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Sword World 2.5 - Battle Mastery

The document is a comprehensive guide for the 'Sword World 2.5' tabletop role-playing game, focusing on the new Battle Dancer class and its associated Combat Feats. It includes detailed character creation guidelines, combat mechanics, and rules for integrating various schools and monsters into gameplay. Additionally, it emphasizes the need for the core rulebooks to utilize the new content effectively.

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0% found this document useful (0 votes)
57 views197 pages

Sword World 2.5 - Battle Mastery

The document is a comprehensive guide for the 'Sword World 2.5' tabletop role-playing game, focusing on the new Battle Dancer class and its associated Combat Feats. It includes detailed character creation guidelines, combat mechanics, and rules for integrating various schools and monsters into gameplay. Additionally, it emphasizes the need for the core rulebooks to utilize the new content effectively.

Uploaded by

shyguysubcon2012
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 197

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Introduction.................................................... 8 School Equipment............................ 61 Schools in the “Sword World 2.0
Part 1 Characters ........................... 9 School Secrets................................... 61 Procelsia, A Secret History” ............. 85
Battle Dancer (Warrior-Type Major Class) 10 Ancient Morganthine Battlefield Sorcery .... 62 Additional Data ............................................ 86
Battle Dancer Class ...................................... 12 School Equipment............................ 63 Weapons ........................................... 86
Additional Background Tables........ 13 School Secrets................................... 63 Armor................................................ 88
Combat Feats................................................ 15 Dikehorn Twin Ice Spirit Technique.......... 64 Class-Specific Items .......................... 89
Combat Feat Acquisition ................. 15 School Equipment............................ 65 Armor Enhancements ...................... 89
How to Use Combat Feats ............... 16 Secret School Spells ......................... 65 Adventure Tools ............................... 89
Vagrant Combat Feats ...................... 18 Scholten Mounted Combat ......................... 66 Accessories........................................ 90
Combat Feat List .............................. 20 School Equipment............................ 67 Part 2 World ................................ 91
Combat Feat Data ........................................ 28 School Secrets................................... 67 Battle Dancer (Warrior-Type Major
How to Read Combat Feats ............. 28 Schools on Another Continent .................... 68 Class) ................................................. 92
Selectively Acquired Passive Combat Ardorian Style Martial Arts - Merciano Schools of Alframe Continent ..................... 94
Feats .................................................. 28 School (see PH, p. 28) ................................. 70 Southwestern Continent: Burlight
Selectively Acquired Active Combat School Secrets................................... 70 Region ............................................... 94
Feats .................................................. 32 El Elena’s Dazzling Veil Dance Technique Continental Midwest: Aurelm Region
Selectively Acquired Major Combat (see PH, p. 31).............................................. 71 ........................................................... 98
Feats .................................................. 39 School Secrets................................... 71 Northwestern Continent: Dorden
Automatically Acquired Combat Feats Phylasten School - Wind Style (Twin Sword Region ............................................... 99
........................................................... 40 Style) (see PZ, p. 22) .................................... 72 Northern Continent: Korgana Region
Some Notes On Combat Feats ........ 42 School Secrets................................... 72 ......................................................... 100
Schools ......................................................... 44 Modified Kwaelan Method of Dark Archery Central Continent: Randar Region 101
Introduction ...................................... 44 (see PZ, p. 27) ............................................. 73 Northeastern Continent: Ursyla
School Equipment............................ 44 School Secrets................................... 73 Region ............................................. 103
Secrets ............................................... 44 Wald Style Battlefield Sword Slaying Method The End of the Journey and Endless
Expulsion .......................................... 47 (see PY, p. 22) .............................................. 74 Possibilities ...................................... 104
How To Read Secrets ...................... 47 School Secrets................................... 74 Part 3 Monsters And Arena ....... 105
Ivar Frenzy Style ........................................... 48 Gaon Peerless Beast Hurling Technique (see
Monster Data .............................................. 106
School Equipment............................ 49 PY, p. 24) ...................................................... 75
Boss Class Monsters ................................... 156
School Secrets .................................. 49 School Secrets................................... 75
Mortar Scorpion (Barbarous) ........ 156
Michal Style Circular Combat Arts ............. 50 Iron Wall Style of Logan the Crusader (see
Polished Crown (Barbarous) .......... 158
School Equipment............................ 51 PDa, p. 22) ................................................... 76
Philadelphus (Barbarous) ............... 160
School Secrets .................................. 51 School Secrets................................... 76
Bolg Challenger (Barbarous).......... 162
Kaslot Great Sand Fist/Batas School ........... 52 Kuuheiken Fierce Dragon Riding (see PSH, p.
Rampage Wolf (Animal) ................ 164
School Equipment............................ 53 168) ............................................................... 77
Great Silverback (Animal) .............. 166
School Secrets .................................. 53 School Secrets................................... 77
Erinnerungen (Undead) ................. 168
Makajahat Pro Grappling............................. 54 Note on Converting Schools ....................... 78
Undertaker (Undead) ..................... 170
School Equipment............................ 55 Individual Guidelines on Converting
Crystal Weaver (Construct) ............ 172
School Secrets .................................. 55 Schools .............................................. 80
Guardian Zerlay (Magitech) ........... 174
Narzaland Flexible Shield Style ................... 56 Schools in the “Natural History of
Additional Daemon Action Charts 176
School Equipment............................ 57 Feidan”.............................................. 80
Arenas of Alframe ...................................... 178
School Secrets .................................. 57 Schools in the “Natural History of
How to Play with Arena Rules ....... 179
Alster Strongshot Style ................................. 58 Zalts” ................................................. 81
Various Arena Data.................................... 185
School Equipment............................ 59 Schools in the “Natural History of
Arena Tables .................................. 189
School Secrets .................................. 59 Yulleria” ............................................ 83
Monsters by Level ...................................... 193
Hiadem Magical Flow Manipulation Strikes Schools in the “Natural History of
Designer's Notebook .................................. 194
...................................................................... 60 Dagnia” ............................................. 84

