanding of the art.
Barbarous rely heavily on recovery magic. You suffered many injuries in your
Spellpuncher, ** Recovery Magic (Focus on
63 – 66 A5 B5 C7 D10 E7 F7 childhood and used magic to heal them. This taught you about endurance and
Sworder, Artificer Durability)
magic, but you no longer enjoy it as much.
※ “**Sworder” refers to Magic Sworder, Leafblade, Daemonblade, etc., Types using the Fencer class.

93
Shadow Life Segments
Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 100 (x1)

“Shadow Childhood Experiences - Warrior Category” Table (※If your type is deprecated for the selected experience, please reroll)
Deprecated
D66 Experience Ability Score Correction Explanation
Type
Sharp Eyes Your eyes were excellent, even at a young age. The training to make the
11 – 12 None A6 B4 C8 D8 E3 F4
(Focus on Accuracy) best use of it was never painful.
Familiar with Arms Since you were a child, weapons have been a part of your life. You
13 – 14 None A6 B4 C8 D8 E3 F4
(Focus on Accuracy) learned how to use them by necessity.
Tinkerer You liked to tinker with the mechanisms. Your fingertips naturally
15 – 16 None A6 B4 C8 D8 E3 F4
(Focus on Accuracy) understood their structure.
You found yourself running freely in the mountains and fields. You
Mountain Run
21 – 22 None A4 B5 C7 D8 E5 F5 naturally developed quickness, dexterity, physical strength, intuition, and
(Balance)
many other things.
Training School When you can remember, you were in a training school. There, you
23 – 24 None A4 B5 C7 D8 E5 F5
(Balance) learned the basics of many skills and trained to be ready for anything.
Natural Gift You never had any weakness. You were better than anyone else in
25 – 26 None A4 B5 C7 D8 E5 F5
(Balance) everything.
Keen Insight From a young age, you often sensed small changes and things that no one
31 – 32 None A4 B4 C6 D6 E9 F5
(Generic Search) else noticed.
You were good at spotting the tracks of your prey and tracking it down.
Hunter's Child
33 – 34 None A4 B4 C6 D6 E9 F5 At the same time, you were sensitive to the approach of enemies and
(Generic Search)
avoided danger many times.
Child of War You have lived on battlefields since you were a child. Inevitably, you
35 – 36 None A4 B4 C6 D6 E9 F5
(Generic Search) became sensitive to danger and learned to make quick judgments.
Daily Running You loved to run. You just ran and did your part. It felt good to run faster
41 – 42 None A4 B6 C8 D7 E4 F4
(Focus on Evasion) than anyone else.
Exquisite Footwork
43 – 44 None A4 B6 C8 D7 E4 F4 In play and in training, no one could touch you.
(Focus on Evasion)
Because of your battlefield upbringing, your foot speed was the only thing
Messenger
45 – 46 None A4 B6 C8 D7 E4 F4 that helped you. You just ran and passed on information. That was the
(Focus on Evasion)
way to survive.
Striker In a battle, if you cannot defeat your enemy, there is no point. In this
51 – 52 Boxer A4 B4 C10 D6 E4 F5
(Focus on Striking) respect, your strike was remarkable, even at a young age.
Strong
53 – 54 Boxer A4 B4 C10 D6 E4 F5 You were born strong. This was an advantage for Shadow.
(Focus on Striking)
Worked Out You found yourself gripping a weapon and training. Believing that the
55 – 56 Boxer A4 B4 C10 D6 E4 F5
(Focus on Striking) power will conquer all, you devoted yourself to it.
Sworder, Hellish Environment You grew up in a harsh environment where food was scarce. As a result,
61 – 62 A3 B4 C8 D10 E4 F5
Boxer (Focus on Durability) you developed a mind and body that will not succumb to defeat.
Sworder, Abundant Food Regardless of the environment, there was plenty to eat. You ate, you
63 – 64 A3 B4 C8 D10 E4 F5
Boxer (Focus on Durability) worked out, and you got bigger.
Sworder, Death Was Everywhere You have almost died many times in battlefields and disasters, which has
65 – 66 A3 B4 C8 D10 E4 F5
Boxer (Focus on Durability) made you tougher than anyone else.
※The deprecated type "Sworder" also includes "Dragoon (Fencer)".

“Shadow Childhood Experiences - Spy Category” Table


Ability Score
D66 Experience Explanation
Correction
Not Afraid to Fight You were raised to be hidden, but that did not mean you were afraid to fight. If you went
11 – 14 A5 B4 C8 D7 E7 F3
(Combat Oriented) unnoticed, you could kill with ease.
Silent Assassin You have learned the basics of assassination. Approach quietly and kill with certainty. It's
15 – 22 A5 B4 C8 D7 E7 F3
(Combat Oriented) the simplest of all.
Prepared for Fight
23 – 26 A5 B4 C8 D7 E7 F3 Reconnaissance missions are always dangerous. It was natural to train for battle.
(Combat Oriented)
Versatile
31 – 34 A4 B5 C5 D6 E8 F6 A spy must be excellent in mind, technique, and body. That is why you trained everything.
(General Purpose)
Jack of All Trades You were told that you were average in every way. However, as a spy, being able to do
35 – 42 A4 B5 C5 D6 E8 F6
(General Purpose) everything is expected. Therefore, you took it as a compliment.
Saw Hole Picture You always took a step back but made up for what you lacked. That calmness is a necessary
43 – 46 A4 B5 C5 D6 E8 F6
(General Purpose) quality for a spy.
You had a broad perspective that allowed you to see things that others missed. You were
Discerning
51 – 54 A5 B5 C4 D5 E10 F4 naturally adept at recognizing details that were overlooked by everyone else and had a talent
(Search Oriented)
for discerning the essence of a matter.
Fast Fingers As if you had eyes at your fingertips, you could take apart any lock or mechanism at will.
55 – 62 A5 B5 C4 D5 E10 F4
(Search Oriented) You were like ten independent spies.
Hidden You have been good at blending into the shadows since you were a child, just what the
63 – 66 A5 B5 C4 D5 E10 F4
(Search Oriented) name of your race implied. The adults in your family often lost sight of you.

94
Part 1 Character Creation

Soleil Life Segments


Childhood Juvenile Adolescence Adolescent Adult Age Life Expectancy (Coefficient)
8 years and younger 9 – 14 years 15 years and older 15 years 300 years (x3)

“Soleil Childhood Experiences - Warrior Category” Table


Deprecated Ability Score
D66 Experience Explanation
Type Correction
Natural-born Hunter
11 – 13 None A6 B6 C10 D7 E2 F5 You made sure you get it done. That's all that mattered.
(Focus on Accuracy)
Artisan You were good at making handicrafts, such as accessories and amulets,
14 – 16 None A6 B6 C10 D7 E2 F5
(Focus on Accuracy) which were appreciated by your friends.
Herb Student
21 – 23 None A6 B6 C10 D7 E2 F5 Even as a child, you were good at treating injured people.
(Focus on Accuracy)
Feral Child It was great fun to run around spontaneously in nature. Especially when
24 – 26 None A3 B7 C9 D8 E4 F6
(Balance) the sun was shining.
Chief’s Guidance You are the child of the chief of your tribe. To rule over many, you
31 – 33 None A3 B7 C9 D8 E4 F6
(Balance) learned all kinds of skills.
Physically Gifted Your body moved quickly from fingertip to toe, and your whole body
34 – 36 None A3 B7 C9 D8 E4 F6
(Balance) was strong, durable, and enduring. You were a true physical genius.
Wind Caller You had amazingly quick feet. Your movements were elusive like the
41 – 43 None A3 B11 C8 D7 E2 F4
(Focus on Evasion) wind.
Untouchable Your body was spectacular. Even among adults, it was rare for anyone to
44 – 46 None A3 B11 C8 D7 E2 F4
(Focus on Evasion) be able to touch you.
Rising Star You were good at hiding in the shadows, sneaking up behind people
51 – 53 None A3 B11 C8 D7 E2 F4
(Focus on Evasion) without being noticed. That's why you were good at surprising everyone.
Undefeated You have never lost an arm-wrestling match. You have never lost a
54 – 56 Sworder A4 B6 C12 D7 E1 F6
(Focus on Striking) fistfight. In other words, you have never lost in anything you did.
Strength is
Most things could be solved by force. Push, pull, bend, stretch, slap, or
61 – 63 Sworder Everything A4 B6 C12 D7 E1 F6
kick. That's about the only difference.
(Focus on Striking)
Striker Training for a fight was fun. You trained to hit correctly and accurately.
64 – 66 Sworder A4 B6 C12 D7 E1 F6
(Focus on Striking) You just kept repeating this over and over again.
※The deprecated type "Sworder" also includes "Dragoon (Fencer)".

“Soleil Childhood Experiences - Spy Category” Table


Ability Score
D66 Experience Explanation
Correction
Winner You were good at scouting and observation. If you were found, you could
11 – 14 A4 B7 C10 D7 E4 F4
(Combat Oriented) easily remove witnesses.
Quick You were taught that speed was greater than everything else. So, when you
15 – 22 A4 B7 C10 D7 E4 F4
(Combat Oriented) found their prey, you attacked immediately.
Second Plan
23 – 26 A4 B7 C10 D7 E4 F4 Prey will flee when they see you. So, you had to be quiet or…
(Combat Oriented)
Game You were good at hiding, searching, sneaking, and almost anything else, but
31 – 34 A4 B7 C8 D6 E5 F7
(General Purpose) it's all a game in the end. And thinking about it was not your style.
A good spy does everything quickly and perfectly. They hide themselves,
Learning Outcome
35 – 42 A4 B7 C8 D6 E5 F7 remove the traps, and find the traps. If you did it, you could do it. If you failed,
(General Purpose)
you learned again.
Wiping Butts Everyone was too lazy to do anything. So, in the end, you had to do all the
43 – 46 A4 B7 C8 D6 E5 F7
(General Purpose) work to clean up the mess. As a result, you could do almost everything.
People are often overconfident about their bodies. By increasing their
Increased Attention
51 – 54 A4 B8 C9 D5 E6 F4 alertness, they could reduce half of the unnecessary injuries and improve their
Span (Search Oriented)
ability to find prey faster. This was your motto.
You were caught in a trap and had a terrible experience as a child. Since then,
Trap Horror
55 – 62 A4 B8 C9 D5 E6 F4 you have learned that traps should not be stepped on but should be identified
(Search Oriented)
and avoided.
Don't even think about it. Trust your intuition, trust your luck, and trust the
Sharp Senses
63 – 66 A4 B8 C9 D5 E6 F4 sun. If you do, you will find whatever you are looking for or whatever is
(Search Oriented)
dangerous.

95
※If the remaining experience points are less than the Required XP, the class cannot be acquired from this Experience.
※In the case of Grassrunner, Runefolk, and Boxer types, the class with (Not for Gr.) (Not for Ru.) (Not for Boxer) should be rerolled.
※If you already have a class specified, reroll.
Additional
Basic Ext. Full
Experience Class/ Required Explanation
Course Course Course
XP
Aspiring to become a magic warrior, you spent all your time training with weapons and
*** *** *** Single-Minded None/0
magic. There was no time to learn anything else.
Learned the Principles of Minor Scout
11 – 14 11 – 13 11 – 12 You have to win the battle first. This is the essence of a fight.
Warfare 1/500
Learned the Adventurer's Minor Scout Hearing the sounds beyond the door, avoiding unexpected dangers, and finding what
15 – 22 14 – 16 13 – 14
Basics 1/500 is hidden. These are true qualities of an adventurer.
Minor Scout You don't just fight. You have learned to be ahead of your opponents, to see through
23 – 26 21 – 23 15 – 16 Trained as a Spy
1/500 traps, to avoid danger, and to adapt to every situation.
Minor Scout Faster than anyone else, you were smart enough to duck, cover, and choose what was
31 – 34 24 – 26 21 – 22 Dangerous Environment
1/500 best for you. This is your everyday life and what you need to survive.
Minor Ranger
35 – 42 31 – 33 23 – 24 Learned from Nature You lived in nature and drew from nature.
1/500
Minor Ranger You may have been driven out of the city or lost your home, or perhaps nature had
43 – 46 34 – 36 25 – 26 Couldn't Live in the City
1/500 always been your home.
Were you a sage of a private school or a priest of a temple? You have had the
Minor Sage
51 – 54 41 – 43 31 – 32 Learning Opportunities opportunity to learn and gained valuable knowledge. Go to the “Language Acquisition”
1/500
table.
Minor Sage In your home or in a place to which you had free access, there were a large number of
55 – 62 44 – 46 33 – 34 Along with the Books
1/500 books you read with enthusiasm. Go to the “Language Acquisition” table.
Fear of Being Attacked
Major Conjurer You once met a monster that could not be wounded by ordinary weapons. You were
63 – 66 51 – 53 35 – 36 by the Undead (Not for
1/1,000 lucky to survive, but you never forgot the fear of being helpless. So you learned magic.
Gr.)
Received a Magic Major Sorcerer You did not intend to become a sorcerer. But you thought you should understand
54 – 56 41 – 42
Lessons (Not for Gr.) 1/1,000 magic. As a result, you learned the basics of magic.
Met a Special Mentor Minor You learned to control your breathing and to strengthen your body by breathing mana
61 – 63 43 – 44
(Not for Gr.) Enhancer 1/500 from the atmosphere. Go to the “Technique Acquisition” table (see p. 99).
Unconscious Special Minor You had developed a special breathing technique without even being aware of it. Go
64 – 66 45 – 46
Breathing (Not for Gr.) Enhancer 1/500 to the “Technique Acquisition” table (see p. 99).
There was a secret hidden laboratory in your residence or a place you could visit. You
Minor
51 – 52 Secret Laboratory learned or stole its secrets without permission to get closer to the truth of the world.
Alchemist 1/500
Go to the “Evocation Acquisition” table (see p. 99)
Grew up with Horses Minor Rider In this natural environment, you roamed the mountains and fields with your horse,
53 – 54
(Not for Boxer) 1/500 best friend, and family. Go to the “Stunt Acquisition” table (see p. 99)
Entrusted to the Sorcerer Major Sorcerer
55 For a time, you lived with a sorcerer. Eccentric or kind-hearted, they taught you magic.
(Not for Gr.) 1/1,000
Lived in the Magic Forest Major Druid You spent some time in the forest and had a mysterious experience interacting with
56
(Not for Ru and Gr.) 1/1,000 the spirits of plants and animals.
Witnessed the
Major Conjurer
61 Resurrection of the Dead You are fascinated by the magical power that transcends even death.
1/1,000
(Not for Gr.)
Caught in a Fight with Major Warlock You got caught up in the battle with Daemon, and while you knew the fear, you also
62
Daemon (Not for Gr.) 1/1,000 knew how to control it. So, you have learned it.
You had the opportunity to study the various substances that make up this world.
Studied the Truth of Minor Although far from a true understanding, you were able to come into contact with
63
Matter Alchemist 1/500 important truths that cannot be ignored. Go to the “Evocation Acquisition” table (see
p. 99)
Met Your Master in the
Major Druid When you were lost in the forest, you met a mysterious master. Since then, you have
64 Forest (Not for Ru and
1/1,000 been learning the mysterious arts from them.
Gr.)
You have learned about the absurdity of the world, the Abyss, and to overcome it, you
Learned about Abyss Major Warlock
65 have learned to control Daemons. The temptation to corruption will not get through
(Not for Gr.) 1/1,000
to you.
You grew up on a ranch or in a family wealthy enough to handle horses and other
Close to Animals (Not Minor Rider
66 animals daily. You had daily contact with animals and had the opportunity to learn
for Boxer) 1/500
how to handle them. Go to the “Stunt Acquisition” table (see p. 99)
*** are Tracker, Sniper, Magic Warrior, Spellpuncher, Grove Defender, and Summoning Warrior types.
Language Acquisition Table (※You may select any of these regardless of order)
Order Language Description (see CR I, p. 76 and CR II, p. 34)
1 Barbaric (Talk) A language spoken by all Barbarous. A crude language consisting only of simple words.
2 Barbaric (Read) A script used by all Barbarous. Used for orders, etc.
3 Magitech (Read) Script of a civilization that died out about 300 years ago. Often found in ruins.
Read or Talk in Any Learn a language that other group members can't use. If you have a Lykant in your group, Lycant (Talk) will also
Thereafter
Language be useful.

Other Languages Table (※For more information, see CR I, p. 75 and CR II, p. 34)
Language Elven Dwarven Lykant Dragonic Grassrunner Youma Drakish Basilisk
Talk ◯ ◯ ◯ ◯ ◯ ◯ ◯ ◯
Read ◯ ◯ ◯ - ◯ - ◯ ◯

96
Part 1 Character Creation

※If the remaining experience points are less than the Required XP, the class cannot be acquired from this Experience.
※In the case of Grassrunner, Runefolk, the class with (Not for Gr.) (Not for Ru.) should be rerolled.
※If you already have a class specified, reroll.
Additional
Basic Extended Full
Experience Class/ Required Explanation
Course Course Course
XP
Wizard Wizard Wizard
Work on Your Magic None/0 Aspiring to become a magician, you spent your days learning magic.
Type Type Type
Were you a sage of a private school or a temple priest? You have had the
Minor Sage
11 – 14 11 – 13 11 – 12 Learning Opportunities opportunity to learn, and you have gained valuable knowledge. Go to the “Language
1/500
Acquisition” table.
Minor Sage In your home or a place to which you had free access, you read many books
15 – 22 14 – 16 13 – 14 Along with the Books
1/500 enthusiastically. Go to the “Language Acquisition” table.
At the Same Time as Minor Sage To learn magic was to learn everything. As a natural consequence, your knowledge
23 – 26 21 – 23 15 – 16
Learning Magic 1/500 has become richer. Go to the “Language Acquisition” table.
Minor Sage You remember what you have seen and heard once. Does everyone else really have
31 – 34 24 – 26 21 – 22 Learning Genius
1/500 a hard time remembering? Go to the “Language Acquisition” table.
Because of your Master's Minor Scout Your master was rough with people. And they lost a lot of things. Inevitably, you
35 – 42 31 – 33 23 – 24
Chores 1/500 became good at finding them quickly.
Minor Scout You learned magic by sneaking into the wizard’s private school or classroom and
43 – 46 34 – 36 25 – 26 To Learn Magic
1/500 eavesdropping.
Your teachers, or the environment in which you studied, placed special emphasis
Minor Scout
51 – 54 41 – 43 31 – 32 Exploration Work on going out into the field and investigating ruins. You were talented in this area as
1/500
well.
Your daily routine was to gather medicinal herbs for your magical research. Soon
Minor Ranger
55 – 62 44 – 46 33 – 34 Improved Daily Routine you became familiar with medicines and became accustomed to the mountains and
1/500
forests.
Minor Ranger Hobby or survival? You were also trained in the handling of bows and other
63 – 66 51 – 53 35 – 36 Like a Hunter
1/500 weapons.
Minor Ranger When you were in nature, you had many magical inspirations. Your teacher was
54 – 56 41 – 42 Nature was a Teacher
1/500 nature, and under the sky was your classroom.
Witnessed the
Major Conjurer
61 – 63 43 – 44 Resurrection of the Dead You are fascinated by the magical power that transcends even death.
1/1,000
(Not for Gr.)
Saw Pure Mana Major Sorcerer Mana is the source of magic. You felt Truespeech Magic was the most beautiful
64 – 66 45 – 46
Brilliance (Not for Gr.) 1/1,000 and complete expression of that power.
You had the opportunity to study the various substances that make up this world.
Studied the Truth of Minor Although far from a true understanding, you were able to come into contact with
51 – 52
Matter Alchemist 1/500 important truths that cannot be ignored. Go to the “Evocation Acquisition” table
(see p. 99).
There was a hidden laboratory in your residence that you could visit in secret. You
Minor
53 – 54 Secret Laboratory learned or stole its secrets without permission to get closer to the truth of the world.
Alchemist 1/500
Go to the “Evocation Acquisition” table.
Minor Fencer Maybe it was your master's hobby or the environment around you, but you learned
55 Took Part in Military
1/500 to fight with weapons. It may have been a hobby, or it may have been a way of life.
Minor
You also learned how to use ranged weapons to provide support from the rear. You
56 Maintain Power Marksman
did not want to be in a situation where you could not do anything.
1/500
Longed for Pseudo-life Major Conjurer You developed an indescribable interest in golems, undead, and other pseudo-alive
61
(Not for Gr.) 1/1,000 things. This has greatly broadened the scope of your magic.
Lived in the Magic Forest Major Druid You spent some time in the forest and had a mysterious experience interacting with
62
(Not for Ru and Gr.) 1/1,000 the spirits of plants and animals.
Caught in a Fight with Major Warlock You got caught up in the battle with Daemon, and while you knew the fear, you
63
Daemon (Not for Gr.) 1/1,000 also knew how to control it. So, you have learned it.
Learned Naturally (Not Major Sorcerer In the process of learning other magic, you found yourself understanding
64
for Gr.) 1/1,000 Truespeech Magic as well.
Met Your Master in the
Major Druid When you were lost in the forest, you met a mysterious master. Since then, you
65 Forest (Not for Ru and
1/1,000 have been learning the mysterious arts from them.
Gr.)
You have learned about the absurdity of the world, the Abyss, and to overcome it,
Learned about Abyss Major Warlock
66 you have learned to control Daemons. The temptation to corruption will not get
(Not for Gr.) 1/1,000
through to you.

97
Adolescent Experiences – Hunter, Alchemy Warrior, Dragoon Fighter Types (Focus on Striking) Table
D6 Experience Combat Feat Ref. Explanation
Aiming for the [Power Strike I]/ 134/
1 A blow without regard for oneself is the strongest.
Strongest Strike [Desperate Strike I] 140
Mastering the [Power Strike I]/ 134/ You made sure to finish the job. You have learned the importance of recognizing an
2
Finishing Blow [Desperate Strike I] 140 opportunity and not letting it pass.
Repeat Until You [Repeated Strike 134/
3 If you couldn’t hit it with one shot, just repeated until you hit it.
Hit It I]/[Wild Strike I] 140
[Repeated Strike 134/
4 Learning Best Skills No one could have avoided your sophisticated moves.
I]/[Wild Strike I] 140
Spent time as a [Weapon Proficiency Whether you volunteered or were forced to, you spent some time as a soldier. So,
5 133
Soldier A/**] you have a better understanding of how to handle weapons.
[Weapon Proficiency When you held the weapon in your hand, you felt a sensation like an electric shock.
6 Fateful Encounter 133
A/**] Throughout your life, you have been known to be a master of the weapon.

Adolescent Experiences – Hunter, Alchemy Warrior, Dragoon Fighter/Fencer Types (Focus on Accuracy/Balance/Focus on
Evasion/Generic Search) Table
D6 Experience Combat Feat Ref. Explanation
Learned to Kill [Power Strike I]/ 134/
1 You took it with one blow. Believing that there was nothing you could not defeat.
with One Hit [Desperate Strike I] 140
Never Missed an [Lethal Strike I]/[Herald 134/
2 If an opponent showed an opening, you never showed them mercy.
Opening Strike] 140
[Aimed Attack I]/[Shield 134/
3 Trump Card You liked to be called unpredictable. In battles, it was your trump card.
Bash I] 140
[Decoy Attack I]/[Wild 134/ You were good at deceiving. And when the enemy discovered you, it was already
4 Deception
Strike I] 140 too late.
[Armor Proficiency A/ 133/ Your nimble movements deceived the enemy. You have mastered the body
5 Bodywork
**]/[Shadow Step I] 140 movements for this at a young age.
[Weapon Proficiency When you held the weapon in your hand, you felt a sensation like an electric
6 Fateful Encounter 133
A/**] shock. Throughout your life, you have been known to be a master of the weapon.

Adolescent Experiences – Hunter, Alchemy Warrior, Dragoon Fencer Types (Focus on Durability) Table
D6 Experience Combat Feat Ref. Explanation
Overwhelming [Taunting Strike It's hard for anyone to ignore you. Your demeanor, your speech, the volume of your
1 134
Presence I] voice... made you stand out. Naturally, your enemies were drawn to you.
You have always put your best foot forward in everything you do. Although there have
[Power Strike 134/
2 Always at your Best been times when you were out of control, your uncompromising attitude has never
I]/[Shield Bash I] 140
wavered. You have always been clumsy yet honest, and that has been your belief.
When someone had to do something, you always took the initiative and stepped forward.
3 Dedicated [Cover I] 134
You felt it was your role and took pride in doing so.
You were involved in an accident or a fight. You were badly injured, taking the place of
Suffered While
4 [Cover I] 134 someone else. But you felt something like fate that there was someone who could be
Covering
saved by it.
[Armor
Trained to be a The heavy armor was your uniform. You always wore it, trained for battle, and now it is
5 Proficiency A/ 133
Knight/Warrior almost a part of you.
**]
[Armor Crafting armor that protects lives - the road to becoming a full-fledged armorsmith is
Worked at an
6 Proficiency A/ 133 difficult, but it has given you an insight into the principles of working with armor and its
Armorsmith
**] effectiveness.

98
Part 1 Character Creation

Adolescent Experiences – Commando, Tracker types (General Purpose, Generic Search) Table
D6 Experience Combat Feat Ref. Explanation
1 Support [Decoy Attack I] 134 You may not be a warrior or a wizard, but everyone knows you are useful.
[Decoy Attack I]/ 134/ You could make yourself appear big or small. Those who underestimated you
2 Disturbing
[Wild Strike I] 140 revealed their openness, and that was their last mistake.
[Decoy Attack I]/ 134/ Friends are important. If you worked together, you could weaken opponents or sneak
3 Believed in Friends
[Shadow Step I] 140 in behind their backs.
Believed in [Defensive Stance]/ 134/ Of course, the real winner is the one who survives. No one could defeat you if you
4
Survival [Shadow Step I] 140 were on the defensive.
[Defensive Stance]/ 134/ Don't let them attack you, weaken them, and finish them off. You know that attack is
5 Counterattack
[Shadow Step I] 140 not the only way to fight.
True-to-life [Taunting Strike I]/ 134/ You have studied the art of acting. By utilizing this technique, your enemies will turn
6
Performance [Wild Strike I] 140 their attention to you, thinking you are the most important person.

Adolescent Experiences – Commando, Tracker types (Combat Oriented) Table


D6 Experience Combat Feat Ref. Explanation
[Lethal Strike I]※/ Herald 134/
1 Keen Eyes You had keen eyes and saw many things. It was also useful in battle.
Strike 140
Was On the [Lethal Strike I]/ 134/ You accomplished your goal without fail. You were willing to make sacrifices to
2
Ball [Desperate Strike I] 140 achieve it.
Means to [Weapon Proficiency 133/ Master the handling of weapons, and you will surely win. The truth was always
3
Victory A/**]/[Shadow Step I] 140 simple.
Formally It is often misunderstood, but your fighting techniques were learned in a proper
4 [Weapon Proficiency A/**] 133
Trained school or military. It's just that sometimes they are not used properly.
Master [Taunting Strike I]/ 134/ You are good at weaving insults into your small gestures and movements. And the
5
Provocateur [Wild Strike I] 140 more hostility they focus on you, the closer you are to victory.
[Taunting Strike I]/ 134/ A tap, a slap, or a thud. A seemingly lazy blow can make your opponent furious.
6 Combat Slap
[Shield Bash I] 140 And that is the goal.
※If you have learned the Grappler class, you can change to [Armor Piercer I] (see p. 134).

Adolescent Experiences – Sniper, Alchemist, Beastmaster (Subclass is Marksman) Types Table


Combat
D6 Experience Ref. Explanation
Feat
You spent your days aiming at the targets. As a result, even if the target was small, far away, or
1 – 3 Hard Work [Targeting] 134
moving, you never missed if you followed your training.
Sharpened As you imagined, your shot hits the target. You didn't have to think about it - you just shot as you
4-6 [Targeting] 134
Senses felt.

Technique Acquisition Table (※Order is Stunt Acquisition Table (※Order is Recommended)


Recommended) D66 Explanation Acquired Stunt Effect
Acquired Mount’s
D66 Explanation Effect [Enhance Mount]
Technique 11 – 23 Skillful Riding Accuracy,
(see p. 162)
Staring at your Prey [Cat's Eye] (see p. Evasion +1
11 – 23 Accuracy +1 Blow from the [Elevated Attack] Extra Damage +1
with Cold Eyes 160) 24 – 36
[Bear Muscle] Strength Mount (see p. 162) when mounted
24 – 36 Wild Warrior Power Evasion using [Attack
(see p. 160) Modifier +2 Evasion +1 when
[Beetleskin] (see 41 – 53 the Mount’s Obstruction] (see
41 – 53 Iron-clad Armor Defense +2 mounted
p. 160) Height p. 162)
Agile Legs that Toy [Gazelle Feet] (see Using Keen [Search Mount can make
54 – 66 Evasion +1 54 – 66 Senses of the Command] (see p. Search checks,
with the Enemy p. 160)
Mount 162) etc.
Spellsongs/Finales Acquisition Table (※Order is
Recommended) Evocation Acquisition Table (※Order is Recommended)
Acquired D66 Explanation Acquired Stunt Effect
D66 Explanation Effect Reinforcing [Vorpal Weapon] Additional
Spellsong/Finale 11 – 23
Boosting the Weapons Red (see p. 164) Damage +1
11 – 23 [Morale] (see p. 161) Accuracy +1 Reinforcing [Barkmail] Green
Hit 24 – 36 Defense +1
Raising [Resistance] (see p. Defense (see p. 164)
24 – 36 Resistance +1 Revealing [Critical Ray] Gold
Resistance 161) 41 – 53 Power Roll +1
[Finale: Spring Breeze] Deals Power 10 Vital Point (see p. 164)
41 – 53 Damage Healing Light [Heal Spray] Green
(see p. 162) wind damage 54 – 66 Heals 3 HP
[Finale: Winter's Chill] Deals Power 10 Wounds (see p. 164)
54 – 66 Damage
(see p. 162) water/ice damage

99
Adolescent Experiences – Wizard, Beastmaster (Subclass is Sorcerer) Types Table
Combat Ref.
D6 Experience Explanation
Feat
Training and You have to guide the magic effect to the exact spot where you want it to be and fire it.
1–2 [Targeting] 134
Concentration Through countless hours of practice, your magic never misses its target.
One day you will understand with your senses how the magic effect flies precisely to the
3 – 4 Saw Magic Traces [Targeting] 134
target. You can't explain it. But you never miss the target.
[Targeting]/ 134/ Your teacher was a man who disliked waste. As a result, you learned how to use mana
5 No Mana Waster
[Quick Cast] 140 efficiently.
[Targeting]/
Overcome 134/
6 [Cheat Cast You can't give up after one failure. You learned that during your training.
Resistance 140
I]

Adolescent Experiences – Fairy Priest, Druid, Warlock, Beastmaster (Subclass is Conjurer, Druid or Warlock) Types Table
D6 Experience Combat Feat Ref. Explanation
As you continued your magical training, you suddenly felt your vision open up.
1–2 Clear View [Metamagic/Targets] 134
Your world expanded as you were able to feel and see many goals at the same time.
Slowly and steadily, you increased the number of targets to which you could cast
Training and
3–4 [Metamagic/Targets] 134 your magic by two or three. The technique that you obtained after training to the
Perseverance
point of fainting saved many people.
To Those in [Metamagic/Targets]/ 134/ You were taught that it is useless to give magic to everyone. You should deliver
5
Need [Quick Cast] 140 magic only to those who need it and only with certainty.
Persistence and [Metamagic/Targets]/ 134/
6 You kept casting until it worked. You did not give up.
Repetition [Cheat Cast I] 140

Adolescent Experiences – Spellpuncher, Grove Defender, Summoning Warrior, Leafblade, Daemonblade Types (Accuracy
+ Magic Power/Balance) Table
D6 Experience Combat Feat Ref. Explanation
Weapons and magic. In the course of training, you have also honed the skill of
1 Weaving Spells [Mana Strike] 134
imbuing your weapons with magic. This power continues to grow.
During the weapon training, you felt magic unexpectedly radiating from your
2 Magical Emanation [Mana Strike] 134 fingertips. It was not so difficult for you to apply this sensation and increase the
power of your weapon.
[Metamagic/Targets]/ 134/
3 Against the Horde It is only in battles against many that the power of magic shines through
[Quick Cast] 140
[Metamagic/Targets]/ 134/ You save and rescue many people at the same time. You thought that magic was
4 For my Friends
[Quick Cast] 140 valuable because it could save many people at the same time.
Magic with Martial [Weapon Proficiency You considered magic to be an aid to the martial arts and placed particular emphasis
5 133
Arts A/**] on the handling of weapons.
The Keystone of [Armor Proficiency Supporting the frontline and your comrades with your magic. For that reason, you
6 133
the Battlefield A/**] yourself could not fall. Your defense is not easy to penetrate.

Adolescent Experiences – Grove Defender, Summoning Warrior Types (Focus on Durability) Table
D6 Experience Combat Feat Ref. Explanation
When someone had to do something, you always took the initiative and stepped
1 Dedicated [Cover I] 134
forward. You felt it was your role and took pride in doing so.
You were involved in an accident or a fight. You were badly injured, taking the place
Suffered While
2 [Cover I] 134 of someone else. But you felt something like fate that there was someone who could
Covering
be saved by it.
[Metamagic/Targets]/ 134/
3 Against the Horde It is only in battles against many that the power of magic shines through
[Quick Cast] 140
[Metamagic/Targets]/ 134/ You save and rescue many people at the same time. You thought that magic was
4 For my Friends
[Quick Cast] 140 valuable because it could save many people at the same time.
[Armor Proficiency Weapons and magic. If you try to use them at the same time, you leave a lot of room
5 Body as a Fortress 133
A/**] for error. That is why you have sought better armor and trained yourself.
The Keystone of [Armor Proficiency Supporting the frontline and your comrades with your magic. For that reason, you
6 133
the Battlefield A/**] yourself could not fall. Your defense is not easy to penetrate.

100
Part 1 Character Creation

Column: About Vagrant Combat Feats on the minimal strength of the shield, not much damage
If you choose Vagrant as your adventure style instead can be expected.
of Adventurer, you can learn Vagrant Combat Feats simply Additionally, when you attack with a shield, you lose
by selecting them (you are not required to select them). the shield's defensive capabilities, so be careful of enemy
In the Combat Feat column, "Combat Feat/Vagrant" is counterattacks.
written, and the ability shown after "/" in the same column In the future, by learning [Follow-Up], you will be able
is the Vagrant Combat Feat. If not, the Vagrant Combat to attack an opponent who has been knocked prone by
Feat does not exist and cannot be selected. [Shield Bash] with a weapon in the opposite hand.
Since Vagrants are at the core of this book, we
understand that you may want to choose them. However, [Shadow Step I] – Active Combat Feat
these Vagrant Combat Feats are very specific, and there is This is an unusual Combat Feat that can be used in two
a risk that you may not be able to handle them well if you ways. By declaring it, you can perform an Evasion check
are a first-time user. Therefore, here is a brief description once more if the initial check fails.
of them. The second use is that if the number of allies is even
one character more than the enemy, the user gains +2 extra
[Desperate Strike I] - Active Combat Feat damage.
With Extra Damage +5, a big hit can be expected, but This Combat Feat is particularly effective for Fencers
it also results in a loss of 5 HP. This Combat Feat is very and Grapplers with low Defense, who rely on evading
risky if your vitality is low, like that of Elves or Alves. attacks and can also be used to increase damage output.
However, if you are a Dwarf or a race with high vitality,
such as Lildraken or Soleil, you can use it with a good [Quick Cast] – Active Combat Feat
margin. This Combat Feat has a great point of mana efficiency
Ideally, it would be perfect if your Evasion is also that it halves the MP consumption of magic with
improved so that the enemy cannot hit you. "Resistance: Negated".
The following spells are mainly used for
[Herald Strike] - Active Combat Feat weakening/supporting, or restoring.
This unique Combat Feat adds +1 to the Power Roll
and fixes the Accuracy check at 5. Sorcerer: [Dull Weapon], [Nap]
Due to the low Accuracy check, this feat is suitable for Conjurer: [Dark Mist], [Fanaticism], [Earth Heal]
Elves, Shadows, and other races with high Dexterity. Priest: [Banish], [Cure Wounds]
The advantage of this feat is that you can expect a sure Fairy Tamer: [Snare]
hit when the GM uses a fixed value of minions monster Druid: [Bad Steam]
without dice. This means that the attack will not have an Warlock: None
automatic failure!
It is not always clear when a Combat Feat should take
[Wild Strike I] - Active Combat Feat priority over learning [Targeting] or [Metamagic/Targets],
If you are a Fighter, Fencer, or Grappler, you can so if you are not particularly inclined to learn it, it may be
attack three targets simultaneously with this fantastic safer to do so after you reach 3rd level or higher.
Combat Feat. However, note that the Accuracy check is
reduced by a penalty of -2. [Cheat Cast I] – Active Combat Feat
So, low Dexterity races and some weapons may have Combat Feat is a powerful tool for those who
difficulty hitting the target. (The Accuracy check is only frequently use spells against their enemies. It increases the
done once, so you may have a nightmare of missing all Success Value by +2 when the same spell is used again
minions!). during a battle. This is particularly useful in the early stages
of a battle when using low MP cost spells like [Dull
[Shield Bash I] – Active Combat Feat Weapon], [Energy Bolt], and [Fire Bolt].
As the name suggests, Shield Bash is a Combat Feat It is unclear whether Combat Feat takes priority over
that allows the user to use their shield as a weapon. [Targeting] or [Metamagic/Targets], so it may be best to
It adds +2 to the Accuracy check and can cause an avoid using it in the initial stages of creation.
enemy to fall prone when hit, temporarily weakening
them. However, since the power of [Shield Bash] depends

101
1st Happening Table Accidents and Tragedies Table
D6 Happening D66 Accidents and Tragedies
1–2 Go to the “Accidents and Tragedies” table 11 – 12 Was Severely injured/seriously ill
3–4 None in particular 13 – 14 Survived alone
5–6 Go to the “Fortune/Happiness” table 15 – 16 Caught in a disaster
21 – 22 Nearly eaten alive by beasts and monsters
2nd Happening Table Someone kidnapped you
D6 Happening 1: Humanoid
1–2 Go to the “Accidents and Tragedies” table 2: Barbarous
3–4 Go to the “Love” table 23 – 24 3: Animal
5 Go to the “Fortune/Happiness” table 4: Mythical Beast
6 Go to the “Secret Background” table 5: Fairy
6: Daemon
Been incarcerated
3rd Happening Table 1: Innocent crime
D6 Happening 2: Minor offense
1 Go to the “Accidents and Tragedies” table 25 – 26 3: Serious crime
2 Go to the “Secret Background” table 4: Your own righteousness
3 Go to the “Juvenile Experiences” table 5: As a substitute for someone else
4 None in particular 6: Involved in a crime
5 Go to the “Love” table 31 – 32 Spent your time as a slave
6 Go to the “Fortune/Happiness” table 33 – 34 Was almost sacrificed
※If the remaining experience points are 0, reroll if the 35 – 36 No memory of a certain period of time
result is 3. 41 – 42 Almost starved to death
43 – 44 Someone was hurt because of you
45 – 46 Drifted out to sea
Love Table
51 – 52 Don't know your real parents.
D66 About Love Lost your family
11 – 12 Timid in love 1: Father
13 – 14 Had/has a lover 2: Mother
15 – 16 Everywhere you go, there's your lover 53 – 54 3: Parents
21 – 22 Good at complimenting others 4: Siblings
23 – 24 Attracts attention 5: Child
25 – 26 In love with someone of a different status 6: All except yourself
Had a sad breakup with a lover/spouse 55 – 56 A loved one died in front of you
11-14: Death due to illness 61 – 62 You or a family member fell into the Shallow Abyss
15-22: Death due to accident 63 – 64 Homelands destroyed by war and raids
23-26: Death due to an attack by a monster 65 – 66 Valuable item was stolen/taken from you
31-34: Killed by someone
31 – 32
35-42: Separated because of status or position
43-46: Stolen by a new lover Fortune/Happiness Table
5I-54: Taken away by someone D66 Fortune/Happiness
55-62: Disappeared due to disaster 11 – 12 Saved by Vagrant
63-66: Revealed to be a Barbarous or Daemon 13 – 14 Had no trouble surviving
33 – 34 Have/had a spouse 15 – 16 Was never constrained
35 – 36 Risked life for love. 21 – 22 Lived in peace
41 – 42 Was/am in love with someone with a lover/spouse 23 – 24 Loved by your family, your home was full of smiles
43 – 44 Fell in love with a different race 25 – 26 Everything you did went well
45 – 46 Betrayed by a lover and had a terrible experience Blessed with friends and companionship, making the
31 – 32
51 – 52 Have been/is having an affair most of each day
53 – 54 Have a crush/admire someone 33 – 34 Found a special mentor
55 – 56 Stabbed by a rival 35 – 36 Your hobbies were highly valued
61 – 62 Have someone to whom you made a commitment 41 – 42 Traveled around and expanded your knowledge
63 – 64 Can only fall in love for one night 43 – 44 Learned about freedom and equality
65 – 66 Being pursued by a past lover/spouse 45 – 46 Had freedom from crippling circumstances
Was able to get a respectable job regardless of your
51 – 52
status
53 – 54 Got acquainted with respectable seniors
Improved physical condition and become healthier
55 – 56
than before
61 – 62 Was able to eat wonderful and delicious food
Met famous people and was told, “You will be
63 – 64
successful.”
Won a jackpot at gambling and had a great time
65 – 66
spending it all

