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Sword World 2.5 - Outlaw Profile Book
Sword World 2.5 - Outlaw Profile Book
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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
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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:
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Part 1 Character Creation
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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.
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Part 1 Character Creation
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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.
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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.
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)”.
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
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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
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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.
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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.
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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.
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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:
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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
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)).
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.
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.
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.
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.
30
Part 1 Character Creation
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
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.
Racial Abilities
[Darkvision]: Shadows can see in the darkness as well as
they can during daytime.
[Moonlight's Protection]: +4 to Willpower.
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
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.
34
Part 1 Character Creation
◼Adventurous Aptitude
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
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
36
Part 1 Character Creation
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.
38
Part 1 Character Creation
◼Adventurous Aptitude
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
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
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
40
Part 1 Character Creation
◼Adventurous Aptitude
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.
42
Part 1 Character Creation
◼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
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
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
48
Part 1 Character Creation
◼Adventurous Aptitude
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
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
◼Adventurous Aptitude
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
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.
52
Part 1 Character Creation
◼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
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
54
Part 1 Character Creation
◼Adventurous Aptitude
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
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
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
56
Part 1 Character Creation
◼Adventurous Aptitude
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.
58
Part 1 Character Creation
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.
60
Part 1 Character Creation
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.
62
Part 1 Character Creation
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?
64
Part 1 Character Creation
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
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.
68
Part 1 Character Creation
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.
70
Part 1 Character Creation
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.
72
Part 1 Character Creation
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)".
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)
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.
76
Part 1 Character Creation
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.
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...
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)".
80
Part 1 Character Creation
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)".
82
Part 1 Character Creation
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 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.
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 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.
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
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)
90
Part 1 Character Creation
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
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)".
94
Part 1 Character Creation
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.
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
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
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
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
106
Part 1 Character Creation
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).
108
Part 1 Character Creation
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
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
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
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
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
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
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
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
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
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
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
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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
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.
128
Part 2 Data
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".
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
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.
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.
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
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.
136
Part 2 Data
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.
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.
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.
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
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
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
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
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
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.
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.
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.
148
Part 2 Data
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.
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
1
2(30m)/ 1
Tar. Character Range/Area
X
Target
Duration
Hour
Res. Optional Wind Guard Cost MP3
152
Part 2 Data
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.
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.
154
Part 2 Data
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.
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.
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
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
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
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.
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
162
Part 2 Data
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
164
Part 2 Data
Crit Rate
Stance
Power
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
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
B-Rank Spears
Add'l Dmg
Min STR
Accuracy
Crit Rate
Stance
Power
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
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)
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
B-Rank Wrestling
Add'l Dmg
Min STR
Accuracy
Crit Rate
Stance
Power
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
168
Part 2 Data
Add'l Dmg
Min STR
Accuracy
Crit Rate
Stance
Power
Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
Crit Rate
Stance
Power
Range
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
B-Rank Bows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
A-Rank Bows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
169
B-Rank Crossbows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes
A-Rank Crossbows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
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
170
Part 2 Data
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
Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes
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
Herbs
Add'l Dmg
Crit Value
Stance
Power
Price
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes
Price
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes
Repair Tools
Add'l Dmg
Crit Value
Stance
Power
Price
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.)
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Part 2 Data
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+
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 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
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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.
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!
179
180