9
The ultimate combat encyclopedia "Battle Mastery." You Are Going to Need Rulebooks
This book is truly a book for those who fight. This book introduces additional rules and data to
It primarily focuses on the Combat Feats found in “Sword World 2.5”. This book cannot be played
Sword World 2.5 and also features renowned Schools from standalone, and the Core Rulebooks of “Sword World 2.5”
the world of Alframe. Additionally, it includes excerpts are required to make full use of it.
from Schools that have migrated from the Terastier In principle, new data, items, and rules assume you have
continent. all three “Sword World 2.5 Core Rulebooks I-III”. If you
By utilizing this book, readers can gain a comprehensive want to use this book fully, you need all of “Core Rulebooks
understanding of Combat Feats and explore the diverse and I-III”.
profound variations of battles through the introduction of However, TTRPG is a game where you can choose and
School abilities. discard rules and data, and with the GM's understanding
and ingenuity, you can use the contents of this book even if
The first part, titled "Character," introduces the new class you use only “Core Rulebook I” or only “Core Rulebooks
called Battle Dancer. It provides instructions on how to I-II”.
create and play characters who have chosen this class. The
Battle Dancer class is the first Warrior-Type class to be About References
added since the release of the Core Rulebooks. These In this book, references to some terms are given in the
characters are skilled in a wide range of Combat Feats and form of (see XX, p. YY). These should be handled as
have a fighting style reminiscent of dancing. follows.
To help you get started, a sample character is included, (see p. YY): If there is no abbreviation and only the page
along with guidelines for creating higher-level characters. is indicated, it is a reference within this book.
Additionally, there are background tables specific to each (see XX, p. YY): where XX might be an abbreviation
race, including Battle Dancers and other classes introduced for:
in supplemental materials.
Lastly, the first part presents a comprehensive list of “CR I”: “Core Rulebook I”
Combat Feats, as well as the newly added School techniques “CR II”: “Core Rulebook II”
and the Terastier Continent's School techniques converted “CR III”: “Core Rulebook III”
from Sword World 2.0. It also provides information on “ET”: “Epic Treasury”
items associated with each School. “ML”: “Monstrous Lore”
“MA”: “Magus Arts”
The second part, "World," includes the setting “KF”: “Kingsfall, the City of Railroads”
information for the newly added Battle Dancer. “CO”: “Constellation of Colonies Cyrecode”
Additionally, it tells a story about the schools currently “ES”: “The School of Wizardry Eusiz”
available across the continent of Alframe. By referencing “VC”: “Vice City”
this information along with the game data, you can broaden “DL”: “Daemon’s Line”
your understanding of your character and explore more “GR”: “Griffon Road”
role-playing opportunities. “CBB”: “Character Building Book”
“OPB”: “Outlaw Profile Book”
In Part 3, titled "Monsters and Arena," new rules have “DA”: “Duo Adventure”
been added for the inclusion of several new monsters in
adventures. These monsters include both completely new
creations and conversions from Sword World 2.0.
Additionally, the section includes 10 Boss Class Monsters.
These monsters are not unique enemies but rather powerful
creatures that serve as bosses among various types of
monsters. To inspire creativity, a compilation of ideas for
scenarios featuring these Boss Class Monsters is also
provided.
Furthermore, the book introduces the Arena Rules,
which are versatile rules applicable to arenas found
throughout Alframe. These rules can be utilized in between
scenarios or as the focal point of a campaign, allowing for
the addition of customized rules and conditions.

8
Part 1 Characters

Part 1 Characters

9
The Battle Dancer class is a Warrior-Type class, similar
to the Fighter and the Grappler. It utilizes weapons to defeat
enemies.
Battle Dancers have the ability to wield any melee
weapon up to their Strength score, including Grappler-
specific weapons. However, due to the Battle Dancer's
combat style, which emphasizes light movements
resembling a graceful dance, they can only wear the same
armor as the Grappler class.
Upon reaching the first level of the Battle Dancer class,
you gain one Combat Feat through the "Bonus Active
Combat Feat" class feature. As a result, a newly created
character can learn two Combat Feats, including the
Combat Feat available to first-level adventurers. The Battle
Dancer class encourages players to consider various
combinations of Combat Feats and choose the most
effective tactics based on the situation.

“Lykant Battle Dancer” Character Description


A warrior character who fully utilizes the skills of a Battle
Dancer, fighting at the forefront against enemies. By
acquiring the Combat Feat [Dual Wielding], which allows
them to wield two one-handed weapons, their attack power
becomes extremely high. Additionally, with the feature
"Bonus Active Combat Feat", they have also learned [Aimed
Attack I], which helps counter the accuracy loss from [Dual
Wielding]. They increase their chances of success by
declaring [Aimed Attack I] against higher-level opponents
and making a single attack.
In terms of armor, relying on armor with evasion
bonuses such as a Point Guard to dodge attacks. Their high
Evasion makes it difficult for enemies to hit them. However,
it is important to be cautious of the magic and special
abilities of monsters and always keep their HP at maximum.
For character growth, focusing on [Weapon Proficiency
A/**] and [Armor Proficiency A/Nonmetallic Armor]
directly enhances their combat strength. They can also learn
[Ever-Changing I] to efficiently make two attacks.
Additionally, if they learn [Dual Technique] early on, their
accuracy will remain high. Once familiar with the character,
you can learn a second Active Combat Feat or join a School
that aligns with the character's vision.
To showcase your combat skill, you should forcefully
swing your weapons on the front line and defeat the
enemies!

10
Part 1 Characters

11
Battle Dancer Warrior-Type Major Class Combat Feats That Can Be Learnt With Battle Dancer
Classification Name Page Notes
The Battle Dancer class is a new Warrior-Type class.
[Evasive
Similar to the Fighter and Grappler, the main use of the Maneuvers II]
29
class is to wear armor and fight enemies with melee and
ranged attacks (with throwing attacks only). [Tenacity] 29 Cannot learn [Super Tenacity]
Passive Combat
Fighting with the Battle Dancer is to create a situation Feat [Ever-Changing
that is advantageous to you while moving swiftly, dancing 31
I/II]
and confusing the enemy with your movements. Automatically learnt at Battle
[Battle Master] 41
When you learn the Battle Dancer class, you can make Dancer level 13.
the following skill checks: [Repeated Strike
34
I/II]
- Accuracy check (see CR I, p. 103) [Power Strike
34
Cannot be replaced by [Power
- Evasion check (see CR I, p. 104) I/II] Strike III].
[Taunting Strike
35
Active Combat I/II]
Feat
[Cleave I/II] 35
The Battle Dancer class can be learned and used by all [Lethal Strike
races that can currently be used as PCs. 36
I/II/III]