102
Part 1 Character Creation

Secret Background Table 41 – 42 Has a contract with Daemon


D66 Secret Background A family member is a leader of a dangerous
43 – 44
11 – 12 Has another persona organization
13 – 14 Has memories of a past life 45 – 46 Killed someone
15 – 16 Was charged with a secret mission Have bruises or tattoos indicating the location of
51 – 52
21 – 22 Barbarous blood runs in the veins hidden treasures
23 – 24 Heard the voice of Fortuna, the fourth sword 53 – 54 Born in the Shallow Abyss
25 – 26 Foretold to be a hero 55 – 56 Descendants of a ruined nation
31 – 32 Bastard son of royalty/nobility 61 – 62 Was chosen by God
33 – 34 The source of an incident/the mastermind of a crime 63 – 64 Someone is trying to kill you
35 – 36 Has something sealed in your body 65 – 66 Hiding your real name or identity

D66 Reason 41 To become a god


11 To defeat Barbarous 42 To save a sick family/lover
12 To destroy Abyss 43 It just turned out that way.
13 To get rich quick 44 A friend recommended
14 You have someone you want to beat 45 You’ve lost your family
15 Bankrupt 46 Your hometown was destroyed
16 You couldn't stay in your hometown 51 To avenge your family and friends
21 Someone is looking for you 52 To see the world as yet unseen
22 You are looking for something. 53 To regain the lost family house
23 You have a place to go 54 Because of the prophecy
24 Come to power 55 You don’t know any other way to live
25 Reclaiming a lost place 56 To gain fame
26 To become the strongest 61 For freedom
31 To broaden your knowledge 62 Forced to get involved
32 To conceal one's identity 63 To protect people
33 Your parents told you to 64 To restore the lost civilization
34 Rebelling against parents 65 Seeking peace
35 To support your family 66 To overcome fear
36 To overcome fear

D66 Reason 41 Wanting to reach gods (become one)


11 To live freely 42 To destroy Barbarous
12 There's a reason you can't stay in your hometown 43 Bankruptcy
13 To protect people from Barbarous 44 To reclaim a stolen territory
14 You have what you’re looking for 45 Can't stand discrimination and prejudice
15 To test yourself 46 To help those in need
16 Chasing friends/lovers/family 51 Like to travel/wander
21 Revenge 52 To know what it means to be the best
22 In search of legendary treasures 53 Don't know any other way to live
23 Searching for a lost paradise 54 To see unfamiliar places
24 Because your home was destroyed 55 To gain knowledge
25 Was born wandering 56 To see many smiling faces
26 Didn't fit in with the Adventurer’s Guild. 61 For fame
31 Want to see the end of the world 62 Carrying the burden of sin (maybe innocent)
32 When you came to your senses 63 Destroy all Shallows and Abyss
33 Seeking your roots 64 To connect people
34 Searching for home 65 Seeking calm
35 To meet someone stronger than you 66 Seeking peace
36 Difficulty with states and organizations

103
Equipment by Type
Min Primary Money
Type Weapon Armor Shield Belonging 1 Belonging 2
STR class (G)
Hunter, Alchemy Warrior, Dragoon Fighter, Soft Leather, p. Round Shield, Adventurer Set, Awake Potion,
10 Fighter Saber, p. 165 560
Commando Fighter, Standard 10 171 p. 171 p. 172 p. 173
Hunter, Alchemy Warrior, Dragoon Fighter, Short Spear, p. Soft Leather, p. Buckler, p. Adventurer Set,
10 Fighter None 780
Commando Fighter, Low Cost 10 166 171 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Soft Leather, p. Adventurer Set, Awake Potion,
10 Fighter Flail, p. 167 None 610
Commando Fighter, Power 10 171 p. 172 p. 173
Hunter, Alchemy Warrior, Dragoon Fighter, Heavy Mallet, p. Soft Leather, p. Round Shield, Adventurer Set, Awake Potion,
10 Fighter 530
Commando Fighter, Accuracy 10 167 171 p. 171 p. 172 p. 173

Hunter, Alchemy Warrior, Dragoon Fighter, Hard Leather, Round Shield, Adventurer Set, Awake Potion,
13 Fighter Saber, p. 165 370
Commando Fighter, Standard 13 p. 171 p. 171 p. 172 p. 173
Hunter, Alchemy Warrior, Dragoon Fighter, Short Spear, p. Soft Leather, p. Buckler, p. Adventurer Set,
13 Fighter None 780
Commando Fighter, Low Cost 13 166 171 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Long Sword, p. Hard Leather, Adventurer Set,
13 Fighter None None 320
Commando Fighter, Power 13 165 p. 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Heavy Mallet, p. Hard Leather, Round Shield, Adventurer Set, Awake Potion,
13 Fighter 340
Commando Fighter, Accuracy 13 167 p. 171 p. 171 p. 172 p. 173

Hunter, Alchemy Warrior, Dragoon Fighter, Broad Sword, p. Hard Leather, Round Shield, Adventurer Set,
17 Fighter None 320
Commando Fighter, Standard 17 165 p. 171 p. 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Hard Leather, Adventurer Set,
17 Fighter Spear, p. 166 None None 590
Commando Fighter, Low Cost 17 p. 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Bastard Sword, Hard Leather, Adventurer Set,
17 Fighter None None 200
Commando Fighter, Power 17 p. 165 p. 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Heavy Mace, p. Hard Leather, Round Shield, Adventurer Set, Awake Potion,
17 Fighter 230
Commando Fighter, Accuracy 17 167 p. 171 p. 171 p. 172 p. 173
Alchemy Warrior, Dragoon Fighter, Heavy Mace, p. Splint Armor, Round Shield, Adventurer Set,
17 Fighter None 150
Durability 17 167 p. 171 p. 171 p. 172

Hunter, Alchemy Warrior, Dragoon Fighter, Zweihander, p. Cloth Armor, Adventurer Set,
20 Fighter None None 225
Commando Fighter, One Shot 20 165 p. 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Heavy Axe, p. Hard Leather, Adventurer Set,
20 Fighter None None 320
Commando Fighter, Standard 20 166 p. 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Long Spear, p. Hard Leather, Adventurer Set,
20 Fighter None None 540
Commando Fighter, Low Cost 20 166 p. 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Hard Leather, Adventurer Set,
20 Fighter Mattock, p. 167 None None 320
Commando Fighter, Power 20 p. 171 p. 172
Hunter, Alchemy Warrior, Dragoon Fighter, Hard Leather, Adventurer Set,
20 Fighter Maul, p. 167 None None 320
Commando Fighter, Accuracy 20 p. 171 p. 172
Alchemy Warrior, Dragoon Fighter, Light Mace, p. Chainmail, p. Round Shield, Adventurer Set,
20 Fighter None 120
Durability 20 167 171 p. 171 p. 172

Quarterstaff, p. Soft Leather, p. Adventurer Set, Awake Potion,


Grove Defender, Standard 7 7 Fighter None 710
167 171 p. 172 p. 173
Soft Leather, p. Adventurer Set, Awake Potion,
Grove Defender, Standard 11 11 Fighter Oak Staff, p. 167 None 640
171 p. 172 p. 173
Hard Leather, Adventurer Set, Awake Potion,
Grove Defender, Armored 13 13 Fighter Oak Staff, p. 167 None 450
p. 171 p. 172 p. 173
Grove Defender, Metal Armored 15 (Gains Splint Armor, Adventurer Set, Awake Potion,
15 Fighter Oak Staff, p. 167 None 270
penalty for spells) p. 171 p. 172 p. 173

Katzbalger, p. Soft Leather, p. Buckler, p. Adventurer Set, Awake Potion,


Summoning Warrior, Standard 7 7 Fighter 690
165 171 171 p. 172 p. 173
Soft Leather, p. Buckler, p. Adventurer Set, Awake Potion,
Summoning Warrior, Standard 10 10 Fighter Saber, p. 165 600
171 171 p. 172 p. 173
Heavy Mallet, p. Soft Leather, p. Buckler, p. Adventurer Set, Awake Potion,
Summoning Warrior, Accuracy 10 10 Fighter 570
167 171 171 p. 172 p. 173
Heavy Mace, p. Soft Leather, p. Buckler, p. Adventurer Set, Awake Potion,
Summoning Warrior, Accuracy 15 15 Fighter 460
167 171 171 p. 172 p. 173
Long Spear, p. Soft Leather, p. Buckler, p. Adventurer Set, Awake Potion,
Summoning Warrior, Low Cost/Power 20 20 Fighter 570
166 171 171 p. 172 p. 173

Dragoon Fencer, Tracker, Leafblade, Cloth Armor, Buckler, p. Adventurer Set, Awake Potion,
1 Fencer Knife, p. 165 895
Daemonblade, Standard p. 171 171 p. 172 p. 173
Dragoon Fencer, Tracker, Leafblade, Short Sword, p. Cloth Armor, Buckler, p. Adventurer Set, Awake Potion,
9 Fencer 845
Daemonblade, Standard 9 165 p. 171 171 p. 172 p. 173
Dragoon Fencer, Tracker, Leafblade, Katzbalger, p. Soft Leather, p. Buckler, p. Adventurer Set, Awake Potion,
13 Fencer 690
Daemonblade, Standard 13 165 171 171 p. 172 p. 173

104
Part 1 Character Creation

Min Money
Type Primary class Weapon Armor Shield Belonging 1 Belonging 2
STR (G)
Commando Grappler, Iron Knuckles, p. 168, Solid Point Guard, Adventurer Set, Awake Potion,
5 Grappler None 560
Spellpuncher, Standard 5 Heels, p. 168, Throw, p. 168 p. 171 p. 172 p. 173
Commando Grappler, Iron Boxers, p. 168, Solid Point Guard, Adventurer Set,
10 Grappler None None 530
Spellpuncher, Standard 10 Heels, p. 168, Throw, p. 168 p. 171 p. 172

Marksman Cloth Armor, Adventurer Set, Awake Potion,


Sniper, Bow 2 Short Bow, p. 169 None 925
p. 171 p. 172 p. 173
Marksman Cloth Armor, Adventurer Set, Awake Potion,
Sniper, Crossbow 1 Light Crossbow, p. 170 None 825
p. 171 p. 172 p. 173
Marksman Soft Leather, Adventurer Set, Awake Potion,
Sniper, Bow 7 7 Normal Bow, p. 169 None 730
p. 171 p. 172 p. 173
Marksman Soft Leather, Adventurer Set, Awake Potion,
Sniper, Crossbow 7 7 Normal Crossbow, p. 170 None 590
p. 171 p. 172 p. 173
Marksman Hard
Adventurer Set, Awake Potion,
Sniper, Bow 13 13 Long Bow, p. 169 Leather, p. None 490
p. 172 p. 173
171
Marksman Soft Leather, Adventurer Set, Awake Potion,
Sniper, Crossbow 13 13 Heavy Crossbow, p. 170 None 320
p. 171 p. 172 p. 173
Marksman Cloth Armor, Adventurer Set, Awake Potion,
Sniper (+ Artificer) 1 Matchlock, p. 170 None 625
p. 171 p. 172 p. 173
Marksman Adventurer Set,
Sniper (+ Artificer) 5 5 Toradar, p. 170 None None None 300
p. 172

Remote Support Cloth Armor, Adventurer Set, Awake Potion,


Remote Support Category 1 1 None None 985
Category p. 171 p. 172 p. 173
Round
Remote Support Soft Leather, Adventurer Set, Awake Potion,
Remote Support Category 8 8 None Shield, p. 750
Category p. 171 p. 172 p. 173
171

Item Packs for Specific Classes


Class
Item Name 1 Entry Price Notes
Name
Arrow Case, p. 174, Accessory: Back, Items in
Marksman 40 For Crossbow, p. 170
Quarrel, p. 170 x 12 Possessions
Arrow Case, p. 174, Accessory: Back, Items in
Marksman 30 For Bow, p. 169
Arrow, p. 170 x 12 Possessions
1H, 2H, Accessory: R If you have a weapon, write it in the Weapons section; if you have already
Magical Implement, p. 174,
Sorcerer Hand, L Hand, Items in 200 purchased an item pack from the Conjurer class, or if the weapon is Mage Staff
Magic Herb, p. 173 x 1
Possessions (p. 167), you do not need to write Magic Implement (refund 100G).
1H, 2H, Accessory: R If you have a weapon, write it in the Weapons section; if you have already
Magical Implement, p. 174,
Conjurer Hand, L Hand, Items in 200 purchased an item pack from the Sorcerer class, or if the weapon is Mage Staff
Magic Herb, p. 173 x 1
Possessions (p. 167), you do not need to write Magic Implement (refund 100G).
Holy Symbol, p. 174, Accessory: Any, Items in
Priest 200
Magic Herb, p. 173 x 1 Possessions
Fairy Fairy Tamer's Gem, p. 174x
Accessory: Any 200
Tamer 4
Magisphere (Small), p. 174, Accessory: Any,
Artificer Gun Belt, p. 174, Bullet, p. Accessory: Back, Items in 270
170 x 12 Possessions
Staff of the Sacred Tree, p. Weapon Column (1H), If you are equipped with a weapon of category Staff (see p. 167), it can be
Druid 200
174, 1 x Magic Herb, p. 173 Items in Possessions treated as Staff of the Sacred Tree spending 100G.
Summoner's Emblem, p.
Accessory: Any, Items in Either 2 x Zombie Eyes (for 1st Level Mengle) or 2 x Bat Wings (for 2nd Level
Warlock 174, Summoning Sacrifice, 320
Possessions Imp).
p. 174
Scout Scout's Tools, p. 174 Items in Possessions 100
Lifegrass, p. 173 x 5, Items in Possessions,
Ranger 250
Magic Herb, p. 173 x 1 Items in Possessions
Sage None 0
Bard Musical Instrument, p. 174 Weapon Column (2H) 100 Both hands are occupied when in use
Enhancer Mako Stone (3 pts.), p. 174 Items in Possessions 300 If money is scarce, there is no need to buy Mako Stone.
Horse’s Mount Contract, p.
Rider Items in Possessions 250
176
Alchemy Kit, p. 174, Accessory: Waist, Items in
Alchemist 300 The color of the card depends on the Evocation learned
Material Card (B), p. 174 x 5 Possessions

105
Table of Human, Tabbit, Runefolk, Lykant, Lildraken, Grassrunner, Alv Names
D66 Masculine Name Feminine Name Surname D66 Masculine Name Feminine Name Surname
11 Alfred Alicia Aster 41 Tony Nadine Thomson
12 Elias Isabella Easton 42 Nigel Nicole Nessel
13 Warren Vanessa Vincent 43 Neil Nelly Newman
14 Elliott Amy Earhart 44 Nathan Nora Neville
15 Owen Olivia Owsley 45 Noah Hana Norton
16 Carl Karen Kirkland 46 Bernie Hildi Humphrey
21 Keith Katherine Kincaid 51 Hugo Felicia Hughes
22 Clyde Christine Crawford 52 Felix Helena Farrell
23 Kenneth Katie Kerry 53 Hayden Holly Hayden
24 Cody Sandra Cornell 54 Martin Marion McClain
25 Silas Sheila Sackwell 55 Mick Mirabelle Megan
26 Sean Stacey Sears 56 Melvin Melissa Moore
31 Stanley Selina Swift 61 Morgan Monica Maitland
32 Sebastian Sonia Selway 62 Ulysses Rana Rutherford
33 Thorne Tara Sowell 63 Randolph Rita Ridley
34 Daryl Chelsea Tanner 64 Rick Louisa Luke
35 Chester Tina Chambers 65 Rex Rebecca Reston
36 Terrence Tracy Tiller 66 Ronald Rosa Rodney

Table of Meria, Elf Names


D66 Masculine Name Feminine Name Surname D66 Masculine Name Feminine Name Surname
11 Aristide Arsene Achard 41 Tristia Nina Torus
12 Albert Elsevier Iwerf 42 Nathanael Nuela Navar
13 Irenaeus Ellesaria Ulsche 43 Nirveil Nesaret Niswenus
14 Valerio Orstia Ammonia 44 Noelia Nomiere Neuves
15 Ector Carmilla Oriolaire 45 Hatrocks Harsine Nerfavre
16 Odilon Clotilde Caranfalia 46 Hierique Faviera Notier
21 Kashmir Keia Kyphylis 51 Philliswail Felicia Halfalfier
22 Gwenael Kolestine Cucurare 52 Helanthier Heloise Hilwresch
23 Crail Saracelses Kerswil 53 Mastia Paula Fulcelsia
24 Kevin Sies Cordelier 54 Michele Marlite Hectis
25 Korstian Sulcersa Sarasurian 55 Morgan Milan Marol
26 Sasha Celestia Shasacher 56 Janique Melisandre Misques
31 Gerard Solanshell Thrashafi 61 Eurich Monique Moulmaire
32 Charles Thalassa Sevanon 62 Rafael Rachels Meleskeles
33 Stephane Tessiele Solon 63 Leecheil Lucrece Motorkera
34 Cesar Typhon Tarragon 64 Luno Luison Jarcelas
35 Davido Toransarasa Zarathuses 65 Raymond Laine Lisnard
36 Theophil Natixe Theadral 66 Loran Lorana Roloshenas

Table of Dwarf, Tiens, Leprechaun, Shadow Names


D66 Masculine Name Feminine Name Surname D66 Masculine Name Feminine Name Surname
11 Ansgar Alva Avenius 41 Teodor Tola Bartels
12 Yestaff Yelda Yernerstrom 42 Torvien Paula Birkund
13 Vigo Volkia Elvest 43 Nathan Pia Brimdahl
14 Wirzel Ursula Olstit 44 Nismo Britt Bendix
15 Evald Edit Kershane 45 Neveus Vetronella Borelius
16 Osgal Olga Kronheim 46 Hasgan Boel Malmgren
21 Gardhor Kaisa Korgenvali 51 Frest Martina Muldaur
22 Gisteld Carolina Sarian 52 Perof Miryam Mupaili
23 Gunnar Krista Silvmark 53 Bortsaal Moonah Melander
24 Kelser Kate Sudvanel 54 Magnus Metea Morgen
25 Gottfried Koana Sederfeld 55 Mikel Mortier Yaderud
26 Samsel Sandra Darian 56 Morgant Yulia Yurtrum
31 Sigwald Siestina Dixgaard 61 Maitrius Josephine Joran
32 Svante Svea Navarre 62 Motsus Laura Lasharood
33 Celbrae Selma Nicardo 63 Yavo Liane Rilqvist
34 Sol Solvay Nurman 64 Yoanolof Louis Lurvier
35 Dargaz Daniela Nelem 65 Rubalt Raina Reynaldo
36 Zvante Tilda Nosthetto 66 Levon Lori Locean

106
Part 1 Character Creation

Table of Soleil Names


D66 Masculine Name Feminine Name Surname D66 Masculine Name Feminine Name Surname
11 Agias Adelard Ardrave 41 Doni Natasha Todros
12 Ioseph Isaela Ildra 42 Narsus Nike Narcissus
13 Vylon Valeria Utheldore 43 Nicozemos Neora Nicadres
14 Euseos Ephrosyne Escabone 44 Nuros Halcyone Numflus
15 Odyssey Ortia Odd 45 Nectar Christina Nephphilias
16 Carizal Carigenia Gabarus 46 Noforos Helen Norfolk
21 Quizon Kiriaka Kikigurus 51 Harileos Marilena Papasoleu
22 Clert Clara Crusenas 52 Hiroclaes Myrsinia Hvar
23 Cheretus Ketina Kehya 53 Frisro Meda Hexalos
24 Constant Cholina Codorotea 54 Hercules Mona Hollentor
25 Sava Sasa Zalamazoo 55 Homer Janu Mastiff
26 Sithavros Sybil Syndrow 56 Marinos Yurimera Mizzaro
31 Scroa Stacia Stephabroth 61 Mikhail Yori Murstos
32 Sevasti Selene Zevou 62 Mulatto Lasana Mercury
33 Solodos Sora Solvaal 63 Melafanel Litza Lagos
34 Takis Tadia Tatutarasu 64 Lysander Louisa Liridoel
35 Tsanias Thetis Tugonia 65 Luciano Reshi Lukas
36 Theofles Tora Duragos 66 Leonidas Rodanthe Rodalkia

Table of Weakling Names (Abusive Names) (In Barbaric in the Barbarous Society) ※After rolling 1d, roll D66
1d 11 – 13 14 – 16 21 – 23 24 – 26 31 – 33 34 – 36 41 – 43 44 – 46 51 – 53 54 – 56 61 – 63 64 – 66
Bogo Hagera Magna Ansell Yazre
1–3 Aboga Gine Gaz Dade Gupta Nabo Go
(That (Umbilical (Tender (Noble (Half-
(Meaning) (Stupid) (Unwanted) (Garbage) (Discarded) (Dumb) (Leftover) (Bait)
One) Cord) Meat) Shit) brains)
Busipe Powan Ooze
4–6 Radhi Kalutza Bolts Chukka Icen Tibble Nul Tele Bo
(Sole of the (Small (Eye
(Meaning) (Something) (Feast) (Butthole) (Toy) (Dying) (Wimping) (Nameless) (Insect) (Excrement)
Foot) Fish) Stain)

Column: About the Names for Each Race However, Elves who are Vagrants tend to have short
The name lists presented here are fairly generic and do nicknames in general.
not go into each race's deeper culture and history. Meria, which is close to Elves in their living area, also
Nevertheless, each race has some characteristics, so let has similar names. In the case of short-lived species, names
us describe them a little. may be extremely short. Instead of using a family name,
individuals sometimes take the name of the forest where
Human-centered Names they come from.
A common pattern for surnames in the Alframe
continent and in the world of Raxia is the use of Human- Dwarf-centered Names
centered names. This is because Humans are the most The names of these races often have a harsh, heavy feel
common Humanoid race in the world, and other races to them, and since many of them are artisanal or military,
that interact with Humans often adopt similar family short names are favored.
names. For example, Alves, who tend to depend on This is especially true for Vagrants. Some Lildraken in
Humans, and Weaklings, who have never had proper the mercenary business have surnames similar to those of
names, often have names that are similar to those of this group. Perhaps due to their close roots, Shadow's
Humans. name tends to be similar to that of the Dwarves.
Alves: Since they need to depend on other races, they
basically use the same language, family names, and last Soleil-centered Names
names as the community they belong to. Therefore, they Since the Divine Civilization Period, Soleil has been
tend to have more Human-like names, given that Humans known to exist, and their names have traditionally been
have the largest humanoid population. godly and respectable. It is possible for a child to have the
Weaklings: Raised as targets of scorn in Barbarous same name as their grandfather or father, which can be
societies, they usually do not even have a name, or their confusing from a phonetic language point of view.
name is often an abusive term. Therefore, their names However, since the Soleil language (Soleilian) gives
may have been given to them by someone or invented by individual poses (with slightly different joint angles) to each
themselves after they fled to Humanoid society. child, it is believed that there is no confusion among the
Soleil.
Elf-centered Names
Names in this world are characterized by fluent Free Naming
pronunciation and, in some cases, long names. The naming of characters is entirely up to the player.
Elves on the continent's western side have many short Therefore, please use the table as a reference only and
names, which may be due to their interaction with humans. name the characters as you like.
The table shows names for the western side. The eastern Give your character a nice, cool, or beautifully cute
side is exclusive and has long and complex names. name that you will not regret when you play the game.

107
Personality is the individuality of the character. These two words may be selected from the table,
These are guidelines for role-playing a character determined at random, or determined by the player if they
without any rules. are not in the table.
However, if we consider that TTRPGs are about When choosing Creed, you can either Take or Deny
enjoying adventures and stories by fictional characters, it it.
would be instrumental in setting up the characters' For example, if it is “Violence: Take,” the person will
personalities. tend to use violence to solve the problem. On the other
Please introduce this rule if you like, are interested in, hand, if the answer is “Violence: Deny,” he will try to solve
or are particularly interested in playing a fictional character the problem through discussion and strategy.
with more depth. You may use the word in parentheses if the same result
Personality consists of two elements, “Creed” and is obtained. Of course, you may reroll the table or use the
“Pride/Obsession.” You may determine these elements by words in parentheses from the beginning.
referring to the table or creating your own based on the
table.
You can also determine relationships with other PCs.
Using the “Relationship with the Character to the Left” Pride and obsession drive the character instinctively
table, you can establish relationships with other PCs, which and impulsively, regardless of the reason.
can add a sense of solidarity to the game. It is not a matter of profit or loss, right or wrong, but
something that “cannot be ignored” or “acts without
thinking,” and this can sometimes be a weak point that puts
a character in a pinch (e.g., a character who is proud of
A “Creed” is a principle of character. “not turning their back on the enemy” can create a fatal
It may be the essence character is born with, or it may situation against an opponent they cannot possibly win).
be something they have cultivated in their life experiences. This element is intended to create a pinch and adds
A creed is a principle and driving force behind a more to the role-playing through unyielding
character's actions. It is also the basis of morale and values thoughts/impulsive feelings. Therefore, in terms of the
and forms the foundation of their nature. It serves to guide game, it does not create an advantageous situation.
the character's thinking and should be used as a guideline However, it will increase the possibility of creating a
for role-playing. dramatic story that is different from the one in which the
player acts only to the character’s advantage.
How to Determine Creed Of course, if the action is too fatal, other PCs may stop
A character can have two creeds, each consisting of a it, and the player does not have to obey the
single word. “Pride/Obsession” (enjoy the roleplay of this moment).

Creed Decision Table Pride/Obsession Decision Table


D66 Creed D66 Pride/Obsession D66
11 – 12 Justice (Peace, Love) Not turning their back on the
11 41 Respect for freedom
13 – 14 Order (Self-control, Organization) enemy
15 – 16 Fate (Revelation, Obligation) 12 Always accepts the challenge 42 Individual over the public
21 – 22 Wealth (Gambling, Poverty) Don't want to be ordered
13 Don't lie 43
23 – 24 Knowledge (Wisdom, Magic) around
25 – 26 Hope (Dreams, Despair) 14 Jump at the chance to make a profit 44 Promises are always kept
31 – 32 Struggle (Courage, Strength) 15 Big fan of food 45 Frugal and punctilious
33 – 34 Violence (Killing, Destruction) 16 Will not tolerate insults 46 Always gamble
35 – 36 Desire (Possession, Seizure) Identify yourself whenever
21 Can't ignore attractive people 51
41 – 42 Power (Victory, Control) possible
43 – 44 God (Faith, Nature) Want to be at the center of the
22 52 Do not seek your own rewards
45 – 46 Soulscar (Death, Abyss) conversation
51 – 52 Status (Blood, Discrimination) 23 Love solitude 53 Action before words
53 – 54 Love (Pleasure, Lust) 24 Always right 54 Never give up
55 – 56 Effort (Labor, Routine) Will always complete the work that
25 55 Not giving up your armour
61 – 62 Friendship (Solidarity, Solitude) been hired to do
63 – 64 Glory (Family, Honor) 26 Never abandon the weak 56 Can't tolerate boredom
65 – 66 Revenge (Treason, Jealousy) Can't overlook criminal/illegal
31 Don't miss what you want 61
activity
32 Prioritize family/friends 62 Villains will face justice.
Knowledge acquisition comes Want to be constantly
33 63
before everything else traveling/adventuring.
34 Always remain civil at all times 64 Spend all the money possible
Never forget a favor owed, and
35 65 Leave emblems
always pay back what you owed
Prioritize your own life and
36 66 Want to be the first
interests

108
Part 1 Character Creation

Table of the Relationship with the Character to the Left


D66 Relationship
11 – Friend/Bad Relationship
12
Many adventurers set out on an adventure with a party 13 – One cannot be too careful
of friends. 14
So, what is the relationship between the members of 15 – Admire as Brave/Courageous
the guild? They met by chance at the adventurers' guild, 16
got along well with each other, accepted the same request, 21 – Rivalry
and went on a joint adventure together... Even with these 22
reasons, you can enjoy the experience. 23 – Siblings/Relatives/Distant Relatives/
If you have a more concrete relationship with each 24 Brother-in-law/Sister-in-law
other, you may be able to make better use of each other's 25 – Affection/Admiration/Fondness
characters in your roleplays. 26
Here we have a table that determines what kind of 31 – Curious of them
relationship and feelings you have toward “the PC of the 32
player to your left who is present in the session.” This 33 – Trust
relationship is basically one-way. However, it can affect 34
both players (e.g., “they are brothers”). 35 – Want to help
This relationship also serves as a catalyst for role- 36
playing, not as a compulsion for relationship or behavior. 41 – Childhood friend/From the same hometown
Please enjoy using it to deepen your relationship with your 42
fellow players. 43 – Feeling of Admiration
In the online session, you can instead select by using 44
order in the name list or in the order of logging in, etc. 45 – Closeness
(The last player should consider the first player as their 46
“character on the left”). 51 – Consider them Useful
52
53 – Owe a debt of gratitude/respect to them
54
55 – Comrade
56
61 – Relaxed
62
63 – A sense of destiny
64
65 – Unavoidable
66

Column: Enjoy Role-Playing


TTRPG, as the name implies, is a game of role-playing.
Personality is an element that guides the character and
sometimes creates a pinch to liven up the drama.
However, it is important to note that these are the
elements for making a great story together, not for being
selfish, making the scene go dull, and ruining the story.
Role-playing is supposed to be fun to enhance the
game, not destroy it or annoy the GM or players
excessively.
In order to share the best time with the friends you play
with, sometimes you can be guided by the character’s
personality, and sometimes you can ignore it (or be
persuaded by your friends), and this will make the story
come alive together.

The Soleils have a


unique culture that is
rare on the Alframe
continent. The Soleil
are cheerful and
forward-looking, and

109
will welcome
adventurers who visit
their community.

110
Part 1 Character Creation

This rule should only be used with the GM's Oath of Adventure
permission and with the approval of all players. When you are playing a campaign (a series of
This rule gives a small bonus to the PC, who role-plays adventures) from the second session, take the “Oath of
well in character during the game. Adventure.”
This is both a reward for positive roleplaying and a way This can be decided in advance, or you can make an
to help further roleplaying. impromptu declaration after reviewing the previous
adventure.
Example 1) “Once more, I shall give it my all!”
Example 2) “Fear not, for I shall not let you face this
The world of Raxia is still strongly influenced by its challenge alone! Allow me to accompany you on your
creators, Swords of Genesis. journey, so that together we may emerge victorious!”
Among the Swords of Genesis, Lumiere, the first
sword, in particular, is said to sympathize with and Translator’s Note
continue to support the adventurous spirit of the This section is written more with Japanese culture in
Humanoids (see Sword's Grace, a group of racial abilities). mind, and you can tailor Sword's Grace to your players,
And legend has it that Lumiere offers a small favor to rewarding them for good roleplay and only suggesting, if
those more willing to commit to adventure (regardless of need be, to create an Introductory Line or Oath of
race, faith, etc.). Adventure.
This is the power of the “Sword’s Grace,” which
produces modest but sometimes dramatic results.

Introductory Line/Oath of Adventure At the beginning of the session, when you introduce
Introductory Line yourself or report on your progress, read out the
If you have introduced the “Sword’s Grace” rule, you “Introductory Line/Oath of Adventure.”
can set up an “Introductory Line” for each PC. The GM should give them the Sword’s Grace when all
This is a kind of closing line of self-introduction, in the PCs have done this.
which the PC's characteristics and personality are It will be easier to understand if you give them a poker
summarized in advance in a sentence (a simple one will chip or a card. Please copy and use the card from the next
do). page to see the effect of the Sword’s Grace.
Sword's Grace has the following features.
Example 1) “I am Carl, a human warrior and a Vagrant. I
will vanquish Barbarous!” - You can get only one per session.
Example 2) “Know me as Teshreh, the valiant Elf Druid. - Even if it is not used, it cannot be carried over to the next
Though I wander as a Vagrant, I am ever ready to lend aid session.
to those in need. Fear not, for I am here to offer my
assistance.” Effects of Sword's Grace
The Sword's Grace has the power to make the Skill
Check more favorable.
There are two ways to use Sword's Grace. In either
usage, Sword's Grace will be lost.

Column: Introductory Line and Oath of Adventure On the other hand, the “Oath of Adventure” should
At the beginning of the session, it is a standard be used at the time of the second adventure. It is strange
exchange that the GM says, “Now, please introduce to announce one's name to friends who have adventured
yourself.” with one another many times.
When you play for the first time, you may wonder, On the other hand, the “Oath of Adventure” is easier
“What should I say?” to improvise after the first adventure. It is enough to say,
In such cases, if you have this “Introductory Line” “I will do my best this time or better than the last,” or
prepared in advance, you only need to read it out loud, “Look how I have grown!” It is also good to make up a set
which makes you feel at ease. It is easier to read a written phrase (e.g., “I will protect the peace of <place name>!)
introduction than improvise a self-introduction.
In this case, you want to include the following The GM should give the player “Sword's Grace” not
elements: the character's name, race, type (or primary for their performance or dialogue but for the player's
class), and the message or motivation you wish to convey. enthusiasm and willingness to play TTRPG.
However, make a simple one at first, without thinking Even among TTRPG fans, some are not good at
too hard and with the first priority to “tell what kind of talking or are reserved. Please use these Sword's Grace
character” it is. rules to enhance the sense of solidarity and enjoyment
together without forcing excessive roleplay.

111
Bonus due to “Sword's Grace” Column: Roleplay when using Sword's Grace
1) Declaration before your Skill Check If you are thinking, “I have to roleplay to get the
The player gains a +4 bonus to their roll. If they fail the bonus!? But I’m not a good speaker, and I'm not good at
check, they do not lose the “Sword's Grace.” acting!”
2) Declaration after seeing the result of others' Skill Check You don't have to think so hard. Besides, when you
Gives a +2 bonus to the roll of others. This effect want to use “Sword's Grace” during the session, there must
cannot stack. be some words that come to your mind. Just by using it,
the role-playing will be enough (“First to move, first to win!
Important Point (Initiative check )” or “Hit! (Accuracy check)”
- This effect can be used at the same time as [Sword's The GM should also ask for a line of dialogue rather
Grace/Change Fate], the effect to break Ability-Enhancing than strictly “roleplay checks/one-liners.”
Ring or Charm, etc. In this case, if the “Creed” or “Pride/Obsession” of the
- “Sword's Grace” can only affect one at a time (e.g., you personality can be utilized, it will be possible to create a
cannot get a +4 bonus before the check and then get a +2 more unique character.
bonus from someone after the check). Anyway, have fun!
- It cannot be used for damage determination or loot check
- It is not possible to overturn double 1’s (automatic Recovery of Sword's Grace
failure) or the opponent's double 6s (automatic success), As a rule, the Sword of Grace is given only once per
only its numerical result. session and never restored.
However, if you enjoy long sessions (e.g., more than 5
Roleplay Recommendations hours), you may feel that one is not enough.
When you use Sword's Grace, you must roleplay. If In such a case, the GM may inform the players in
there is no roleplaying at all, or if the roleplaying deviates advance that the session is expected to last for a long time
from the character, the GM can reject the effect of Sword's and may warn them that the Sword's Grace will be restored
Grace. once in the middle of the session.
Players are encouraged to be cool, dramatic, and kick It is also recommended to make session breaks clear
ass in their roleplay, using their PC's profile and by inserting a pause or time to level up in such sessions.
personality as a guide. It is one way to make it a two-part story like the sample
scenario “Defeat the Barbarous” included in Core
Example 1) “You scoundrel! I'll never forgive you!” Rulebook I.
(before Accuracy check, adding +4 bonus) No matter how long the session is, better to recover
Example 2) “Carl, be careful!” Sword's Grace a maximum of twice.
(+2 bonus is added for Evasion of the ally) Of course, don't forget the Oath of Adventure.
Example 3) “You will resist this, Teshreh!”
(+ 2 bonus modifier to the Willpower of the ally)

112
Part 1 Character Creation

In SW2.5, adventurer level 2 to 3 are newcomers, 4 to


6 are mid-level adventurers, 7 to 10 are strong adventurers,
and 11 to 15 are heroes.
And for players who want to play with a more
experienced adventurer, you can create a 4th-level
adventurer who has reached the intermediate level.
Basically, it is the same as creating 2nd-level
adventurers and then growing them to 4th level.
First, create a 2nd-level character according to Steps 1
-5 (see p. 18) of this book, and then grow it to the 4th level.
At this time, please do not yet perform “6. Shop and
Equip” and “7. Calculate the Values”.
When the growth to 4th level character is completed,
select equipment from the list of “Equipment by Type -
4th Level” (see p. 117) and adjust the final numerical
values.
If you want more detailed growth procedures, please
refer to page 188 of Core Rulebook I.

Growth Procedure to 4th Level


The process of growing to a 4th-level character is as
follows.

There are several patterns to grow the class.


First, check the combination of Primary class and
Subclass for your character (ignore Support class). Which
one is Major, and which is Minor.