[Nerve Strike] 33

If you use the Battle Dancer class to make an attack, Bonus Active Combat Feat
when determining physical damage, you can count "Battle Those who have learned 1 level of the Battle Dancer will
Dancer Level + Strength Modifier" as Extra Damage. receive 1 additional Active Combat Feat slot. With this
added Combat Feat slot, you can choose to learn one of the
following active Combat Feats. Active Combat Feats learned
in this way can only be declared when using Battle Dancer
The Battle Dancer class allows you to wield most melee to make Accuracy or Evasion checks. This bonus-declared
and throwing weapons if you meet the strength and rank feat cannot be put on hold, just like learning other Combat
requirements. You can also use weapons that are exclusive Feats.
to Grapplers. If the Combat Feat learnt with Bonus Active Combat
Armor, on the other hand, is heavily restricted. Battle Feat has a replacement feat, it will automatically be replaced
Dancers can only use armor that is “Grappler-only” or once the replacement level set for the feat is reached. If the
“Grapplers may equip,”' and they cannot use shields. replacement level is set by Adventurer Level, you must
reach that Adventurer Level. If the replacement feat refers
to a Warrior-Type class level, you can use Battle Dancer as
the class. The standard rules for replacement timing (when
the character's Adventurer Level reaches an odd number)
With the Battle Dancer class, you can learn some of the
remain unchanged.
Combat Feats that can be learned with other Warrior-Type
classes. Also, at 1st level Battle Dancer, you gain one
Active Combat Feats Available To Select
additional Combat Feat with "Bonus Active Combat Feat", Name Page Notes
and when the class level reaches 7th level and 13th level, [Decoy Attack I] 32
you can automatically acquire a Combat Feat. [Repeated Strike I] 34
[Aimed Attack I] 34
Battle Dancer and Existing Combat Feats [Power Strike I] 34 Cannot be replaced by [Power Strike III].
The Battle Dancer class meets the "Prerequisite" [Taunting Strike I] 35
requirement or satisfies the "Use" requirement through an [Lethal Strike I] 36
Accuracy check or Evasion check for the existing Combat [Mana Strike] 37
Feats listed below. [Shadow Step I] 38 Vagrant Only
The level that a Combat Feat can be acquired, and the [Desperate Strike] 38 Vagrant Only
[Herald Strike] 39 Vagrant Only
level that it can be replaced conform to the existing Warrior- [Wild Strike] 39 Vagrant Only
Type classes indicated in that Combat Feat.
In the list of Combat Feats and detailed data starting on
Automatically Acquired Combat Feats
page 28, "Battle Dancer" is added to the acquisition
When you reach level 7 Battle Dancer, you will
conditions and usage columns for these Combat Feats.
automatically learn the Combat Feat [Cleansing Dance] (see
Combat Feats that do not have other classes specified
p. 41). Also, When you reach level 13 Battle Dancer, you
can be learned like other Warrior-Type classes.

12
Part 1 Characters

automatically learn the [Battle Master] (see p. 41) Combat How to use the Battle Dancer Class?
Feat. As a new Warrior-Type class, Battle Dancer can be
divided into three broad styles when creating a character.
Resistance to the Spellsong: Dance
The Battle Dancer class does not receive a penalty to 1) Attack Power Emphasis
Accuracy and Evasion checks when under the effects of You can begin with [Weapon Proficiency A/*] Combat
Spellsong: Dance (see CR III, p. 177, MA, p. 169). Feat and equip a powerful 2H weapon, then use the Bonus
Active Combat Feat to gain Combat Feats that do not have
Dedicated Accessory evasion penalties. [Repeated Strike I], [Aimed Attack I],
The Lace Up Corset accessory can be equipped by and [Taunting Strike I] are good choices. Recommend for
Battle Dancers that are level 3 or higher to gain its benefits. characters with high strength.

Battle Dancer Summary 2) Rapid Attack Emphasis


Weapon Skill: All Fighter + Grappler weapons meeting You can begin with [Dual Weapon] Combat Feat to
the minimum Strength requirement is OK. increase the number of attacks and increase offensive
Armor: Same restrictions as Grappler. ability. Learning [Aimed Attack 1] or [Decoy Attack I] can
At the 1st level, you gain a Bonus Active Combat Feat; help compensate for the lower Accuracy of using 2
at the 7th level, you gain [Cleansing Dance]; at the 13th weapons. It's a combination that works well with races that
level, you gain [Battle Master]. excel in Dexterity and do not have much Strength.

3) Evasion Focused Type


This style emphasizes evasion and defense by starting
with [Armor Proficiency A/Nonmetallic]. Vagrant
characters using this style can benefit from [Shadow Step],
while adventurers can use [Taunting Strike I] to draw enemy
attacks and neutralize them with high Evasion. As you
accumulate more reputation points and money through
adventures, you can learn school Secrets (see p. 44) or equip
the waist accessory Blade Skirt (see ET, p. 169) to deal
damage while dodging.

The use of the Battle Dancer class is not limited to the


above. Although it has a large restriction on armor, it has
excellent compatibility with Wizard-Type classes, and in
that case, [Mana Strike] is also an option (unfortunately, you
cannot learn [Metamagic/**] with your Bonus Active
Combat Feat).
As you grow, you will have more options, and you will
be able to fight in a wide variety of ways.
Feel free to master your own Battle Dancer.

Here are additional background tables for each race and Elf Background Table
class, which have been added since Core Rulebooks I-III. Starting
Background Skill/Body/Mind Experience
Please refer to the "Outlaw Profile Book" for the new Classes
races: Alves, Weaklings, Shadows, and Soleil. Daemon
2-4 Warlock 9/4/13 2000
See Monstrous Lore for details on the new classes Druid Tamer
and Warlock and Magus Arts for details on the Tactician 5-6 Diviner Geomancer 10/4/12 2500
Battle
and Geomancer classes. 7 Dancer
Dancer
13/5/8 2000
8-9 Tactician Tactician 11/4/11 2500
Human Background Table 10-12 Druid Druid 10/3/13 2000
Starting
Background Skill/Body/Mind Experience
Classes Dwarf Background Table
Daemon
2-4 Warlock 3/8/10 2000 Starting
Tamer Background Skill/Body/Mind Experience
Classes
5 Diviner Geomancer 5/9/7 2500
2-4 Diviner Geomancer 6/6/8 2500
6 Alchemist Alchemist 8/5/8 2500
5-6 Alchemist Alchemist 6/7/7 2500
Battle
7 Dancer 10/6/5 2000 Battle
Dancer 7 Dancer 6/10/4 2000
Dancer
8 Jockey Rider 6/8/7 2500
8-9 Jockey Rider 5/9/6 2500
9 Tactician Tactician 8/6/7 2500
10-12 Tactician Tactician 5/8/7 2500
10-12 Druid Druid 4/7/10 2000

13
Tabbit Background Table Meria Background Table
Starting Starting
Background Skill/Body/Mind Experience Background Skill/Body/Mind Experience
Classes Classes
Daemon Daemon
2-4 Warlock 5/6/11 2000 2-4 Warlock 7/8/14 2000
Tamer Tamer
5-6 Geomancer Geomancer 5/8/9 2500 5-6 Geomancer Geomancer 8/9/12 2500
7 Druid Druid 7/5/10 2000 Battle
7 Dancer 9/8/12 2000
8-9 Tactician Tactician 8/6/8 2500 Dancer
10-12 Alchemist Alchemist 7/7/8 2500 8-9 Tactician Tactician 8/8/13 2500
10-12 Druid Druid 7/7/15 2000
Runefolk Background Table
Starting Tiens Background Table
Background Skill/Body/Mind Experience
Classes Starting
Background Skill/Body/Mind Experience
2-4 Geomancer Geomancer 10/10/6 2500 Classes
5-6 Alchemist Alchemist 11/8/7 2500 Daemon
2-4 Warlock 7/11/10 2000
Battle Tamer
7 Dancer 12/9/5 2000
Dancer 5-6 Geomancer Geomancer 8/11/9 2500
8-9 Jockey Rider 9/9/8 2500 Battle
7 Dancer 10/13/5 2000
10-12 Tactician Tactician 10/8/8 2500 Dancer
8-9 Tactician Tactician 9/11/8 2500
Nightmare Background Table 2-4 Druid Druid 6/12/10 2000
Starting
Background Skill/Body/Mind Experience Leprechaun Background Table
Classes
Daemon Starting
2-4 Warlock 7/10/13 2000 Background Skill/Body/Mind Experience
Tamer Classes
5-6 Jockey Rider 10/12/8 2500 Daemon
2-4 Warlock 11/3/9 2000
Battle Tamer
7 Dancer 11/12/7 2000
Dancer 5-6 Geomancer Geomancer 10/6/7 2500
8-9 Tactician Tactician 9/13/8 2500 Battle
7 Dancer 13/5/5 2000
10-12 Druid Druid 8/10/12 2000 Dancer
8-9 Alchemist Alchemist 14/4/5 2500
Lykant Background Table 10-12 Druid Druid 12/3/8 2000
Starting
Background Skill/Body/Mind Experience Alv Background Table
Classes
2-4 Geomancer Geomancer 10/7/8 2500 Starting
Background Skill/Body/Mind Experience
5-6 Alchemist Alchemist 12/7/6 2500 Classes
Battle 2-5 Geomancer Geomancer 11/6/8 2500
7 Dancer 13/6/6 2000
Dancer Battle
6-8 Dancer 13/5/7 2000
8-9 Jockey Rider 10/8/7 2500 Dancer
10-12 Tactician Tactician 9/9/7 2500 9-12 Tactician Tactician 10/6/9 2500

Lildraken Background Table Weakling Background Table


Starting Starting
Background Skill/Body/Mind Experience Background Skill/Body/Mind Experience
Classes Classes
2-4 Geomancer Geomancer 4/13/8 2500 2-5 Geomancer Geomancer 7/8/8 2500
5-6 Alchemist Alchemist 5/13/7 2500 Battle
6-8 Dancer 10/8/5 2000
Battle Dancer
7 Dancer 6/14/5 2000
Dancer 9-12 Tactician Tactician 9/7/7 2500
8-9 Tactician Tactician 5/12/8 2500
10-12 Druid Druid 5/11/9 2000 Shadow Background Table
Starting
Grassrunner Background Table Background Skill/Body/Mind Experience
Classes
Starting 2-5 Geomancer Geomancer 14/6/7 2500
Background Skill/Body/Mind Experience
Classes Battle
6-8 Dancer 17/7/3 2000
2-4 Geomancer Geomancer 11/1/13 2500 Dancer
5-6 Alchemist Alchemist 12/1/12 2500 9-12 Tactician Tactician 15/8/4 2500
Battle
7 Dancer 13/1/11 2000
Dancer Soliel Background Table
8-9 Jockey Rider 12/0/13 2500 Starting
10-12 Tactician Tactician 11/1/13 2500 Background Skill/Body/Mind Experience
Classes
2-5 Geomancer Geomancer 10/12/4 2500
Battle
6-8 Dancer 12/13/1 2000
Dancer
9-12 Tactician Tactician 11/12/3 2500

14
Part 1 Characters

Combat feats are special abilities that a character


possesses. Even if characters have the same class, their
individuality, and roles will vary greatly depending on what
combat feats they have acquired. So use them wisely.

Some combat feats are acquired by the player when the There are some that are prerequisites for levels and
adventurer level rises to an odd number of levels using other combat feats and some that are prerequisites for both.
learning slots (see below), while others are acquired You must meet all prerequisites.
automatically when a specific class reaches a specific level.
The former is called the “selectively acquired combat feats,”
and the latter is called the “automatically acquired combat
feats.”
Combat Feats with Roman Numerals (I, II, II) in their
names are called Replacement Feats. As the name suggests,
this type of Combat Feat is gradually replaced over time
PCs have learning slots that allow them to acquire
once the initial (I) feat is learned.
combat feats of their choice according to their adventurer
Replacement combat feats are optional, and they use the
level. As soon as the adventurer level is increased and a
same Learning Slot as the initial feat.
learning slot is added, a new combat feat can be acquired
up to the limit of learning slots. The same combat feat
Collective Notation with Abbreviated Roman Numerals
cannot be learned more than once.
Replacement combat feats are written with Roman
The learning slots get one for every odd level of the
numerals. The name (without numeral) is a collective
adventurer level. In other words, the table is as follows.
notation that specifies all of the Replacement Feats for that
Adventure Level Learning Slots name. For example, if you just say [Cover], it means both
1 1 [Cover I] and [Cover II]. If it appears in the description, it
3 2 is a description common to both. When a name appears as
5 3 the prerequisite for learning another Combat Feat, having
… … any of the Replacement Feats with that name meets the
prerequisite.
Note! Learning Slots Cannot be Held In the presence of Roman numeral abbreviations, it
You must learn combat feat immediately when your refers to individual combat feats. For example, if it is written
number of learning slots increases. You cannot reserve as [Cover I], [Cover II] is not involved.
learning slots and later learn combat feats.
Replacement-type Combat Feats are learned with […I]
Acquisition Prerequisites (Levels) first.
Some combat feats can only be acquired if the character When learning Replacement-type Combat Feats, the
has a minimum adventurer level or a specific class level. one with the name and with the Roman numeral of I is
Before taking combat feats, the player should grow and learned first. This follows the normal rules for acquiring a
increase the level of character. After that, the process moves Combat Feat; acquisition requires a Learning Slot, and if
to the combat feat acquisition to determine if the prerequisites such as level or other Combat Feats are
prerequisites have been met. present, they must be met.
For example, the combat feat, which assumes
Adventurer level 3 or higher, can be acquired after growth […II] and later can only be learned by replacing lower-
when the adventurer reaches 3rd level. ranked Combat Feats with the same name (lower Roman
Some Combat Feats list multiple classes separated by numerals).
"or" as prerequisites, along with a level requirement for those Combat feats with the names […II] and [...III] are
classes. If the character has any of the indicated classes at learned by a character who has learned a feat with the same
the specified level, they can learn the feat if they have a name but with a Roman number that is one lower than it.
Learning Slot. i.e.
- A character who has mastered […I] replaces it with [...II].
Acquisition Prerequisites (Other Combat Feats) - A character who has learned [...II] (as described above)
Some combat feats have other combat feats specified as replaces it with [...III].
prerequisites for learning them. They cannot be acquired
without having acquired the combat feat as a prerequisite.