Class Composition
Group A
Major Primary class Major Subclass
Major Primary class Minor Subclass

Group B
Minor Primary class Minor Subclass
Adventurers who repeatedly venture out improve their Minor Primary class Major Subclass
ability scores.
Please choose one of the following two patterns and Group A Growth Patterns
write in the “Growth” column of the ability scores. For Group A, select a growth pattern from the
following string combinations.
Growth A: Select 5 ability scores and grow them by 1
point. Group A Growth Patterns
Growth B: Select 4 ability scores and grow 1 score by 2 Primary Remaining
Pattern Subclass Support class
points and 3 scores by 1 point. class XP
Major 4th Major 4th
1 0
After writing the values in the growth column, modify level level
the ability score to complete the process. Major 4th Major 3rd Minor 2nd
2 0
level level level
As the ability score grows, the ability modifier may also Major 4th Minor 4th
change, so it is important to correct it by referring to the 3 1,000
level level
table below. Major 4th Minor 3rd Minor 3rd
4 0
level level level
Ability Modifiers Quick Reference Table
Ability Score 6 - 11 12 - 17 18 - 23 24 - 29 30 – 35
Modifier 1 2 3 4 5

113
Group B Growth Patterns Column: Examples of Growth
For Group B, select a growth pattern from the (Example 1) In the Case of Warrior Type
following string combinations. In the case of the initial creation of “Major Fighter 2
level, Minor Scout 1 level, 500 experience points
Group B Growth Patterns remaining”, the combination of Major Primary class and
Primary Remaining Minor Subclass belongs to Group A.
Pattern Subclass Support class
class XP In Group A, there are two combinations of “Major
Minor 4th Minor 4th Minor 2nd Primary class, Minor Subclass”: “Pattern 3” and “Pattern
1 500
level level level 4”. Therefore, we chose Pattern 4, “Major Primary class
Minor 4th Minor 3rd Minor 3rd 4th level, Minor Subclass 3rd level, Minor Support class
2 1,000
level level level
Minor 4th Major 4th
3rd level”.
3 1,000 As a result, they have grown up to be Fighter 4 and
level level
Minor 4th Major 3rd Minor 3rd Scout 3. In addition, they newly learned Enhancer 3 and
4 0 chose 3 techniques [Cat’s Eye], [Bear Muscle], and
level level level
[Gazelle Feet].
Grow In addition, the remaining experience points will be 0.
Once you know the group to which you belong, select
a growth pattern. (Example 2) For Magic Warrior Type
In most cases, there should be two choices, “Pattern If the initial creation is “Major Fighter 1 level, Major
1/Pattern 2” or “Pattern 3/Pattern 4”. Sorcerer 2 level”, it belongs to Group A because it is a
After selecting a pattern, grow the class levels to the combination of the Major Primary class and Major
level indicated in the pattern. Subclass.
If a character does not have a Support class in the initial In Group A, there are two combinations of “Major
creation but chooses a growth pattern with a Support class, Primary class, Major Subclass”: “Pattern 1” and “Pattern
it can learn any class it wishes. In this case, the following 2”. Therefore, we chose Pattern 1, “Major Primary class
classes can be acquired. Of course, you cannot select a 4th level, Major Subclass 4th level”.
class that has already been learned. As a result, they have become Fighter 4 and Sorcerer
4. The remaining experience points are 0.
Scout, Sage, Ranger, Enhancer, Bard, Rider, Alchemist
(Example 3) For Spy Type
In addition, all remaining experience points at the time If the initial creation is “Minor Scout 2 level, Minor
of initial creation should be ignored, and only the Fencer 1 level, Minor Sage 1 level “, it belongs to Group
“Remaining XP” in the table should be accounted for. B because it is a combination of the Minor Primary class
and Minor Subclass.
If you have Acquired or Grown Sage, Enhancer, Bard, In Group B, there are two combinations of “Minor
Rider, or Alchemist Primary class, Minor Subclass, Minor Support class”:
Sage gains language, Enhancer learns Technique, Bard “Pattern 1” and “Pattern 2”. Therefore, we chose Pattern
learns Spellsong/Finale, Rider learns Stunt, and Alchemist 1, “Minor Primary class 4th level, Minor Subclass 4th
learns Evocation, one per level. level, and Minor Support class 2nd level”.
For the class that you have grown these classes, see the As a result, the character has grown to Scout 4, Fencer
tables on pages 99 and select language, technique, 4, and Sage 2; the remaining experience points are 500.
Spellsong/Finale, Stunt, and Evocation. You can also
select directly from the data. Techniques from p. 160,
Spellsongs/Finales from p. 161-162, Stunts from p. 162.
You will gain a number of these equal to the level you One combat feat is newly acquired when the
acquired as part of growth (for 2nd level Enhancer, select adventurer level grows to 3, 5, 7… to odd levels.
two Techniques). Therefore, the 4th level character will acquire one new
combat feat.
There are no restrictions on learning combat feats by
race or class (with a few exceptions) as long as the
“prerequisites” are met. Choose one of the combat feats
listed on pages 133-142 and write it next to “3” in the
“Combat Feats” column.
However, choosing the one you like may be difficult
because there are so many kinds. Therefore, on the next
page we will introduce our recommended combat feats for
each improving strategy, and you can choose one of them.
Note that, of course, you cannot select a combat feat
you have already acquired a second time.

114
Part 1 Character Creation

Recommended Combat Feat by Improving Strategy


Improving Acquired
Category Combat Feat Description
Strategy Assumption
[Weapon Proficiency A/**] (see p.
- Always +1 to damage when equipped with a ** weapon.
133)
- [Power Strike I] (see p. 134) When declaring damage +4, Evasion check -2
Damage
When declared, add Magic Power to the weapon's
Improving - [Mana Strike] (see p. 134)
damage, resistances -2
Grappler only. When declared, Enemy Defense
- [Armor Piercer] (see p. 134)
Halved, Critical Threshold +1
Throw Improving Grappler 3 [Improved Throw I] (see p. 134) Always active. Power of Throw +10
Only when the 2H weapon is used. When declared,
Fighter 3 [Cleave I] (see p. 134)
attacks up to 3 at a time. Damage -3
Range Attacks
Only when using Tail. When declared, it attacks up to 3
- [Tail Swing I] (see p. 134)
targets at the same time. Accuracy -1
Warrior, Spy, - [Aimed Attack I] (see p. 134) When declared, Accuracy +1, Critical Threshold +1
Accuracy
Magic Warrior Only when the 2H weapon is used. When declared, an
Improving - [Repeated Strike I] (see p. 134)
Categories Accuracy check can be made twice
- [Taunting Strike I] (see p. 134) When declared, damage -2. Draws enemies to you.
Accuracy -2, damage +2; if evaded, enemy Evasion
- [Decoy Attack I] (see p. 134)
check -1
Tricks
Critical Threshold -1 (minimum 8) per a successful
- [Dodge] (see p. 133)
Evasion check.
- [Dual Wielding] (see p. 133) Can handle weapons with both hands. Accuracy -2
Defense
- [Armor Proficiency A/**] (see p. 133) Always +1 to Defense when equipped with ** armor
Improving
Shielding - [Cover I] (see p. 134) When declared, you redirect the target's damage to you
Adventurer
Evasion [Evasive Maneuvers I] (see p. 133) Always Evasion +1
Level 3
Improving
- [Defensive Stance] (see p. 134) Evasion, Fortitude, Willpower +4, -4 for others
When declaring, a spell with “Target: 1 Character” is
[Metamagic/Targets] (see p. 134)
applied to multiple targets at the same time.
Enhance Spells
[Metamagic
[Universal Metamagic] (see p. 133) Can use all [Metamagic/**]
/**]
Use of “Shot”
- [Targeting] (see p. 133) Do not stray with spells or ranged attacks
Spells
Magic Attack
- [Violentcast I] (see p. 134) When declared, the damage spell’s success value +2
Improving
Shooting the
Remote Support, Can fire from a friendly rearguard area into an enemy
Enemy [Targeting] [Hawk Eye] (see p. 133)
Magic Warrior rearguard area
Rearguard
Categories
When declared, the spell’s area is limited to “1
Reduced Area - [Magic Convergence] (see p. 134)
Character”
Ranged Weapons 2H ranged weapons only. When declared, skip one
- [Aimed Shot] (see p. 134)
Improving turn. Double the damage.
- [Additional Songs I] (see p. 133) Always. Acquire additional Spellsong or Finale
Bard 3 [Intense Finale] (see p. 133) Always, Finale Power +10
Spellsongs
Bard 3 [Rhythm Conversion] (see p. 134) When declaring, change one Rhythm
Improving
When declared, Finale resistance becomes “Can't” but
Bard 3 [Confident Performer] (see p. 133)
cannot be critical

Column: When in Doubt, choose this Combat Feat! Warlock: [Universal Metamagic] (see p. 133), [Targeting]
All of the combat feats are so attractive that it might be (see p. 133).
hard to decide which one to choose! Alchemist: [Enhanced Evocations I] (see p. 133), [Hawk
So, here are two types of combat feats for each type, so Eye] (see p. 133).
please choose one of them. Beastmaster: [Weapon Proficiency A/**] (see p. 133),
[Throwing I] (see p. 133).
Hunter/Alchemy Warrior/Dragoon: [Weapon Proficiency ※If the subclass is Marksman.
A/**] (see p. 133), [Armor Proficiency A/**] (see p. 133). ※If the subclass is Wizard-Type class, please refer to
Commando/Tracker: [Weapon Proficiency A/**] (see p. Wizard or Fairy Priest, and if the subclass is Alchemist,
133), [Evasive Maneuvers I] (see p. 133). please refer to Alchemist type.
Sniper: [Weapon Proficiency A/**] (see p. 133), [Aimed
Shot] (see p. 134). Spellpuncher: [Weapon Proficiency A/Wrestling] (see p.
Wizard: [Metamagic/Targets] (see p. 134), Magic 133), [Armor Piercer I] (see p. 134).
Convergence (see p. 134). Grove Defender: [Weapon Proficiency A/Staves] (see p.
Fairy Priest: [Targeting] (see p. 133), [Universal 133), [Armor Proficiency A/**] (see p. 133).
Metamagic] (see p. 133). Summoning Warrior: [Weapon Proficiency A/**] (see p.
Druid: [Universal Metamagic] (see p. 133), [Targeting] (see 133), [Mana Strike] (see p. 134).
p. 133). Leafblade/Daemonblade: [Mana Strike] (see p. 134),
[Evasive Maneuvers I] (see p. 133).

115
to purchase it. You also may purchase whatever you like
from the list of equipment starting from page 165.
Lastly, we will sort the equipment.
At the 4th level, your budget has increased. So, please
refer to “Equipment by Type – 4th level” on page 117 to
purchase equipment. Once the equipment has been selected, all that remains
The shopping procedure is basically the same as is to calculate the various values and complete the
described in “6. Shop and Equip.” character.
However, a new element, “Requirement,” has been This is the same as the initially created character, except
added. that the Adventurer Level will be 4. Refer to Section “7.
Calculate the Values” on page 22, and write the values on
What are the Requirements? the character sheet.
This is a requirement that must be met in order to
acquire the equipment. In most cases, it will be [Weapon
Proficiency A/**] and [Armor Proficiency A/**].
Equipment with “Requirements” is suggested by the set
If all players, including the GM, agree, you may decide
name, such as “ Warrior Type, Standard [W. Prof].” Please
on a personality of character using proposed tables.
use this as a guide when selecting a set.
The level is irrelevant for this rule. Please refer to page
108 for details and determine the personality.
How to Choose an Equipment Set
The equipment set is selected according to the
following procedure.

①Select a set from “Type of Equipment” under your If you are interested in detailing a character who has
Strength reached the 4th level or what kind of activities they have
②Select Item Pack from “Item Packs for Specific Classes been doing since they started their current adventure until
- 4th Level.” they reached this level, you can check this table.
You may have played an active role, or you may have
③Select Item Pack from “Additional Item Packs”
made a number of unexpected mistakes. For each
④Determine Remaining Money
character, make a memory (a record of your adventures) by
rolling for each column of the table.
Basically, it is the same as the initial creation, but
You can decide whether or not to apply this rule. If you
“③Select Item Pack from “Additional Item Packs” is
are not satisfied with the result of the table, you may ignore
added. It is a suggestion for the effective use of money in
its result, or you may rewrite the table.
case you have too much money left over and do not have

Activities up to 4th Level


D66 Type of Adventures Boss Performance Wounds Happening
Explored Sword Stood in the Way of Fell unconscious Had a string of bad luck.
11 - 14 Barbarous
Labyrinth Everyone (almost died) (lots of double 1s)
Investigated Magitech Stood in the Way of Almost fell
15 – 22 Animal Caught in a trap
Civilization Ruins Someone unconscious
Treasure Hunt in
23 – 26 Plant Was a Hindrance Got hurt pretty bad Got lost
Labyrinth
Monster
Used medicines and
31 – 34 Extermination in Undead Not much to say Failed an important check
herbs rather a lot
Ruins
NPC fell in love with you
Helping People in For better or worse, It was just enough to
35 – 42 Construct/Magitech (1-2: male, 3-4: other 5-6:
the City it was just average recover in time
female)
Investigating a Case There were no Successfully completed an
43 – 46 Mythical Beast Somewhat hurt
in the City failures important check
Exterminating
You had your A few scratches, but The enemy was killed with
51 – 54 Monsters that Daemon
moments. no problem your single blow
Attacked Village
Exploring Mountains Your great idea solved a
55 – 62 Humanoid Was Key Player It was just a scratch
and Forests problem
Conquered Shallow You were lucky (lots of
63 – 66 Fairy Had a great success! Intact!
Abyss double 6s).

116
Part 1 Character Creation

Hunter, Alchemy Warrior, Dragoon Fighter, Commando Fighter Types, Strength 10+ Table
Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
Standard 10 10 Fighter None Saber, p. 165 2,400
p. 171 171 p. 172 p. 173 175
Short Spear, Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
Low Cost 10 10 Fighter None 2,480
p. 166 p. 171 171 p. 172 p. 173 175
Soft Leather, Adventurer Set, Awake Potion, Black Belt, p.
Power 10 10 Fighter None Flail, p. 167 None 2,410
p. 171 p. 172 p. 173 175
Heavy Mallet, Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
Accuracy 10 10 Fighter None 2,370
p. 167 p. 171 171 p. 172 p. 173 175

Standard [W. [W. Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
10 Fighter Flissa, p. 165 1,710
Prof] 10 Prof/Sword] p. 171 171 p. 172 p. 173 175
Low Cost [W. Biliong, p. Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
10 Fighter [W. Prof/Mace] 2,130
Prof] 10 167 p. 171 171 p. 172 p. 173 175
Power [W. Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
10 Fighter [W. Prof/Spear] Pilum, p. 166 1,710
Prof] 10 p. 171 171 p. 172 p. 173 175
Accuracy [W. [W. Prof/ Biliong, p. Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
10 Fighter 2,130
Prof] 10 Mace] 167 p. 171 171 p. 172 p. 173 175
Durability [A. [A. Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
10 Fighter Saber, p. 165 1,550
Prof] 10 Prof/Nonmet.] p. 171 171 p. 172 p. 173 175

Hunter, Alchemy Warrior, Dragoon Fighter, Commando Fighter Types, Strength 13+ Table
Min Primary Money
Type Req. Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Long Sword, Hard Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt, p.
Standard 13 13 Fighter None 1,520
p. 165 p. 171 p. 171 p. 172 p. 173 175
Short Spear, p. Hard Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt, p.
Low Cost 13 13 Fighter None 1,850
166 p. 171 p. 171 p. 172 p. 173 175
Long Sword, Hard Leather, Adventurer Set, Awake Potion, Black Belt, p.
Power 13 13 Fighter None None 2,020
p. 165 p. 171 p. 172 p. 173 175
Heavy Mallet, Hard Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt, p.
Accuracy 13 13 Fighter None 2,140
p. 167 p. 171 p. 171 p. 172 p. 173 175

Standard [W. [W. Prof/ Defender, see Hard Leather, Kite Shield, Adventurer Set, Awake Potion,
13 Fighter None 3,190
Prof] 13 Sword] p. 165 p. 171 p. 171 p. 172 p. 173
Low Cost [W. [W. Prof/ Hard Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt, p.
13 Fighter Trident, p. 166 1,500
Prof] 13 Spear] p. 171 p. 171 p. 172 p. 173 175
Power [W. [W. Prof/ Tabarzin, p. Hard Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt, p.
13 Fighter 1,120
Prof] 13 Axe] 166 p. 171 p. 171 p. 172 p. 173 175
Accuracy [W. [W. Prof/ Steel Blow, p. Hard Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt, p.
13 Fighter 1,250
Prof] 13 Mace] 167 p. 171 p. 171 p. 172 p. 173 175
Durability [A. [A. Prof/ Long Sword, Hard Leather, Spiked Adventurer Set, Awake Potion,
13 Fighter None 3,220
Prof] 13 Shield] p. 165 p. 171 Shield, p. 171 p. 172 p. 173

Hunter, Commando Fighter Types, Strength 17+ Table


Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Bastard Sword, Splint Armor, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
Standard 17 17 Fighter None 1,220
p. 165 p. 171 p. 171 p. 172 p. 173 p. 175
Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Low Cost 17 17 Fighter None Spear, p. 166 None 2,110
p. 171 p. 172 p. 173 p. 175
Bastard Sword, Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Power 17 17 Fighter None None 1,720
p. 165 p. 171 p. 172 p. 173 p. 175
Heavy Mace, Splint Armor, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
Accuracy 17 17 Fighter None 1,450
p. 167 p. 171 p. 171 p. 172 p. 173 p. 175

Standard [W. [W. Splint Armor, Kite Shield, Adventurer Set, Awake Potion,
17 Fighter Talwar, p. 165 None 3,570
Prof] 17 Prof/Sword] p. 171 p. 171 p. 172 p. 173
Low Cost [W. [W. Prof/ Ahlspiess, p. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
17 Fighter None 1,800
Prof] 17 Spear] 166 p. 171 p. 172 p. 173 p. 175
Power [W. [W. Rising Sun, p. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
17 Fighter None 1,080
Prof] 17 Prof/Flail] 167 p. 171 p. 172 p. 173 p. 175
Accuracy [W. [W. Prof/ Steel Blow, p. Splint Armor, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
17 Fighter 1,070
Prof] 17 Mace] 167 p. 171 p. 171 p. 172 p. 173 p. 175
Durability [A. [A. Bastard Sword, Lamellar Kite Shield, Adventurer Set, Awake Potion,
17 Fighter None 2,340
Prof] 17 Prof/Metal] p. 165 Armor, p. 171 p. 171 p. 172 p. 173

117
Hunter, Commando Fighter Types, Strength 20+ Table
Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Zweihander, p. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Standard 20 20 Fighter None None 1,420
165 p. 171 p. 172 p. 173 p. 175
Long Spear, p. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Low Cost 20 20 Fighter None None 2,060
166 p. 171 p. 172 p. 173 p. 175
Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Power 20 20 Fighter None Mattock, p. 167 None 1,840
p. 171 p. 172 p. 173 p. 175
Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Accuracy 20 20 Fighter None Maul, p. 167 None 1,840
p. 171 p. 172 p. 173 p. 175

Standard [W. [W. Steel Blade, p. Splint Armor, Kite Shield, Adventurer Set, Awake Potion,
20 Fighter None 3,330
Prof] 20 Prof/Sword] 165 p. 171 p. 171 p. 172 p. 173
Low Cost [W. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
20 Fighter [W. Prof/Axe] Halberd, p. 166 None 1,200
Prof] 20 p. 171 p. 172 p. 173 p. 175
Power [W. [W. Bec-De-Corbin, Splint Armor, Adventurer Set, Awake Potion,
20 Fighter None None 3,480
Prof] 20 Prof/Warh.] p. 168 p. 171 p. 172 p. 173
Accuracy [W. [W. Prof/ Shellbreaker, p. Splint Armor, Kite Shield, Adventurer Set, Awake Potion,
20 Fighter None 3,700
Prof] 20 Mace] 167 p. 171 p. 171 p. 172 p. 173
Tower
Durability [A. [A. Heavy Axe, p. Brigandine, p. Adventurer Set,
20 Fighter Shield, p. None None 1,060
Prof] 20 Prof/Metal] 166 171 p. 172
171

Alchemy Warrior, Dragoon Fighter, Strength 17+ Table


Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Bastard Sword, Splint Armor, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
Standard 17 17 Fighter None 1,220
p. 165 p. 171 p. 171 p. 172 p. 173 p. 175
Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Low Cost 17 17 Fighter None Spear, p. 166 None 2,110
p. 171 p. 172 p. 173 p. 175
Bastard Sword, Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Power 17 17 Fighter None None 1,720
p. 165 p. 171 p. 172 p. 173 p. 175
Heavy Mace, Splint Armor, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
Accuracy 17 17 Fighter None 1,450
p. 167 p. 171 p. 171 p. 172 p. 173 p. 175

Standard [W. [W. Splint Armor, Kite Shield, Adventurer Set, Awake Potion,
17 Fighter Talwar, p. 165 None 3,570
Prof] 17 Prof/Sword] p. 171 p. 171 p. 172 p. 173
Low Cost [W. [W. Ahlspiess, p. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
17 Fighter None 1,800
Prof] 17 Prof/Spear] 166 p. 171 p. 172 p. 173 p. 175
Power [W. [W. Rising Sun, p. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
17 Fighter None 1,080
Prof] 17 Prof/Flail] 167 p. 171 p. 172 p. 173 p. 175
Accuracy [W. [W. Prof/ Steel Blow, p. Splint Armor, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
17 Fighter 1,070
Prof] 17 Mace] 167 p. 171 p. 171 p. 172 p. 173 p. 175
Durability [A. [A. Bastard Sword, Lamellar Kite Shield, Adventurer Set, Awake Potion,
17 Fighter None 2,340
Prof] 17 Prof/Metal] p. 165 Armor, p. 171 p. 171 p. 172 p. 173

Alchemy Warrior, Dragoon Fighter, Strength 20+ Table


Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Zweihander, p. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Standard 20 20 Fighter None None 1,420
165 p. 171 p. 172 p. 173 p. 175
Long Spear, p. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Low Cost 20 20 Fighter None None 2,060
166 p. 171 p. 172 p. 173 p. 175
Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Power 20 20 Fighter None Mattock, p. 167 None 1,840
p. 171 p. 172 p. 173 p. 175
Splint Armor, Adventurer Set, Awake Potion, Black Belt,
Accuracy 20 20 Fighter None Maul, p. 167 None 1,840
p. 171 p. 172 p. 173 p. 175

Standard [W. [W. Steel Blade, p. Splint Armor, Kite Shield, Adventurer Set, Awake Potion,
20 Fighter None 3,330
Prof] 20 Prof/Sword] 165 p. 171 p. 171 p. 172 p. 173
Low Cost [W. Splint Armor, Adventurer Set, Awake Potion, Black Belt,
20 Fighter [W. Prof/Axe] Halberd, p. 166 None 1,200
Prof] 20 p. 171 p. 172 p. 173 p. 175
Power [W. [W. Bec-De-Corbin, Splint Armor, Adventurer Set, Awake Potion,
20 Fighter None None 3,480
Prof] 20 Prof/Warh.] p. 168 p. 171 p. 172 p. 173
Accuracy [W. [W. Prof/ Shellbreaker, p. Splint Armor, Kite Shield, Adventurer Set, Awake Potion,
20 Fighter None 3,700
Prof] 20 Mace] 167 p. 171 p. 171 p. 172 p. 173
Durability [A. [A. Heavy Axe, p. Brigandine, p. Kite Shield, Adventurer Set,
20 Fighter None None 1,060
Prof] 20 Prof/Metal] 166 171 p. 171 p. 172

118
Part 1 Character Creation

Dragoon Fighter, Strength 17+ Table


Min Primary Belonging Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2
STR class 3 (G)
Splint Knight
Durability [A. Bastard Adventurer Set, Awake Potion,
17 Fighter [A. Prof/Shields] Armor, p. Shield, p. None 3,470
Prof] 17 Sword, p. 165 p. 172 p. 173
171 171
Splint
Durability [W. Normal Kite Shield, Adventurer Set, Awake Potion,
20 Fighter [W. Prof/Spear] Armor, p. None 3,580
Prof] 20 Lance, p. 166 p. 171 p. 172 p. 173
171
Splint Knight
Durability [W. [W. Prof/Spear], [A. Normal Adventurer Set, Awake Potion,
20 Fighter Armor, p. Shield, p. None 2,830
A. Prof] 20 Prof/Shields] Lance, p. 166 p. 172 p. 173
171 171

Grove Defender, Strength 5+ Table


Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Awake
Quarterstaff, Aramid Coat, Adventurer Black Belt,
Evasion [A. Prof] 5 5 Fighter [A. Prof/Nonmet.] None Potion, p. 1,910
p. 167 p. 171 Set, p. 172 p. 175
173
Awake
Oak Staff, p. Breast Armor, Adventurer Black Belt,
Durability [A. Prof] 11 11 Fighter [A. Prof/Nonmet.] None Potion, p. 1,590
167 p. 171 Set, p. 172 p. 175
173
Awake
Hard Leather Armor Oak Staff, p. Hard Leather, Adventurer Black Belt,
13 Fighter None None Potion, p. 2,250
13 167 p. 171 Set, p. 172 p. 175
173
Awake
Metal Armor 15 (with Oak Staff, p. Splint Armor, Adventurer Black Belt,
15 Fighter None None Potion, p. 2,070
penalty for spells) 167 p. 171 Set, p. 172 p. 175
173
Awake
Iron Bands, p. Hard Leather, Adventurer Black Belt,
Standard [W. Prof] 16 16 Fighter [W. Prof/Staves] None Potion, p. 1,470
167 p. 171 Set, p. 172 p. 175
173
Metal Armor 16 [A. Awake
Iron Bands, p. Splint Armor, Adventurer Black Belt,
Prof] (with penalty for 16 Fighter [W. Prof/Staves] None Potion, p. 1,290
167 p. 171 Set, p. 172 p. 175
spells) 173
Awake
Metal Armor 18 (with Oak Staff, p. Chainmail, p. Adventurer Black Belt,
18 Fighter None None Potion, p. 1,830
penalty for spells) 167 171 Set, p. 172 p. 175
173
Metal Armor 18 [W. Awake
[W. Prof/Staves], Iron Bands, p. Brigandine, p. Adventurer
A. Prof] (with penalty 18 Fighter None Potion, p. None 1,010
[A. Prof/Metal] 167 171 Set, p. 172
for spells) 173

Summoning Warrior, Strength 10+ Table


Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt,
Standard 10 10 Fighter None Saber, p. 165 2,400
p. 171 171 p. 172 p. 173 p. 175
Long Sword, p. Soft Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
Standard 13 13 Fighter None 1,710
165 p. 171 p. 171 p. 172 p. 173 p. 175
Heavy Mallet, p. Soft Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
Accuracy 13 13 Fighter None 1,930
167 p. 171 p. 171 p. 172 p. 173 p. 175
Standard [W. [W. Defender, p. Soft Leather, Kite Shield, Adventurer Set, Awake Potion,
13 Fighter None 3,380
Prof] 13 Prof/Sword] 165 p. 171 p. 171 p. 172 p. 173
Accuracy [W. Steel Blow, p. Soft Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
13 Fighter [W. Prof/Mace] 1,440
Prof] 13 167 p. 171 p. 171 p. 172 p. 173 p. 175
Evasion [A. [A. Long Sword, p. Aramid Kite Shield, Adventurer Set, Awake Potion, Black Belt,
13 Fighter 1,110
Prof] 13 Prof/Nonmet.] 165 Coat, p. 171 p. 171 p. 172 p. 173 p. 175
Bastard Sword, Soft Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
Standard 17 17 Fighter None 1,590
p. 165 p. 171 p. 171 p. 172 p. 173 p. 175
Heavy Mace, p. Soft Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
Accuracy 17 17 Fighter None 1,820
167 p. 171 p. 171 p. 172 p. 173 p. 175
Standard [W. [W. Soft Leather, Kite Shield, Adventurer Set, Awake Potion,
17 Fighter Talwar, p. 165 None 3,940
Prof] 17 Prof/Sword] p. 171 p. 171 p. 172 p. 173
Accuracy [W. Steel Blow, p. Soft Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
17 Fighter [W. Prof/Mace] 1,440
Prof] 17 167 p. 171 p. 171 p. 172 p. 173 p. 175
Evasion [A. [A. Bastard Sword, Aramid Kite Shield, Adventurer Set, Awake Potion,
17 Fighter None 3,990
Prof] 17 Prof/Nonmet.] p. 165 Coat, p. 171 p. 171 p. 172 p. 173
Zweihander, p. Soft Leather, Adventurer Set, Awake Potion, Black Belt,
Standard 20 20 Fighter None None 1,790
165 p. 171 p. 172 p. 173 p. 175
Soft Leather, Adventurer Set, Awake Potion, Black Belt,
Accuracy 20 20 Fighter None Maul, p. 167 None 2,210
p. 171 p. 172 p. 173 p. 175
Standard [W. [W. Steel Blade, p. Soft Leather, Kite Shield, Adventurer Set, Awake Potion,
20 Fighter None 3,700
Prof] 20 Prof/Sword] 165 p. 171 p. 171 p. 172 p. 173
Accuracy [W. Shellbreaker, p. Soft Leather, Kite Shield, Adventurer Set, Awake Potion, Black Belt,
20 Fighter [W. Prof/Mace] 1,070
Prof] 20 167 p. 171 p. 171 p. 172 p. 173 p. 175
Evasion [A. [A. Heavy Axe, p. Aramid Kite Shield, Adventurer Set, Awake Potion, Black Belt,
20 Fighter 1,110
Prof] 20 Prof/Nonmet.] 166 Coat, p. 171 p. 171 p. 172 p. 173 p. 175

119
Dragoon Fencer, Tracker, Leafblade, Daemonblade, Strength 1+ Table
Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Cloth Armor, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
Standard 1 1 Fencer None Knife, p. 165 2,695
p. 171 171 p. 172 p. 173 175
Standard [W. [W. Fast Spike, p. Cloth Armor, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
1 Fencer 1,905
Prof] 1 Prof/Sword] 165 p. 171 171 p. 172 p. 173 175
Short Sword, Cloth Armor, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
Standard 9 9 Fencer None 2,645
p. 165 p. 171 171 p. 172 p. 173 175
Standard [W. [W. Fast Spike, p. Cloth Armor, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
9 Fencer 1,905
Prof] 9 Prof/Sword] 165 p. 171 171 p. 172 p. 173 175
Evasion [A. [A. Short Sword, Aramid Coat, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
9 Fencer 1,910
Prof] 9 Prof/Nonmet.] p. 165 p. 171 171 p. 172 p. 173 175
Katzbalger, p. Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
Standard 13 13 Fencer None 2,490
165 p. 171 171 p. 172 p. 173 175
Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
Standard 15 15 Fencer None Rapier, p. 165 2,480
p. 171 171 p. 172 p. 173 175
Standard [W. [W. Soft Leather, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
15 Fencer Flissa, p. 165 1,710
Prof] 15 Prof/Sword] p. 171 171 p. 172 p. 173 175
Evasion [A. [A. Aramid Coat, Buckler, p. Adventurer Set, Awake Potion, Black Belt, p.
15 Fencer Rapier, p. 165 1,880
Prof] 15 Prof/Nonmet.] p. 171 171 p. 172 p. 173 175

Spellpuncher, Commando Grappler, Strength 1+ Table


Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Cestus, p. 168, Spiked Point
Adventurer Awake Black Belt,
Standard 1 1 Grappler None Boots, p. 168, Throw, p
Guard, p. None 2,500
Set, p. 172 Potion, p. 173 p. 175
168 171
Iron Knuckles, p. 168, Point
Adventurer Awake Black Belt,
Throw 10 10 Grappler None Shin Guard, p. 168, Guard, p. None 2,210
Set, p. 172 Potion, p. 173 p. 175
Throw, p 168 171
Point
Iron Knuckles, p. 168, Adventurer Awake Black Belt,
Strike 10 10 Grappler None Guard, p. None 2,080
Shin Guard, p. 168 Set, p. 172 Potion, p. 173 p. 175
171
Point
Strike [W. [W. Chain Stick, p. 168, Power Adventurer Awake Black Belt,
10 Grappler Guard, p. None 1,170
Prof] 10 Prof/Wrestling] Anklet , p. 168 Set, p. 172 Potion, p. 173 p. 175
171
Easy Grips, p. 168, Power Point
Throw [W. [W. Adventurer Awake Black Belt,
10 Grappler Anklet, p. 168, Throw, p Guard, p. None 1,440
Prof] 10 Prof/Wrestling] Set, p. 172 Potion, p. 173 p. 175
168 171
Evasion [A. [A. Aramid Adventurer Awake Black Belt,
10 Grappler Iron Boxers, p. 168 None 1,820
Prof] 10 Prof/Nonmet.] Coat, p. 171 Set, p. 172 Potion, p. 173 p. 175

Remote Support Category, Strength 1+ Table


Min Money
Type Primary class Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR (G)
Standard Wizard-Type Cloth Armor, Adventurer Set, p. Awake Potion, p. Thermal Mantle,
1 None None None 173 2,285
1 Classes ※ p. 171 172 p. 175
Standard Wizard-Type Soft Leather, p. Adventurer Set, p. Awake Potion, p. Thermal Mantle,
7 None None 171 None 173 2,150
7 Classes ※ 172 p. 175
※Wizard-Type Classes here refer to Sorcerer, Conjurer, Priest, Fairy Tamer, Druid, and Warlock.

120
Part 1 Character Creation

Sniper, Alchemist, Beastmaster Types, Strength +1 Table (※Alchemist and Beastmaster with Markman class)
Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Cloth
Short Bow, p. Adventurer Set, Awake Potion, Thermal
Bow 2 2 Marksman None Armor, p. None 2,225
169 p. 172 p. 173 Mantle, p. 175
171
Cloth
Bow [W. Prof] Short Bow, p. Adventurer Set, Awake Potion, Thermal
2 Marksman [W. Prof/Bows] Armor, p. None 2,225
2 169 p. 172 p. 173 Mantle, p. 175
171
Cloth
Light Crossbow, Adventurer Set, Awake Potion, Thermal
Crossbow 1 1 Marksman None Armor, p. None 2,125
p. 170 p. 172 p. 173 Mantle, p. 175
171
Cloth
Crossbow [W. [W. Light Crossbow, Adventurer Set, Awake Potion, Thermal
1 Marksman Armor, p. None 2,125
Prof] 1 Prof/Crossbows] p. 170 p. 172 p. 173 Mantle, p. 175
171
Cloth
Matchlock, p. Adventurer Set, Awake Potion, Thermal
Gun 1 1 Marksman None Armor, p. None 1,925
170 p. 172 p. 173 Mantle, p. 175
171
Cloth
Gun [W. Prof] Derringer, p. Adventurer Set, Awake Potion, Thermal
1 Marksman [W. Prof/Guns] Armor, p. None 1,685
1 170 p. 172 p. 173 Mantle, p. 175
171

Sniper, Alchemist, Beastmaster Types, Strength +7 Table (※Alchemist and Beastmaster with Markman class)
Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Normal Bow, p. Soft Leather, Adventurer Set, Awake Potion, Thermal
Bow 7 7 Marksman None None 2,030
169 p. 171 p. 172 p. 173 Mantle, p. 175
Bow [W. Prof] Light Bow, p. Soft Leather, Adventurer Set, Awake Potion, Thermal
7 Marksman [W. Prof/Bows] None 1,540
7 169 p. 171 p. 172 p. 173 Mantle, p. 175
Normal
Soft Leather, Adventurer Set, Awake Potion, Thermal
Crossbow 7 7 Marksman None Crossbow, p. None 1,890
p. 171 p. 172 p. 173 Mantle, p. 175
170
Crossbow [W. [W. Soft Leather, Adventurer Set, Awake Potion, Thermal
7 Marksman Bowgun, p. 170 None 1,350
Prof] 7 Prof/Crossbows] p. 171 p. 172 p. 173 Mantle, p. 175
Soft Leather, Adventurer Set, Awake Potion, Thermal
Gun 7 7 Marksman None Toradar, p. 170 None 1,350
p. 171 p. 172 p. 173 Mantle, p. 175
Gun [W. Prof] Derringer, p. Soft Leather, Adventurer Set, Awake Potion, Thermal
7 Marksman [W. Prof/Guns] None 1,550
7 170 p. 171 p. 172 p. 173 Mantle, p. 175

Sniper, Alchemist, Beastmaster Types, Strength +13 Table (※Alchemist and Beastmaster with Markman class)
Min Primary Money
Type Requirement Weapon Armor Shield Belonging 1 Belonging 2 Belonging 3
STR class (G)
Hard
Long Bow, p. Adventurer Set, Awake Potion, Thermal
Bow 13 13 Marksman None Leather, p. None 1,790
169 p. 172 p. 173 Mantle, p. 175
171
Hard
Bow [W. Prof] Light Bow, p. Adventurer Set, Awake Potion, Thermal
13 Marksman [W. Prof/Bows] Leather, p. None 1,180
13 169 p. 172 p. 173 Mantle, p. 175
171
Heavy Hard
Adventurer Set, Awake Potion, Thermal
Crossbow 13 13 Marksman None Crossbow, p. Leather, p. None 1,430
p. 172 p. 173 Mantle, p. 175
170 171
Hard
Crossbow [W. [W. Adventurer Set, Awake Potion,
13 Marksman Arbalest, p. 170 Leather, p. None None 4,460
Prof] 13 Prof/Crossbows] p. 172 p. 173
171
Hard
Adventurer Set, Awake Potion,
Gun 13 13 Marksman None Jezail, p. 170 Leather, p. None None 4,260
p. 172 p. 173
171
Hard
Gun [W. Prof] Tempest, p. Adventurer Set, Awake Potion,
13 Marksman [W. Prof/Guns] Leather, p. None None 3,460
13 170 p. 172 p. 173
171

121
Item Packs for Specific Classes – 4th Level
Class
Item Name 1 Entry Price Notes
Name
Arrow Case, p. 174 x 2, Quarrel, Accessory: Back/Waist,
Marksman 80 For Crossbow, p. 170
p. 170 x 24 Items in Possessions
Arrow Case, p. 174 x 2, Arrow, p. Accessory: Back/Waist,
Marksman 60 For Bow, p. 169
170 x 24 Items in Possessions
If you have a weapon, write it in the Weapons section; if you have
1H, 2G, Accessory:
Magical Implement, p. 174, Mako already purchased an item pack from the Conjurer class, or if the
Sorcerer Right/Left Hand, Items in 600
Stone (5 pts.), p. 174 weapon is Mage Staff (p. 167), you do not need to write Magic
Possessions
Implement (refund 100G).
If you have a weapon, write it in the Weapons section; if you have
1H, 2G, Accessory:
Magical Implement, p. 174, Mako already purchased an item pack from the Sorcerer class, or if the
Conjurer Right/Left Hand, Items in 600
Stone (5 pts.), p. 174 weapon is Mage Staff (p. 167), you do not need to write Magic
Possessions
Implement (refund 100G).
Holy Symbol, p. 174, Accessory: Any, Items in
Priest 600
Mako Stone (5 pts.), p. 174 Possessions
Fairy Tamer's Gem, p. 174 x 6,
Fairy Accessory: Any, Items in Gems are for 4 levels or lower, +300G. If you want to have for level
Gem Case, p. 174, 1,200
Tamer Possessions 6 or lower, +300G
Mako Stone (5 pts.), p. 174,
Magisphere (Small), p. 174,
Accessory: Any, Accessory:
Magisphere (Medium), p. 174,
Artificer Waist, Accessory: Back, 820
Gun Belt, p. 174,
Items in Possessions
Bullet, p. 170 x 24
Staff of the Sacred Tree, p. 174, Weapon Column (1H),
If you are equipped with a weapon of category Staff (see p. 167), it
Druid Mako Stone (5 pts.), p. 174, 1 x Items in Possessions, Items 600
can be treated as Staff of the Sacred Tree spending 100G.
Symbol of Beneficence, p. 174 in Possessions
Summoner's Emblem, p. 174,
Accessory: Any, Items in 200 + Select any number of Summoning Sacrifices and Banish Tributes
Warlock Summoning Sacrifice, p. 174 and
Possessions Offering from the offerings table, according to Warlock class level.
Banish Tribute, p. 174
Scout Scout's Tools, p. 174 Items in Possessions 100
Lifegrass, p. 173 x 5, Magic Herb, Items in Possessions, Items
Ranger 450
p. 173 x 3 in Possessions
Sage None 0
Bard Musical Instrument, p. 174 Weapon Column (2H) 100 Both hands are occupied when in use
Enhancer Mako Stone (3 pts.), p. 174 x 3 Items in Possessions 900
Rider Horse’s Mount Contract, p. 176 Items in Possessions 250
Alchemy Kit, p. 174, Material Accessory: Waist, Items in
Alchemist Card (B), p. 174 x 10, Material Possessions, Items in 800 The color of the card depends on the Evocation learned
Card (A), p. 174 x 2 Possessions

Warlock Class Offerings Table


Level Name Summoning Sacrifice (Price) Banish Tribute Cost
1 Mengle, p. 158 Zombie Eye (60G) 50
2 Imp, p. 158 Bat Wing (60G) 100
3 Erbirea, p. 158 Shrimp (20G) 150
3 Nuzumal, p. 158 Live Frog (10G) 150
4 Aetherbeast, p. 158 Animal Fur (40G) 250
4 Abyss Minions, p. 158 Bat Wing x 2 (120G) 250
4 Kekkubak, p. 158 Gem (150G) 200

List of Additional Item Packs For Remote Support Category 2,000 Gamels Pack
For All Categories 1,000 Gamels Pack Sunlight Charm (+1), p. 175
Sunlight Charm (+1), p. 175 Moonlight Charm (+1), p. 175
Moonlight Charm (+1), p. 175 Mako Stone (5 pts.), p. 174 x 2
For All Categories 2,000 Gamels Pack For Remote Support Category 3,000 Gamels Pack
Sunlight Charm (+1), p. 175 x 2 Sunlight Charm (+1), p. 175 x 2
Moonlight Charm (+1), p. 175 x 2 Moonlight Charm (+1), p. 175 x 2
For All Categories 3,000 Gamels Pack Mako Stone (5 pts.), p. 174 x 2
Sunlight Charm (+2), p. 175
For Magic Warrior Category 1,000 Gamels Pack
Moonlight Charm (+2), p. 175
Mako Stone (3 pts.), p. 174 x 3
Sniper Type 2,000 Gamels Pack Magic Herb, p. 173
Magic Arrow/Quarrel, p. 175
Moonlight Charm (+1), p. 175 Magic Warrior Category 2,000 Gamels Pack
Change 100 gamel Sunlight Charm (+1), p. 175
Moonlight Charm (+1), p. 175
Sniper Type 3,000 Gamels Pack Mako Stone (3 pts.), p. 174 x 3
Magic Arrow/Quarrel, p. 170 Magic Herb, p. 173
Sunlight Charm (+1), p. 175
Moonlight Charm (+1), p. 175 x 2 Magic Warrior Category 3,000 Gamels Pack
Change 100 gamel Sunlight Charm (+1), p. 175
Moonlight Charm (+1), p. 175
For Remote Support Category 1,000 Gamels Pack Mako Stone (5 pts.), p. 174 x 3
Moonlight Charm (+1), p. 175 Magic Herb, p. 173 x 5
Mako Stone (5 pts.), p. 174

122
Part 1 Character Creation

If you have a session with a character created with this


book, you can level up your character with earned
experience points. The growth from the 4th level to the 5th level is also a
The rules of level-up are described on page 188 of big step up. In particular, many fascinating and powerful
Core Rulebook I. We will leave the details to that page and combat feats can be learned from the 5th level, and you
provide some guidelines and advice on what to do when may find yourself moving from one to another.
you level up.
Combat Feats that can be Acquired from the 5th Level
Here, we introduce some particularly noteworthy
combat feats. Please use them as a guideline for your
At the end of the first session, you will get a little more growth.
than 1,000 experience points, and if the second session is
successfully completed, you will have accumulated almost [Weapon Proficiency S/**] (see CR I, p. 252)
2.500 experience points. [Armor Proficiency S/**] (see CR I, p. 253)
You may be wondering about the best way to start If you are aiming for a character that specializes in
growing a class using these experience points. In such a offensive or defensive abilities, various combat feats can
case, please refer to the following guidelines. help. However, the extra damage and defense that you get
from learning this feat are always +2 (+3 with the previous
Grow Frequently Used Classes A rank feat), so they are simply very powerful.
Start by leveling up the most frequently used classes,
such as the Fighter class for Hunter types and the Fencer [MP Save/**] (see CR I, p. 254)
class for Tracker types. If you are a Tracker, prioritize This combat feat, which reduces MP consumption by
leveling up the Fencer class to level 3. 1 point, is especially useful for Priests, Conjurers, and
If you are a Wizard, consider raising the Conjurer class Druids, and works well with Artificer, and is of course
to level 3 or the Sorcerer class to level 2. A Fairy Priest can extremely useful for other Wizard-Type Classes.
benefit greatly from raising the Fairy Tamer class to level
2. [Multi-Action] (see CR I, p. 263)
At adventurer level 3, a new Combat Feat can be The Combat Feat is a highly sought-after item in the
acquired. Therefore, focus on leveling up the Primary category of magic warriors, as it allows players to use both
class to level 3 before acquiring a new Combat Feat. melee weapons and magic in a single turn. It is particularly
Secondary classes like Sage, Scout, and Ranger can be useful for Spellpunchers, who can attack with a weapon
1 or 2 levels lower than the Primary class. However, while using restoration magic in the front line, or
neglecting them too much may lead to difficulties in Summoning Warriors, who can use both weapons and
identifying monsters in battle or being disadvantaged in magic at the same time.
combat. It is recommended to keep them within 2 levels However, it's important to note that the Combat Feat
of the Primary class. is an active ability and cannot be used simultaneously with
[Metamagic/Targets].
Acquiring Combat Feats
When a first class reaches 3rd level, the adventurer [Tenacity] (see CR I, p. 250)
level also becomes 3 levels. Then, you can acquire a new This is a simple combat feat that raises the maximum
combat feat. HP by +15.
There is a wide range of combat feats to choose from, It can only be acquired by Fighters, Fencers, or
and the direction of your character will change greatly Grapplers who have reached at least 5th level. Not only
depending on what you learn. defensive warrior categories, but also spy categories and
Please refer to the “Recommended Combat Feat by magic warrior categories that stand on the front line should
Improving Strategy” table on page 114. learn this feat.