15
No Need For Learning Slots When Learning [...II] and Slot. (Remember, this new slot is not used by the
[…III] Replacement Feat.)
You do not need a Learning Slot to learn a replacement
feat after learning the rank [...I] feat. Simply replace the Immediate Replacement Does Not Occur
existing [...I] feat with the [...II] feat and (if there is one) with If you use a new Learning Slot to learn a […I] feat, it will
the […III] feat without changing the Learning Slot. not be replaced immediately, even if you otherwise meet the
replacement conditions. Replacement only occurs when the
Replacement Occurs Automatically if Conditions are next Learning Slot is acquired.
met In the above example, if you learn [Cover I] at
For replacement feats, the “prerequisite” is the prior feat adventurer level 7, it becomes [Cover II] when you reach
with the feat name in the data and any other conditions adventurer level 9. Replacement by [...III] is also limited to
(such as level). If the conditions are met, the new feat will one step at a time. For example, if you acquire [Aimed
automatically replace the prior feat. For example, in [Cover Attack II] at the 11th Adventurer level(its replacement level
II]: requirement) or higher, it will not be replaced until you gain
a new Learning Slot at level 13 (or higher).
Prer.: [Cover I]/Adventurer level 7 or higher

This means that when you reach Adventurer Level 7


and gain a Learning Slot, the [Cover I] feat you have learned Each automatically acquired combat feat specifies a class
in a Learning Slot from a lower level will automatically and its level by reaching which you will learn them.
upgrade to [Cover II]. The character automatically acquires the acquired feat
as soon as the specified class level is reached. In this case,
Replacement Occurs when a New Learning Slot is learning slots (see p. 15) are not required.
Acquired Automatically Acquired Combat Feats cannot be
Replacement only occurs when the character reaches an learned using Learning Slots.
odd Adventurer Level (3,5,7, etc.) and gains a new Learning

There are three types of combat feats according to the only be used once per turn, and if used, the character
conditions under which their effects appear: “Passive cannot attack with weapons or cast Major Action spells.
Combat Feats,” “Major Action Feats,” and “Active Combat If for some reason, multiple Major Actions can be
Feats,” respectively. performed in a single turn, then multiple Major Action
combat feats can be used, or a weapon attack or spellcasting
can be done separately.

Combat feats which are classified as passive combat


feats, always affect a character once acquired.
Active Combat Feats take effect when a character
Replaceable Passive Combat Feats Can Apply Lower declares their use during combat.
Effects If Necessary
Replaceable Passive Combat Feats can be used at lower Number of Times That Can be Declared
ranks depending on conditions and needs. You can apply As a general rule, you can declare only one Active
the effects of any version of the feat that has been learned. Combat Feat per turn. Even if you have learned multiple
For example, if a character that has learned [Evasive Active Combat Feats, you can only declare one of them
Action II] is making an Evasion check with a class other during your turn. This is the same even if you can perform
than Battle Dancer or Fencer, they can only use [Evasive multiple Major Actions on your turn.
Action I] for the check (and only receive a +1 bonus
modifier to the check as a result). Multiple Declarations
A character may gain the ability to declare multiple
times in one turn, such as by learning the Passive Combat
Feat [Battle Master]. In this case, the character can declare
multiple times in one turn. Further advice is provided below
on this matter.
Combat Feats that are classified as Major Action Feats
can be used only with a Major Action. Therefore, they can

16
Part 1 Characters

Timing of Declaration the same timing as the Effect. For example, [Decoy Attack
The timing for declaring the use of active feats is I] has no Risk, but a -2 modifier to Accuracy checks applies
determined for each feat. Broadly speaking, there are two for attacks declared with the feat. That penalty does not
types: the type that is declared along with some action, and impact other attacks made in the same round (for example,
the type that is declared in anticipation of an effect with a second weapon using [Dual Wielding]).
happening in the next 10 seconds (1 round).
Using Replacement Feats At Lower Ranks
Combat Feats Declared in Conjunction with Some Replacement Active Combat Feats can be declared as
Action any rank you have for the feat. For example, a person who
Combat Feat Data (see p. 28-41) in which the has mastered [Power Strike II] decides that declaring
“Application” entry reads “1 melee attack'', “1 spell cast'' etc. [Power Strike II] against an enemy they don't want to kill is
is this type. Examples include [Power Strike] and too risky, but the smaller damage increase from [Power
[Violentcast]. Strike I] is less likely to result in the target being killed. So,
The declaration is made just before the related check is they attack, declaring [Power Strike I].
made. For weapon attack, it is just before the Accuracy
check, and for spell cast, it is just before the Spellcasting
check. After the declaration is made, the dice for such
checks are rolled. Once you have rolled for something like A character may gain the ability to declare multiple
an Accuracy check, you can no longer declare a combat feat Active Combat Feats on a single turn, such as by learning
for that action. the combat feat [Battle Master].
The effect of the active combat feat is applied to that Here is a summary of notes on cases where such
action. A [Power Strike I] will give +4 points of damage if multiple declarations can be made.
the melee attack that is declared hits, and a [Violentcast I]
will. Only 1 Multiple Declaration Effect
Only one effect that allows multiple declarations can be
Lasts 10 Seconds from the Declaration used. There are several Combat Feats that allow a character
The "Application" entry of the Combat Feat is "Lasts 10 to declare multiple Active Combat Feats.
seconds (1 round)". Examples include [Infight] and [Cover]. Even if your character knows more than one of these
The timing of the declaration is determined for each feats, the effects can not overlap. Each round, you must
combat feat (if no mention is made, it can be made at any decide which of the feats that allow multiple Active Combat
time during the turn). The effect lasts for 10 seconds (1 Feats will affect the character at the start of their turn.
round) after the declaration, that is, until the beginning of
the character's next turn. In the case of [Infight I], all Duplicate Names Don’t Stack
Accuracy checks after the declaration meeting its conditions Sword World 2.5 includes the principle that effects with
receive a +2 bonus. the same name do not overlap or accumulate. The same is
true for Active Combat Feats. Therefore, it is not possible
Declared During Combat Preparation to declare multiples of the same Combat Feats for one
Some Combat Feats with Application: Lasts 10 seconds action at the same time and get the effect repeatedly.
(1 round)", have a "△" in front of the name. This means that For example, you cannot declare [Power Strike I] twice
the feat can be declared during Combat Preparation. to get +8 to damage or [Defensive Stance] twice for either a
Examples include [Cover] and [Defense Stance]. +8 to one defense or +4 to two.
The effect of the declaration made during Combat
Preparation disappears at the start of the character’s first Replacement Feats Have the Same Name
turn, regardless of whether the characters or the enemies Remember, Replacement Combat Feats with different
acted first. (Remember, “Combat Preparation” happens Roman numerals are considered to have the same name
before Monster Knowledge and Initiative checks are made. and, as a result, are subject to the “no stacking” restrictions
(see CR I, p. 121) above. It is not possible to declare both [Power Strike I] and
You can only declare one Combat Feat during Combat [Power Strike II] for a single melee attack and have the
Preparation unless you have an ability that allows declaring effects accumulate.
multiple. These restrictions follow the normal rules for
declaring feats during your turn. Duplicate Names and Different Declarations
You can declare an Active Combat Feat with the same
Attention! The Risk is 10 seconds (1 round) name multiple times in a turn for different checks. For
Some active combat feats have a “Risk” set. When a feat example, you can declare [Power Strike I] for each attack
with a risk is declared, it is subject to a set penalty for the made using [Dual Wielding], and each attack would get the
following 10 seconds (1 round), i.e., until the beginning of +4 Extra Damage if you succeed.
the character's next turn. This is independent of the
duration of the active combat feat itself. The effect of Different Feats Can Stack on 1 Action
[Power Strike I] is limited to one melee attack, but the risk Combat Feats with different names can be declared for
(-2 penalty to Evasion checks) must be taken for 10 seconds the same action, and their effects are combined.
(1 round). For example, [Lethal Strike I] and [Power Strike I] can
Risk is defined in the data for each feat (if present). A be declared for the same attack. If the attack succeeds, the
negative modifier that occurs as part of a feat’s Effect has
17
damage determination will have +1 on the Power Table and For example, if you declare [Power Strike I] and [Lethal
+4 Extra damage. Strike I], each of which has Risk: -2 Evasion, you receive a
penalty of -4 Evasion until the start of your next turn.
Attention! Risk is Cumulative
When declaring feats multiple times, if they have a "risk,"
they all apply cumulatively, even when declaring the same
one multiple times.

Automatically Acquired Combat Feat That Can be


Replaced With Vagrant Combat Feats
Vagrants are individuals who take pride in their freedom
and act solely based on their own desires. They live without [Treasure Hunt] (Scout 5th level)
any affiliation to nations, Adventurer's Guilds, or other [Survivability] (Ranger 5th level)
organizations. They are sometimes referred to as "outlaws" [Keen Eyes] (Sage 5th level)
and may even break the laws of the state and society, leading
to their perception as criminals. Automatically Acquired Vagrant Combat Feats, like the
However, Vagrants are also known for their general Automatically Acquired Combat Feats, cannot be
adventurous spirit and the courage to face danger without learned using Learning Slots.
the promise of rewards. They often confront enemies such
as Barbarous, Undead, and Daemons and are seen as Choice When Learning
saviors to the weak. Many Vagrants have achieved great When a character reaches the 5th level of the Scout,
deeds and are celebrated as heroes. Ranger, or Sage classes, they can acquire Vagrant
For more information on Vagrants, refer to the Outlaw automatically acquired feats. However, due to the Combat
Profile Book supplement. Feat rule, you cannot acquire the same named feat more
than once. So it is possible to acquire different Vagrant
automatically acquired feats on different occasions, such as
after raising the Scout class to the 5th level or the Sage class
Vagrants have their own way of fighting. This is to the 5th level.
represented by the "Vagrant Combat Feat".
In the data entries, Vagrant Combat Feats have after Examples of Example of Replacing With Vagrant Feats
their name. These feats can only be learned by Vagrant Jack Alltrades is a Vagrant who has Scout, Ranger, and
characters. Sage classes, all at fourth level.
Except for the limitation in learning, the Vagrant Jack increases his Scout class from 4th to 5th with
Combat Feats follow exactly the same rules as the general experience points from his adventures. At this point, Jack
Combat Feats. can choose to learn either [Treasure Hunt] or [Plunder] or
[Crude Take]. Jack chose [Plunder] this time.
On his next adventure, Jack advances Ranger to the 5th
level. This gives him the opportunity to learn [Survivability]
or [Crude Take]. Jack choses [Survivability].
On further adventures, Jack also brings the Sage skill to
Vagrant Combat Feats are learned according to the level 5. The choice is [Keen Eye] or [Crude Take]. Jack
same rules for acquisition as general combat feats. They chooses [Keen Eye]. Ultimately, Jack's acquired feats are
require a Learning Slot, and all the prerequisites must be [Plunder], [Survivability], and [Keen Eye].
met for the feat, additionally, the replacement learning Jack can no longer learn [Treasure Hunt] and [Crude
methods and restrictions also apply where relevant. Take] that were not chosen.

[Plunder] and [Crude Take] are two automatic Vagrant


Combat Feats. These combat feats are replacements for
typical automatic Combat Feats.
Specifically, when you learn the following automatic
Combat Feats, you can choose to learn Plunder or Crude
Take instead.
18
Part 1 Characters

Attention! Whether or not to live as a Vagrant


Living as a Vagrant or living as an Adventurer belonging
If you started your adventure as a Vagrant but have to the Adventurer's Guild is a big choice. Moving from one
decided to stop being a Vagrant because you have decided to the other should only occur once in a lifetime and not be
to join the Adventurers' Guild, or if you have left the undertaken freely to gain access to benefits such as
Adventurers' Guild and become a Vagrant, please do the mechanics (like feats) or the perks of guild membership
following. (like reliable work and payment).
Many Vagrants remain Vagrants forever, and very few
If You Stop Being Vagrant leave an Adventurer's Guild and jump into the world of
- After that, Vagrant Combat Feats cannot be learned. "outlaws."
- Vagrant Combat Feats learned so far still can be used.
- Vagrant Combat Feats with replacements will be
replaced as usual when you grow up.

If You Become a Vagrant


- Thereafter, you can learn Vagrant Combat Feats when
you grow up.