Purchasing Equipment
As a reward for completing the day's adventure, you
may have received a certain amount of gamels (G).
With this money, you can further enhance your
character by replacing or buying more equipment.
Especially in the initial stage of creation, you may be
equipped with rather weak weapons and armor due to a
lack of money. Please refer to the item list on page 165 to
find the equipment that matches your character.
You may also want to give priority to the purchase of
Ability-Enhancing Rings/Bracelets or Mako Stones.

123
Part 2 Data

124
Part 2 Data

Because of these traits, Alves mostly live in seclusion


with trusted individuals or small, understanding
communities. As a species, they are frail, have low fertility,
and are quite rare.
Although they can mate with humans and have
children, conception is rare, and the soulscar of the Alves
(regardless of whether the mother is Human or Alv) has a
negative effect on them, causing high fevers and a high risk
of death during pregnancy. This has led to their expulsion
from villages and settlements, resulting in their dwindling
numbers (Alves do not develop high fevers with other
Alves).
Despite their rarity, Alves are considered adults at the
age of 15, and their lifespan is thought to be up to 250
years. Because of the difference in life expectancy, they
can lose their partners, and their lives are always filled with
hardship and suffering.

The Alves first appeared in history during the Magic


Civilization Period, which ended 3,000 years ago. At that
time, the Alves were only occasionally mentioned as a
family of wizards. They were more formally recognized
during the Magitech Civilization Period, which ended with
the Diabolic Triumph 300 years ago.
In the late Magitech Civilization Period, the Sword of
Protection was spread, driving out the Barbarous and
establishing a peaceful and safe society. However,
Barbarous tribes, disguised as Humanoids, appeared and
lurked in towns, leading to the mistaken belief that Alves,
According to legend, Alves were once vampires who who also possessed soulscars, were one of these tribes.
were guided by the Guiding Star Harula, allowing them to Unfortunately, the Alves were originally few in number
exist. and not well-known. Some Alves, who had been living in
Vampires, also known as Nosferatu, are one of the moderate harmony among Humanoids, were wrongly
Barbarous tribes that sustain their lives and reproduce by labeled as "Barbarous hiding in Humanoid society,"
sucking blood. The reason why Alves are believed to have leading to their expulsion from communities and
been vampires originally is because they "live off of other territories.
beings". It wasn't until the end of the Magitech Civilization
While no one can confirm this, it is a fact that Alves Period that it was concluded that Alves were not
cannot survive without relying on others. They must draw Barbarous. This led to an outcry for the elimination of
mana from other creatures at least once a week; otherwise, discrimination and a movement to protect them.
they become severely weakened and gradually lose the However, this trend was suppressed by the Diabolic
ability to function. After two weeks, the Alv will die of Triumph.
exhaustion. Furthermore, Alves cannot absorb mana from As a result, even 300 years after the catastrophe, many
each other, so they must depend on other species to people still hold the impression that Alves are "Barbarous
survive. lurking in Humanoid society," causing prejudice against
However, their mana-sucking nature and appearance them. Therefore, many Alves live quietly, trying to avoid
often cause problems. Many Alves have skin as white as such discrimination. Some harbor anger and resentment,
wax, jet-black eyes, and shiny gold or red irises. They are while others seek to prove themselves by traveling to the
generally slender and slightly shorter than Humans, with frontier and risking their lives to fight for others.
an average height of about 165 cm for men and 155 cm for Because of their dependence on other races, many
women. Their morbid skin color and strange eyes can Alves have a mindset of lending a helping hand to those in
strike fear into the uninformed, who often mistake them need, making them proud souls.
for "Barbarous."

125
The Minotaur's horns are large and on either side of
their head. They also have a short, hairy tail that can be
adequately concealed by clothing. Originally, Minotaurs
were only male, and they kidnapped Humanoid females
to give birth to their offspring. Still, in some cases, women
also exist in Minotaur weaklings and are protected as
valuable mothers for the next generation. Males, on the
other hand, are usually treated the worst, as useless. They
are large in stature, averaging 190 cm for men and 170 cm
for women. Even so, they are small compared to full-
fledged minotaurs.
Many Weaklings never reach adulthood and die due
to their frailty and the persecution they suffer. However,
those who are lucky enough to grow up do not like the
discriminatory treatment they receive in Barbarous society
and often flee. Because of their odd appearance and the
soulscars of their Barbarous origin, they have difficulty
integrating into humanoid society and often become
Vagrants, traveling in the frontier and wilderness.
Weaklings, regardless of their ancestry, have a lifespan
of about 100 years and reach adulthood at around 15 years
of age. In Barbarous society, they are often sent to the
battlefield by the age of 10 to be used as pawns in war.
Weaklings, sometimes referred to as "bean sprouts," Perhaps because they are less soulscarred, Weaklings do
are a mutation of Barbarous. They are born without the not have the roughness of the true Barbarous but have a
soulscars that a Barbarous should have, making them mentality closer to that of the humanoid. Therefore, they
physically inferior and despised by Barbarous society. are more comfortable in humanoid communities than in
Weaklings can be born from any Barbarous race and Barbarous ones. However, being "Barbarous" is a great
will have a human-like appearance with some obstacle that forces them to hide their true identity.
characteristics of their parent's race. Therefore, it is challenging for them to gain social status.
If born a Garuda, they will have small feathery wings Still, they are capable of gaining trust through their abilities
on their back and may have feathers on their ears, head, and achievements.
elbows, and ankles inherited from their parents. If their
wings are trimmed and covered by a cloak or other
clothing, they can appear more or less human-like. Their
average height is around 200 cm for males and 180 cm for It is believed that the Weakling came into existence at
females. the end of the Divine Civilization Period, after the War of
Tannoz weaklings are often beautiful in the Humanoid the Gods had ended. The gods of Ignis, the second sword,
sense of the word and are indistinguishable from Humans created Barbarous by soulscarring them. However, it is
except for their right arm. Their right arm inherits features speculated that the gods fell dormant, and as their blessings
from their parents and is exoskeletal from the elbow waned, lesser weaklings were born.
onward. The hand has five fingers, but they are sharp and Barbarous tribes are not known for their record-
clumsy like crab claws, making them useful as wrestling keeping practices, so accurate information is scarce. But
weapons. However, this unusual feature, which is thicker there is no doubt that Weaklings have been discriminated
than a Human arm and has long, sharp fingers, makes it against and persecuted since time immemorial.
clear that they are not Human. As they grow taller and In Barbarous society, where strength is justice,
more beautiful in appearance, the Tannoz develop a Weaklings were the targets of hatred and contempt. The
strong dislike for them and often kill them before they Barbarous people generally lacked maternal instincts, and
reach adulthood. They are rather small in stature, about weaklings were often killed as soon as they were born. In
170 cm for men and 155 cm for women, but they are the some cases, they were even killed along with their mothers,
tallest of the Tannoz. as they were a disgrace to the family. The exact number of
Basilisk-born weaklings are characterized by their eyes, Weaklings born is unknown, but the probability is about 1
which are strongly visible. The evil eye of the Basilisk, in 1,000. Rarely do any of them make it to adulthood, and
which has a petrifying spell, appears in only one eye, and even rarer are those who escape Barbarous society.
its size differs from one side to the other. The evil eye is Also, during the Magitech Civilization Period, when
larger and more distinctive than the normal eye, giving the the Barbarous were almost completely wiped off the face
viewer an ominous impression. It is possible to hide the of Raxia, there were naturally no Weaklings to be seen. In
evil eye, but their appearance will still be conspicuous. fact, in times like the present, when the power of
Their height is about the same as that of Humans. humanoids and Barbarous are at odds with each other, a
Weakling may have a better chance of survival.

126
Part 2 Data

have a strong image of being cold-hearted sellswords and


assassins, in reality they are people of honor and trust who
respect contracts and have a strong sense of duty and
loyalty. No matter what predicament they find themselves
in, they never betray their employers.
Nevertheless, because they are so few in number on
the continent of Alframe, many people do not know about
the Shadows or understand their nature. As a result, they
are often regarded with caution and suspicion, preferring
the frontier and wilderness rather than living in the city
because of their constant combat training.

There are many theories about the origins of shadows.


The most popular theory, believed by the Shadows
themselves, is that they were blessed by the Moon
Goddess Sien.
Shadows have been present in history for a surprisingly
long time. A stone monument from the Divine Civilization
Period, which is believed to have ended 10,000 years ago,
depicts three-eyed soldiers, who are believed to be
Shadows. Shadows, as their name implies, have rarely
appeared on the stage of history. In many cases, they have
remained in the background, with no records of them
reigning as kings over other races.
Shadows are a race that primarily inhabit the continent By the Magic Civilization Period, which ended roughly
of Razeldawn, located to the west of the continent of 3,000 years ago, Shadows were already recorded to have
Alframe. They are rarely seen on the Alframe continent, been active as professional military and assassin groups.
although sometimes they appear as adventurers or Although Shadows were not good at handling sorcery and
wanderers who have drifted ashore after a naval battle or never became wizard kings, they had a surprisingly high
as descendants of those who arrived in some way and resistance to sorcery. This allowed them to defeat many
formed a small community. famous sorcerers and wizard kings. There were times
Their stature is similar to that of Humans, but their when wizard-kings fearful of their resistance to magic
skin color is grayish-brown, and their build is generally lean almost exterminated the Shadows. However, legend has it
and muscular. Muscularity, however, does not mean that that each time this happened, the Shadows sent out
they have a stocky physique, but rather a lean body that assassins to kill the wizard kings in secret. These assassin
combines steel-like toughness and whip-like suppleness. cells have continued to operate continuously to the present
The most distinctive feature of the Shadow's day, and it is rumored that the tradition has been passed
appearance is the third eye that resides on their forehead. on to Shadows on the Alframe continent.
The three eyes, whose pupils resemble those of a cat, On the other hand, as the world became more peaceful
change size according to the intensity of the light. during the Magitech Civilization Period, Shadows lost their
Therefore, it is believed that they can see at night, and that place. They were looked down upon, but continued to
the third eye has the power to perceive the true nature of train their bodies and hone their fighting skills. As a result,
magic, giving them an extremely high resistance to it. at the time of the Diabolic Triumph, Shadow warriors,
Their eyes are often blue, green, or gold, and their hair mercenaries, and assassination squads were very active,
is usually silver or gray, but rarely black. The average inflicting crippling blows on Barbarous armies in many
height is around 180 cm, which is slightly taller than the parts of the continent. However, since they were a rare
average human. Their lifespan is about 100 years at the race on the continent of Alframe, most of the prominent
most, but most Shadows die on the battlefield. Shadows died on these battlefields. As a result, they are
They receive extensive combat training in their villages rarely seen today.
from childhood and are considered full-fledged warriors at Some Shadows are still active as adventurers, but those
the age of about 15, usually embarking on a journey of who have crossed the seas in recent years have not settled
further study or starting a mercenary business. Shadows down. Some have become wanderers and mercenaries.
have excellent physical abilities and show a high aptitude Shadows are generally loyal to their contracts, and
for clandestine operations, secret missions, because of their chivalrous nature, it is very reassuring to
swordsmanship, and martial arts. have them on one's side. Although they are sometimes
Because of their racial background, they often work as feared and ostracized because of their rarity, there is no
mercenaries for a living and are highly respected for their one more dependable than a Shadow once you have
professionalism and excellence in combat. Although they established a relationship of trust with them.

127
Even then, however, they try to keep clothing to a
minimum.
They are essentially a warm-region people, living in the
central and southern parts of the Razeldawn continent.
However, they are curious and adventurous, and tend to
take to the open sea in rowboats or simply swim out to the
horizon. Soleil, as we see them today, may have come to
the continent this way, or may be descended from those
who did.
Perhaps because of the blessing of the sun god, they
regain their strength after a short rest during the daytime,
and at night, on the contrary, they fall asleep quickly. They
are not suited for nighttime activities, preferring the
wilderness, grasslands, and mountains where they can
always see the sun. For this reason, they are more often
seen wandering around the Alframe continent as vagrants
than living in towns. Soleils have a lifespan of about 300
years and are considered adults at the age of 15. They
begin to age at about 200, and since most of them die in
the course of their adventures, it is extremely rare for them
to live out their entire lifespan.

Soleil figures have been preserved as murals and


They are said to be a race born with the blessing of the carvings in the ruins of the Divine Civilization Period,
sun god Tidan, and although few in number, they have which is believed to have ended 10,000 years ago. These
existed for a long time. ruins contain megalithic structures and murals depicting
Soleil are extremely muscular, both men and women, people who look like Soleil, often engaged in manual
and are large in stature. Males tend to have thicker labor. They are depicted as smiling and happy, suggesting
muscles, while females tend to have more flexible muscles, that they enjoyed their work.
but ultimately it all depends on how they are trained. The murals and carvings also suggest that Soleil played
The average height for men is 190 cm and 170 cm for a role as warriors in ancient times. They were depicted
women, although it is not uncommon for men to be over fighting and hunting dangerous beasts, as well as training in
200 cm and women to reach 190 cm in height. Their skin battle with each other. Their physical strength and martial
color varies from white to brown, often tanned brown arts skills played a significant role in the war of the gods,
because of their admiration for the sun. but their population was greatly reduced due to their
In any case, they always wear light clothing, as they like constant involvement in battle.
to work out and also flaunt their well-trained bodies. They When they were introduced to the civilizations of the
are known for their tattoos featuring the sun on their chest, Magic Civilization Period, the Soleil had become a rare
arms, and other parts of their bodies, the designs and race. Their lack of aptitude for magic and constant battles
workmanship of which have reached an artistic level. reduced their population further, causing them to live in
Tattoos are also a celebration of growth, often with the remote islands, isolated areas, forests, and other places
mark of the tribe or clan tattooed in stages at the ages of 7, where few other races lived.
10, and 15. Other times, tattoos commemorate marriages Even during the Magitech Civilization Period, the
or heroic deeds. Another characteristic of Soleil culture is Soleil continued their lifestyle. Although they were not
its unique voiceless language. Originally a hunting tribe, exclusive, they were bothered by the idea of being
the Soleils are believed to have created a language using "civilized" and "studying". Nevertheless, records show that
their hands and fingers to avoid making noise. visitors to Soleil villages were welcomed with open arms.
This allows them to communicate quite complex During the Diabolic Triumph, the number of Soleil
information, conveying the meaning of a sentence just as settlements was so small that their activities were almost
well with one hand as with two. It is perhaps most famous entirely unrecorded. However, many stories exist about
for expressing joy and gratitude through bold, full-body them protecting Humanoids who were in danger and
poses. But the Soleilian is inherently delicate, with fighting off attackers.
numerous traditions passed down through the generations. Even on the continent of Alframe, Soleils avoid city life
They prefer to wear light clothing to create nuance and continue to wander as Vagrants, mainly in warmer
through the movement of muscles and sinews, which is a regions. Although they are rarely encountered, their
big part of their preference. However, when living in cold physical strength and cheerful nature are sure to help those
climates or in situations where nudity is not permitted (e.g., they encounter.
formal royal audiences), they will inevitably wear clothing.

128
Part 2 Data

This section summarizes the data related to the new


races added in this book. Please refer to this section when
using the character creation rules in "Core Rulebook I". Starting Languages: Weaklings can speak, read and write
In addition, the enhancement of racial abilities when Barbaric and Trade Common.
they grow up is also summarized in this section.
Racial Abilities
[Barbarous Body]: One of the ability scores will increase
by 3 points. The increased ability score depends on the
Starting Languages: Alves can speak, read and write race of the Weakling. Additionally, if the character has a
Regional Dialect and Trade Common. weak point, during Combat Preparation, the player must
perform a Weakness check (see p. 130, CR III, p. 86)
Racial Abilities using "Adventurer Level + Intelligence modifier" as the
[Darkvision]: Alves can see in the darkness as well as they standard value for their own weak point. If they fail, a target
can during daytime. weak point corresponding to their original race will be
[Spirit Drain]: Alves can use a Major Action to take mana applied.
from a character targeted by "Target: 1 Character" and
"Range/Area: Touch/-", and give it to themselves. This Original Race Ability Score Increase Weak Point
effect is treated as a "Resistance: Can't" without requiring a Garuda Agility +3 Bludgeoning Damage +3 pts.
Tannoz Spirit +3 Physical Damage +2 pts.
check, and reduces the target's current MP by "the user's
Basilisk Intelligence +3 Water/Ice Damage +3 pts.
Spirit Modifier + their number of soulscar" points (but not Minotaur Strength +3 Magic Damage +2 pts.
below 0), while restoring the user's MP by the same
amount. Garuda Weakling Racial Abilities
The MP reduction caused by this ability cannot be [Immature Wings]:
mitigated by any effect. Alves can perform this effect only Garuda Weaklings
up to the same number of times in a day as their maximum have small wings on
"Spirit Modifier". This effect can be used only on their back. Reduces
Humanoid (other than Alves) and Barbarous characters fall damage by 20.
with MP; otherwise, it will have no effect. They cannot fly.
[Wind-Edge Blade]:
Enhanced Racial Abilities Garuda Weaklings
[Spirit Drain] will be enhanced. can attack with their
6th Level: “Range/Area” will be changed to immature wings by
"1(10m)/Target". creating blades of
11th Level: The MP to be reduced is “the user's Spirit wind. This is treated as
Modifier + their number of soulscar + 2”, while restoring “Target: 1 Character”
the user's MP by the same amount. with "Range/Area: 2
(30m)/Area/Target",
Alv Background 1 used with a Major
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Spy Scout 12/5/8 2,500 Action. Using "Adventurer Level + Fortitude Modifier" as
5 – 6 Agile Warrior Fencer 12/6/7 2,500 the Standard Value, the Success Value is compared with
7 Magician Sorcerer 9/5/11 2,000 the target's Willpower, dealing "Power 10 + Adventurer
8–9 Priest Priest 10/6/9 2,000 Level + Vitality Modifier" of wind magic damage. This
10 – 12 Scholar Sage 10/5/10 2,500
effect is treated as "Resistance: Half" and "Crit Value: 10"
and consumes 4 MP when used.
Alv Background 2
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Archer Ranger 13/4/8 2,500 Tannoz Weakling Racial Abilities
5–6 Boxer Grappler 11/7/7 2,000 [Underwater Aptitude]:
7 Conjurer Conjurer 9/4/12 2,000 Tannoz Weaklings can
8–9 Warlock Warlock 9/6/10 2,000
perform actions
10 – 12 Artificer Artificer 9/7/9 2,000
underwater as they do
Alv's Ability Scores Corrections on land.
[Carapace Hand]:
A: 1d B: 1d+3 C: 2d+3 D: 2d E: 1d+6 F: 1d
Tannoz Weaklings can
use their right hand as a
Wrestling weapon
[Shell Claw].
If the user has
acquired [Weapon
Proficiency

129
A/Wrestling], this weapon is replaced by a Sharp Claw, Garuda Weakling
and if the user has acquired [Weapon Proficiency S [Wind-Edge Blade] will be enhanced.
/Wrestling], the claw is replaced by a Fierce Claw. 6th Level: By consuming additional 4 points of MP (total
Also, when attempting a skill check that requires two 8 points), damage can be changed to "Power 30 +
hands, using Dexterity as the Standard Value, the player Adventurer Level + Vitality modifier" (it is also possible to
takes a -2 penalty. This penalty modifier is not applied use it without additional cost).
when using items with Stance: 1H, including weapons and 11th Level: By consuming additional 8 points of MP (total
the player's own Shell Claw. The GM has whether or not 12 points), damage can be changed to "Power 50 +
two hands are required for various checks. Adventurer Level + Vitality modifier".

Basilisk Weakling Racial Abilities Tannoz Weakling


[Petrifying Gaze]: Basilisk Weaklings can stare at an [Carapace Hand] will be enhanced.
opponent with their 6th Level: [Shell Claw] and the weapon it replaces will have
evil eye, slowing them an additional +1 Accuracy check (+2 total).
down. 11th Level: [Shell Claw] and the weapon it replaces will
Once per round, have an additional +1 Accuracy check (+3 total).
the Minor Action
glares at a “Target: 1 Basilisk Weakling
Character”, [Poison Blood] will be enhanced.
“Range/Area: 2 6th Level: The damage dealt increases to 1d damage.
(30m)/Target)”, 11th Level: The damage dealt increases to 1d+2 damage.
comparing the user's
Adventurer Level + Minotaur Weakling
Spirit Modifier against [Herculean Strength] will be enhanced.
the target's Willpower 6th Level: Extra Damage will be increased by an additional
success value, inflicting 2 points (total 4 points).
a petrification effect 11th Level: Extra Damage will be increased by an
(Dexterity or Agility / - additional 2 points (total 6 points).
6) (see CR II, p. 329).
This effect is treated as curse type, Resistance: Neg, Weakling Background 1
2d Background Starting Classes Skill/Body/Mind Experience
and may not be used in consecutive turns. This effect costs 2–4 Spy Scout 10/7/6 2,500
5 MP to use. 5 – 6 Agile Warrior Fencer 9/8/6 2,500
[Poisonous Blood]: If the Basilisk Weakling takes 7 Warrior Fighter 8/10/5 2,000
physical damage from a melee attack, the attacker takes 8–9 Priest Priest 7/9/7 2,000
10 – 12 Magician Sorcerer 7/8/8 2,000
1d-2 (minimum 1) magic poison damage.
This takes effect each time a melee attack deals
physical damage, immediately after the damage is Weakling Background 2
2d Background Starting Classes Skill/Body/Mind Experience
determined. 2 – 4 Bodybuilder Enhancer 8/8/7 2,500
5–6 Archer Marksman 10/8/5 2,500
Minotaur Weakling Racial Abilities 7 Boxer Grappler 9/9/5 2,000
8–9 Druid Druid 7/7/9 2,000
[Darkvision]: Minotaur Weaklings can see in the darkness
10 – 12 Warlock Warlock 7/8/8 2,000
as well as they can
during daytime. Weakling’s Ability Scores Corrections
[Herculean Strength]:
A: 2d B: 2d C: 2d D: 2d E: 2d F: 2d
When attacking with a
two-handed melee
weapon, increase the
Extra Damage dealt by
+2 points.

Enhanced Racial
Abilities

Name Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Note
Shell Claw 1HW 0 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - Wrestling B rank
Sharp Claw 1HW 0 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - Wrestling A rank
Fierce Claw 1HW 0 +1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - Wrestling S rank

130
Part 2 Data

2nd Condition: Apart from the 1st case above, if a monster


can cast spells, its Magic Power should be used as the
Starting Languages: Shadows can speak, read and write Standard Value for this check.
Shadow and Trade Common.

Racial Abilities
[Darkvision]: Shadows can see in the darkness as well as Starting Languages: Soleil can speak and read in Trade
they can during daytime. Common, as well as speak Soleilian.
[Moonlight's Protection]: +4 to Willpower.
Racial Abilities
Enhanced Racial Abilities [Radiant Physique]: The Soleil makes their body glow with
[Moonlight's Protection] will be enhanced. a Minor Action, blinding or disorienting those nearby.
6th Level: Always reduces physical and magical damage Choose one character (or any one section) at the same
from poison, disease, and curse types by -3 points. coordinates as the target. The target suffers a -2 penalty to
11th Level: Willpower is increased by +2 (total +6), and Accuracy, Evasion, and Spellcasting checks for 10 seconds
damage from poison, disease, and curse types is reduced (1 round). This effect is treated as "Resistance: Can't", and
by an additional 3 points (total -6). can be cast regardless of the target's perception or
Intelligence. However, if the character is wearing Metal
Shadow Background 1 Armor, the penalty is reduced to -1. This effect can only
2d Background Starting Classes Skill/Body/Mind Experience be used once per day.
2–4 Hunter Ranger 15/6/6 2,500 [Photosynthesis]: By exposing themselves to sunlight for
5–6 Sworder Fencer 17/7/3 2,500
10 minutes, Soleils are able to recover 10 HP. This effect
7 Spy Scout 16/7/4 2,500
8–9 Boxer Grappler 14/8/5 2,000 can be used every 10 minutes for up to a total of 1 hour
10 – 12 Warrior Fighter 15/9/3 2,000 per day (for a total of 60 points).
Recovery from this effect is treated separately from
Shadow Background 2 sleep, but they must concentrate on this effect.
2d Background Starting Classes Skill/Body/Mind Experience [Child of the Sun]: From 6am to just before 6pm, the
2–4 Artificer Artificer 17/5/5 2,000 Soleil receives a +4 bonus to Fortitude and Willpower
5–6 Archer Marksman 18/6/3 2,500 checks, whether indoors or outdoors. However, between
7 Bodybuilder Enhancer 16/6/5 2,500
8–9 Alchemist Alchemist 14/8/5 2,500
6pm and just before 6am, they receive a -4 penalty to
10 – 12 Rider Rider 13/7/7 2,500 Fortitude and Willpower checks.

Shadow’s Ability Scores Corrections Enhanced Racial Abilities


A: 1d B: 1d C: 2d D: 2d E: 2d F: 2d [Radiant Physique] will be enhanced.
6th Level: This effect can be applied to any targets within
Weakness Check "1 area (6m radius)/20".
Standard Value: Rider level or Adventurer Level 11th Level: This ability can be used up to twice a day.
(Weakling) + Intelligence modifier
Time Required: Instant Soleil Background 1
2d Background Starting Classes Skill/Body/Mind Experience
Description: This check prevents the enemy from 2–4 Priest Priest 9/13/4 2,000
knowing about the mount or your weak point. If an enemy 5 – 6 Agile Warrior Fencer 12/12/2 2,500
Faction finds out this weak point, their attacks on the 7 Warrior Fighter 10/15/1 2,000
Mount will inflict more damage, just as when the PCs 8–9 Boxer Grappler 12/14/0 2,000
discover a monster's weak point. This check is performed 10 – 12 Hunter Ranger 10/14/3 2,500
at the same time as the PCs perform their Monster
Knowledge checks, during Combat Preparation. Soleil Background 2
2d Background Starting Classes Skill/Body/Mind Experience
The enemy team determines the Standard Value and 2–4 Archer Marksman 11/14/1 2,500
Success Value under the following conditions and 5–6 Rider Rider 11/13/2 2,500
compares them with the Success Value of the PC's 7 Alchemist Alchemist 10/11/5 2,500
Weakness check. The enemy team is the active side, and 8–9 Hobbyist Bard 11/11/4 2,500
the PC is the passive side. If there is no character in the 10 – 12 Spy Scout 12/11/3 2,500
enemy team that satisfies the conditions, this check is not
performed. If there are multiple characters, the largest Soleil’s Ability Scores Corrections
Success Value is used (individual Success Values may also A: 1d B: 2d C: 1d+6 D: 2d E: 1d F: 2d
be used).
1st Condition: If an enemy character clearly has a Sage
class and PC-like data, they perform the Monster
Knowledge check using Sage Level + Intelligence
Modifier.

131
Warrior Type Conjurer Type
Race Name Background Skill/Body/Mind Race Name Background Skill/Body/Mind
◎Shadow Warrior 15/9/3 ◯Alv Conjurer 9/5/12
◯Soleil Warrior 10/15/1 ◎Weakling Magician 7/8/8
⬤Weakling Warrior 8/10/5
Priest Type
Sworder Type Race Name Background Skill/Body/Mind
Race Name Background Skill/Body/Mind ◯Alv Priest 10/6/9
◎Shadow Sworder 17/7/3 ◎Weakling Priest 7/9/7
◯Alv Agile Warrior 12/6/7
Archer Type
◯Soleil Agile Warrior 12/12/2
Race Name Background Skill/Body/Mind
◎Weakling Agile Warrior 9/8/6
◯Alv Archer 13/4/8
Boxer Type ◎Weakling Archer 10/8/5
Race Name Background Skill/Body/Mind Fairy Tamer Type
◎Shadow Boxer 14/8/5 No applicable race.
◯Alv Boxer 11/7/7
◯Soleil Boxer 12/14/0 Minstrel Type
◎Weakling Boxer 9/9/5 No applicable race.

Spy Type Magic Warrior Type


Race Name Background Skill/Body/Mind Race Name Background Skill/Body/Mind
Spy 16/7/4 ◎Weakling Warrior 8/10/5
◎Shadow
◯Alv Spy 12/5/8 Magic Sworder Type
◯Soleil Spy 12/11/3 Race Name Background Skill/Body/Mind
◎Weakling Spy 10/7/6 ◯Alv Agile Warrior 12/6/7
Sorcerer Type ◎Weakling Agile Warrior 9/8/6
Race Name Background Skill/Body/Mind Artificer Type
◯Alv Magician 9/5/11 Race Name Background Skill/Body/Mind
◎Weakling Magician 7/8/8 ◯Alv Archer 13/4/8
◎Weakling Archer 10/8/5

132
Part 2 Data

T ARGETING
Prer. None Use -
Sum. Prevent stray shots
The master’s shots do not risk straying when making a
DODGE Effect ranged attack targeting a character in the skirmish or when
Prer. None Use Shield performing an “Area: Shot” spell or effect.
In melee combat, each successful Evasion check with the
Sum.
shield up lowers the Critical Threshold of the next attack by -1
The shield can be used to intercept the attack while gaining
H AWK E YE
a favorable position for oneself and aiming for a fatal blow. Prer. [Targeting] Use -
The master of this feat should note the number of Sum. Can see shielded enemies
successful Evasion checks made against enemy melee attacks The master can see beyond the shielded area, including that
during a round. Then, on the first melee attack of his turn, the Effect caused by hostile characters and skirmish, and can make ranged
Critical Threshold is reduced by a number of successes attacks and use magic through the shielded area.
Effect (minimum of 8). If the attack deals damage to multiple targets,
only one master’s damage decision gains this effect. SPECIAL I NSTRUMENT P ROFICIENCY
Even if the player makes a second or later melee attack on
their turn, they do not gain this effect. Prer. Bard Level 1 or higher Use -
To gain this effect, the player must have a shield equipped Sum. Special instruments can be equipped and used
at the time of the Evasion check, but they do not need to have This feat allows the master to equip and use items classified
a shield equipped when they make their own attack. as Special Instruments. However, equipping items that can be
Effect
used as weapons or armor does not increase Extra Damage or
Defense as other proficiency feats do.
E VASIVE MANEUVERS I
Prer. Adventurer Level 3 or higher Use - I MPROVED T HROW I
Sum. Evasion check +1 Prer. Grappler class level 3 or higher Use Grappler class
Effect The master gets a +1 bonus to Evasion checks. Throw has +10 power and can target up to two section
Sum.
characters
When the master performs a Throw, the power of the
I NTENSE F INALE Throw is increased by +10. The Throw is no longer limited to
Prer. Bard Level 3 or higher Use Bard class bipedal characters or their method of movement and can be
used on any character with up to 2 sections. Two section
Sum. Finale Power +10
characters will need only one Accuracy to hit. The attacked
The power of damage and recovery effects of the Finale is
Effect Effect target may choose any section to perform an Evasion check, and
increased by 10. if the Evasion check fails, the target will be hit (if a melee attack
is not possible in either section due to a [Attack Obstacle] or
ADDITIONAL SONGS I some other reason, the target will be unaffected by Throw
attack). All sections will be thrown, and at the same time, the
Prer. Bard Level 1 or higher Use Bard class attacker may inflict damage on each section.
Sum. Learn either Spellsong or Finale
The mastery of this Combat Specialty will allow the mastery WEAPON P ROFICIENCY A/**
Effect of +1 Spellsong or Finale. In other words, they can learn up to
Prer. None Use -
a total of “Bard Level +1” Spellsong and Finale in total.
Damage +1 for weapons of the corresponding category and
Sum.
can equip A-Rank weapons of that category
T HROWING I Master must choose a weapon category for **, such as
Swords or Axes, when they acquire this feat. When they wield
Prer. None Use - a weapon of that category, they deal +1 damage with it. In
Can use Potions as a thrown weapon and gain +1 to the Effect addition, they can wield A rank weapons of that category.
Sum.
Accuracy of thrown attacks [Weapon Proficiency A/**], which has different
A potion can be placed in the Potion Ball (see CR II, p. 233 categories, can be learned several times by using separate
or ET, p. 147), which can be used as a thrown weapon. The learning slots.
range is “1 (10m),” and the target is always hit unless there is an
automatic failure on the Accuracy check.
Effect If the target is hit, the potion's effect is given to the target. In E NHANCED EVOCATIONS I
this case, it is considered “Resistance: Optional” (if the target Prer. Alchemist Level 3 or higher Use Alchemist class
does not wish to be hit, it will not be affected). Sum. Evocation check +1
Also, the master always gets a +1 bonus to Accuracy checks
The master gets a +1 bonus to the success value of any
on any thrown attacks. Effect
Evocation check they perform.

T WIN STRIKE
Prer. [Dual Wielding] Use -
Sum. Accuracy checks can be performed on multiple targets
In the case of two attacks with [Dual Wielding], after
checking the result of the first attack, the master can choose
Effect
whether to attack the same target further or choose another
target to attack.

133
B LOCK R HYTHM CONVERSION
Prer. Adventurer Level 3 or higher Use - Prer. Bard Level 3 or higher Use -
Sum.
Master counts themselves as twice the number of characters Appl. Instant Risk None
for blocking movement or withdraw Sum. Change one of the generated Rhythms
When initially placed in frontline in Simplified Combat, the This particular move can be declared at any time during the
master is treated as having twice the number of characters turn.
(sections), regardless of whether they are the first or second When declaring this feat, one Rhythm that has already
faction. accumulated “1” or higher is chosen, and its accumulation is
In Standard Combat, the master treats themselves as having reduced by -1. At the same time, it can also increase the
Effect twice the number of characters (sections) in a situation where accumulation of any other Rhythm by +1.
they are blocked or leave skirmish area. This affects all Effect Whether or not Spellsong with effect generation conditions
situations in which master moves, a friendly character passes generates an effect depends on the timing of the Performance
through or leaves a skirmish area, a hostile character interferes check. Even if the Rhythm is changed after the check and the
with movement, or a hostile character attempts to leave a condition is satisfied, the effect will not be generated.
skirmish area. Conversely, if the effect is generated and converted with this
technique and the condition is not met, the effect will not
disappear.
ARMOR P ROFICIENCY A/**
Prer. None Use -
Sum.
Defense +1 for the armor of the corresponding category and △COVER I
can wear A-Rank armor of that category Prer. None Use -
Master must choose an armor category for **, such as Appl. Lasts 10 seconds (1 round) Risk None
Metal Armor or Shield, when they acquire this feat. When the
Sum. Defend and receive attacks instead of an ally
master is equipped with the armor of the corresponding
category, they gain +1 to Defense. The master may also equip When declaring this feat, the user can specify any one
willing character.
Effect A-rank armor of the corresponding category.
It is possible to learn [Armor Proficiency A/**] for During the following 10 seconds (1 round), if the specified
different categories by using separate learning slots. In this character becomes the target of a melee attack, ranged attack,
case, if both categories of armor are equipped, the increase in or similar unique skill (an Evasion/Neg effect), the user
Defense will be cumulative. becomes a target instead, and it always hits as a user cannot
make Evasion check. For this effect to take effect, The
character and the user must be in the same area.
DUAL WIELDING If an effect occurs as part of an attack, the user receives the
effect immediately after substitution.
Prer. None Use - The effect of [Cover] is automatically applied only once per
Sum. Can handle two one-handed weapons, one on each arm round when the target is targeted.
The master can have one “Stance: 1H (1H# is not allowed)”
weapon with a minimal strength of 20 or less in each arm and Note on [Cover]
can make one attack with each of them in one Major Action. - [Cover] is a special combat feat. Some additional explanations
Each of these attacks will have a -2 penalty on the Accuracy are given here.
check. In Simplified Combat, it is applicable when characters are "in
Effect
Which arm is used for the attack is arbitrary, and each may the same area".
perform Accuracy checks and damage decisions with different In Standard Combat, it is divided into the following conditions
Warrior-Type Classes. The target cannot be changed between based on the range of possible movement obstructions:
the first and second attacks, but the second attack can be "If the user is in a melee, there is a designated character in the
canceled after checking the result of the first attack. skirmish area."
"If the user is independent, the specified character is within the
Effect
skirmish area and within the reachable area by Limited Move."
"If the user is outside the skirmish area, the specified character
is located within the reachable area of the Limited Move and
not within any existing skirmish area."
- It is not necessary to satisfy the above conditions when
DECOY ATTACK I declaring [Cover], but they will only trigger if they are satisfied.
- The [Cover] effect does not change the target of the attack.
Prer. None Use - For example, in the case of a [Chain Attack], the attack is made
Appl. 1 melee attack Risk None against the originally targeted character, not against the one who
Accuracy check -2, damage +2, enemy Evasion check -1 when declared the [Cover]. When two attacks are made with [Dual
Sum. Wielding], the [Cover] effect is applied to only one attack, and
evaded
An overtly large attack to draw attention and aid the the other attack is made to the original target. Even if some
attacker's allies. monsters have [Continuous Attack], after applying damage to
It is declared when a melee attack is made and active for the [Cover] declarer, an additional attack will be made to the
that one attack. It cannot be declared when attacking multiple original attack target.
targets at the same time. - The user cannot [Cover] from magic or unique skills that are
Effect Accuracy checks are penalized by -2, but the damage is not resisted by Evasion checks. As a general rule, you cannot
increased by +2 on a hit. [Cover] an attack in which the declarant and the character
If the declared attack is evaded, the enemy receives a -1 designated as [Cover] are both targets at the same time.
penalty to Evasion checks for the next 10 seconds (1 round). - Even if multiple declarations are allowed, a player may not
This effect is cumulative up to -4, but if the target fails an declare this feat more than once in a single round and [Cover]
Evasion check even once, the penalty is removed. more than one character. If they learn [Guardian], they will be
able to [Cover] multiple characters with a single declaration.