19
Replace /
Name Prerequisite Use Effect Summary Page
Auto
Footwork - Adventurer Level 9 - Limited Movement becomes 10m 28
Perform an additional melee attack on a prone enemy with [Shield
Follow-Up - [Shield Bash] - 32
Bash].
Guardian I - Adventurer Level 5, [Cover] - You can use [Cover] up to 3 times on different targets. 28
Guardian II Replace Adventurer Level 9 - You can use [Cover] up to 5 times on different targets. 28
In melee combat, every successful Evasion check with a shield up will
Dodge - - Shield 29
lower the Critical Threshold of the next attack by 1.
Evasive Maneuvers
- Adventurer Level 3 - +1 to Evasion checks. 29
I
Evasive Maneuvers Battle Dancer or Fencer 9, Battle Dancer or
Replace +2 to Evasion checks. 29
II [Evasive Maneuvers I] Fencer
Counter Auto Grappler 7 Grappler Against melee attacks, make an attack instead of using Evasion. 40
You can withdraw from chaos without being hindered in movement
Shadow Sneak - Scout 9 - 40
and without the need to prepare to withdraw.
Battle Dancer or Fencer or
Tenacity - - Maximum HP +15 29
Fighter or Grappler 5
Capacity - Adventurer Level 11 - Maximum MP +15 29
Crude Take Auto Ranger or Sage or Scout 5 - Make loot acquisition 1dx2. 41
Sage’s Wisdom Auto Sage 15 Sage Reroll skill checks using Sage class once. 41
Once a day in the natural environment, automatically succeeds on a
Survivability Auto Ranger 5 - 40
resistance check.
Weakness Exploit Auto Sage 7 - Doubles the effectiveness of hitting weak points. 41
Archer’s Grace - Marksman 7 Marksman Use Marksman Class level for Evasion SV calculation. 29
Intense Finale - Bard 3 Bard +10 to the Power of Finales. 29
Additional Songs I - Bard 1 - Learn either Spellsong or Finale. 29
Additional Songs II Replace Bard 7, [Additional Songs I] - Learn either Spellsong or Finale (2 total). 29
Bard 13, [Additional Songs
Additional Songs III Replace - Learn either Spellsong or Finale (3 total). 29
II]
When a Full Move, you can perform actions that can be done with a
Shukuchi Auto Ranger 12 - 40
Normal Move.
Keen Eyes Auto Sage 5 - +1 to loot determination rolls. 40
Potions can be used as a thrown weapon and gain +1 Accuracy for
Throwing I - - - 29
Thrown weapon attacks.
Adventurer Level 5, Can use Potions as a thrown weapon, +1 to Accuracy check of thrown
Throwing II Replace - 29
[Throwing I], weapon attacks, range 10m, thrown attack's range extended to 20m
Twin Strike - [Dual Wielding] - Accuracy checks can be made on multiple targets. 29
Targeting - - Prevents stray shots. 29
Hawk Eye - [Targeting] - Can see shielded enemies. 29
Skill Master Auto Scout 15 Scout You can always reroll skill checks made with the Scout class. 40
Toughness Auto Fighter 7 - Maximum HP +15 41
Fighter or Grappler 7,
Super Tenacity - - Maximum HP +15 29
[Tenacity]
Grappler, 1H
Chain Attack Auto Grappler 1 Additional 1H wrestling attack after 1H wrestling attack. 40
Wrestling
Enhanced
- Adventurer Level 3 - +1 to Fortitude, Willpower, and Death checks. 32
Resistance I
Enhanced Adventurer Level 11,
Replace - + 2 to Fortitude, Willpower, and Death checks. 32
Resistance II [Enhanced Resistance I]
Special Instrument
- Bard 1 - You can equip and use special instruments. 30
Proficiency
A Kick attack can be performed immediately after moving 10m or
Flying Kick - Grappler 9 Grappler 30
more with normal movement.
Treasure Hunt Auto Scout 5 - +1 to Loot rolls. 40
Treasure Master Auto Scout 12 - +1 to Loot rolls. 40

20
Part 1 Characters

Replace /
Name Prerequisite Use Effect Summary Page
Auto
Improved
- Grappler 3 Grappler Throw has +10 Power and can target up to 2 section characters. 30
Throw I
Improved
Replace Grappler 9 Grappler Throw has +20 Power and can target up to 3 section characters. 30
Throw II
Peerless Double
- Adventurer Level 11 - Removes strength restriction for [Dual Wielding] 30
Swords
Dual Technique - Adventurer Level 5 - Removes penalty for [Dual Wielding] 30
Apply the effects of your pet's and your own spellsongs at the same
Harmony - Bard 5 Bard, pet 30
time.
Battle Dancer or Fighter or
Battle Master Auto - You can declare Active Combat Feats twice in one round. 41
Grappler 13
Fast Action Auto Scout 7 - Add 1 Major Action in the 1st round when attacking first. 40
Weapon +1 damage with a category of weapons and can equip its A-rank
- - - 30
Proficiency A/** weapons.
Weapon Adventurer Level 5, [Weapon + 2 (+3 total) damage with a category of weapons you can equip A
- - 30
Proficiency S/** Proficiency A/**] in a category rank from and can equip S rank weapons from that category.
Adventurer Level 11, [Weapon
Weapon Master - - Can equip all weapons up to SS rank for the chosen category. 30
Proficiency S/**] in a category
Indomitable Auto Ranger 7 - Do not fall unconscious even if you fall below 0 HP 40
Enhanced
- Alchemist 3 Alchemist Evocation check +1. 30
Evocations I
Enhanced Alchemist 9, [Enhanced
Replace Alchemist Evocation check +2. 30
Evocations II Evocation I]
Distant
- Alchemist 5 Alchemist Extend the range of Evocations. 30
Evocations
A successful Throw attack allows you to make an additional Kick
Stomp - Grappler 5 Grappler 30
attack.
Count as twice the number of characters for blocking movement or
Block - Adventurer Level 3 - 31
withdraw
Battle Dancer,
Battle Dancer or Grappler or
Ever-Changing I - Grappler, or You can declare Active Combat Feats twice in one round. 31
Fencer 5
Fencer
Battle Dancer,
Ever-Changing Battle Dancer or Fencer or
Replace Grappler, or You can declare Active Combat Feats three times in one round. 31
II Grappler 13, [Ever-Changing I]
Fencer
Armor
- - - +1 defense with a category of armor and can equip its A-rank armors. 31
Proficiency A/**
Armor Adventurer Level 5, [Armor + 2 (+3 total) defense with a category of armor you can equip A rank
- - 31
Proficiency S/** Proficiency A/**] in a category from and can equip S rank armor from that category.
Adventurer Level 11, [Armor
Armor Master - - Can equip all armors up to SS rank for the chosen category. 31
Proficiency S/**] in a category,
△Potion Master Auto Ranger 9 - Can use a potion in Combat Preparation or as a Minor Action. 40
Area: Shot and Target: 1 Character, Area: Line, and Area:
Cleansing Dance Auto Battle Dancer 7 Battle Dancer 41
Breakthrough substitute Evasion for resistance.
Mako Stones
- Adventurer Level 9 - You can use 2 mako stones at the same time. 31
Master
Mana Save Auto Sage 9 - All MP consumption -1. 41
Mana Resistance Auto Sage 12 - All magic damage -5. 41
When using a combination of [Metamagic/Targets] and another
Metamagic
- [Universal Metamagic] - Metamagic feat, you can decide how to combine for each target and 31
Master
optimize MP consumption.
Marionette - Adventurer Level 5 - Make independent golems, fairies, etc. 31
Powerful Magic
- 2 Wizard-type classes level 6 - All Magic Power +1 31
I
Adventurer level 11, 2 Wizard-
Powerful Magic
Replace type classes level 10, [Powerful - All Magic Power +2 31
II
Magic I]
Pinpoint Attack
- Adventurer Level 7 - Accuracy +1 31
I
Pinpoint Attack Adventurer Level 13, [Pinpoint
Replace - Accuracy +2 32
II Attack I]
You can perform actions that are possible with Limited Move during
Run-and-Gun Auto Ranger 15 - 40
Normal Movement.
Dual Wielding - - - You can equip and attack with two 1H weapons. 32
Rune Master Auto Any Wizard-type class level 11 - You can declare Active Combat Feats twice in one round. 41
Consecutive When Evocation is used with Major Action, it can be performed
- Alchemist 5 - 32
Evocation twice consecutively.
Muscle Mystery - Enhancer 5 - 3x duration of Techniques. 32
MP Save/** - Adventurer Level 5 - Specified magic system’s MP cost -1. 32