134
Part 2 Data

R EPEATED STRIKE I T AUNTING STRIKE I


Prer. None Use
Fighter class or Fencer class, 2H Prer. None Use -
melee weapon Appl. 1 weapon attack Risk None
Appl. 1 melee attack Risk None Sum. Invites attack, damage -2
Sum. If an attack is evaded, an additional attack is made When a melee attack or ranged attack is made, this feat can
This feat can be declared when performing a melee attack be declared at the time of the attack and is effective for that
with a weapon with “Stance: 2H” and is valid for one attack. single attack. If multiple attacks are made at the same time, the
If the declared attack is evaded, another melee attack can effect is applied to all of them.
be made immediately afterward with the same weapon on the The target hit by the declared attack is provoked and must
Effect same target. attack the user as much as possible during the following 10
If multiple attacks are made simultaneously, another seconds (1 round) (the method of attack is unrestricted).
accuracy check can be performed on all targets evading them. Effect
[Taunting Strike I] has no effect on characters with an
If either the first or second attack hits, a damage decision is intellect of 18 or more or on monsters with an intellect of
made for each. “High.” It also has no effect if the provoked target is unable to
attack the user or if the target is in a different area.
The damage dealt by an attack with this declaration is
AIMED ATTACK I reduced by -2 points; even if the applied damage is 0, the
Prer. None Use - provocation still will be effective.
Appl. 1 weapon attack Risk None
Sum. Accuracy check +1, Critical Threshold +1 △DEFENSIVE STANCE
When a melee attack or ranged attack is made, this feat can Prer. None Use -
be declared at the time of the attack and is effective for that Appl. Lasts 10 seconds (1 round) Risk Most Skill Checks -4
single attack. If multiple attacks are made at the same time, the Sum. Evasion, Fortitude, or Willpower +4
effect is applied to all of them.
Effect This feat must be declared before any Skill Check is
Declared attacks gain a +1 bonus to the Accuracy check,
performed on the turn. If the user is under the continuous
but the critical threshold is increased by +1 for the damage
effect of any check at the beginning of their turn, they may
decision. A critical threshold of 13 or more will never result in
declare it immediately before that check.
a critical hit.
The user should choose one of the “Evasion check,”
“Fortitude,” or “Willpower” and get a +4 bonus until the
CONFIDENT P ERFORMER beginning of their next turn. Each time they declare, they can
choose a different check.
Prer. Bard Level 3 or higher Use Bard class At risk, all other checks except the two not selected above
Appl. 1 finale performance Risk None Effect
and the Death Check suffer a -4 penalty. However, suppose this
Change a Finale “Resistance: Half” to “Resistance: Can't,” and combat feat is declared during the Combat Preparation. In that
Sum.
it cannot be critical case, the Initiative check and Monster Knowledge check at the
This combat feat can be declared using Finale, which has time of Combat Preparation are exempt from this risk.
“Resistance: Half.” This combat feat is limited to Normal Move or Limited
If the declaration is made, the Finale is treated as Move. It cannot be declared if a Full Move is performed on this
Effect “Resistance: Can't,” but at the same time Critical Threshold is turn. However, if the user has the ability to perform Normal
changed to “None.” Move during Full Move, or if Full Move is not restricting use of
Only a change in the type of resistance and type of action, it can be declared.
immunities can negate Finale’s effect.
T AIL SWING I
P OWER STRIKE I Prer. Adventure Level 3 or higher Use Tail
Appl. 1 melee attack Risk None
Prer. None Use -
Sum. Attack with tail up to 3 targets, Accuracy check -1
Appl. 1 melee attack Risk Evasion check -2
This feat can only be declared when a melee attack is made
Sum. Melee Attack damage +4 with the wrestling weapon Tail and works for one attack.
When a melee attack is made, this feat can be declared at With a Tail attack, the attacker attacks up to 3 characters
the time of the attack and is effective for that single attack. Effect who share the same coordinates or are within the skirmish. The
If the declared attack hits, its damage is increased by +4. As attacker's Accuracy check is made only once, with a -1 penalty.
a risk, any Evasion checks take a -2 penalty. The damage should be determined individually if the attacker
Effect When attacking multiple characters at the same time, the hits more than one character.
use needs to select one character at random from among that
hit. Then, the damage to that one character will be increased by
+4 points. This target selection is made before determining the
damage.

135
CLEAVE I METAMAGIC/ACCURACY
Prer.
Fighter class level 3 or
Use
Fighter class, 2H melee Prer. None Use Wizard-Type Classes
higher weapon Appl. Lasts 10 seconds (1 round) Risk None
Appl. 1 melee attack Risk None Spellcasting check is performed twice, and the result can be
Sum. Attack up to 3 targets, damage -3 Sum.
selected
When a melee attack is made with a non-wrestling Stance: In the turn in which the user declares this feat, they may
2H weapon, this feat can be declared at the time of the attack choose whether or not to perform this Metamagic on all spell
and is effective for that single attack. casts. If the user chooses to use this Metamagic, they must
Effect The user can attack up to 3 targets within the user’s reach. Effect spend twice as much MP as they would normally spend and
Only one Accuracy check can be made against them. If more gain the following benefits.
than one hits, the damage is determined individually, but all are Spellcasting checks can be performed by rolling 2d twice
reduced by -3. and selecting the desired roll.

VIOLENTCAST I METAMAGIC/T ARGETS


Prer. None Use Wizard-Type Classes Prer. None Use Wizard-Type Classes
Appl. 1 spell cast Risk None Appl. Lasts 10 seconds (1 round) Risk None
Sum. Spellcasting check +2 for damaging spell Sum. Increase the spell’s number of target
This feat can be declared at the time of casting the spell In the turn in which the user declares this feat, they may
and is only valid for that one casting. choose whether or not to perform this Metamagic on all spell
If the spell deals damage to the target, the user gains a +2 casts. If the user chooses to use this Metamagic, they gain the
bonus to the Spellcasting check's Success Value. Note that this following benefits.
feat only works for spells that deal damage and have a duration Increases the number of targets for the spell with “Target:
Effect of "Instant". It is not effective for spells with effects other than Effect 1 character (including 1 Entire Character and 1 Character X)”,
damage or for spells that do not deal damage. However, it “Target: One Object,” and “Target: 1 spell”. However, spell
works for spells that increase damage under specific conditions, with “Range: Caster” or “Range: Touch” cannot be affected.
such as the target's classification, or spells that deal damage only Each additional target multiplies the MP consumed (2x for
under specific conditions (such as [Cremation] or [Cure 2 targets, 3x for 3 targets, etc.). Spellcasting check should be
Undead] on Undead characters). done once for all targets.

L ETHAL STRIKE I METAMAGIC/DISTANCE


Prer. None Use - Prer. None Use Wizard-Type Classes
Appl. 1 melee attack Risk Evasion check -2 Appl. Lasts 10 seconds (1 round) Risk None
Sum. Power table roll for melee attack +1 Sum. Increase the spell’s range
When a melee attack is made, this feat can be declared at In the turn in which the user declares this feat, they may
the time of the attack and is effective for that single attack. choose whether or not to perform this Metamagic on all spell
If the declared attack hits, the damage roll is increased by casts. If the user chooses to use this Metamagic, they gain the
+1 if the roll is 3-11. Double 1s and double 6s work as is. The following benefits.
same is true for all critical for this damage decision. Increases the spell’s distance. However, spell with “Range:
Effect As a risk, any Evasion check is subject to a -2 penalty. Effect Caster” or “Range: Touch” cannot be affected.
When attacking multiple characters at the same time, the For every 2x or 3x the range distance increase, the MP to
user needs to select one character at random from among that be consumed is doubled or tripled, etc. The multiplier can only
hit. The above process is then used to calculate the damage to be chosen in integer multiples.
that one character. This target selection is made before the In Simplified Combat, “Range: 1” can be changed to
damage is determined. “Range: 2” by doubling the MP cost.

M ETAMAGIC/P OWER ASSURANCE METAMAGIC/T IME


Prer. None Use Wizard-Type Classes Prer. None Use Wizard-Type Classes
Appl. Lasts 10 seconds (1 round) Risk None Appl. Lasts 10 seconds (1 round) Risk None
If the damage determination roll is 4 or less, roll again only Sum. Extend the duration of the spell effect
Sum.
once In the turn in which the user declares this feat, they may
In the turn in which the user declares this feat, they may choose whether or not to perform this Metamagic on all spell
choose whether or not to perform this Metamagic on all spell casts. If the user chooses to use this Metamagic, they gain the
casts. If the user chooses to use this Metamagic, they must following benefits.
spend twice as much MP as they would normally spend and Extends the duration of the spell. Spells with “Duration:
Effect
gain the following benefits. Instant” and “Duration: Permanent” cannot be affected. The
If the 2d roll when using the power table for spell damage portion can be extended in the case of “Duration: Instant
is 4 or less, the roll can only be rerolled once and use either Effect
/△△.”
result. The MP consumed is doubled or tripled for every
doubling or tripling of time. The multiplier can only be chosen
in integer multiples.
Even if this Metamagic was done, the duration of the spell
with "Resistance: Temporary" will remain 10 seconds (1 round)
when such spell was resisted.

136
Part 2 Data

M ETAMAGIC/AREA ARMOR P IERCER I


Prer. None Use Wizard-Type Classes Prer. None Use Grappler class
Appl. Lasts 10 seconds (1 round) Risk None Appl. 1 melee cast Risk None
Sum. Extend the area of the spell effect Treats the attack target's Defense as half. Critical Threshold
Sum.
When a user declares this feat, they can choose whether or +1
not to apply this Metamagic to all spell casts. If they decide to When a melee attack is made, this feat can be declared at
use it, they gain the following benefits: the time of the attack and is effective for that single attack.
The effect area of a spell with a target of "1 area (XX If the declared attack hits, the attack target's Defense is
radius)/Space", "1 area (XX radius)/All", or "1 area (XX treated as half (rounded up), but the critical threshold is
radius)/Y" and with a radius of 2 to 5 meters will be expanded. increased by +1 in the damage determination. A critical hit will
Effect The cost of MP is doubled for each additional meter, and the Effect never occur if the critical threshold is 13 or more.
maximum radius is 6 meters. When attacking multiple characters at the same time, the
If a spell has a maximum number of targets (i.e., "1 area use needs to select one character at random from among that
(radius XX)/Y"), the maximum number of targets is increased hit. Then, the above process is performed when applying
by 5 for each additional meter in radius. damage to that one character. This target selection is made
In Simplified Combat, only the effect of increasing the before determining the damage.
maximum number of targets is available.

U NIVERSAL METAMAGIC
Wizard-Type
Prer. Any [Metamagic/**] Use
Classes
Appl. Lasts 10 seconds (1 round) Risk None AIMED SHOT
Sum. Can use any combination of [Metamagic/**] Prer. None Use Marksman class, 2H ranged weapon
At the turn of the user who declared this combat feat, the If the following shooting attack hits with a high success value,
player can choose whether or not to obtain the effect of any of Sum.
the combined damage is doubled when it hits
the [Metamagic/**] for all spell casts. User don’t need to know The archer who uses this combat feat specifies a target with
all [Metamagic/**] to use them in any combination. which the shooting attack is possible at the time of use, and the
In addition, multiple effects may be combined. In that combined damage is doubled if the archer makes a shooting
Effect
case, the MP consumption is calculated by multiplying all the attack on that target in their next Major Action and hits with a
coefficients determined for each Metamagic. For example, if success value that is 3 or higher than the target's Evasion check
user select [Metamagic/Targets] to target 2 characters and success value. If the user’s success value is 1 or 2 higher than
[Metamagic/Time] to extend the duration by 3 times, they have the target's success value, the target will be hit, but the damage
to spend 2x3=6 times MP. calculation will be performed as usual. Of course, if the user’s
success value is not equal to or higher than the target's success
value, the attack fails.
M AGIC CONVERGENCE Effect
The user must be able to attack the target without causing
Prer. None Use Wizard-Type Classes a stray shot, both when using the combat feat and when
Appl. 1 spell cast Risk None executing a shooting attack. Movement when using combat feat
Sum. Changes target of the spell to target 1 Character is also limited to Limited Move. If another Major Action is
Affects the next spell to be cast on this turn. The spell with performed after the combat feat instead of a shooting attack, its
Effect “Target: 1 area (XX radius)/Y” can be cast as a “Target: 1 effect will be lost.
Character”. The ability to attack more than one enemy at the same
time, spell, or ammunition cannot be used in combination with
this combat feat. When using them, the effect of this combat
M ANA STRIKE feat will not occur.
Prer. None Use Wizard-Type Classes
Appl. 1 melee cast Risk Fortitude and Willpower -2 WORDBREAK
Sum. Adds Magic Power to melee attack damage Prer. None Use -
When a melee attack is made, this feat can be declared at Sum. Removes one spell or effect
the time of the attack and is effective for that single attack. With “Range: Touch” and “Target: 1 spell”, one sustained
If the declared attack hits, the damage is increased by the spell or effect will be released. Only spells or unique skills with
attacker's Magic Power. The risk is a -2 penalty to any Fortitude a duration of more than 10 seconds (1 round) can be canceled.
Effect or Willpower of the user. Effects that are “Permanent” in duration, effects that are
When attacking multiple characters at the same time, the “Instant” in duration, effects that result in a fall prone (e.g., a
user needs to select one character at random from among that Throw), and effects that are continuous (e.g., being grabbed and
hit. Then, the damage to that one character will be increased. rendered immobile) cannot be canceled. The effect “Duration:
This target selection is made before determining the damage. Effect
Instant/X seconds/minutes (rounds)” can be canceled.
To remove the effect, the user must perform an Skill
Check using their own Magic Power as the standard value and
compare the success value with the effect to be removed. The
effect is canceled if the user's success value is higher than the
standard value. Please follow the rules for forced removal (see
CR I, p. 166).

137
CHAIN ATTACK
Gain Grappler class level 1 Use Grappler class, 1H wrestling
Sum. Additional 1H wrestling attack after 1H wrestling attack
When a melee attack is made with a wrestling weapon with
“Stance: 1H,” an additional melee attack can be made again on
the same target with a wrestling weapon with “Stance: 1H”. The
weapon used for the initial attack may be different from the
Effect
weapon used for the additional attack.
Only one additional attack is allowed when two attacks are
made with [Dual Wielding]. This additional attack does not
incur the penalty modifier -2 to the Accuracy check.

Garuda (see ML, p. 97)


A 3m tall barbarous with a bird-like head and large wings on
their back, Garudas are masters of the winds.
In fact, they are known as “Sky Kings” among the lower ranks of
the Barbarous, and with good reason. They despise any others flying
in what they consider their airspace and will often go out alone to
drive out or kill the interlopers.

138
Part 2 Data

Here are the detailed data of new Combat Feats added When the following combat feats are acquired, they
in this book. Please refer to Combat Feat Data (see CR I, can be substituted for them.
248) and "Note on Replacement Combat Feats" (see CR Acquisition is optional, but once one is acquired, it
II, p. 198) for how to read the data. cannot be changed to the other.

Automatically Acquired Combat Feat That Can be


Replaced With Vagrant Combat Feats
In principle, the Combat Feat listed below can be [Treasure Hunt] (Scout 5th level)
learned only by the Vagrant characters (see p. 10). [Survivability] (Ranger 5th level)
[Keen Eyes] (Sage 5th level)
If You Quit/Become a Vagrant in the Middle of a
Campaign Multiple Opportunities to Acquire
If you started your adventure as a Vagrant but have When a character reaches the 5th level of the Scout,
decided to stop being a Vagrant because you have decided Ranger, or Sage classes, they can acquire Vagrant
to join the Adventurers' Guild, or if you have left the automatically acquired feats. However, due to the Combat
Adventurers' Guild and become a Vagrant, please do the Feat rule, you cannot acquire the same named feat more
following. than once. So it is possible to acquire different Vagrant
automatically acquired feats on different occasions, such as
If You Stop Being Vagrant after raising the Scout class to the 5th level or the Sage class
- After that, Vagrant Combat Feats cannot be learned. to the 5th level.
- Vagrant Combat Feats learned so far still can be used.
- Vagrant Combat Feats with replacements will be replaced Column: Example of Replacing With Vagrant Feats
as usual when you grow up. Suppose there is a Vagrant character who has acquired
the adventurer classes "Fencer 5", "Scout 4", "Sage 4", and
If You Become Vagrant "Ranger 4".
- Thereafter, you can learn Vagrant Combat Feats when When this character grows Scout class from 4th to 5th
you grow up. level, it learns [Plunder] instead of [Treasure Hunt]. Next,
when the Sage class was grown from 4th to 5th level, they
learned [Keen Eyes] as it is. Furthermore, when the
Ranger class" was raised from 4th to 5th level, it learned
The Vagrant automatically acquired feats can be [Crude Take] instead of [Survivability].
acquired in place of a specific Combat Feat when that Thus, Automatically Acquired Combat Feats became
Combat Feat is automatically acquired. Acquisition [Plunder], [Keen Eyes], and [Crude Take].
restrictions are as described in "Learning Vagrant Combat
Feats" (see before).

139
Vagrants and the Legend of Fortuna
Vagrant Combat Feats are special combat techniques
that can only be mastered through a Vagrant's unique way
of life and strong beliefs.
However, some believe that the unique fighting style CHEAT CAST I
and power of Vagrants can be attributed to the blessing of Prer. None Use Wizard-Type Classes
the fourth sword, Fortuna (see CR I, p. 317). This theory Appl. 1 spell cast Risk None
Success Value +2 if the spell with the same name was used in a
is held by researchers and some Vagrants themselves, who Sum.
single combat
believe that Fortuna bestows strength upon their courage When a spell that has already been cast is cast again, its
and faith. Success Value is increased.
Whether this belief is true or not remains During combat, if the user has already made a Spellcasting
unconfirmed. However, some argue that there is no other check of the same name on previous turns, the user gains a +2
Effect bonus to the Success Value of the Spellcasting check after the
plausible explanation as to why those who have stopped declaration.
living as Vagrants cannot learn these Combat Feats. A scar If the spell has already been cast, it is valid even if the target
in the shape of a sword, which appears somewhere on the was changed at the time of casting or if the result of the first
body as a sign of a Vagrant who has received Fortuna's Spellcasting check was an automatic failure.
blessing, is sometimes referred to as a "Sword Scar".
However, since it cannot be clearly distinguished from CHEAT CAST II
a simple birthmark or an old wound, it is not considered a Prer.
[Cheat Cast I]/Adventurer Level 13
Use
Wizard-Type
superstition. Some even dare to call old scars "Sword Scars" or higher Classes
or carve them into themselves. Appl. 1 spell cast Risk None
Success Value +3 if the spell with the same name was used in a
The truth about Fortuna's blessing remains unknown. Sum.
single combat
Nevertheless, many people believe that it brings good luck. Same as "Cheat Cast I", but the bonus to Success Value is
Effect
+3.

QUICK CAST
Prer. None Use Wizard-Type Classes
Appl. 1 spell cast Risk None
F OLLOW-U P When a spell with “Resistance: Neg” is used, half of MP is
Sum.
Prer. [Shield Bash] Use 1H weapon consumed
Make an additional Melee Attack on opponents knocked Mana consumption can be reduced by simplifying the
Sum. process when casting a spell.
down by [Shield Bash]
When the master attacks with [Shield Bash] and the target This Combat Feat declared just before casting a spell, will
falls prone, the master can make an additional melee attack on Effect halve the MP consumption (rounded up) of the spell being cast.
Effect the target. When making an additional melee attack under the It only works for spells with "Resistance: Neg".
effect of this Combat Feat, the weapon must be with "Stance: Even if the Spellcasting check fails automatically, the MP
1H" or its equivalent. consumption will still be halved.

E NHANCED R ESISTANCE I SHIELD B ASH I


Prer. Adventurer Level 3 or higher Use - Prer. None Use Shield
Sum. Fortitude and Willpower +1, Death Check +1 Shield Defense, Evasion not
Appl. 1 melee attack Risk
The master gains the will to survive. applied
Effect Whenever they make a Fortitude, Willpower, or Death Sum. The shield can be used for melee attacks
Check, they gain a +1 bonus modifier. The equipped shield is treated as a weapon.
The shield that becomes a weapon by this Combat Feat has
the following data and is treated as a blunt weapon.
E NHANCED R ESISTANCE II Accuracy Power Crit Value Extra Damage
[Enhanced Resistance I]/Adventurer Level 11 or +2 Shield’s Min STR ⑫ None
Prer. Use - If the target of this attack is a character with only one bipedal
higher
Sum. Fortitude and Willpower +2, Death Check +2 section, it falls prone after taking damage. However, if the

Effect
When making Fortitude, Willpower or Death Checks, Effect character has other modes of movement and is not walking, it
always get an additional +1 bonus modifier (+2 total). does not fall prone, even if it is bipedal.
If a shield is used with the weapon described above in a
melee attack, the shield's Defense and Evasion bonuses are not
applied, and the shield is not considered armor. However, any
negative effects, such as reduced Evasion, still apply.
If a shield with innate weapon data is used to attack with this
Combat Feat, the attack is not based on the weapon data of the
shield, but on the weapon data specified by the Combat Feat.

140
Part 2 Data

SHIELD B ASH II SHADOW STEP II


[Shield Bash I]/Adventurer Level 5 or [Shadow Step I]/Adventurer Level 7 or
Prer. Use Shield Prer. Use -
higher higher
Appl. 1 melee attack Risk None Appl. 1 melee attack or 1 evasion Risk None
Sum. The shield can be used for melee attacks Reroll one Evasion check and gain +1 or melee attack damage
Sum.
As in [Shield Bash I], if a character is hit by a shield attack +4
and has only one section, it can be made to fall prone, This action is the same as [Shadow Step I]. However, if the
Effect regardless of its movement method or the number of legs it has. user selects "Effect 1" and rerolls the check, they will receive a
Also, the Defense and Evasion modifier of the shield is Effect +1 bonus to the check.
effective and can be used. Alternatively, if "Effect 2" is chosen, the additional damage
will increase by +2 (+4 total).

SHADOW STEP I
Prer. None Use - DESPERATE STRIKE I
Appl. 1 melee attack or 1 evasion Risk None Prer. None Use -
Sum. Reroll one Evasion check or melee attack damage +2 Appl. 1 melee attack Risk None
The user stands for a moment on the battlefield, taking Sum. Melee Attack damage +5, 5 fixed damage to self
advantage of their position to attack or evade. This feat allows the user to deal a large amount of damage
When this Combat Feat is declared, the player chooses one to the target while disregarding their own injuries.
of two effects. Once declared, the effect cannot be changed until It is declared when performing a melee attack and is valid
the next turn. for one attack. If the attack hits, the damage is increased by +5
points. However, immediately after determining the damage,
Effect 1: If the user fails an Evasion check or any skill check Effect the attacker receives 5 fixed damage to their HP. This damage
based on Evasion, they may discard the result only once and cannot be reduced by any effect since it is fixed. If the declared
reroll the check with the same Standard Value. This effect lasts attack misses, the user does not receive any damage.
until the user fails these checks once and is lost once the effect When attacking multiple characters at the same time, the
takes effect. damage is increased by +5 for one of the characters at random.
Effect The target selection is done before determining the damage.
Effect 2: This feat is declared when making a melee attack and
is effective for one attack. It increases the damage of the user's
melee attack by +2 points. However, this effect is only effective DESPERATE STRIKE II
when the number of characters (number of sections) in the [Desperate Strike I]/Adventurer Level 7 or
user's faction exceeds the number of characters (number of Prer. Use -
higher
sections) in the opposing team in the user's skirmish area. Appl. 1 melee attack Risk None
When determining whether the effect of damage increase is Sum. Melee Attack damage +10, 10 fixed damage to self
effective or not, a character with the Combat Feat [Blocking] is The effect is the same as [Desperate Strike I], but it deals
treated as having twice the number of sections (not including
Effect +5 more damage (+10 total) and 5 more damage to user’s own
mount, etc.). HP (10 total).

141
DESPERATE STRIKE III
[Desperate Strike II]/Adventurer Level 15 or
Prer. Use -
higher
Appl. 1 melee attack Risk None
Sum. Melee Attack damage +30, 30 fixed damage to self P LUNDER
The effect is the same as [Desperate Strike II], but it deals Scout or Ranger or Sage Class
Prer. Use 1H weapon
Effect +20 more damage (+30 total) and 20 more damage to the user’s Level 5
own HP (30 total). Appl. 1 melee attack Risk None
When a critical hit occurs, damage processing is interrupted,
Sum.
and an attempt is made to acquire a loot
H ERALD STRIKE When the attacker successfully frightens their opponent,
Prer. None Use - the user can loot the opponent's pocket or a part of their body.
Appl. 1 melee or ranged attack Risk None This feat can only be declared when performing a melee
Sum. Accuracy check roll is fixed at 5, Power table roll +1 attack with a "Stance: 1H" or equivalent weapon and is valid for
a single attack.
The user assumes an attack stance and displays their
If a melee attack made while this Combat Feat is declared
weapons to lower-ranked opponents, breaking their balance
results in a critical hit, the damage process is interrupted and
and exposing their vital points.
completed without processing the increased damage from the
Upon declaring Melee or Ranged Attack, the Accuracy
critical hit (adding an additional power table damage). Damage
check is fixed at "5" without rolling dice. If the attack hits with a
occurs as usual, and after the damage process is completed, a
fixed roll and rolls 3-11 on the power table, it is treated as "+1".
"loot acquisition" is automatically performed on the character.
Double 1s (2) and double 6s (12) are used as they are, with
This effect does not give the user an "Always" loot but rather
double 1s not causing damage. This bonus is valid for critical
a "(Monster’s Name)'s Precious Thing" of the same value as the
rolls as well.
Effect loot. It cannot be made into a crude material card (see CR III,
Effects that change or manipulate rolls (such as [Sword's
Effect p. 112) and can only be sold.
Grace/Change Fate]) do not affect the Accuracy check when
If the user hits a character without loot (such as a fairy), the
this Combat Feat is declared.
critical process is still interrupted, but no loot is gained.
When attacking multiple targets simultaneously, the
This effect is only valid once per round for the same
Accuracy check for all targets will be "5", and the +1 effect on
character, even if no loot was gained. If a user declares this
the power table will be applied to any one character among the
Combat Feat and a melee attack fails to hit or does not result in
hit targets. This target is selected before determining damage.
a critical hit, the user can declare it again on their next turn.
The effect of [Herald Strike], which increases the power of the
In the Post Combat Process, a character affected by this
power chart, does not overlap with the effect of other combat
Combat Feat can still be looted as usual.
feats (such as [Lethal Strike I]) that increase the power of the
This Combat Feat is exempt from the number of active
power table on the same target.
combat feat declarations and may be declared at the same time
as any other Active Combat Feat. However, it can only be
WILD STRIKE I declared once per round.
Prer. None Use 1H weapon
Appl. 1 melee attack Risk None
Sum. Attack up to 3 targets, Accuracy -2
Wielding a one-handed weapon, the user attacks multiple
enemies around them.
This feat must be declared when making a melee attack and
is valid for one attack. It can only be declared with a "Stance:
CRUDE T AKE
1H" weapon or equivalent. Prer. Scout or Ranger or Sage Class Level 5 Use -
The user selects up to three characters that can be attacked Sum. Loot Determination becomes “1d x 2”
Effect with a melee weapon and attacks all of them. The attacker The master uses their experience to search for items and
makes only one Accuracy check at a time and receives a -2 loot.
penalty for the Accuracy check. The damage is determined During "Loot Determination" at the end of combat, the
Effect
individually if the attacker hits more than one character. master rolls "1d multiplied by 2" instead of 2d to acquire loot.
This Combat Feat can be declared only once per round, Effects that modify or change the rolls are applied after
even if the user has mastered [Ever-Changing I] (see CR I, p. multiplying 1d by 2.
253).

WILD STRIKE II
[Wild Strike I]/Adventurer Level 7 or
Prer. Use 1H weapon
higher
Appl. 1 melee attack Risk None
Sum. Attack up to 3 targets
The effect is the same as that of [Wild Strike I], but the
Effect
penalty to the Accuracy check is removed.

142
Part 2 Data

Energy Bolt Cost MP5 Vitality Cost MP2

2(30m)/ 3
Tar. 1 Character Range/Area Dur. Instant Res. Half 1 Entire Range/ 2(30m)/
Shot Tar. Duration minutes Res. Optional
Character Area Target
Sum. Deals Power 10 damage Type Energy (18 r)
Creates and shoots mana arrow, dealing Power 10 + Magic Sum. Fortitude +2
Power magical damage to the target. Revitalizes the life force of the target.
Eff.
Eff. Powe Crit The target gets a +2 bonus on Fortitude checks.
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
r Value
10 1 1 2 3 3 4 5 5 6 7 ⑩ Unlock Cost MP2
1
Dull Weapon Cost MP2 Tar.
Object
Range/Area Touch/- Duration Instant Res. Neg

3 Sum. Uses mana to open a lock.


1 2(30m)/ This spell opens mundane locks. If the lock is sealed magically,
Tar. Range/Area Duration minutes Res. Neg
Character Target make a contested roll against the seal's caster. The lock opens if
(18 r) Eff.
Sum. Reduce the target's physical damage by -4. the caster wins.
Weakens the target reducing the damage of a target's melee or The mechanical part of the lock remains working.
Eff.
ranged attacks by 4.
Sense Enemy Cost MP2
Light Cost MP1 1 Entire 2(30m)/
Tar. Range/Area Duration Instant Res. Neg
Any 2(30m)/ 3 Character Target
Tar. Range/Area Duration Res. N/A Sum. Senses hostility towards the caster.
Point Target Hours
Sum. Illuminate a 10-meter radius with light. The caster can tell if the target harbors feelings of ill will
Two to three areas (10 m radius) centered on the target will be towards the caster. However, it will not reveal the target's exact
illuminated with light. Within this area, the target will not be thoughts or motives.
Eff. affected by the darkness penalty. Eff. Anyone targeted by this spell experiences a momentary feeling
This spell can be cast on an object and carried around; it of dizziness, which can alert them to the fact that the spell was
cannot be cast directly on a character. used on them if the caster was visible while casting. As a result,
they can detect the caster.

Lock Cost MP1


Paralyze Cost MP3
1
Tar. Range/Area Touch/- Duration Instant Res. N/A 1 Range/ 2(30m)/ 3 minutes
Object Tar. Duration Res. Neg
Character Area Target (18 r)
Sum. Uses mana to close a lock tight.
You lock any object that can be locked. An object locked with Sum. Accuracy or Evasion checks -2
Eff. this spell behaves as if locked normally. Anything with a lock can The target takes a -2 penalty to its Accuracy or Evasion. The
be affected. caster chooses what the penalty applies to.
Eff. If multiple targets are targeted at the same time with
Sense Magic Cost MP1 [Metamagic/Targets], the checks to be penalized must all be the
same.
1 2(30m)/
Tar. Range/Area Duration Instant Res. N/A
Object Target
Reaping Slash Cost MP7
Sum. Find out if any spells were cast
Senses the presence of magic in a target object. 1 Range/ 1(10m)/
Tar. Duration Instant Res. Half
Caster knows if magic is present or not, but not the name, type, Character Area Target
Eff.
effect, system, if it is permanent or temporary, or how many spells Sum. Deals Power 20 damage Type Slashing
are affecting the target. Slashes with a magic blade, dealing Power 20 + Magic Power
of magic damage.
Dispel Magic Cost MP3 Eff. Power
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Crit
Value
1 2(30m)/
Tar. Range/Area Duration Instant Res. Neg 20 1 2 3 4 5 6 7 8 9 10 ⑩
Spell Target
Sum. Makes the spell lose its effect
Removes one effect of magic other than the curse type, Familiar Cost MP15
requiring a comparison of the target spell success value with the Tar. Touch Range/Area Touch/- Duration Permanent Res. N/A
Eff.
Spellcasting check for this spell. See CR I, page 166, for detailed
Sum. Creates a loyal and useful familiar.
rules on removing spell effects.
Create a construct that will serve as a familiar. See “Familiar
Eff.
Data” (see CR I, p. 432). Casting the spell takes one hour.
Nap Cost MP5
1 3
Range/ 1(10m)/
Tar. Character Duration minutes Res. Neg
X Area Target
(18 r)
Psychic
Sum. Puts target to sleep Type
(Weak)
The target falls into a light sleep. It cannot move or perform
any active actions. When an action check is requested, the target
receives a -4 penalty for all actions. The standing target will not
Eff. fall prone and sleep while standing.
The effect of this spell is automatically canceled when another
character touches the target. If it is a friendly character, it can be
canceled with Minor Action.

143
Marking Cost MP2 Lightning Cost MP7
1 3 Any 2(30m)/
Tar. Range/Area Touch/- Duration Res. N/A Tar. Range/Area Duration Instant Res. Half
Object Days Point Line
Sum. Places an arcane mark upon an object. Sum. Deals Power 20 damage Type Lightning
The caster can tell the direction and distance to the marked Unleashes bolts of lightning, dealing Power 20 + Magic Power
object at any time during the duration. The spell fades if the object magic damage to the target.
Eff. is destroyed or moved from its location. Eff. Power Crit
As long as this spell is in effect, the caster may not use it again ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
(the caster may not locate two objects at once with this spell). 20 1 2 3 4 5 6 7 8 9 10 ⑩

Enchant Weapon Cost MP2 Command Doll Cost MP4


3 One day or
1 Range/ 2(30m)/ 1 Range/
Tar. Duration minutes Res. Optional Tar. Touch/- Duration until the order Res. N/A
Character Area Target Doll Area
(18 r) is completed
Infuses a blade or fist with mana, making it sharper or harder. Sum. A doll acts as caster commands.
Sum.
Physical damage +1. Caster animates a doll or stuffed toy and gives it an order or
The target's weapons become magical and deal 1 extra point task.
Eff. The affected object will only carry out the order it is given.
of physical damage.
Once its task is complete or one day has passed, it reverts into an
Spark Cost MP6 Eff.
ordinary doll. The doll can execute recurring orders for the day.
If, for some reason, it becomes impossible to continue to do a
1 area (3m Range/ 2(30m)/ given task, this spell ends.
Tar. Duration Instant Res. Half The command must be quite simple, such as moving a specific
Radius)/5 Area Target
Sum. Deals Power 0 damage Type Lightning path and cannot be changed with conditions, and the doll cannot
do multiple commands.
Generates tiny bolt of lightning in the area, dealing Power 0 +
Magic Power of magical damage.
Eff. Power
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Crit Fanaticism Cost MP3
Value 3
0 0 0 0 1 2 2 3 3 4 4 ⑩ 1 Range/ 2(30m)/
Tar. Duration minutes Res. Neg
Character Area Target
(18 r)
Dark Mist Cost MP2 Sum. Accuracy +2, Evasion -2 Type Psychic
Increases the target's urge to attack. The target receives a +2
Instant/10 Eff.
1 area (3m Range/ 2(30m)/ bonus for Accuracy, but a -2 penalty for Evasion.
Tar. Duration seconds (1 Res. Neg
Radius)/5 Area Target
r)
Sum. Evasion checks -2 Create Undead Cost MP4+
Creatures that fail to resist lose their sense of distance due to 1
Eff. Tar. Touch Range/Area Touch/- Duration Res. N/A
magical fog, taking a -2 penalty to their Evasion checks. Day
Sum. Animate and command an Undead
Protection Cost MP1 The caster creates an undead and gives it a command to act.
For more information, see “Conjurer Additions: Golems and
3 Eff.
1 Range/ 1(10m)/ Undead” (see CR II, p. 87).
Tar. Duration minutes Res. Optional Casting this spell takes one hour.
Character Area Target
(18 r)
Sum. Reduces damage dealt to the target by -1
The target takes -1 physical and magical damage. Protection
Create Golem Cost MP4+
Eff. 1
does not affect poison-, disease-, or curse types.
Tar. Touch Range/Area Touch/- Duration Res. N/A
Day
Earth Heal Cost MP3 Sum. Animate and command a golem
The caster creates a golem and gives it a command to act. For
1 1(10m)/ more information, see “Conjurer Additions: Golems and
Tar. Range/Area Duration Instant Res. Neg Eff.
Character Target Undead” (see CR II, p. 87).
Sum. Heals Power 0 Casting this spell takes one hour.
Heals Power 0 + Magic Power HP. It even heals undead,
Cos
constructs, and magitech targets.
Eff. Power Crit
Fire Weapon t
MP4
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ 1 2(30m) 3
Value Range/Are Duratio Optiona
0 0 0 0 1 2 2 3 3 4 4 N/A Tar. Characte / minute Res.
r a Target n s (18 r)
l

Counter Magic Cost MP1 Sum. Covers weapon inflame, damage +2.
When the target makes a melee or ranged attack, the weapon
3 Eff. used in the attack is treated as a fire-type magic weapon, and the
1 Entire Range/ 2(30m)/
Tar. Dur. minutes Res. Optional physical damage it causes is increased by +2.
Character Area Target
(18 r)
Sum Willpower checks +2
Activates the target's spirit, giving it a +2 bonus to its
Eff.
Willpower checks.

144
Part 2 Data

Raging Earth Cost MP7 Forbid Magic Cost MP5


30 30
2-3 areas (10m Range/ 1(10m)/ 1 Range/ 1(10m)/
Tar. Dur. seconds Res. Can’t Tar. Duration seconds Res. Neg
Radius)/Space Area Target (3 r)
Character Area Target
(3 r)
Sum. Heals 3 points every round. Prohibits spells level 3 or below from selected magic
Sum. Type Curse
Each creature in the area regenerates 3 points of damage at the system.
Eff. end of its turn. It even heals undead, constructs, and magitech Caster selects a single magic system and prevents the casting of
targets. spells from that magic system level 3 or below.
Eff.
When multiple targets are selected with [Metamagic/Targets]
combat feat caster can select only one magic system for all targets.
Disguise Cost MP3

Tar.
1 Entire
Range/Area Touch/- Duration
1
Res. Optional
Poison Cloud Cost MP6
Character Hour
Instant/1
Sum. Changes appearance of the target 1 area (3m Range/ 2(30m)/
Tar. Duration minute (6 Res. Neg
The caster can change the target or a created golem or undead Radius)/5 Area Target
rounds)
to Humanoid or Barbarous with which the caster is familiar. Sum. 3 damage at the end of the target’s turn. Type Poison
This spell only changes appearance, not size, weight, voice,
Eff. Causes a cloud of poison to infect targets with poison, causing
sounds, or smell.
them 3 magic damage at the end of each of their turns for the next
Detect check can be made to check the character's identity
Eff. 1 minute (6 rounds).
under this spell.
This effect can be ended with spells such as [Cure Poison] or
[Dispel Magic].
Doll Sight Cost MP3
1 1
Tar. Range/Area Touch/- Duration Resistance N/A
Doll Hour
Makes a bond to a doll or puppet that enables the caster to see
Sum.
what it sees
Caster connects their senses to a doll or puppet, allowing them
to see around it. The caster can use any of their special senses
through the doll.
Eff.
For spells duration, the caster can freely change between their
sight and that of the doll with Minor Action but cannot see both
at the same time.

Minotaur (see ML, p. 85)


A giant monster with a cow's head on a humanoid body,
Minotaurs are incredibly powerful and dangerous monsters. Their
intelligence is pretty low, but they are quick to anger. When riled, they
are challenging to deal with. Adept at finding sword labyrinths, they
will often take up residence inside and become the warden of such
labyrinths. A minotaur will only need to eat every few days but will
often lure young women to the labyrinth to be devoured.

145
Sanity Cost MP3 Detect Faith Cost MP4
1 1 Entire 1(10m)/
Tar. Range/Area Duration Instant Res. Neg
Tar. Character Range/Area Touch/- Duration Impact Res. Neg Character Target
X Sum. Learns the name of the god the target believes in.
Sum. Restores the target to his normal state of mind. This spell informs the caster of the target's Priest class level and
Dispels all Psychic-type spells and abilities on the target. The what god they follow. If the caster doesn't know their god, the
Eff.
success value must be compared for each effect to be canceled. caster also learns the god's domain, symbol, and the names of his
granted Specialized Divine spells. If the target doesn’t have a
Eff.
Banish Cost MP3 Priest class, then the caster will know that target is not a Priest.
A target of this spell knows the spell has been used on him,
1 area (3m Range/ 2(30m)/ Instant/ even on failed save. If the caster was visible when casting, the target
Tar. Duration Res. Neg
Radius)/5 Area Target Various will recognize the caster as the one who casts spell.
Sum. Negatively affects Undead and Barbarous
For each Undead or Barbarous in the area that fails to resist, Cure Blindness Cost MP2
roll 2d and consult the table below to determine Banish's effect.
1
This spell is of psychic type if the target is Barbarous. Range/
Tar. Character Touch/- Duration Instant Res. Optional
2d Effect
X Area
The target panics and goes berserk. For 30 seconds (3
rounds), it receives a +2 bonus for Accuracy and a -2 Sum. Restores lost eyesight
2 – 4 penalty for Evasion. If the target has an intelligence Sight will be restored if the target has been blinded by a spell
score, it cannot use any actions that require reason or or unique skills. This requires a contested check.
Eff.
Eff. cast any spells This spell cannot restore sight due to physical defects or if the
The target is consumed by fear, slowing its movements. target is inherently blind.
5 – 9 For 3 minutes (18 rounds), it receives a -1 penalty on all Cos
Accuracy, Evasion, and Spellcasting checks. Cure Poison t
MP3
The target flees (or, in the case of the skirmish, uses a
1
retreat action). If it cannot flee, it cowers in fear, cannot Range/Are Touch/ Duratio Instan Optiona
10 – Tar. Characte Res.
12
take any actions for ten seconds (1 round), and
r a - n t l
automatically fails all action checks. After that round, it
can act normally again. Sum. Purges poison from the target's body.
Dispels a Poison-type spell or effect on the target. This requires
Eff. a contested check. This spell cannot heal the damage that has
Field Protection Cost MP2 already been dealt.
Instant/
1 area (3m Range/
Tar.
Radius)/5 Area
Caster/- Duration 3 minutes Res. Can’t Field Resistance Cost MP5
(18 r)
Instant/3
Sum. Reduces the target's received damage by -1. 1 area (5m Range/
Tar. Caster/- Duration minutes Res. Can’t
Creates a circle of protection and grants the blessing to the Radius)/15 Area
(18 r)
target.
Eff. Sum. Reduces damage from a specific type by 3 points
The targets take -1 physical and magical damage. Protection
does not affect poison-, disease-, or curse types. The spell creates a circle of protection, protecting against
certain dangers to those present.
The targets take -3 damage from all physical and magical
Awaken Cost MP5 Eff.
sources of a single damage type. Choose Wind, Fire, Water/Ice,
1 Range/ 1(10m)/ Lightning, or Energy when the caster casts the spell. This effect
Tar. Duration Instant Res. Optional lasts for 3 minutes (18 rounds).
Character Area Target
Sum. Wakes a target up from being asleep or unconscious.
A sleeping, stunned or unconscious character wakes up. If their Force Cost MP4
HP was below 0, it is set to 1. If sleep is a spell or unique skill 1 1(10m)/
effect, then the caster needs to make a contested roll against the Tar. Range/Area Duration Instant Res. Half
Eff. Character Shot
success value of the effect. Sum. Deals Power 10 damage. Type Bludg.
The affected character can take action immediately. Prone
Shoots the target with a cannonball of spiritual force dealing
characters wake up still prone.
Power 10 + Magic Power magical damage.
Eff. Power Crit
Cure Wounds Cost MP3 ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
1 1(10m)/ 10 1 1 2 3 3 4 5 5 6 7 ⑩
Tar. Range/Area Duration Instant Res. Neg
Character Target
Sum. Heal target's wounds with Power 10
Heals Power 10 + Magic Power damage. This spell does not
affect constructs or magitech. If the target is undead, this spell
deals Power 10 + Magic Power damage instead.
Eff. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
10 1 1 2 3 3 4 5 5 6 7 N/A

146
Part 2 Data

Cos
Sacred Weapon t
MP3 Affirmation Of Faith Cost MP5
1 2(30m) 3 1 area (5m 3
Range/Are Duratio Optiona Range/Are Caster/ Duratio
Tar. Characte / minute Res. Tar. Radius)/1 minute Res. Neg
a n l 5 a - n s (18 r)
r Target s (18 r)
Increases Accuracy +1 and physical damage +2 against Barbarous Caster affirms their faith and rebukes the magic of Typ Curs
Sum. Sum.
and Undead other gods. e e
This spell empowers the target to fight against impurities. It creates a field blessed by the caster's deity and inhibits the
The target's melee and ranged attacks when attacking Undead intervention of other deities.
Eff. or Barbarous characters receive a +1 bonus to Accuracy and deal Eff.
Targets will no longer be able to cast Specialized Divine Magic
an additional +2 physical damage. These attacks are treated as if of a deity different from the caster for the duration of the spell.
they were made with a magical weapon.

Sacred Shield Cost MP4


1 Range/ 1(10m)/ 3 minutes
Tar. Dur. Res. Optional
Character Area Target (18 r)
Sum. Reduces damage received from Barbarous and Undead by -3
It gives the target protection against impurity.
Eff. The target takes -3 physical damage from attacks by Barbarous
and Undead characters.

Ray Cost MP5


Any 2(30m)/
Tar. Range/Area Duration Instant Res. Half
Search Barbarous Cost MP3 Point Line
Sum. Deals Power 10 damage. Undead +3. Type Energy
All areas Deals damage with a beam of light dealing Power 10 + Magic
Tar. (30m Range/Area Caster/- Duration Instant Res. Can’t Power magical damage. Undead creatures take additional +3
Radius)/All damage only on failed resistance.
Sum. Senses the presence of Barbarous Eff. Crit
Caster is aware of the presence of Barbarous in the area of the Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
spell. They know only presence or absence but not their location 10 1 1 2 3 3 4 5 5 6 7 ⑩
Eff. or number.
The targets are aware that this spell has been used on them, but
it does not know the specific location of the caster.

Mind Sending Cost MP4


Cost MP2
10
△Penetrate
1 2(30m)/ Tar. Caster Range/Area Caster/- Duration Special Res. Optional
Tar. Range/Area Duration seconds Res. Neg
Character Target
(1 r) Sum. Monster Knowledge check +2
Sum. Sends the caster's thoughts to the target Caster gets a premonition for a God to find the monster's weak
During the spell's duration, the caster can transfer their points.
thoughts to the target's mind using a Minor Action. The caster is This spell can be cast during Combat Preparation. The caster
limited to sending what they could say in ten seconds or a general Eff. gains a +2 bonus to the Monster Knowledge check immediately
impression of their intentions. If verbal communication is chosen, following the check. If multiple Monster Knowledge checks are
Eff. required, the caster needs to select one of them before performing
the target must be able to understand the words. The
communication is one-way, from the caster to the target only. The the check and only apply this effect to it.
caster cannot determine whether the intention or words are
properly conveyed to the target or not. Weak Point Cost MP4
3
1 1(10m)/
Tar. Range/Area Duration minutes Res. Neg
Character Target
(18 r)
Sum. Reduces Critical Threshold by -1
Sunlight Cost MP3 Caster sees through the eyes of a deity, detecting the enemy's
weak points instantly.
Any 2(30m)/ 12
Tar. Range/Area Duration Res. Optional Eff. If the target fails to resist, the critical threshold of any attack that
Point Target Hours
hits it is reduced by 1 (criticals become more likely). This effect
Sum. Illuminate a 20-meter radius with light cannot reduce the critical threshold to 7 (minimum 8).
Removes penalties due to darkness within all areas (20m
Eff. radius). This spell could be put on an object that can be carried
and moved.

147
Blindness Cost MP4
1 3
Confusion Cost MP4 Tar. Character Range/Area
1(10m)/
Target
Duration minutes Res. Neg
X (18 r)
10
1 Entire Range/ 2(30m)/ Sum. Robs the target of sight
Tar. Duration seconds Res. Neg
Character Area Target If the target fails to resist, it is blinded. This does not affect
(1 r) Eff.
Sum. Distorts the target's eyesight Type Psychic creatures with magical or mechanical senses.
If the target is performing a check for more than 1 minute (6
rounds) time required, it will be canceled.
Also, if the target has learned the combat feat [Targeting] or
Eff.
has a similar ability, the caster can make it lose its effect. In this
case, the combat feat or ability on which it is based also loses its
effect. Retry Cost MP2
1
Tar. Caster Range/Area Caster/- Duration Res. Optional
Charm Cost MP4 Hour
Sum. Reroll technique checks that take more than 1 minute to complete
1 Mirtabar leads the hands of the caster to prevent mistakes.
2(30m)/ 6
Tar. Character Range/Area Duration Res. Neg When performing a check belonging to the Technique check
Target Hours
X package (see CR I, p. 114) with a check Time Required of 1
Sum. Entices the target, causing them to be less vigilant Eff. minute (6 rounds) or more, the 2d roll made during the check can
The target will be less wary of the caster, even if initially hostile. be rerolled once.
The target will treat the caster as a close friend, trying not to hinder This spell can only be cast once per day and automatically ends
them as much as possible and trusting what the caster says. when the reroll takes effect.
However, the target will not trust any actions or behaviors actively
Eff.
detrimental to their health.
This effect immediately ends if the caster is actively hostile
toward the target. For the next 6 hours, the target gains a +4 bonus
Appraisal Cost MP1
to Willpower. 10
Tar. Caster Range/Area Caster/- Duration minutes Res. Optional
(60 r)
Sum. Appraise check +4
Mirtabar shows objects in detail and allows the caster to
appraise them more accurately.
Signature Torch Cost MP2 Eff.
Caster gains a +4 bonus to the success value of the Appraise
1 checks.
1 1(10m)/
Tar. Range/Area Duration minute Res. Neg
Character Target
(6 r)
Sum. Marks the target with a flame, Evasion -2
A bright flame emerges near the target, illuminating them and
a 5m radius around them. In Simplified Combat, only the area
Eff. where the target is located will be illuminated. This bright light
Counter Daemon Cost MP3
eliminates the penalty for poor visibility and gives the target a -2 3
1 Entire Range/ 2(30m)/
penalty for their Evasion. Tar. Duration minutes Res. Optional
Character Area Target
(18 r)
Sum. Fortitude and Willpower +2 against Daemons
⏩△Heat Weapon Cost MP4 It gains the ability to resist abilities used by Daemons. The
Eff. target gains a +2 bonus to any Fortitude or Willpower checks
3 against unique skills used by Daemons.
Tar. Caster Range/Area Caster/- Duration minutes Res. Optional
(18 r)
Sum. Heats the caster's weapon to incredible temperatures, +2 damage
When the target makes a melee attack, the weapon used in the
⏩Sacred Aura Cost MP4
Eff. attack is treated as a fire-type magic weapon, and the physical 10
damage it causes is increased by +2. Tar. Caster Range/Area Caster/- Duration seconds Res. Optional
(1 r)
Sum. [Sacred…] spells also affect Daemons
Any [Sacred Shield] [Sacred Weapon] spells cast by the caster
Eff.
during the duration of this spell will also affect Daemons.

Nightwalker Cost MP2


1 Entire 1(10m)/ 1
Tar. Range/Area Duration Res. Neg
Character Target Hour
Sum. Enables the target to see in the dark
The target gains the Darkvision ability. This allows them to see
Star Guide Cost MP1
Eff.
in darkness as if it was sunlight. Tar. Caster Range/Area Caster/- Duration Instant Res. Optional
Sum. Know the location of the nearest temple by shooting stars
A shooting star in the sky indicates the place to return to, and
the caster can determine the exact distance and direction to the
Eff. nearest temple of Harula from its current location.
This effect is only useful at night and when the starry sky is
visible.

148
Part 2 Data

△Disclose Daemons Cost MP2 ⏩△Revenge Force Cost MP6


Tar. Caster Range/Area Caster/- Duration Special Res. Optional 3
Sum. Monster Knowledge check +2 for Daemons Tar. Caster Range/Area Caster/- Duration minutes Res. Optional
Caster gains insight from stars regarding the ecology and (18 r)
characteristics of Daemons. Sum. Accuracy, Spellcasting +2 when damaged
This spell can be cast during Combat Preparation (see p. 121). Suppose the caster makes an Accuracy check or a Spellcasting
Eff. The caster gains a +2 bonus to the Monster Knowledge check for check against a character who inflicted 1 or more points of applied
Daemon monsters immediately following the check. If multiple damage to the caster's HP or MP during the duration of the effect.
Monster Knowledge checks for Daemons are required, this effect In that case, the caster will gain a +2 bonus. When attacking
is applied to all of them. Eff. multiple targets simultaneously or casting spells that target
multiple targets simultaneously, this effect is not active unless all
of the targets are characters under this spell.
Once the caster has this effect and completes one Accuracy
check or Spellcasting check, this spell automatically ends.

Forest Path Cost MP1


3
Tar. Caster Range/Area Caster/- Duration Res. Optional
Hours
Sum. Maximum HP +3 in the natural environment Wind Circulation Cost MP3
Spell temporarily gives the vitality of the great earth.
As long as the caster is in the natural environment (see CR I, 1 area (5m Range/ 1(10m)/ 3
Tar. Duration Res. Can’t
p. 101) during the duration of the effect, the maximum HP value Radius)/Space Area Target Hours
is increased by +3 points. The current HP value is also increased Generates a gentle breeze that keeps the temperature within range
Eff. Sum.
(recovered) by 3 points. at an appropriate level
If the caster leaves the natural environment during the duration Generates a gentle breeze of suitable temperature within the
of the effect, the spell is immediately canceled; the current HP area of effect for the duration of the effect. Within the area of
value is reduced to the maximum HP value if otherwise exceeded. effect, any penalty due to temperature or wind, including hot and
Eff.
cold, is reduced by -1. Within the range, characters can be
comfortable indoors or outdoors.
Binding Thorn Cost MP5 In addition, the rate of plant growth is doubled in the range.
1 30
2(30m)/
Tar. Character Range/Area Duration seconds Res. Temp.
X
Target
(3 r) Cold Rain Cost MP7
Sum. Accuracy and Evasion -1 1 area
Range/ 1(10m)/
Instant/10
A mana-woven thorn is extended from the earth and tangled Tar. (3m Duration seconds Res. Half
Radius)/5 Area Target
(1 r)
around the target to weaken it.
The target takes a -1 penalty on Accuracy checks and Evasion Sum. Deals Power 10 damage, Evasion -1 Type Water/Ice
checks for the duration of the effect. It dumps cold rain within range and slows down movement.
Eff. During this casting spell, if the success value of the caster and Deals Power 10 + Magic Power magic damage. If the target fails
target are compared, and the caster has a success value of 5 or resistance, it gains a -1 penalty to Evasion checks for 10 seconds
more, the duration is extended to 3 minutes (18 rounds). If the Eff. (1 round).
target makes an automatic success, the effect lasts for 10 seconds Crit
(1 round), simply following the “Resistance: Temporary” rule. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Grease Cost MP2


⏩△Redirect Wounds Cost MP4 3
1 Entire Range/ 2(30m)/
3 Tar. Duration minutes Res. Optional
1 Range/ 2(30m)/ Character Area Target
Tar. Duration minutes Res. Optional (18 r)
Character Area Target
(18 r) Sum. Limited Move Distance +2m
Takes up to 5 points of damage that the target would otherwise Helps smooth movement of wheeled vehicles, magitechs, etc.
Sum. If the target's movement method is Wheels, the distance the
take
Eff.
Redirects damage from the target to the caster. If the target target can move with Limited Move is +2m during the spell
suffers HP damage, 5 of the applied damage is allocated as fixed duration.However, the movement of the target is the upper limit.
damage to the caster's HP. If the originally applied damage is 5 or
fewer points, all of it is given to the caster as fixed damage, and the
target does not suffer any damage. This effect is automatically Drive Away Cost MP4
Eff. triggered for each hit in which the target suffers more than 1 point 1 Range/ 2(30m)/
3
of applied damage, and the spell ends after that one hit. Tar. Duration minutes Res. Temp.
Character Area Target
This spell cannot be applied simultaneously to more than one (18 r)
target from the same caster. When a new target is targeted, the Sum. -1 per check to Evasion, Willpower in the same round
previous target will automatically cancel. It is also impossible to Wears down the target with multiple troubles.
increase the number of targets using [Metamagic/Targets]. The target receives a -1 penalty for each Evasive or Willpower
check made in response to a hostile action made with a Major
Action. This effect is cumulative up to -4 for each effect check
Eff. individually but disappears when the target's turn comes. If the
target performs an Evasion check or a Willpower check within the
time limit, the effect of the spell remains. The penalty is applied
and accumulated again each time the target performs an Evasion
check or a Willpower check.

149
⏩Solid Bullet Magisphere: Small Cost MP1 ⏩Healing Bullet Magisphere: Small Cost MP1
10 seconds (1 10 seconds
Tar. Bullet Range/Area Caster/- Duration Res. N/A Tar. Bullet Range/Area Caster/- Duration Res. N/A
r) (1 r)
Sum. Infuses a bullet with Power 20 Sum. Makes a healing bullet that heals with Power 0
The bullet deals Power 20 + Magic Power magic damage if it This spell creates a bullet that heals wounds. The bullet heals
hits. Power 0 + Magic Power if it hits. The bullet hits as long as the
Eff. Power Crit caster does not score an automatic failure on the roll.
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Eff. This spell does not affect undead, constructs or magitech.
20 1 2 3 4 5 6 7 8 9 10 ±0 Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
0 0 0 0 1 2 2 3 3 4 4 N/A
⏩Targeting Sight Cost MP2
Magisphere: Small
Tar. Caster
Range/
Caster/- Dur.
10 seconds
Res. Optional
Knocker Bomb Magisphere: Small Cost MP3
Area (1 r) Instant/10
Sum. Accuracy +1 1
Tar. Range/Area Touch/- Duration seconds (1 Res. Neg
Object
The caster gains a +1 bonus on Accuracy rolls as magisphere r)
Eff.
turns into a targeting scope, improving the caster's vision. Sum. Creates a bomb for blowing up lock
The spell creates a magic bomb that blows up locks. The bomb
explodes with a loud sound after 10 seconds (1 round), i.e., at the
Flashlight Magisphere: Small Cost MP2 beginning of the next caster's turn, destroying the lock. Locks that
6 Eff. are destroyed by this magic cannot be repaired.
Tar. Caster Range/Area Caster/- Duration Res. Optional Nonmagical locks will be destroyed without fail. If the caster
Hours
attempts to destroy a lock closed by magic, make a contested roll
Sum. Illuminates a space of 2 areas (semicircle with a radius of 10m) versus the Magic Power of the spell.
The magisphere after transformation will illuminate a 10m
radius in front of it. Within the light, all penalties from darkness
are canceled. ⏩Element Bullet Magisphere: Small Cost MP1
Eff. In Simplified Combat, two areas are illuminated: the area of 10 seconds
the caster and the adjacent area in front of the caster. Only that Tar. Bullet Range/Area Caster/- Duration Res. N/A
(1 r)
area will be illuminated if the caster has advanced to the enemy
rear area. Sum. Creates Power 20 bullet with elemental type
The bullet deals Power 20 + Magic Power magic damage if it
hits. In addition, the bullet also deals attribute damage. The caster
Mana Search Magisphere: S, M, L Cost MP3
may choose Fire, Water, Wind, Earth, or Lightning to deal that
Eff. type of damage.
All areas (10m- Crit
Range/ 2(30m)/ Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Tar. 50m Duration Instant Res. Can’t Value
Radius)/Space Area
Target
20 1 2 3 4 5 6 7 8 9 10 ±0
Sum. Scans for items imbued with magic
Magisphere transforms into a detector and shows the caster the
location of all magical items within the area of effect. It does not
Effect Weapon Magisphere: Small Cost MP2
inform the caster of the strength or type of magic. 3
Eff. 1 Range/ 1(10m)/
The detection range depends on the size of the magisphere Tar. Duration minutes Res. Optional
Character Area Target
used. The area is a 10m radius if a small magisphere is used, 30m (18 r)
for a medium sphere, and 50m for a large sphere. Applies magical effects to a weapon and allows it to strike with
Sum.
type damage
Whenever the target makes a melee or ranged attack, the
⏩Explorer Aid Magisphere: Small Cost MP4 weapon used in the attack is treated as a magic weapon, and the
physical damage it causes is +1.
10 Eff.
The affected attacks also deal damage of an elemental type.
Tar. Caster Range/Area Caster/- Duration minutes Res. Optional The type is chosen by the caster when the spell is cast. The caster
(60 r) must choose an element to imbue.
Sum. Search, Disable Device +2
Magisphere transforms into a sensor to aid in vision and
Eff. hearing. Jump Boots Magisphere: S, M, L Cost MP3
Caster gains +2 bonus to Search or Disable Device checks. Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
Area (18 r)
Sum. Gives the ability to jump
⏩Critical Bullet Magisphere: Small Cost MP2 The magisphere transforms into a jumping boot, immediately
10 seconds equipped to the caster (without needing to remove the current feet
Tar. Bullet Range/Area Caster/- Duration Res. N/A accessory). The caster’s jumping distance or height is increased
(1 r)
Sum. Makes a critical bullet with Power 20 and -1 Critical Threshold Eff. for the duration of the spell. If the caster used a small magisphere,
This spell creates a bullet that deals high damage. The bullet they would jump twice as far, three times for a medium
deals Power 20 + Magic Power magic damage if it hits. In addition, magisphere, and five times as far for a large.
the bullet's critical threshold is reduced by -1 (minimum 8). Caster takes no falling damage from such distances.
Eff. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 -1

150
Part 2 Data

Shock Bomb Magisphere: Medium Cost MP3 ⏩Quick Loader Magisphere: Small Cost MP4
Instant/30 1
1 Range/ 1(10m)/ Tar. Range/Area Caster/- Duration Instant Res. N/A
Tar. Duration seconds (3 Res. Neg Gun
Character Area Shot
r) Connects caster’s gun with their inventory, automatically loading
Sum.
Sum. Agility -12 it
Paralyzes target on impact. The magisphere transforms into a loader. One gun is
Target's Agility is reduced by -12 (but not below 0). This will Eff. automatically loaded with as many bullets as it can hold from the
reduce the target’s movement, Evasion, Initiative, etc. For fixed- caster’s gun belt.
Eff.
value characters, movement speed is reduced by -12, Initiative is
reduced by -2, and Evasion is reduced by -2. Other unique skills Automobile Magisphere: Large Cost MP10
may be modified at GM's discretion.
1
Tar. Touch Range/Area Touch/- Duration Res. N/A
Hour
⏩Analyze Magisphere: Small Cost MP2 Sum. Create a Manabike
1 Object The magisphere transforms into a Manabike. The manabike
Tar. or 1 Entire Range/Area Caster/- Duration Instant Res. Can’t can move at a speed of 50. The manabike can be ridden by
Character Eff. anyone. While piloting a manabike, the pilot must concentrate on
Sum. Analyzes a monster's body or a machine's structure the manabike and cannot do anything else. Also, the magisphere
The magisphere transforms into an analyzer, allowing the after the transformation cannot be used to cast magitech.
caster to learn about the abilities, effects, and uses of Magitech
Civilization-era items. It also shows the data of a magitech Smoke Bomb Magisphere: Medium Cost MP4
Eff. monster. However, it will not reveal the weak point. 1 area (5m
This spell can be cast during Combat Preparation. Please note Range/ 1(10m)/ Instant/30
Tar. Radius)/ Dur. Res. Can’t
that it can only be cast once, and it must be before the Monster Space Area Shot seconds (3 r)
Knowledge check. Sum. Caster throws a bomb that releases burning fumes into an area
The smoke in a 5m radius completely blocks all light and
renders the vision of the creature with the five senses perception
Eff.
useless (even with Darkvision). Creatures with magical or
mechanical senses take no penalty.

Handle Fairy Cost MP3


3
Fairy Wish Cost MP1 Tar. Caster Range/Area Caster/- Duration minutes Res. Optional
(18 r)
1
Tar. Caster Range/Area Caster/- Duration Res. Optional Gives +2 bonus to Evasion, Willpower, and Fortitude checks
Hour Sum.
against fairies
Sum. Caster requests the fairies, and they guide their decisions
For the duration, the caster gains a +2 bonus on Evasion,
One of the fairies contracted by the caster will appear and follow
Eff. Willpower, and Fortitude checks when targeted by fairy monster
them around. The caster can speak with the fairy using Sylvan.
attacks or unique skills.
However, the caster cannot give it an order or force it to do anything.
At any point during the spell's duration, the caster may ask a fairy for MP10&
aid and receive a +1 bonus on a roll. The caster must decide to ask for
the fairy's help before making the roll.
Summon Fairy II Cost Mako Stone
5 pts.
Eff. When the spell's duration ends, or the caster asks the fairy for aid,
Range/ 30 seconds
or the spell is dispelled, the fairy disappears. Tar. Touch Touch/- Dur. Res. N/A
Alternatively, the spell is automatically canceled when the caster Area (3 r)
enters combat. Therefore, the caster may not request the fairy during Sum. Calls and uses a level 5 fairy
combat. The spell ends immediately before the Combat Preparation. It is the same as [Summon Fairy], except that the monster level
Therefore, Initiative checks and Monster Knowledge checks also do Eff.
of the fairy to be called is 5.
not gain bonus modifiers from this spell.
MP6&Mako
Summon Fairy Cost
Stone 5 pts.
30
Tar. Touch
Range/
Touch/- Duration seconds Res. N/A Snare Cost MP3
Area (3 r) Range/ 2(30m)/
Sum. Calls and uses a level 3 fairy Tar. 1 Character Dur. Instant Res. Neg
Area Target
Calls fairy of 3rd monster level and made to follow the Earth fairies grab the enemy's legs and pull them to the
instructions. Treat it as it was given “Obey Command” (see CR II, Sum. Type Earth
ground
p. 90). The fairies that can be summoned are limited to those The target is rendered prone. However, it cannot affect a
whose type is currently selected by the caster.
Eff. character with multiple sections or a character that moves in a way
While this spell is in effect, the caster may not cast any Fairy other than using two legs (bipedal).
Magic. If the caster has cast [Fairy Wish][Fairy Wish II] spells,
they are automatically canceled by this casting spell.
This spell requires paying 5 MP from a mako stone. The Stone Guard Cost MP4
Eff.
consumption of this mako stone is the same as the general use of Range/ 2(30m)/ 3 minutes
mako stones to replace MP, and no other mako stone may be Tar. 1 Character Dur. Res. Optional
Area Target (18 r)
used simultaneously to replace MP. However, if the mako stone
has more than 6 MP, the excess can be used to replace the MP Sum. One-time physical damage to target -5
consumption of this spell. In any case, the mako stone will be lost. A pebble floats around the target, interrupting and stopping any
When using [Metamagic/Time] or [Metamagic/Accuracy], weapon or other hazard. When the target suffers physical damage, it
only the MP is multiplied, and the number of mako stones and Eff. can be reduced up to -5 points. The target chooses whether or not
MP required remains the same. to take this effect after actually being hit and determining the
combined damage. Once used once, the spell ends.

151
Earth Hammer Cost MP3
1 1(10m)/
Tar. Range/Area Duration Instant Res. Can’t
Character Target Tinder Cost MP2
Deals Power 10 physical damage. Critical Threshold
Sum. Type Earth 1
12
Tar. Flammable Range/Area Touch/- Duration Instant Res. N/A
A stone hammer appears out of the ground and strikes the Object
target.
Sum. Ignites flammable objects
The spell deals Power 10 + Magic Power of physical damage.
Ignites combustible materials. This spell can ignite objects that
The critical Threshold for this spell is 12. The target character's Eff.
can be ignited with a single match.
Eff. unique skills reduce or increase the damage as if it were a magic
blunt weapon.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Fire Bolt Cost MP3
10 1 1 2 3 3 4 5 5 6 7 ⑫ 1 1(10m)/
Tar. Range/Area Duration Instant Res. Half
Character Shot
Pebble Shot Cost MP4 Sum. Deals Power 10 damage Type Fire
Attacks by firing a bolt of flame dealing Power 10 + Magic
1 1(10m)/
Tar. Range/Area Duration Instant Res. Half Power of magic damage.
Character Shot
Eff. Power Crit
Sum. Deals Power 10 damage Type Earth ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Launches pebble at high speed, dealing Power 10 + Magic
10 1 1 2 3 3 4 5 5 6 7 ⑩
Power magic damage.
Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩ Flare Cost MP4
Instant/10
1 area (3m Range/
Tar. Caster/- Duration seconds (1 Res. Neg
Radius)/All Area
r)
Sum. Emits a flash of light that blinds everyone Type Fire
Purification Cost MP2
Eff.
Targets will be blinded for the next 10 seconds (1 round). This
spell has no effect on characters with magic perception.
Up to
Tar. 100l of Range/Area Touch/- Duration Instant Res. Neg
water
Sum. Purges water of impurities and solutes, making it pure and clean
Heat Metal Cost MP5

Up to 100 liters of water the caster is touching become pure 1


Tar. Range/Area Touch/- Duration Instant Res. Neg
Eff. water. Liquid, poisonous substances and drugs can also be used as Character
targets, in which case a contested check is needed. Sum. Deals Power 30 damage Type Fire
A metallic item or armor worn by the subject glows red hot for
Water Screen Cost MP3 a moment, dealing Power 30 + Magic Power magic damage.
If the targeted item is a weapon or tool held in hand, a
1 Range/ 1(10m)/ 3 minutes Willpower check can be made to drop the item, resulting in no
Tar. Duration Res. Optional Eff. damage.
Character Area Target (18 r)
Sum. Reduce fire damage taken by the target by -3 Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Spell covers the body with water and protects it from heat and
Eff. flames. 30 2 4 4 6 7 8 9 10 10 10 ⑩
When the target receives fire magic damage, reduce it by -3.

Ice Bolt Cost MP4


1 Range/ 1(10m)/
Tar.
Character Area Shot
Duration Instant Res. Half Wind Voice Cost MP2
Sum. Deals Power 10 damage Type Water/Ice 1 area
3
Shoots an ice arrow at the target dealing Power 10 + Magic (5m 2(100m)/
Tar. Range/Area Duration minutes Res. Can’t
Power of magic damage. Radius) Target
(18 r)
Eff. Power Crit /Space
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Sum. Allows to hear sounds and be heard in the target range
10 1 1 2 3 3 4 5 5 6 7 ⑩ The caster can listen to sounds and transmit their voice within
Eff. the spell’s range. The area must be in the line of sight and
Seabed Walk Cost MP4 outdoors.

1
2(30m)/ 1
Tar. Character Range/Area
X
Target
Duration
Hour
Res. Optional Wind Guard Cost MP3

Sum. The target can breathe underwater 3


1 Range/ 2(30m)/
The target can breathe and vocalize underwater. As long as the Tar. Duration minutes Res. Optional
Character Area Target
target is active at the bottom of the water, it will not suffer any (18 r)
movement reduction, action limitation, or penalties to the action Sum. Reduces wind type damage by -3 Type Wind
checks. Turns aside or stops the wind with a tiny shield of air. The
Eff. Eff.
Even if the target is under this spell, if they make a Swim check target takes -3 damage from all wind-type attacks.
and enter the Swimming State (see CR II, p. 74), they will receive
a corresponding movement reduction and penalty to the action
checks (but will be affected by the current).

152
Part 2 Data

Windcutter Cost MP4 Virtual Toughness Cost MP4


1 2(30m)/ 3
Tar. Range/Area Duration Instant Res. Half 1 Range/ 1(10m)/
Character Target Tar. Duration minutes Res. Optional
Character Area Target
Sum. Deals Power 10 damage Type Wind (18 r)
Creates a scythe that slices through the target, dealing Power 10 Sum. Temporarily increase the target's HP
+ Magic Power magic damage. Adds the caster's magic power to the target's current and
Eff. Power Crit maximum HP. After the duration has passed, the maximum HP
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Eff. returns to its original value. The current value does not change
10 1 1 2 3 3 4 5 5 6 7 ⑩ unless it now exceeds the target's maximum HP, in which case the
current value changes to the maximum HP value.

Hovering Cost MP5


3
Tar. Caster Range/Area Caster/- Duration minutes Res. Optional
(18 r) Calm Cost MP2
Sum. Lifts caster slightly above the ground Type Wind 1 Character Range/ 1(10m)/
Lifts caster on a wind column, allowing them to float 10cm Tar. Duration Instant Res. Neg
X Area Target
above the ground. This allows the caster to move on the ground Sum. Return the target's mental state to normal
Eff.
or water without coming in contact with it. During the duration of
Removes all psychic-type effects from the target. Contested
the effect, the caster's agility is halved (rounded up). Eff.
checks are needed for each such effect.

Distraction Cost MP3


Fairy Magic of the light type has no effect on Constructs, 10
1 Range/ 1(10m)/
Magitech, and Undead. Tar. Duration seconds Res. Neg
Character Area Target
(1 r)
Healing Water Cost MP3 Sum. Stirs the target's mind with chaotic thoughts Type Psychic
Instant/3 The target's concentration is broken. Furthermore, the target
Tar. Touch Range/Area Touch/- Duration minutes Res. N/A Eff. cannot cast spells for the duration (but may take any other action
(18 r) freely).
Sum. Create water that heals Power “Magic Power + 4” HP
Creates water that can heal wounds.
Creatures that drink the water are healed of “Magic Power + 4” Stun Cost MP4
Eff. points of damage. The water may be consumed out of hands or 10
containers. To drink water a character need to use a Major Action. 1 Entire Range/ 2(30m)/
Tar. Duration seconds Res. Neg
The water disappears after 3 minutes (18 rounds). Character Area Target
(1 r)
Psychic
Sum. Stuns the target Type
(Weak)
Whisper Heal Cost MP4 Target automatically fails one Evasion check. As soon as it fails,
the spell will end. Only the first Evasion check will fail for
1 area (3m 2(30m)/
Tar. Range/Area Duration Instant Res. Can’t Eff. characters with multiple sections, regardless of which section it is.
Radius)/5 Target
When casting this spell, the caster gets a +2 bonus to its
Sum. Restore the target's HP by “Magic Power” points Spellcasting check.
Eff. Restores the target's HP by Magic Power points.

Cos Panic Run Cost MP4


Basic Healing t
MP5
1 10
1 1(10m) Range/ 1(10m)/
Range/Are Duratio Instan Optiona Tar. Character Duration seconds Res. Neg
Tar. Characte / Res. X Area Target
(1 r)
r a Target n t l
Sum. Scares the target and makes them flee the battle Type Psychic
Sum. Restore the target's HP by “Magic Power + 4” points If the target is within the skirmish during the duration, it must
Eff. Restores the target's HP by “Magic Power + 4” points. withdrew from the skirmish on its turn. Otherwise, it must make
Eff. preparations to leave the melee. If the target is not in the skirmish,
this effect does not occur, but it cannot move into the skirmish
with its movement.

153
⏩△Wing Flyer Cost MP3 Natural Power Cost MP0
1
Range/ 1(10m)/
10 Tar. Caster Range/Area Caster/- Duration Special Res. Optional
Tar. Character Duration seconds Res. Optional Sum. Gain temporary MP
X Area Target (1 r) Caster draws magic from nature and uses it temporarily. Upon
Sum. Allows target to fly casting this spell, the caster gains "Power 10" MP (no criticals, no
During the duration of the effect, the target can fly in the air extra should be added). This MP can only be used to cast Nature
(movement speed is the same as that on the ground). Also, the Magic and may be combined with the caster's own MP or with a
target gains a +1 bonus to all Accuracy checks of melee attacks Mako Stone.
Eff. and all Evasion checks made against melee attacks.
Note that this spell only works if the caster is in a natural
It does not overlap with the same effects such as [◯Flying] or Eff. environment (see CR I, p. 101).
[Sword's Grace/Wings Of The Wind]. Additionally, the temporary MP granted by this spell cannot
be used for anything other than casting Nature Magic and
disappears at the end of the caster's turn.
Wolf's Bite Cost MP3 Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Crit
Value
1 Range/ 1(10m)/ 10 1 1 2 3 3 4 5 5 6 7 None
Tar. Duration Instant Res. Can’t
Character Area Target
Sum. Deals 0 to 6 + Magic Power physical damage
Wolf's Spirit attacks the target, roll 2d, and determine the Bad Steam Cost MP3
physical damage to be dealt to the target using the table below.
1 3
2d Damage Range/ 1(10m)/ Fortitude/
Sharp claws ripped through the target's flesh but only Tar. Character Duration minutes Res.
X Area Target
(18 r)
Neg
2 – 6 caused shallow wounds. This attack deals “Magic Power”
Eff. Sum. -1 to Accuracy and Evasion of target Type Poison
points as physical damage.
Bite hits, dealing "3 + Magic Power" points of physical The target is bombarded with unpleasant vapors from the
7–9 Steam Pod. This results in a -1 penalty to Accuracy and Evasion
damage. Eff.
10 – A deep bite can cause significant damage to a vital area, checks. However, if the target is a monster character whose
12 resulting in "6 + Magic Power" points of physical damage. habitat is forests, swamps, or caves, it is immune to this effect.

Canine Perception Cost MP4 Pigeon Mail Cost MP4

10 1 sheet
1 Entire Range/ 1(10m)/ Instant/
Tar. Duration minutes Res. Optional Tar. of Range/Area Touch/- Duration Res. N/A
Character Area Target 1 Day
(60 r) paper
Sum. Observation check +1 Sum. Deliver the letter to a distant area
During the duration of the effect, the target gains a superior This spell allows the caster to send a letter to a specific location
Eff. perception of a dog's sense of smell. The target gains a +1 bonus within the same region where the spell was cast. The location can
on all Skill Checks in the Observation check package. be across the border if the GM determines it is close enough.
Upon casting, a pigeon spirit appears and carries the letter to
the specified location. The letter can be up to the size of a modern
Surrounding Attackers Cost MP2 postcard and can include text or pictures, but it cannot carry any
special effects.
10 The pigeon spirit flies in a straight line, covering the distance
1 Range/ 1(10m)/ Eff.
Tar. Duration seconds (1 Res. Can’t in 1/10th of the time specified on the map, up to a maximum of
Character Area Target 10 days of travel. The Spirit is automatically released upon arrival.
r)
Sum. Target’s Evasion check -1 (up to 1 fail) If the distance cannot be covered within a day, the spell duration
While under the effect of this spell, the target will be haunted must be extended using [Metamagic/Time].
by the Spirit of the Giant Gadfly, rendering it unable to defend This spell can only be cast outdoors, where the pigeon spirit
Eff. itself. can fly freely. Casting inside a house, a labyrinth, or a Shallow
It will receive a -1 penalty on Evasion checks. Once the target Abyss will cause the spell to fail. The target location must also be
fails an Evasion check, this effect will be lost. outdoors or reachable through a single window.

⏩△Water Dweller Cost MP6


1 10
Range/ 1(10m)/
Tar. Character Duration minutes Res. Optional
X Area Target (60 r)
Sum. Allows target to act underwater
While under the effects of this spell, the target can breathe
underwater and has no movement or motion restrictions.
Additionally, they gain the ability to speak in the Sea Animal
Eff. language. However, having conversations and understanding this
language requires mastery of the Sea Animal language.
Note that while underwater, the target will be unable to speak
any other language.

154
Part 2 Data

⏩△Nature Master Cost MP1 ⏩Multiple Actor/Giant


Cost MP10
Range/
10 Crab
Tar. Caster Caster/- Duration seconds (1 Res. Optional 10
Area 1 Entire Range/ 2(30m)/
r) Tar. Duration seconds Res. Optional
Character Area Target
Sum. Gain knowledge about nature (1 r)
When casting this spell, the caster can perform a Skill Check to Sum. Target can attack twice
gain knowledge of nature, flora, and fauna using Nature Magic at The target gains the Giant Crab's [►Twin Strike & Double
Standard Value. The effect disappears after one check and is handled Attack] ability. During its turn, the target may make a weapon
similarly to the Insight check by the Sage class. The GM decides if attack and then immediately make a second attack. The target
the action is related to nature or not. Also, this spell can only check may choose to attack the same or a different target. This
the same thing or monster once a day. additional attack can only be made once, and the spell
This effect can also be used to perform a Monster Knowledge immediately ends once made. This additional attack does not
check. However, if some monsters are shapeshifted by their abilities, trigger [Chain Attack], [Stomp], [◯Continuous Attack], or
detecting them is impossible. In such cases, it is necessary to first similar effects. If the target is a character with multiple sections,
Eff. detect the anomaly using a Detect check or other means. Otherwise, Eff.
this effect is lost once it is triggered on any of the sections. The
the monster will be misidentified. spell also ends automatically at the end of the target's turn.
First, the target monster is automatically identified as an Animal, Active combat feats with the “Application: 1 … attack” only
Plant, or Other. In case of misidentification, the caster will instead apply to the first attack and not to additional attacks due to this
receive the shapeshifted classification. spell. However, it is possible to declare a feat for an additional
If the target is an Animal or Plant, the Druid can make a Monster attack as long as it is legal (for example, by using the [Ever-
Knowledge check with the Magic Power of their Nature Magic at Changing I] Combat Feat).
Standard Value. If the Success Value is greater than or equal to the This is a “Symbolic Lore” spell (see ML, p. 17).
monster's weakness, the weak point can also be applied. However,
the caster cannot get the effect of [Weakness Exploit].
Freezing Breath Cost MP5

⏩Sharp Attacker Cost MP2


Tar.
1 Range/ 2(20m)/
Duration Instant Res.
Fortitude/
Character Area Shot Half
Range/ 1(10m)/ 10 seconds
Tar. 1 Character Duration Res. Can’t Sum. Deals Power 20 Type Water/Ice
Area Target (1 r)
Dino's Spirit blows cold air on the target, dealing "Power 20 +
Sum. Make target acquire [Aimed Attack I] Magic Damage" magic damage.
During the duration of the spell, the target is granted the Pack Eff. Power Crit
Eff. Leader's [🗨Aimed Attack] ability. Target can learn for the duration ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
[Aimed Attack I] Combat Feat. 20 1 2 3 4 5 6 7 8 9 10 ⑩

Anaconda Constrictor Cost MP8


Poison Spread Cost MP6
1 1 area (3m Range/ 1(10m)/
Range/ 1(10m)/ 3 minutes Fortitude/ Fortitude/
Tar. Character Duration Res. Tar. Duration Instant Res.
Area Target (18 r) Neg Radius)/5 Area Target Half
X
Sum. Deals Power 10 Type Poison
Sum. Stops target movement, Accuracy, and Evasion check -2
Poisonous Spillbug's Spirit sprays poison fluid and deals
Anaconda's Spirit entangles the target, which cannot move and
Eff. "Power 10 + Magic Power" magic damage to the target.
receives a -2 penalty on Accuracy and Evasion checks.
Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩
Thorn Bash Cost MP5

Range/ 1(10m)/
Tar. 1 Character Duration Instant Res. Can’t
Area Target
Sum. Deals 4 to 13 + Magic Power physical damage
Tanning Thorn Spirit hits the target with its body. Roll 2d and
determine the physical damage to be dealt to the target using the table
below.
2d Damage
The spikes graze and cut shallowly. This attack deals “4 +
Eff. 2 – 6
Magic Power” points as physical damage.
Some of the branches hit the target, dealing "7 + Magic
7–9
Power" points of physical damage.
10 – Several branches pierce deeply, resulting in "13 + Magic
12 Power" points of physical damage.

⏩△Big Defender/Dinos Cost MP4


1 10
Range/ 2(30m)/
Tar. Character Duration seconds (1 Res. Optional
X Area Target r)
Sum. Evasion +4 against Melee Attacks
Dinos' Spirit protects the target, who gains a +4 bonus to Evasion
Eff. checks against melee attacks.
This is a “Symbolic Lore” spell (see ML, p. 17).

155
Search Daemon Cost MP2 Daemons Sense Cost MP4
All Areas
Range/ Range/ 1
Tar. (30m Radius) Caster/- Duration Instant Res. Can’t Tar. Caster Caster/- Duration Res. Optional
Area Area Hour
/ All Sum. Gains [Darkvision], "Listen Check" and "Danger Check" + 2
Sum. Can sense the presence of Daemons Transforms the Warlock's ears and eyes into those of the
If there is a Daemon Character, a Gate Imp, the Imp Seal, or an Daemon.
Abyss Gate within the area of effect, the Caster will know of its Eff.
The Caster gains [Darkvision] for the duration of the effect
presence. The location or the number is unknown. and gains a +2 bonus to Listen and Danger Sense Check.
Gate Imps, "Imp Seals", Abyss Gates, and Daemons summoned
Eff.
by them are not covered by this spell.
Warlocks that are the target of this spell or the possessor of the
"Imp Seal" will sense that this spell has been used. However, the Daemons Potential Cost MP3
specific location of the caster is also unknown. All Areas
3
(30m Range/
Tar. Caster/- Duration minutes Res. Optional
Radius)/ Area (18 r)
Daemon's Arm Cost MP5 Space
Sum. Success value of "Daemon Action Chart" +1, cumulative
Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional This spell strongly enhances the performance of Daemons that
Area (18 r) have been summoned from the Abyss Gate.
The weapon is imbued with the power of a Daemon, Increasing During the duration of the effect, when a Daemon summoned
Sum. Eff.
Damage and Defense by caster themself uses the "Daemons' Action Chart" within the
The weapon is strengthened by the Daemon's power. area of effect, it gains a +1 bonus to all its success values.
The target's melee and ranged weapons are treated as magical This effect is cumulative (up to +3).
weapons with energy type, dealing +2 points of physical damage and
Eff.
giving the wielder +2 Defense.
If the Caster has more than one Section, any one Section can be
targeted.
⏩Re-Command Cost MP4
30
Range/
Tar. Caster Caster/- Duration seconds Res. Optional
Area
Blood Branded Cost MP2 (3 r)
Sum. The "Daemon Action Chart" roll can be rerolled once
Range/ 1(10m)/ Allows the caster to suppress the effects of attempts by
Tar. 1 Character Duration Instant Res. Can’t
Area Target Daemons to act on their own accord for a moment.
Sum. Absorbs 2 HP from the target Type Curse During the duration of this spell, whenever the Caster's
Points at the target and inflicts a small wound as if a Daemon had Daemon decides to act according to the "Daemon Action Chart",
scratched them with its claws. they can reroll the 1d roll on the chart once. The timing of the
Eff.
The target takes "2" points of magic damage, and the Caster regains reroll must be immediately after the 1d roll.
Eff. After the reroll, the previous result is discarded, and the new
HP equal to the applied damage.
This spell is effective even if the Caster, the target, or one of them roll must be applied and cannot be canceled.
is an Undead, Construct, or Magitech character. Once this spell effect has been applied, it is automatically
negated.

⏩△Daemon's Dodge Cost MP4


Venom Breath Cost MP8
Range/ 10 seconds
Tar. Caster Caster/- Duration Res. Optional 1 area (4m Range/ 1 (10m)/
Area (1 r) Tar. Dur. Instant Res. Half
Sum. Can make evasion checks with "Warlock Level + Agility Modifier" Radius)/10 Area Shot
Temporarily imbues the Warlock with the quickness and agility of Sum. Power 10 damage Type Poison
a Daemon. Sprays a mist of poison from the tip of your mouth or hand.
Eff. The target takes Power 10 + Magic Power poison magic
During the duration of the effect, the standard value for evasion
checks is "Warlock Level + Agility Modifier". damage.
Eff. Powe Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
r Value
Avenger Cost MP4 10 1 1 2 3 3 4 5 5 6 7 ⑩

Range/ 1(10m)/
Tar. 1 Character Duration Instant Res. Half
Area Target
Barrier Circle Cost MP3
Sum. Damage to the caster and target Type Curse
Curses oneself and gives the target the same curse. All Areas (30m Range/ 1
Tar. Caster/- Duration Res. Can’t
The Caster takes 5 points of Fixed Damage, and the target takes Radius)/Space Area Day
Power 20 + Magic Power curse magic damage. If the number of Sum. Detects the presence of intruders in an area
targets is increased by [Metamagic/Targets], the damage taken by The character temporarily gains the vigilance of a Daemon.
Eff. yourself is not multiplied. During the duration of the effect, the caster detects the
Crit presence of any character that enters within the range of the spell.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value The detectable characters are limited to those larger than small
Eff.
20 1 2 3 4 5 6 7 8 9 10 ⑩ animals.
Also, it can detect when a character leaves the range.
The target that enters or leaves the range can detect the
presence of this spell.

156
Part 2 Data

⏩△Another's Knowledge Cost MP1 ⏩Evil Contract Cost MP3


Range/ All Areas
Range/
10
Tar. Caster Caster/- Duration Special Res. Optional Tar. (30m Caster/- Duration Seconds Res. Optional
Area
Sum. Gain Daemonic Knowledge Radius)/Space Area (1 r)
+2 success value from "Daemon's Action Chart", +2 physical and
Each time this spell is cast, the caster may perform a skill check Sum.
using the standard value of Summoning Arts' Magic Power to gain magical damage, -1 to Banish check
knowledge of the Otherworld or Daemons. The effect negates after Renew the Daemon Contract more strongly, temporarily giving the
one check, and this is handled in the same way as an Insight Check Daemon more power.
by the Sage Class. The GM will decide whether or not it is related to During the duration of the effect, when the Caster's Daemons act
the Otherworld. The same thing or monster may only be checked according to the "Daemon's Action Chart," they gain a +2 bonus to
Eff.
once per day by this spell. their success value and gain +2 to the physical and magical damage
You may also use this spell to make a Monster Knowledge check. they inflict.
In that case, the following steps are taken. Note that you cannot detect In addition, for the following 1 hour, "Banish checks" of the caster
Eff. if some monsters transformed using [Shapeshift] and similar abilities. receive a -1 penalty.
For such cases, it is necessary to first identify them with a Detect
Check or other means, or the result will remain false. ⏩Daemon's Tail Cost MP4
First, it is automatically determined whether the target monster is
10
a Daemon or not. In the case of a misidentified Daemon, the caster Range/
will learn about that at this stage. If the target is a Daemon, the Tar. Caster Caster/- Duration Seconds (1 Res. Optional
Area r)
Warlock can make a Monster Knowledge check based on the
Standard Values of Summoning Arts Magic Power. If the Success The user can extend their arms like a Daemon's tail and let them lash
Sum.
Value is higher than the target's weakness value, the weakness is also out at the target
known. However, the effect of [Weakness Exploit] is not gained. The user can extend their arms like a Daemon's tail and let them
lash out at the target.
If the Caster makes a melee attack during the duration of the effect
and the opponent has the [〇Attack Obstacle] ability, immunity to
Eff. melee attacks is ignored, and instead resistance against ranged attacks
is applied instead.
For example, a melee attack is possible against an opponent who
has the ability [〇Attack Obstacle = Impossible・+4]. In this case, the
opponent receives a +4 bonus to their Evasion check.

Basilisk (see ML, p. 88)


Indistinguishable from humans at first glance, a Basilisk is Barbarous
with the power of petrification. Basilisks often wear blindfolds to
suppress their petrifying gaze until they find the right target.
Even then, the petrifying gaze can be used through the blindfold, and
petrified animal remains can often be found around a Basilisk den.
Often found in deserts, they collect various lesser Barbarous as
followers and enslaved people, though they have a rivalry with Drakes
regarding who is stronger.
Petrified animal fragments and other debris are often found near the
Basilisk's birthplace.

157
1 Mengle 4 Aetherbeast
Cost When Summoning: MP2 Cancellation Cost: MP1 Cost When Summoning: MP8 Cancellation Cost: MP4
Willpower: 2(9) Summoning Sacrifice: Zombie Eye (60G) Willpower: 5(12) Summoning Sacrifice: Animal Fur (40G)
Banish Tribute Price: 50G Banish Tribute Price: 250G
Success Damage, Range and Success Damage,
1d Target Range and Action 1d Target
Value etc. Action Value etc.
Random 1 [Eyes of Confusion] at Random 1
1 11 see below 1 Melee Attack 14 2d+5
Character "Range: 1(10m)". Character
Any 1 2 – 3 Any 1 Character Melee Attack 14 2d+5
2–3 Melee Attack 10 2d+1
Character 4 – 5 Any 1 Character Melee Attack 15 2d+5
Any 1 6 Any 1 Character Melee Attack 16 2d+5
4–5 Melee Attack 11 2d+1
Character
Any 1 [Eyes of Confusion] at
4 Abyss Minions
6 13 see below
Character "Range: 1(10m)".
Cost When Summoning: MP8 Cancellation Cost: MP4
[Eyes of Confusion]/Willpower/Neg Willpower: 6(13) Summoning Sacrifice: Bat Wing x 2 (120G)
The target receives a -1 penalty to action checks for 10 seconds (1 Banish Tribute Price: 250G
round). 1d Target Range and Action Success Value Damage, etc.
Random 1
1 [Cross Strike] 15 2d+10
Character
2 Imp 2–3
Any 1
Melee Attack 15 2d+5
Cost When Summoning: MP4 Cancellation Cost: MP2 Character
Willpower: 4(11) Summoning Sacrifice: Bat Wing (60G) Any 1
4–5 Melee Attack 16 2d+5
Banish Tribute Price: 100G Character
Range and Success Any 1
1d Target Damage, etc. 6 [Cross Strike] 17 2d+10
Action Value Character
Random 1 Power 0/Crit Value
1 [Mana Sink] 12
Character 10 +4 [Cross Strike]
Any 1 Same as Melee Attack.
2–3 Melee Attack 11 2d+3
Character
Any 1
4 Kekkubak
4–5 Melee Attack 12 2d+3
Character
Any 1 Power 0/Crit Value
6 [Mana Sink] 14 Cost When Summoning: MP8 Cancellation Cost: MP4
Character 10 +4
Willpower: 6(13) Summoning Sacrifice: Gem (150G)
Banish Tribute Price: 200G
[Mana Sink] (see p. 158) Range and Success
1d Target Damage, etc.
Action Value
Random 1 Power 10/Crit
3 Erbirea 1
Character
[Fire Bolt] 13
Value 10+5
Cost When Summoning: MP6 Cancellation Cost: MP3 Any 1 [Stone
2–3 13 Defense +5
Willpower: 5(12) Summoning Sacrifice: Shrimp (20G) Character Guard]
Banish Tribute Price: 150G Any 1
4–5 Melee Attack 14 2d+5
Range and Success Damage, Character
1d Target Any 1 Power 10/Crit
Action Value etc. 6 [Fire Bolt] 15
Random 1 Character Value 10+5
1 Melee Attack 13 2d+6
Character
2 – 3 Any 1 Character Melee Attack 13 2d+6 [Fire Bolt] (see p. 151)
4 – 5 Any 1 Character Melee Attack 14 2d+6 [Stone Guard] (see p. 151)
6 Any 1 Character Melee Attack 15 2d+6

3 Nuzumal
Cost When Summoning: MP6 Cancellation Cost: MP3
Willpower: 5(12) Summoning Sacrifice: Live Frog (10G)
Banish Tribute Price: 150G
Success Damage,
1d Target Range and Action
Value etc.
Random 1 [Greenblood Curse] at
1 12 2d+4
Character "Range: Touch".
Any 1
2–3 Melee Attack 12 2d+2
Character
Any 1
4–5 Melee Attack 13 2d+2
Character
Any 1 [Greenblood Curse] at
6 14 2d+4
Character "Range: Touch".

[Greenblood Curse]/Willpower/Half
Deals curse magic damage.

158
Part 2 Data

Mana Sink Cost MP5


Range/ 1(10m)/
Tar. 1 Character Duration Instant Res. Neg
Area Target
Sum. Deals Power 0 MP damage Type Curse
Deals Power 0 + Magic Power damage to the target's MP.
Crit
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Value
0 0 0 0 1 2 2 3 3 4 4 ⑩

Level Name Summoning Sacrifice (Price) Banish Tribute Cost Willpower Daemon Action Chart Monster Data
1 Mengle Zombie Eye (60G) 50G 2(9) 158 ML, p. 200
2 Imp Bat Wing (60G) 100G 4(11) 158 ML, p. 200
Erbirea Shrimp (20G) 150G 5(12) 158 ML, p. 200
3 158 ML, p. 200
Nuzumal Live Frog (10G) 150G 5(12)
Aetherbeast Animal Fur (40G) 250G 5(12) 158 ML, p. 201
4 Abyss Minions Bat Wing x 2 (120G) 250G 6(13) 158 ML, p. 201
Kekkubak Gem (150G) 200G 6(13) 158 ML, p. 201

Erbirea (see ML, p. 200)


This is a shrimp-faced daemon, spotted in and around Shallow
Abysses, about the size of a Human child, with thick, short limbs and
dull indigo skin.
Although not much of a threat on their own, they can appear in large
numbers at once, and often the Adventurers' Guild is asked to
exterminate these monsters.

159
⏩Dragon Tail Duration 3 minutes (18 r)
Sum. Grows a Tail weapon
⏩△Antibody Duration 30 seconds (3 r) The user grows a long, thick Tail that can be used as a
Wrestling weapon.
Sum. Willpower and Fortitude +4 against poison, disease If the user already has a tail, then they can use this technique to
The user of this Technique strengthens their immune system, Eff. increase their Accuracy by +1 or +2 to Extra Damage.
driving off poisons and diseases. This Technique's effects are cumulative, to a total of +2
Eff.
When rolling a Fortitude or Willpower check for a Poison-type Accuracy and +4 bonus damage.
or Disease-type effect, the user gets a +4 bonus to that check. This technique can be used once per round.

⏩Owl Sight Duration 3 minutes (18 r) ⏩△Beetleskin Duration 30 seconds (3 r)


Sum. Gains Darkvision Sum. Defense +2
The user's eyes radiate gold, like that of an owl. This allows the The user's skin becomes hardened like the shell of a beetle,
Eff. Eff.
user to see through darkness as though it were daylight. granting a +2 bonus to Defense.

⏩△Gazelle Feet Duration 30 seconds (3 r) ⏩Bear Muscle Duration 30 seconds (3 r)


Sum. Evasion +1 Sum. Strength modifier +2
The user's leg muscles become much more active, like that of Revitalizes the user's muscles and reinforces them, giving the
a gazelle bouncing away from a predator. Eff. user the strength of a bear. This increases the user's strength
Eff.
This increased reaction time gives the user a +1 bonus to modifier by +2 but does not affect the user's strength score.
Evasion checks.
30 seconds (3
⏩△Meditation Duration
⏩Cat’s Eyes Duration 30 seconds (3 r) r)
Sum. Willpower checks against psychic effects +4
Sum. Accuracy +1 The user stabilizes their thoughts and strengthens their ego,
The user's pupils stretch vertically, allowing them to watch an making their mind less susceptible to ill effects.
opponent more carefully. Eff.
Eff. If the user makes a Willpower check against a Psychic-type
This increased observation gives the user a +1 bonus to effect, they receive a +4 bonus to that check.
Accuracy checks.

⏩Rabbit Ears Duration 3 minutes (18 r)


⏩Scale Leggings Duration 1 Hour
Sum. Listen, Danger Sense +2
Sum. Free Movement Underwater The user can more accurately detect incoming danger by
Pale scales sprout from the user's body, allowing underwater Eff. making their ears bigger and more flexible.
free movement. The user is no longer affected by movement The user gains a +2 bonus to Listen and Danger Sense checks.
penalties in the water, can move freely, and does not receive any
Eff.
penalties for being in the water.
However, this technique does not allow for breathing while
underwater.

⏩△Strong Blood Duration 30 seconds (3 r)


Sum. Fire, water/ice damage -5
By keeping a consistent body temperature, the user can stay
cool in hot environments and vice versa.
Eff.
When taking any fire or water/ice-type damage, reduce the total
damage taken by -5.

⏩Chic Chick Duration 1 Hour


Sum. Jump checks +5, fall damage -20
A small bird's wings sprout from the user's back, aiding them in
aerial movement.
When making Jump checks, the user receives a +5 bonus for
Eff.
those checks. Additionally, reduce any fall damage the user takes
by -20.
This technique does not allow the user to fly.

160
Part 2 Data

Cacophony
Not
Singing Pet Bird, Frog, Insect
Early Bird required
Eff. Con. None Resistance Neg Type Psychic
Not
Singing Pet Bird, Frog Base Extra
required
Rhythm
⮯1 Flourish Value 13
Rhythm
⮯1
Eff. Con. None Resistance Neg Type Psychic
Summary Spellcasting -1
Base Extra
⮭1 Flourish Value 13 ♡1 This horrible racket disrupts the concentration of all
Rhythm Rhythm
Effect within it, making it very difficult to cast any magic.
Summary Awakens subjects Characters receive a -1 penalty for all Spellcasting checks.
This jaunty melody awakens any sleeping characters.
Those asleep naturally wake up without issue, but if a
character was put to sleep by some other effect, Bard's Ballad
Performance check Success Value needs to exceed the Not
Singing Pet Frog, Insect
effect's Success Value. required
Effect
While the Bard is playing this Spellsong, characters in the Eff. Con. None Resistance Neg Type Psychic
Area of Effect cannot naturally fall asleep. Spells, spellsongs, Base Extra
and other abilities that try to put characters within the Area
Rhythm
⮯1 Flourish Value 13
Rhythm
⮯1
of Effect to sleep must pass an opposed check against Bard's
Performance check. Summary Evasion -1
This sad, melancholy song brings down the mood of all
Effect who hear it. Characters receive a -1 penalty for their
Ambience Evasion.
Not
Singing Pet Frog, Insect
required Morale
Eff. Con. None Resistance Neg Type Psychic
Not
Base Extra Singing Pet Bird, Frog, Insect
Rhythm
⮯1 Flourish Value 13
Rhythm
⮯1 required
Eff. Con. None Resistance Neg Type Psychic
Summary Accuracy -1 Base Extra
This slow, droning melody calms the nerves and makes ⮭1 Flourish Value 13 ⮭1
Rhythm Rhythm
Effect one unwilling to fight. The target takes a -1 penalty on
Accuracy checks. Summary Accuracy +1
A heroic tune that inspires courage in all who hear it.
Effect Characters affected by the Spellsong receive a +1 bonus to
Summon Small Animals their Accuracy.
Not
Singing Pet Bird, Insect
required Requiem
Eff. Con. None Resistance Can’t Type Psychic
Singing Not required Pet Bird, Frog, Insect
Base Flourish Extra
♡1 13 ♡1 Eff. Con. ⮯2♡1 Resistance Neg Type -
Rhythm Value Rhythm
Summary Attracts small animals Base Extra
Rhythm
⮯1 Flourish Value 13
Rhythm
♡1
This pleasant melody arouses the interest of nearby small
animals and calls them to the Bard. Bard can only call on Summary Undead's Actions -2
mammals and birds of a size that would fit with both hands A mournful melody to remember the dead, this
cupped together. The spellsong begins to take effect Effect Spellsong only works on Undead monsters. Affected
Effect Undead receives a -2 penalty for all actions and checks.
immediately, but the small animals gradually come together,
and the assembly is complete after 3 minutes (18 rounds).
If these small animals are harmed, the effect ends Resistance
immediately, and all of the gathered animals flee.
Not
Singing Pet Bird, Frog
required
Summon Fish Eff. Con. None Resistance Can’t Type Psychic
Not Base Flourish Extra
Singing Pet Bird, Insect ⮯1 13 ⮭1
required Rhythm Value Rhythm
Eff. Con. None Resistance Can’t Type Psychic Summary Fortitude & Willpower +1
Base Flourish Extra This repetitive sonata toughens the listener's body and
♡1 13 ♡1
Rhythm Value Rhythm mind, allowing them to shrug off ill effects. Characters
Effect
Summary Attracts fish affected by this Spellsong receive a +1 bonus for their
This Spellsong must be used near water. It plays a melody Fortitude and Willpower checks.
that sounds like flowing water, attracting and calling harmless
fish nearby. The song begins to take effect immediately, but
Effect the fish gradually come together, and the assembly is
complete after 3 minutes (18 rounds).
If any of these fish are harmed, the effect ends
immediately, and all of the gathered fish flee.

161
Finale: Autumn Harvest
Rh.
⮯1♡1 Resistance Optional Type -
Finale: Spring Breeze Cost
Rh. Sum. Restore Power 0 MP to 1 target
⮭2 Resistance Half Type Wind Restores one target's MP by “Power 0 + Bardic Power” points.
Cost
The effect of [Finale: Autumn Harvest] can only be received
Sum. Power 10 to 1 character
once per target per day. Also, Undead, Magitech, and Constructs
Deals “Power 10 + Bardic Power” magic damage to 1 character.
Eff. cannot be affected by this Finale.
Crit Crit
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Value Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩ 0 0 0 0 1 2 2 3 3 4 4 None

Finale: Summer Vitality Finale: Winter's Chill


Rh. Rh.
⮭1♡1 Resistance Optional Type - ⮯2 Resistance Half Type Water/Ice
Cost Cost
Sum. Recovers 1 target's HP by Power 20 Sum. Power 10 damage to one target
Restores one Target's HP by “Power 20 + Bardic Power” One Target is dealt “Power 10 + Bardic Power” magic damage.
points. Crit
The effect of [Finale: Summer Vitality] can only be received Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Value
once per hour per Target. Also, Undead, Magitech, and
Eff. Constructs cannot be affected by this Finale. 10 1 1 2 3 3 4 5 5 6 7 ⑩
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 None

◯Remote Command Prer. None


Compatible Animals, Mythical Beasts
⏩Intimidation Prer. None Area All
Summary Command a mount from up to 30m away
Compatible Animals, Mythical Beasts
With this Stunt, the jockey can be up to 30m away
Area Main
and issue commands to their mount. A mount that is
Summary -1 on certain checks able to hear their jockey will perform the command to
The mount states at a target in the same skirmish with the best of their abilities. The effect of a Stunt whose area
lethal intent, intimidating and frightening them. A Effect is “Main Section” or “All” can be applied, just as when
contested roll is made between the rider's Rider Class the jockey is riding. No voice or action is required to give
Level + Spirit Modifier against the target's Willpower. If instructions.
the Stunt is successful, the target receives a -1 penalty to This Stunt has no effect while the jockey is riding a
Effect
Accuracy, Spellcasting and any check of Unique Skills mount.
made with a Major Action.
This is a Psychic-type effect and can only be
performed once every 10 seconds (1 round). ◯Search Command Prer. None
Using this Stunt causes the mount to spend 5 MP. Compatible Animals, Mythical Beasts
Area Main
Mount can now do Track, Notice, Danger Sense,
◯Mind to Mind Prer. None Summary
Search, and Spot Trap checks
Compatible Animals, Mythical Beasts, Magitech It is possible to have the mount perform Track,
Area All Notice, Danger Sense, Search and Spot Trap checks,
etc. Regardless of the mount, the standard value of the
Summary Mutual use of perception by jockey and mount
check is “Rider level +Intelligence modifier.”
The jockey conveys its own perception information to
In principle, the jockey must be riding in order to
the mount and reads what the mount perceives. Effect
perform a check, but it is also possible if the jockey is at
If either the jockey or the mount perceives something,
the mount's side and holding the reins.
both are considered to have perceived it. In rulings
Based on the assumption that the jockey has
involving perception, the better effect is always taken. If
Effect mastered this stunt, the player can write these five checks
either the mount or the jockey has the combat feat
together as a “Rider Observation check package.”
[Targeting] or [Hawk Eye], both are considered to have
it.
This stunt has no effect unless the jockey is mounted, ◯Enhance Mount Prer. None
even if the jockey has obtained [Remote Command].
Compatible Animals, Mythical Beasts, Magitech
Area Main or All
Summary Mount’s Accuracy and Evasion +1
This Stunt tightens the control the Rider has over the
mount, increasing the mount's Accuracy and Evasion by
Effect +1. If the mount has multiple Sections, then only the
Main Section receives such a bonus; if the mount has no
sections at all, then the whole mount will be affected.

162
Part 2 Data

◯Mount's Devotion Prer. None ►Magic Command Prer. None


Compatible Animals, Mythical Beasts Compatible Animals, Mythical Beasts
Area Main Area All
If the jockey falls to 0 HP or lower, the mount takes a hit Summary Let mount cast its spells
Summary
instead The mount is instructed by a Major Action to cast the
When being ridden by a jockey at the same position spell it has.
(area, coordinate), if the jockey receives physical or The Stunt is only valid if the jockey performs it as a
magical damage that would reduce them to 0 HP or Major Action first during their turn and the mount casts
lower, the mount may take the damage instead. After a spell immediately following a Major Action. This is
Effect determining the applied damage that would be dealt to limited to one and only one Major Action, regardless of
the jockey, reduce the mount's HP by that much instead. the number of Major Actions that the mount can
If a mount has multiple sections, only the Main Section Effect perform and whether the spell was one that could be cast
can be a substitute in this way. with a Minor Action.
This Stunt can only be used once per combat. A mount can cast a spell with or without implement,
without considering armor penalty, vocalization, etc.
Also, if the mount has learned a combat feat related to
◯Attack Obstruction Prer. None casting spells, the mount can apply or declare the effect
of the feat.
Compatible Animals, Mythical Beasts, Magitech This stunt can only be used twice a day.
Area None
Summary Jockey/Passenger Evasion +1
The mount is maneuvered in such ways as to provide ◯HP Enhancement Prer. None
the jockey and any passengers a +1 bonus to Evasion
Effect Compatible Animals, Mythical Beasts, Magitech
while riding. This Stunt can only be used once per
combat. Area All
Summary Mount Max HP +5
Increase the Maximum HP of all sections of the
Effect
◯Elevated Attack Prer. None mount by +5.
Compatible Animals, Mythical Beasts, Magitech
Area None
Summary Jockey/Passenger Physical Damage +1
When riding a mount, this Stunt increases the
physical damage done by the jockey and any passengers
Effect
by +1. This includes not only melee attacks but any
ranged attacks and thrown weapons as well.

◯Tandem Prer. None


Compatible Animals, Mythical Beasts, Magitech
Area None
Summary Passenger penalty reduced to -1
The jockey manipulates the mount so that the
passenger can ride comfortably.
Effect The jockey's passenger can use both hands, and the
penalty for an action check is reduced to -1. This stunt
affects the passenger even if the jockey is not riding.

►Charge Prer. None


Compatible Animals, Mythical Beasts, Magitech
Area All
Summary Damaging assault attack
Increase damage by attacking after movement.
It is resolved as a jockey or mount melee attack, and
active combat feat declarations for [Charge] can be made
as for a normal melee attack.
If a hit is scored, the Extra Damage is increased by +2
points for Simplified Combat (always +2) and +1 point
for Standard Combat for every 5m (rounded up) of
movement to determine the total damage.
Effect The jockey and mount (all sections) can make this
attack only once per turn. And when it is made, the
jockey or the mount (section) must make all other
actions first, and no other melee attack can be made
before this attack.
When calculating the distance to be traveled for Extra
Damage in Standard Combat, the shortest distance
between these two points should be used, regardless of
the travel route from the start point to the endpoint.

163
⏩Paralyze Mist Cards Green
Tar. 1 Character Range/Area 1(10m)/Shot
⏩Instant Weapon Cards White Dur. 1 minute (6 r) Resistance Temporary
Sum. Reduces the target's Evasion
Tar. 1 Character Range/Area 1(10m)/Shot
The target is paralyzed or disoriented. The target takes a
Dur. 1 minute (6 r) Resistance Optional
Eff. penalty for Evasion checks during the duration of the effect.
Sum. Create a simple weapon B: None A: -1 Evasion S: -2 Evasion SS: -4 Evasion
Create a melee weapon and give it to the target. The category
of this weapon can be chosen arbitrarily, but it is treated as a B-
rank magic weapon. There are no special effects. The
bonus/penalty to the Accuracy check is ±0, Minimal Strength is
⏩Poison Needle Cards Black
1, and the Critical Threshold is 10. Strength depends on the rank Tar. 1 Character Range/Area 2(30m)/Shot
of the card. Dur. 1 minute (6 r) Resistance Temporary
Eff. B: Power 10 A: Power 20 S: Power 30 SS: Power 50 Sum. Target is dealt damage at the end of the alchemist's turn
Crit The Alchemist releases a poisonous needle into the target.
Rank Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value The target is poisoned and suffers poison magic damage at the
B 10 1 1 2 3 3 4 5 5 6 7 ⑩ Eff. end of each Alchemist's turn who uses this Evocation for the
A 20 1 2 3 4 5 6 7 8 9 10 ⑩ duration of the effect.
S 30 2 4 4 6 7 8 9 10 10 10 ⑩ B: 1 damage A: 3 damage S: 5 damage SS: 10 damage
SS 50 4 6 8 10 10 12 12 13 15 15 ⑩

⏩△Mirage Daze Cards White


⏩Vorpal Weapon Cards Red
Tar. 1 Character Range/Area 2(30m)/Target
Tar. 1 Character Range/Area 1(10m)/Target Dur. 1 minute (6 r) Resistance Temporary
Dur. 3 minutes (18 r) Resistance Optional Sum. Decrease the target's Accuracy check
Sum. Increases physical damage dealt by the target The target is disoriented and confused. The target receives a
The target deals additional physical damage based on the rank Eff. penalty for its Accuracy check for the duration of the effect.
Eff. of the card used. B: None A: -1 Accuracy S: -2 Accuracy SS: -4 Accuracy
B: +1 damage A: +2 damage S: +3 damage SS: +6 damage

⏩Heal Spray Cards Green x 2


⏩△Crush Fang Cards Red
Tar. 1 Character Range/Area 2(30m)/Shot
Tar. 1 Character Range/Area 2(30m)/Target Dur. Instant Resistance Optional
Dur. 1 minute (6 r) Resistance Temporary Sum. Recover the target's HP
Sum. Reduces physical damage dealt by the target Extracts life from plants and restores the target's HP. This
The target's weapon or attack section is slowed. The physical Eff. effect also restores Undead, Magitech, and Construct characters.
Eff. damage caused by the target is reduced for the duration. B: 3 HP A: 10 HP S: 20 HP SS: 50 HP
B: -1 damage A: -2 damage S: -4 damage SS: -10 damage

⏩Critical Ray Cards Gold


Tar. 1 Character Range/Area Touch/-
Dur. 10 seconds (1 r) Resistance Optional
Sum. Increases the roll of damage determination for physical damage
It makes the target's weapons, arms, etc. glow, increasing their
offensive power.
When the target performs a melee attack or ranged attack to
calculate physical damage, the damage determination roll of 2d
is increased. The attack will be critical if the effect is greater than
or equal to the Critical Threshold.
Eff. For fixed-value characters, their damage will be increased by
this amount instead.
When using the power table, the roll cannot be higher than
13. Also, this effect can only increase the roll once, automatically,
and is lost immediately afterward (it does not already apply to
rolls for additional critical rolls).
B: Roll +1 A: Roll +2 S: Roll +3 SS: Roll +6

⏩△Barkmail Cards Green


Tar. 1 Character Range/Area 2(30m)/Target
Dur. 3 minutes (18 r) Resistance Optional
Sum. Increase target's Defense
The target is covered with mana-like bark to raise Defense.
Eff.
B: +1 Defense A: +2 Defense S: +4 Defense SS: +8 Defense

164
Part 2 Data

The following is a list of low-priced items that will be First Appeared


useful in creating character characters with the Outlaw This list includes some items from "Sword World 2.5
Profile Book. As a rule, the items are those listed in the Core Supplement Epic Treasury" ("ET") and "Monstrous Lore"
Rulebooks and have a price of fewer than 5,000 gamels. ("ML"). The items annotated with "※first appeared in ET"
Weapons and armor are limited to those of B to A rank. or "※first appeared in ML" but they do not have any special
We also omit renowned items (see CR II, p. 112). Items that effects and can be used only with the data from this section.
require expensive items as a prerequisite are also not listed, If the GM approves, you may purchase and use these items.
even if they themselves are cheap.
Please refer to the Core Rulebook for how to read each Additional Class-Specific Items from ML
item. If you need to refer to detailed data, please note which
The list of Class-Specific Items also includes the basic
page of the Core Rulebook you should refer to in the Notes.
items for the two classes added in ML, and GMs and players
are advised to check their details before purchasing these
items if they are to be introduced into their games.

B-Rank Swords Add'l Dmg


Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 30
Stiletto 1H 2 - 2 0 0 0 1 2 3 4 4 4 4 ⑩ - 40
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 50
Kukri 1H 4 - 4 0 0 1 2 2 3 4 4 5 5 ⑩ - 60
Short Sword 1H 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 80
Epee 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 90
Katzbalger 1H 7 - 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 100
Rapier 1H 8 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 110
Saber 1H 10 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 190
Estoc 2H 11 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 370
1H† 13 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Long Sword 440
2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ -
Broad Sword 1H 15 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 340
1H† 17 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ -
Bastard Sword 560
2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ -
Falchion 2H 18 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 790
Zweihander 2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 860
Shamshir 2H 22 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ - 950
Great Sword 2H 24 - 34 3 4 5 6 8 9 10 10 11 11 ⑩ - 1,020

A-Rank Swords
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 820


Main Gauche 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 620 (Details CR III, p. 226)
Flissa 1H 8 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 880
Schiavona 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 990
Defender 1H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 1,770 ※Defense +1
Talwar 1H 15 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 1,210
Steel Blade 1H 19 - 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 1,450
1H† 23 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Flamberge 1,580
2H 23 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Dragonslayer 2H 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 2,760

165
B-Rank Axes

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Sickle 1H 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑪ - 40
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 90
Bhuj 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑪ - 240
1H† 16 - 21 1 2 3 4 6 6 7 8 9 10 ⑪ -
Battle Axe 360
2H 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑪ -
Great Axe 2H 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ - 410
1H† 20 - 25 2 3 4 5 6 7 8 8 9 10 ⑪ -
Heavy Axe 440
2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ -
Bulova 2H 22 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 490
Minotaur's Axe 2H 30 - 45 4 6 7 9 10 10 11 12 13 14 ⑪ - 950

A-Rank Axes

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Tomahawk 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 630


Tabarzin 1H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ - 840
2Hᵴ 16 - 36 3 5 5 7 8 9 10 11 11 12 ⑪ -
Long Axe 990
2Hᵱ 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ -
Arm Catcher 2H 17 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 2,480 (Details CR III, p. 227)
2Hᵴ 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ -
Halberd 1,080
2Hᵱ 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Dinojaw 2H 24 - 49 4 6 7 10 10 12 12 13 14 15 ⑫ - 1,200 ※first appeared in ET
2Hᵴ 28 - 48 4 6 7 9 10 12 12 13 13 15 ⑪ -
Glaive 1,350
2Hᵱ 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ -

B-Rank Spears
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 65
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 110
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Spear 170
2H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
1H† 20 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Long Spear 220
2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
A-Rank Spears
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Pilum 1H 8 -1 13 1 2 3 3 4 4 5 6 7 7 ⑨ - 880
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 460
1H† 15 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Ahlspiess 480
2H 15 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
1H 20 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
Normal Lance 1,200
1HR 20 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Pike 1H† 25 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 1,750

166
Part 2 Data

B-Rank Maces
Min Crit Add'l
Name Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 20
Light Mace
1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑫ - 120
Heavy
1H 10 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 220
Mallet
Heavy 1H† 15 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ -
330
Mace 2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑫ -
Maul 2H 20 +1 35 3 4 5 7 8 9 10 10 11 12 ⑫ - 440
Ogre Maul
2H 30 +1 45 4 6 7 9 10 10 11 12 13 14 ⑫ - 640

A-Rank Maces
Min Crit Add'l
Name Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Biliong 1H 7 +1 17 1 2 3 4 5 5 6 7 7 8 ⑫ - 460
Pallas's Maraca
1H 9 +1 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 1,360 (Details CR II, p. 229)

Steel Blow 1H 13 +1 23 2 2 3 5 6 7 7 8 9 10 ⑫ - 710


1H† 18 +1 28 2 3 4 6 6 8 9 9 10 10 ⑫ -
Shellbreaker 1,080
2H 18 +1 38 3 5 6 7 8 10 10 11 12 13 ⑫ -
Ball Mace 2H 23 +1 43 4 6 7 8 9 10 11 12 13 14 ⑫ - 1,220

B-Rank Staves
Min Crit Add'l
Name Stance Accuracy Power ③ ④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Mage Staff 2H 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - 110 ※Defense +1
Quarterstaff 2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - 140 ※Defense +1
Oak Staff 2H 11 +1 21 1 2 3 4 6 6 7 8 9 10 ⑫ - 210 ※Defense +1 ※first appeared in ML
Efreet's Whisker 500
2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - x (Details CR I, p. 302)
Uses

A-Rank Staves
Min Crit Add'l
Name Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Iron Bands ※Defense +1 ※first appeared in
2H 16 +1 31 2 4 5 6 7 8 9 10 10 11 ⑫ - 990
ML

B-Rank Flails
Min Crit Add'l
Name Stance Accuracy Power ③ ④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Light Flail 1H 7 -1 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 90
1H† 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ -
Flail 240
2H 10 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Morningstar 1H 12 -1 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 280
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Heavy Flail 340
2H 15 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ -

A-Rank Flails
Name Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Percussion Flail
1H 9 -1 19 1 2 3 4 5 6 7 7 8 9 ⑩ - 1,380 (Details CR II, p. 229)
1H† 14 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ -
Rising Sun 1,200
2H 14 -1 34 3 4 5 6 8 9 10 10 11 11 ⑩ -
1H† 18 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Goedendag 1,540
2H 18 -1 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Scorpion Tail 2H 27 -1 47 4 6 7 9 10 11 12 13 13 15 ⑩ - 2,600

167
B-Rank Warhammers

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Pick 1H 2 -1 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 60
Warhammer 1H 11 -1 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 250
Mattock 2H 20 -2 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 440

A-Rank Warhammers

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

War Pick 1H 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 600


2Hᵴ 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ -
Bec-De-Corbin 1,800
2Hᵱ 20 -2 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Guisarme 2H 25 -2 50 4 6 8 10 10 12 12 13 15 15 ⑩ - 1,680

B-Rank Wrestling
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Punch 1HW 0 - 0 0 0 0 1 2 2 3 3 4 4 ⑫ - -
Kick 1H# 0 -1 5 0 1 1 2 2 3 4 5 5 5 ⑫ - -
Throw 2H 0 - 10 1 1 2 3 3 4 5 5 6 7 ⑫ - - ※1
Cestus 1HW 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑪ - 40 ※1, ※2
Spiked Boots 1H# 1 -1 11 1 2 2 3 3 4 5 6 6 7 ⑪ - 160 ※1, ※3
Tail 2H# 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - - ※Tail are needed
Bite 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - - ※Bite is needed
Iron Knuckles 1HW 5 +1 5 0 1 1 2 2 3 4 5 5 5 ⑪ - 100 ※1, ※2
Solid Heels 1H# 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑪ - 240 ※1, ※3
Iron Boxers 1H 10 +1 10 1 1 2 3 3 4 5 5 6 7 ⑪ - 230 ※1, ※2
Shin Guard 1H# 10 -1 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 390 ※1, ※3
Shin Plate 1H# 15 -1 25 2 3 4 5 6 7 8 8 9 10 ⑪ - 580 ※1, ※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks

A-Rank Wrestling
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Easy Grips 2H 1 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 360 ※1, ※4


Hard Knuckle 1HW 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑪ - 440 ※1, ※2
Power Wrist 1HW 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 460 ※1, ※2
Stomper 1H# 5 -1 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 620 ※1, ※3
Chain Stick 1H 10 +1 15 1 2 3 4 4 5 5 6 7 8 ⑪ - 630 ※1, ※2
Power Anklet 1H# 10 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 900 ※1, ※3
Hard Kicker 1H# 15 -1 30 2 4 4 6 7 8 9 10 10 10 ⑪ - 1,290 ※1, ※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks ※4: Improves Throw

168
Part 2 Data

B-Rank Thrown Weapons

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Stone 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑫ - 1(10m) 0 ※Sling allows to throw this thrown weapon


Silver Stone 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑫ - 1(10m) 1 Silvered ※Sling allows to throw this thrown weapon
Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 1(10m) 20
Knife 1H* 11 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 1(10m) 30
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 1(10m) 50
Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 1(10m) 65
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 1(10m) 90
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 1(10m) 110
Throwing Star
1H* 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 1(10m) 200 (Details CR III, p. 231)

A-Rank Thrown Weapons


Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes

Chakram 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 2(20m) 100


Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 2(20m) 820
Sling 1H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 2(30m) 220 (Details CR I, p. 302)
Dirk 1H* 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 2(20m) 100
Tomahawk 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 1(10m) 630
Boomerang 1H* 8 +1 18 1 2 3 4 5 6 6 7 7 8 ⑫ - 2(20m) 500 ※Auto-Return (only on miss)
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 1(10m) 460
Soliferrum 1H* 17 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 2(20m) 1,070

B-Rank Bows
Add'l Dmg
Crit Value
Min STR
Accuracy

Range

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes

Short Bow 2H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 2(20m) 60


Normal Bow 2H 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 2(20m) 120
Long Bow 2H 12 - 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 2(20m) 170
Heavy Bow 2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 2(20m) 220

A-Rank Bows
Add'l Dmg
Crit Value
Min STR
Accuracy

Range

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes

Light Bow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 2(30m) 610


Wrapped Bow 2H 13 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 2(30m) 780
Fast Bow 2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 2(30m) 1,200

169
B-Rank Crossbows

Add'l Dmg
Crit Value
Min STR
Accuracy

Range

Price
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes

Light Crossbow 2H 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ ±0 2(30m) 160


Normal Crossbow
2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ ±0 2(30m) 260
Heavy Crossbow
2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ +1 2(30m) 530

A-Rank Crossbows

Add'l Dmg
Crit Value
Min STR
Accuracy

Range

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes

Bowgun 1H 5 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ ±0 2(30m) 800


Arbalest 2H 10 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1 2(40m) 1,000
String Bow 2H 13 - 33 3 4 5 6 8 8 10 10 10 11 ⑩ +2 2(30m) 1,880 (Details CR II, p. 229)
Thami 2H 15 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ +2 2(50m) 1,280
Cranequin 2H 20 -1 50 4 6 8 10 10 12 12 13 15 15 ⑪ +3 2(40m) 1,500

B-Rank Guns
Min Max Crit Add'l
Name Stance Accuracy Range Price Notes
STR Magazine Value Dmg
Matchlock 1H 1 3 - ⑪ - 1(10m) 360
Toradar 2H 5 3 - ⑩ - 2(30m) 800
Jezail 2H 10 3 - ⑩ +1 2(50m) 1,200

A-Rank Guns
Name Stance Min STR Max Magazine Accuracy Crit Value Add'l Dmg Range Price Notes
Derringer 1H 1 2 +1 ⑩ - 1(10m) 600
Smart Carbine 2H 5 4 -1 ⑩ +2 2(30m) 1,200 (Details CR III, p. 232)
Tempest 2H 10 6 - ⑪ +2 2(30m) 2,000
Longbarrel 2H 15 1 +1 ⑩ +4 2(50m) 3,500

Name Weapon Price Notes


Arrow (12) Bow 10 1G for 1 Arrow
Silver Arrow Bow 5 Silvered
Quarrel (12) Crossbow 20 2G for 1 Quarrel
Silver Quarrel Crossbow 10 Silvered
Kaburaya Bow 5 When shot with a bow, it makes a sound. (Details CR III, p. 232)
Piercing Arrow/Quarrel Bow, 20 (Arrow)/
Power -5, Critical Threshold -1. 2G for 1 Arrow. 3G for 1 Quarrel
(12) Crossbow 30 (Quarrel)
Bow,
Flash Fang Arrow/Quarrel 250 Critical Threshold -1, ※1
Crossbow
Bow,
Elven Arrow/Quarrel 920 Can be shot underwater, always retrievable (Details CR II, p. 227)
Crossbow
Bow,
Magic Arrow/Quarrel 1,400 Deals magic damage, recoverable on miss (Details CR II, p. 227)
Crossbow
Bullet (12) Gun 50 5G for 1 Bullet.
Silver Bullet Gun 25 Silvered
Green Bullet (12) Gun 160 HP recovery power is increased by +10. 16G for 1 Bullet (Details CR II, p. 227)
Underwater Bullet Gun 210 Gun can shoot these bullets underwater (Details CR II, p. 227)

170
Part 2 Data

B-Rank Nonmetallic Armor


Name Min STR Evasion Defense Price Notes
Cloth Armor 1 - 2 15 Grapplers may equip
Point Guard 1 +1 0 100 Grappler only
Soft Leather 7 - 3 150
Hard Leather 13 - 4 340

A-Rank Nonmetallic Armor


Name Min STR Evasion Defense Price Notes
Aramid Coat 5 +1 2 750 Grapplers may equip
Breast Armor 10 - 5 1,000
Bone Vest 16 - 6 2,100

B-Rank Metal Armor


Name Min STR Evasion Defense Price Notes
Splint Armor 15 - 5 520
Chainmail 18 -1 6 760
Plate Armor 21 -2 7 1,200
Suit Armor 24 -3 8 2,500 Cannot make Full Move. Dexterity -6

A-Rank Metal Armor


Name Min STR Evasion Defense Price Notes
Steel Guard 12 - 5 1,600
Lamellar Armor 15 - 6 2,400
Brigandine 18 -1 7 3,800

B-Rank Shields
Name Stance Min STR Evasion Defense Price Notes
Buckler 1H 1 +1 0 60
Round Shield 1H 8 - 1 100
Kite Shield 1H 13 +1 1 500
Tower Shield 1H 17 - 2 600
A-Rank Shields
Name Stance Min STR Evasion Defense Price Notes
Can be used as a mirror (Details CR II,
Mirror Shield 1H 5 +1 0 870
p. 228)
Target Shield 1H 7 +1 1 680
Cymbal Shield 1H 8 +1 1 1,020 Generates “Rhythm:⮭ or ⮯” when used
as Shield (Details CR II, p. 228)
Heater Shield 1H 10 - 2 1,000
Spiked Shield 1H 13 +1 2/0 1,800 Can be used as a weapon
Knight Shield 1H 15 - 2 1,250 Mount Protection
Great Wall 1H 20 -1 3 1,800
Great Barrier 2H 30 +1 3/3 3,300 Can be used as a weapon

※Shields Usable as Weapons


Add'l Dmg
Crit Value
Min STR
Accuracy
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes

Spiked Shield 1H 13 -2 13 1 2 3 3 4 4 5 6 7 7 ⑩ - (Details CR II, p. 303)


Great Barrier 2H 30 - 40 4 5 6 7 9 10 11 11 12 13 ⑫ -

171
Adventurer Set Clothing
Name Stance Price Notes Name Stance Price Notes
Adventurer Backpack, Waterskin, Blanket, 6 Torches, Change of
- 100 - 10+ One week's worth of clothes.
Set Tinderbox, 10m Rope, Small Knife Clothes
Underwear - 3+
Containers Casual Wear - 6–8 Shirt 6G, Skirt 7G, Pants 8G
Name Stance Price Notes
Swimwear - 20+
Bag - 8 Fabric
Snowsuit - 80+ Top and bottom included.
Belt Pouch - 15 Leather
Riding Outfit - 100+ Top and bottom included.
Waterskin - 20 Leather
Robe/Dress - 100+
Backpack - 50 Leather
Work Animals
Camping Equipment Name Stance Price Notes
Name Stance Price Notes
Donkey - 800
Tableware Set - 12 Cup, Plate, Bowl
Mule - 1,000
Blanket - 40
Packhorse - 1,500
Cooking
2H 50 Frypan, Pan, Cooking Spoon Camel - 2,000
Utensil Set
Tent - 250+
250 for 4 people, 300 for 5 people, Miscellaneous
350 for 6 people Name Stance Price Notes
Lighting Equipment Writing Quill 1H 2
Name Stance Price Notes Ink - 3
Set of 6. Lasts 2 hours each, even if Paintbrush 1H 5+
Torch 1H 5 Oil Paints - 10+
dropped.
Box of flint and kindling. Ignites in 10 Brush 1H 5+
Tinderbox 2H 20 Paint 20+
minutes.
Oil - 20 Lantern oil. Burns 12 hours. Handkerchief size: 4G, Wrapping
Cloth - 4 – 10
A small pot containing flint and a size: 10G
Hu Lamp 1H 100 Parchment - 5 Bundle of 5 sheets.
mechanical spark. Ignites in 1 minute.
Shuttered lantern. Destroyed when Blank Book - 30 20 pages.
Lantern 1H 40 Sketchbook - 50 10 pages.
dropped.
Stuffed Small: 30G, Medium: 50G, Large:
Adventurer's Tools - 30 – 75
Toy/Doll 75G
Name Stance Price Notes Broom 2H 30+
Rope - 10 10m long, 1G for each additional 1m. Magnifying
Small Hammer 1H 10 Cannot be used as a weapon. 1H 100
Glass
Grappling Grappling Hook Hourglass - 120+ 3-minute measuring time.
- 10
Hook Tea Set 2H 60+ Pot, tea strainer, and 4 cups.
Piton - 20 Set of 10. 2G for each additional piton. Cosmetics Set 1H 100+
Small Knife 1H 20 Cannot be used as a weapon.
Small: 50G, Cosmetic: 100G, Full-
Hand Mirror 1H 50+
length: 150G

172
Part 2 Data

Cost of Living Luxury Goods


Name Stance Price Notes Name Stance Price Notes
Lifestyle - 10+ Frugal Living: 10G, Decent Living: Shredded Pre-packaged cigarettes for pipe use;
- 10+
Expenses 30G Tobacco Contains 10.
Tobacco - 24+ 12 leaves
Lodging Smoking Pipe 1H 75+
Name Stance Price Notes
1 Day Stable Corner: 15G, Standard Room: Travel Expenses
(excluding - 15+ 30G, Suite: 100G Name Stance Price Notes
meals) Distance to be reached in 1 hour, for
1 Week Carriage Fare - 10
Food not included. Only available by long distance, +5G per hour
(excluding - 150+ The trip takes about 12 hours in a
reservation.
meals) Magical Train second class compartment. The
- 20+
Fare price increases proportionally as the
Food/Drink distance increases. First class 50+.
Name Stance Price Notes
Airfreight Fare - 500+ Per itinerary per day. Fare only.
Ale - 1+ Price is for 1 cup. Barrel: 300G
Per day including coachman. 500G
Wine - 2+ Price is for 1 cup. Bottle: 20G
for transporting one passenger and
Meal (1 Snack: 3G, Lunch Set: 8G, Dinner their baggage, 750G for 2 persons,
- 3+ Charter
person) 15G - 500+ and 1,000G for 4 persons. If the day
Preserved food Wagon
- 10+ Dried meat and fruits. is extended, the cost of the
(1 day) passenger's meals, etc., are paid
Preserved food separately.
- 50+ Value pack.
(1 week)
Nutrition Runefolk only. Only 1 is needed per
- 100+
Capsule week.

Herbs
Add'l Dmg
Crit Value
Stance
Power

Price

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes

Lifegrass - 10 1 1 2 3 3 4 5 5 6 7 None - 30 Restores Power 10 HP


Rescue Grass - 50 4 6 8 10 10 12 12 13 15 15 None - 100 Restores Power 50 HP ※first appeared in ET
Magic Herb - 0 0 0 0 1 2 2 3 3 4 4 None - 100 Restores Power 0 MP
Magic Seaweed - 10 1 1 2 3 3 4 5 5 6 7 None - 250 Restores Power 10 MP ※first appeared in ET
Potions
Add'l Dmg
Crit Value
Stance
Power

Price

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes

Healing Potion - 20 1 2 3 4 5 6 7 8 9 10 - 100 Restores Power 20 HP


Healing Potion +1 - 20 1 2 3 4 5 6 7 8 9 10 +1 200 Restores Power 20+1 HP
Treat Potion - 30 2 4 4 6 7 8 9 10 10 10 - 500 Restores Power 30 HP
Magic Perfume - 600 Restores MP. Details CR I, p. 303. ※can be sprinkled
Name Stance Price Notes Sprinkling on a petrified character will remove
Cure Stone
Awake The same effect as [Awaken] spell. ※Can be - 2,000 any petrification effects success value of 20 or
- 100 Potion II
Potion sprinkled. less. ※Can be sprinkled
Antidote Removes all effects of poison type with a Scarlet Temporarily increases HP (Details CR III, p.
- 500 - 1,400
Potion success value of 15 or less. Potion 235)
Antidote Removes all effects of poison type with a Dexterity Gains +2 bonus to Accuracy checks for 30
- 2,000 - 2,000
Potion II success value of 20 or less Potion seconds (3 rounds)
Sprinkling on a petrified character will remove Speed
Cure Stone - 2,000 Movement is +5 for 6 rounds
- 500 any petrification effects success value of 15 or Potion
Potion
less. ※Can be sprinkled Anti-Magic For 6 rounds, all magic damage received is
- 3,000
Potion reduced by -3 points

Repair Tools
Add'l Dmg
Crit Value
Stance
Power

Price

Name ③④⑤⑥⑦⑧ ⑨ ⑩ ⑪ ⑫ Notes

Repair Tape I - 10 1 1 2 3 3 4 5 5 6 7 None - 200 Restores Power 10 to construct or magitech


Repair Tape II - 40 4 5 6 7 9 10 11 11 12 13 None - 750 Restores Power 40 to construct or magitech

173
Repair Tape III - 70 5 9 10 12 14 16 17 18 19 19 None - 3,000 Restores Power 70 to construct or magitech

Class-Specific Items
Name Stance Price Notes Back, Waist,
Arrow Case 20 Holds 12 Arrows/Quarrels. ※2
1H, 2H, Right 100 or Other
Magical Used to cast Truespeech Magic,
Hand, Left weapon price Holds 24 Arrows/Quarrels.
Implement Spiritualism Magic
Hand, Other + 100 Back, Waist, Requires [Weapon Proficiency
Familiar's Defense +3/+6 (Details Quiver 100 A/Bow] or [Weapon Proficiency
Tiny Armor - 2,120/6,120 Other
CR III, p. 235) A/Crossbow]. ※2
Various different golem materials Back, Waist,
- 50+ Gun Belt 20 Holds 12 bullets. ※2
Enchanted… (Details CR II, p. 229) Other
Strongly - 100+
Various reusable golem materials Bullet Slinger Feet, Other 40 Holds 12 bullets. ※2
Enchanted… (Details CR II, p. 229) Holds 24 bullets. Requires
Back, Waist, [Weapon Proficiency A/Gun].
Golem Various items used to strengthen Bullet Pouch 100
Feet, Other
Enhancing - 100+ the golems (Details CR II, p. ※2
Items 229) Set of wire, skeleton keys, and
Skeletal undead material (Details other such tools. If you don't
Magical - 500 Scout's Tools - 100
CR II, p. 229) have it, some Scout’s checks will
Bones
be modified with a penalty of -4.
Changes the given command of a
Command Disable Device check can be
- 100 Golem or undead (Details CR II,
Stone Key Of attempted on magically closed
p. 229) - 100
Unlocking locks and doors. (Details CR I, p.
Holy Symbol Any 100 Used to cast Divine Magic
303).
Fairy Tamer's
Any 50+ Used to cast Fairy Magic Stabilizes herb recovery (1d+4 on
Gem Apothecary's
2H 200 Power Table roll) (Details CR
The leather case holds up to 4 Tools
III, p. 235)
Gem Case Any 100+ Fairy Tamer's Gems. Gems sold
+1 for recovery of herbs to self
separately Magic Pipe 1H 1,360
(Details CR III, p. 235)
Magisphere Any 200 Used to cast magitech Musical Used to play spellsongs and
(Small) 2H 100+
Instrument finales
Magisphere Back, Waist, 500 Used to cast magitech
Flourish Value -1 with this
(Medium) Other Akane's Flute 2H 200 instrument (Details CR II, p.
Magisphere Back, Other 229)
1,000 Used to cast magitech Pets can help sing spellsongs.
(Large) Pet - 100+
Staff of the 100 or Staff Used to cast Nature Magic (see (Details CR II, p. 229)
1H, 2H Right Hand,
Sacred Tree price + 100 ML, p. 16)
For Symbolic Lore (see ML, p. Left Hand,
Symbol of Alchemy Kit 200 Allows use of Evocations
- 100 Waist, and
Beneficence 17) ※1
Other
Summoner's Used to cast Summoning Arts Increases range of Evocations
Any 200 Card Shooter 1H 1,500
Emblem (see ML, p. 35) (Details CR III, p. 235)
Weapons Material Card - 20 – 20,000 Consumed by Evocations
Equivalent to Used to cast Summoning Arts
Devil Arm Price +
Weapons (see ML, p. 35) ※1: It is useful when Druid class is mastered at level 4 or higher. It is necessary
200
Summoning Required for summoning for any character in a group, and it is preferable that each PC buys their own
- 20 - 150 copy rather than Druid buys one for each number of PCs (see ML, p. 17).
Sacrifice Daemons (see p. 158, ML. p. 31)
Banish Used to banish the Daemons ※2: All of these together can only be equipped up to two at a time. If two items
- 50 - 250 of the same name are equipped, the number of ammunitions that can be stored
Tribute (see p. 158, ML p. 33)
in them can be combined.
Mako
Stone (1-5 - 100 per point Can substitute MP cost
pts.) Special Instruments
Name Stance Price Notes
Mako
1H 1,20 Generates "Rhythm:⮭ or ⮯" when used as Shield
- 200 per point Can substitute MP cost Cymbal
Stone (6-10
Shield (see CR II, p. 229)
pts.)
1H 1,360 Generates "Rhythm:⮭ or ⮯" when used as Weapon
Pallas's
Mako Maraca (see CR II, p. 229)
Stone (11-15 - 300 per point Can substitute MP cost
1H 1,380 Generates "Rhythm:⮭ or ⮯" when used as Weapon
pts.) Percussion
Flail (see CR II, p. 230)
Mako
Stone (16-20 - 400 per point Can substitute MP cost String Bow 2H 1,880 Generates "Rhythm: ♡" when used as a weapon (see
CR II, p. 230)
pts.)

174
Part 2 Data

Adventure Tools Adventure Tools (Consumables)


Name Stance Price Notes Name Stance Price Notes
Daemon's Determines the threat level of the Writing disappears. It can be read
1H 400 Shallow Abyss (Details CR I, p. 304). Potion Ball 1H 20 with Keen-Flash Glasses (Details CR
Blood Plate
Writing disappears. It can be read II, p. 232).
Mystic Ink - 800 with Keen-Flash Glasses (Details CR Can grow a sturdy vine (Details CR II,
Jack Beans - 100
II, p. 232). p. 233).
When you pass in front of it again, it Guardian Reduces Magic Damage (Details CR
Chalk of - 100+ I, p. 304).
1H 1,200 emits light to let you know (Details Stone
the Lost CR III, p. 237) Bonus to Willpower. Can be used
Moonlight 500 –
Smoke Reproduce short-duration images - after rolling dice (Details CR I, p.
1H 1,700 Charm 5,000
Grapher with smoke (Details CR II, p. 232). 304).
Daemon's Sunlight 500 – Bonus to Fortitude. Can be used after
Determines the threat level of the - rolling dice (Details CR I, p. 304).
Crystallized 1H 3,200 Charm 5,000
Shallow Abyss (Details CR II, p. 232).
Blood Plate
Puzzling Baffle intelligent enemies (Details CR
1H 4,880
Sign III, p. 237)

Accessory: Head
Name Price Notes Earmuffs 10+ Protects ears from cold weather
Hairpins 3+ Beads: 3, Gemstones: 6, Silver: 100 Earplugs 20 Block out sounds.
Hat 7+ Knitted Fabric: 7, Leather: 15, Silk: 100 Golden Resistance +2 vs. Spellsongs and Finales (Details
Turban 10 A belt-like cloth hat used in hot regions 2,000
Earplugs CR II, p. 235).
A circular piece of headwear, especially Watchful +2 for Accuracy with an [Aimed Shot] (Details CR
Circlet 20+ 2,800
adorning the forehead. Doll I, p. 306)
Helmet 20 A hard or padded protective hat.
Veil 40 Made of fine lace Bat's 3,500 Able to act even when blind (Details CR I, p. 306).
Earrings
Toupee 300 Able to hide baldness
Lightning-Bolt When thrown, deals Power 20 + 5 lightning Accessory: Neck
1,500 Name Price Notes
Hairpin magic damage (Details CR I, p. 305).
Necklace 5+ Beads: 5, Gemstones: 8, Silver: 100
Salamander When thrown, it deals Power 20 + 5 fire magic
1,500 Choker 10+ For loyal servants.
Hairpin damage (Details CR I, p. 305).
Necktie 10+ Popular in the late Magitech Civilization.
Snowflake When thrown, deals Power 20 + 5 water/ice Lariat A long necklace without clasps; has negative
1,500 10+
Hairpin magic damage (Details CR I, p. 305). Necklace connotations in some regions
Reckless Allows using [Reckless Counter] (Details CR Muffler 15+ Protects neck from cold weather.
2,000 II, p. 234).
Headband Lucky Loot Determination rolls +1 (Details CR I, p.
+1 to Monster Knowledge checks (Details CR 2,000
3,000 Charm 307).
Pointed Hat I, p. 305)
Crystal +1 for Fortitude and Willpower checks against
Accessory: Face 3,000
Necklace poison disease (Details CR I, p. 307)
Name Price Notes +1 Fortitude, Willpower, and Evasion vs. Undead
Amulet Of 3,000
Mask 2 Only covers the mouth and nose Light attacks (Details CR II, p. 236).
Beard Beads 3+, natural stones 6+, gemstones, and silver
ornaments
3+
100+. Accessory: Back
Disguise 10+ Wooden: 10, Party: 60, Metal: 100 Name Price Notes
Fake Half Mantle 30+ Waist-length cloak. 40 with hood
20 Causes inappropriate laughter and loss of dignity Long Mantle 40+ Knee-length cloak. 50 with hood
Moustache
Glasses 150 Correct eyesight by some amount. Square fabric with a central hole for the
Poncho 50+
Monocle 200 Similar to glasses, require special order head. 55 with hood.
Sunglasses 1,000 Special glasses made of ancient materials A weapon or shield can be held on the back
Weapon Holder 1,000
Nullifies a Fortitude and Willpower check for (Details CR II, p. 237).
Ruby 2,000 effects that cause sleep can be changed from a Inverness, a Creates Throwing Stars (Details CR III, p.
Glasses 3,000
failure to success (Details CR I, p. 306). Beautiful Star 241)
Taste Sensitize taste buds, +2 to Herbology check Falling damage -20 pts (Details CR I, p.
2,000 Little Wing 3,000
Piercing (Details CR II, p. 235). 307).
Fire, Water/Ice damage -1 (Details CR I, p.
Night 3,000 Can see in darkness (Details CR III, p. 239) Thermal Mantle 3,500 307).
Goggles
Accessory: Hand
Keen-Flash 4,000 +1 to Insight and Search checks (Details CR I, p.
Name Price
Notes
Glasses 306).
Ring 5+ Beads: 5, Gemstones: 8, Silver: 100
When recovering from 0 HP or less to 1 or more,
Mask of the 4,520 an additional 10 points of HP are recovered Wristband 7 Cloth band to be worn on the wrist
Fearless Bracelet 9+ Leather: 9, Gemmed: 12, Silver: 100
(Details CR II, p. 235).
Gloves 10+ Knitted Fabric: 10, Leather: 18
Accessory: Ear Armlet 20+ Bracelet attached to the upper arm
Name Price Notes
Ability- +1 to a specific ability score, +13 if broken
Earrings 2+ Beads: 2, Gemstones: 5, Silver: 100 500
Enhancing Ring (Details CR I, p. 308)
Ring Earring 8+ Made of metal. Silvered: 100

175
The highest ability score is decreased by -1. The
Level Ring 500 lowest ability score is increased by +2 (Details Accessory: Feet
CR III, p. 242).
Name Price Notes
Ability- +2 to a specific ability score, +14 if broken Toe Ring 5+ Beads: 5, Gemstones: 8, Silver: 100
Enhancing 1,000 Trendy Shoes 15+ Shoes with careful decoration
(Details CR I, p. 308)
Bracelet Boots 20+ Ankle-length leather boots. 25 for knee-length
Anklet 20+ Metal. Silver: 100
Accessory: Waist Skanda 2,000 Movement +5 (Details CR II, p. 240).
Name Price Notes Boots
Belt 10+ Thin leather. 15 for a design on belt Protective +2 to Spot Trap check for foot triggers (Details CR
Garter Belt 50+ Women's stockings stopper 2,000
Sandals I, p. 309).
Corset 80+ Rather stylish, though less so on men
Accessory: Any
Coward 1,500 Blow off the wearer 20m (Details CR II, p. 239). Name Price Notes
Belt Braid 1+ Simple hair braid. White: 1, Another color: 3 each
Sunflower Fortitude and Willpower checks against undead Ribbon 1+ White: 1, Another color: 3
1,500
Buckle +1 (Details CR III, p. 243) When equipped on the “Section: Head”, it can
Protects the equipped person from flying attacks Bandanna 5+ hide the horns of the Nightmare under normal
Missile
1,660 as well as [Missile Protection] (Details CR II, p. conditions.
Trapper
239). Scarf 7+ Rectangular cloth, mainly used by women
Black Belt 3,000 +1 Defense (Details CR I, p. 309) Piercing 8+ Gemstone: 8, Silver: 100
Cannot be a weapon, just a decorative chain.
Chain 30+
Colored: 35+

SMoSRP - Secret Medicine of Section Regeneration Price.

Mount: Animals
Name Appropriate Level Purchase Price Rental Price SMoSRP Notes
Horse 1–4 5,000 250 - (Details p. 177)
War Horse 4–7 10,000 1,000 - (Details p. 177)
Dowles 2-4 4,500 300 - (Details p. 177)
Dolphin 2–5 6,000 600 - (Details p. 177)

Mount: Magitech
Name Appropriate Level Purchase Price Rental Price Notes
Mini Manabike 1–2 3,000 300 (Details p. 178)
Manabike 3–6 10,000 1,000 (Details p. 178)

Mount Carry Items


Name Price Note
Mount Contract 250+ Allows to rent and carry animal or mythical beast mount (Details CR III, p. 93)
Mount Contract
300+ Allows to rent and carry magitech mount (Details CR III, p. 93)
Sphere
Mount Reduction Tag Carry an Animal or Mythical Beast of 3 levels or lower, and return them to their original positions with Minor Action
100
I (Details CR III, p. 97)
Mount Reduction Tag Carry an Animal or Mythical Beast of 7 levels or lower, and return them to their original positions with Minor Action
500
II (Details CR III, p. 97)
※: Judged by the lowest appropriate level

Mount Weapons
Name Classification Price Note
Big Horn Animal, Mythical Beast 800 Damage +1
Sideblade Magitech 800 Accuracy check -1, Damage +2
Iron Rivet Animal, Mythical Beast 2,000 Damage +2
Flicker Hammer Animal, Mythical Beast, Magitech 3,000 Accuracy +1

Mount Armor
Name Classification Price Note
Leather Barding Animal, Mythical Beast 300 Defense +1
Chain Barding Animal, Mythical Beast 1,000 Defense +2
Anti-Magic Seal Magitech 2,000 Magic Damage -1
Plate Barding Animal, Mythical Beast 3,000 Defense +3
Blank Plate Magitech 3,000 Maximum HP +10
Wind Coat Animal, Mythical Beast 4,000 Evasion +1, Defense +2

176
Part 2 Data

Dowles
Price: 4,500/300 Appropriate Level: 2 – 4
Horse Int: Animal Perc: Five Senses Lang: None
Price: 5,000G/250G Appropriate Level: 1 – 4 Weak Point: Magic Damage +2 pts. Move Speed: 20/-
Int: Animal Perc: Five Senses Lang: None
Weak Point: Physical Damage +2 pts. Move Speed: 30 (4 Legs)/-

Accuracy

Damage

Defense
Evasion
F Style
Level HP MP Fort Will
(section)
Accuracy

Damage

Defense
Evasion
F Style
Level HP MP Fort Will
(section) 2 Tail 4 2d+3 2 4 20 5 4 2
3 Tail 5 2d+4 3 5 24 6 5 4
1 Hoof 3 2d 2 1 22 8 4 3 4 Tail 6 2d+5 4 6 28 7 6 5
2 Hoof 4 2d+1 3 2 26 9 5 4
Unique Skills
3 Hoof 5 2d+2 4 3 30 10 6 5
🗨Tail Sweep
4 Hoof 6 2d+3 5 4 34 11 7 6
The monster can use its tail to attack up to 5 targets in the
Unique Skills same skirmish. This ability cannot be used on consecutive turns.
None.
Description
Description Dowles is a large bipedal reptile (>2 m tall) widespread in the
The horse is the most common mount in Alframe. This is a Alframe continent's plains. They are herbivorous and mild-
widely used riding horse. mannered and tend to stay in groups. In the wild, they move
slowly, but those trained in the Rider's Guild have the agility of a
small horse.
War Horse
Price: 10,000G/1,000G Appropriate Level: 4 – 7
Int: Animal Perc: Five Senses Lang: None Dolphin (see CR III, p. 343)
Weak Point: Physical Damage +2 pts. Move Speed: 25 (4 Legs)/- Price: 6,000/600 Appropriate Level: 2 – 5
Int: Animal Perc: Five Senses Lang: Sea Animal
Weak Point: Fire Damage +3 pts. Move Speed: -/25 (Swimming)
Accuracy

Damage

Defense
Evasion

F Style
Level HP MP Fort Will
(section)
Accuracy

Damage

Defense
Evasion
F Style
Level HP MP Fort Will
4 Hoof 6 2d+4 5 4 40 15 7 7 (section)
5 Hoof 7 2d+6 6 5 45 17 8 8
6 Hoof 8 2d+7 7 6 50 19 10 9 2 Tackle 4 2d+2 3 3 23 9 4 4
7 Hoof 9 2d+9 8 7 55 21 11 10 3 Tackle 5 2d+3 4 3 30 11 5 5
4 Tackle 6 2d+4 5 4 37 13 6 6
Unique Skills 5 Tackle 7 2d+5 6 5 44 15 7 7
⏩△Techniques / Prerequisite: [Unique Skill Release]
Can use the [Beetleskin] and [Bear Muscle] Techniques. Unique Skills
◯Underwater
Description It cannot move outside of the water and cannot act outside of
the water, but it does not suffer any restrictions or penalties for
A professionally trained horse for combat. actions in the water.
The jockey can ride either on the water or underwater while
keeping this mount in the water. In either case, the jockey does
not receive any penalty for the Skill Checks for being in the water.
Still, as a rule, the jockey cannot breathe or speak when in the
water.

Description
It is a mount that allows the jockey to move freely underwater.
It is available for rent at Rider's Guild in some seaside towns.

177
Manabike
Price: 10,000G/1,000G Appropriate Level: 3 – 6
Mini Manabike Int: None Perc: Mechanical Lang: None
Price: 3,000G/300G Appropriate Level: 1 – 2 Weak Point: Magic Damage +2 pts. Move Speed: 50 (Wheels)
Int: None Perc: Mechanical Lang: None
Weak Point: Magic Damage +2 pts. Move Speed: 30 (Wheels)

Accuracy

Damage

Defense
Evasion
F Style
Level HP MP Fort Will
(section)
Accuracy

Damage

Defense
Evasion
F Style
Level HP MP Fort Will
(section) 3 Tackle 5 2d+4 5 5 40 - 6 6
4 Tackle 7 2d+6 7 5 40 - 6 6
1 Tackle 3 2d+2 1 3 25 - 3 3 5 Tackle 8 2d+8 8 5 40 - 6 6
2 Tackle 4 2d+3 2 3 25 - 3 3 6 Tackle 9 2d+10 9 5 40 - 6 6
Unique Skills Unique Skills
◯Off-Road Handling ◯Off-Road Handling
Ignore all -2 penalties for poor mobility. Ignore all -2 penalties for poor mobility.
►Grenade Launcher [Enhance: Unique Skill
Description Release]/Rider Level + Dexterity
It is a small, easy-to-use magitech for beginner riders and is Modifier/Willpower/Half
available outside of the Rider's Guild. To use this ability, the mount can only take Limited Move.
However, if the jockey has learned [Unique Skill Release], this
ability can be used with Normal Move.
Launches a grenade with “Range/Area: 1(10m)/Shot” and
“Target: 1 area (3m Radius)/5)” It deals “Power 10/Critical
Threshold 10 + Rider Level + Intelligence Modifier” fire magic
damage.
To use this ability, the jockey must spend 10 MP.
Once this ability is used, it cannot be used again unless the
jockey reloads the Grenade with a Major Action (for game
purposes mount has an unlimited number of Grenades).

Description
A Magitech-type mount that can be found on the market and
at the Riders' Guild. They are loved by riders as a casual model
that combines sufficient travel speed with easy maneuverability.

Tannoz (see ML, p. 84)


They are ugly Barbarous that live mainly by the seashore and
riverside. They are short and have wrinkled faces. Their right hand is
a pair of crab-like pincers, and they carry a lantern in their left hand.
Lanterns are used for hunting prey, confusing and stranding boats at
night, and luring Humanoids into swamps and rivers.
Sometimes they can also be seen inland serving other Barbarous.
They are hated by humanoid fairy tamers because they do not make
contracts with them but force them to work.

178
Part 2 Data

Designer's Notebook
Kei Kitazawa Tanaka Kouji
It has been exactly one year since the release of the This book was initially titled "Character Building Book
Character Building Book (CBB), the second volume of the 2," but during its development, its concept evolved
series, which has been completed successfully. significantly. One major factor was the decision to
CBB was created to make it fun and easy, even for introduce Vagrants, the main feature of this work, during
beginners, to create dramatic characters and to provide the development stage. We had many discussions about
useful information in the early stages of play. We have whether playing SW2.5 with a character other than an
introduced new elements and unusual combination types adventurer would appeal to current users.
based on the popular concept to provide a wider range of As a result, this book is a bit technical and challenging
playing environments. as a "one book to start from here" supplement, with new
In addition to the new types, which include classes races and classes. However, if you have already played with
added in the new supplement Monstrous Lore, four new "CBB" or "Character Building Box" and want to create more
races are included, including a completely new one. We dramatic characters for your second or third character, this
also introduce Vagrant, a new adventure style, and a new book is the most suitable for your needs.
combat feat with wild characteristics. This book is a perfect The new "Vagrant Combat Feats" data is not extensive,
companion to start your new adventures. but it offers a new approach to the conventional theory of
I was in charge of planning and main authoring of this character theory crafting. If you are planning to start a new
book. Tanaka Kouji created data for the new races and the campaign, please consider them.
new Combat Feats, Miyuki Kiyomatsu compiled the So, after enjoying the freedom, responsibility, duty, and
existing data, and Akita Miyabi, Tadaaki Kawahito, Bethe blessings of Vagrants, we will meet again.
Yuli Kurosaki, and Junichi Kawabata helped to create
flavors of the race tables.
Many thanks to all the artists, designers, test players,
and editors. And to all the new Vagrants, I wish you all the
best of luck and inspiration!

Staff List Web Content


Writers:……..…………………………..Kei Kitazawa, Tanaka
(Group SNE site)
Kouji, Miyuki Kiyomatsu
http://www.groupsne.co.jp/
Flavor Assistance:………………….. Akita Miyabi, Tadaaki You can find here errata and FAQ, and interviews.
Kawahito, Bethe Yuli
Kurosaki, Jun Kawabata (Fujimi Shobo official TRPG ONLINE Introduction
Development: ……………………… Group SNE page of “Sword World 2.5”)
Cover Illustration:…………………… Morechand https://fujimi-trpg-online.jp/game/sw25.html
Cover Front Page Illustrations:… Tai Nakajima, Mikako This page contains information on downloads for various
Mikagi sheets and new releases.
Frontispiece Illustration:………… Susumu Kuroi, Konno
Takashi, Morechand
Text Illustrations: ………………… akisa, Ario, Usui Rina,
Kankuro, Kiwo, Susumu Original Release Date: 2021/06
Kuroi, Shiroichi Ohno, Translation Release Date: 2023/08
Toyota Saori, Tai
Nakajima, Koji Nishino,
Yukihiro Maruo, Mikako
Mikagi, Morechand
This is a free, unofficial, fan-based translation.
Bookbinding: ..……………….…….. coil
Please support original creators by buying Sword
Main Text Design:…………………. Takahiro Sato World books and supplements.
Editing: ……………………………….. Ryosuke Takeda

Translation & Editing:…............. Auquid


Translation of Races:……………… Momo
Proofreading:………………………… MomijiLoop

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