21
Rep./
Name Prer. Use Appl. Risk Effect Summary Page
Auto
Infight I - Grappler 5 Grappler 1 round Evasion -2 Can only attack specific targets, Accuracy +2 32
Can only attack specific targets, Accuracy +2,
Infight II Replace Grappler 9, [Infight I] Grappler 1 round Evasion -2 32
Damage +4
Decoy Attack I Accuracy -2, Damage +2, enemy evasion -1 if
- - - 1 melee attack None 32
you miss.
Adventurer Level 9, [Decoy Accuracy -2, Damage +8, enemy evasion -2 if
Decoy Attack II Replace - 1 melee attack None 32
Attack I] you miss.
Reduces the number of required Material
Card Reduction - Alchemist 5 Alchemist 1 Evocation None 33
Cards by 1
Rhythm
- Bard 3 - Instant None Change one of the generated Rhythms 33
Conversion
Roll Accuracy check twice for a ranged attack
Mirage Arrow - Marksman 9 Marksman 1 ranged attack None 33
and choose.
Plunder Auto Ranger or Sage or Scout 5 1H weapons 1 melee attack None Relinquish critical damage boost to gain loot. 41
Success value +2 when using magic of the same
Cheat Cast I - - Wizard-type class 1 spell cast None 37
name in one battle.
Adventurer Level 13, Success value +3 when using the magic of the
Cheat Cast II Replace Wizard-type class 1 spell cast None 37
[Cheat Cast I] same name in one battle
△Cover I - - 1 round None Redirect damage from an attack to you. 33
Adventurer Level 7, [Cover Protects allies from attacks, does not count as
△Cover II Replace - 1 round None 33
I], declaration when declaring.
Battle Dancer or
Nerve Strike - Battle Dancer or Grappler 9 1 melee attack None Target enemy receives an -8 Penalty to damage. 33
Grappler
Repeated Strike Battle Dancer, Fencer If an attack is evaded, an additional attack is
- - 1 melee attack None 34
I or Fighter, 2H weapon. made.
Battle Dancer, Fencer or If an attack is evaded, an additional attack is
Repeated Strike Battle Dancer, Fencer
Replace Fighter 7, [Repeated Strike 1 melee attack None made; a hit on the first attempt deals +4 34
II or Fighter, 2H weapon.
I] damage
Quick Cast - - Wizard-type class 1 spell cast None Halve MP cost of Resistance: Neg spells. 38
Critical Cast I - Adventurer Level 7 Wizard-type class 1 spell cast None Critical Threshold of the spell -1 34
Critical Threshold of the spell -1 ignores
Adventurer Level 11,
Critical Cast II Replace Wizard-type class 1 spell cast None critical immunity, and criticals occur when 34
[Critical Cast I]
Resistance: Half.
Aimed Attack I
- - - 1 melee attack None Accuracy +1, Critical Threshold value +1 34
Adventurer Level 7, [Aimed
Aimed Attack II Replace - 1 melee attack None Accuracy +2 34
Attack I]
Aimed Attack Adventurer Level 11,
Replace - 1 melee attack None Accuracy +3 34
III [Aimed Attack II]
Shield Bash I Shield positive Make melee attacks that can knock enemies
- - Shield 1 melee attack 38
modifiers disabled. down with your Shield.
Shield Bash II Adventurer Level 5, [Shield Make melee attacks that can knock enemies
Replace Shield 1 melee attack None 38
Bash I] down with your Shield.
Shadow Step I 10 seconds (1 round) Re-roll an evasion check once or melee attack
- - - None 38
or 1 melee attack damage +2
Shadow Step II Adventurer Level 7, 10 seconds (1 round) Evasion check is rerolled once with +1 or
Replace - None 38
[Shadow Step I] or 1 melee attack melee attack damage +4
Confident Change a Finale “Resistance: Half” to
- Bard 3 Bard 1 Finale None 34
Performer “Resistance: Can't,” and it cannot Critical.
Make two Performance checks, and keep one
Skillful Play - Bard 7 Bard 1 Finale or Spellsong None 34
result.
Desperate Strike Melee attack damage +5, 5 points of fixed
- - - 1 melee attack None 38
I damage to yourself.
Desperate Strike Adventurer Level 7, Melee attack damage +10, 10 points of fixed
Replace - 1 melee attack None 39
II [Desperate Strike I] damage to yourself.
Desperate Strike Adventurer Level 15, Melee attack damage +30, 30 points of fixed
Replace - 1 melee attack None 39
III [Desperate Strike II] damage to yourself.
Power Strike I
- - - 1 melee attack -2 Evasion Melee attack damage +4 34
Battle Dancer or Fighter, Battle Dancer or
Power Strike II Replace 1 melee attack -2 Evasion Melee attack damage +12 34
Grappler 9, [Power Strike I] Fighter, Grappler
Power Strike III Replace Fighter 15, [Power Strike II] Fighter, 2H weapon 1 melee attack -2 Evasion Melee attack damage +20 35
Double Cast - Wizard-type class 9 Wizard-type class 1 spell cast None Cast an additional spell with magic power -10. 35
Taunting Strike I Taunt the enemy to attack, your attack is
- - - 1 melee attack None 35
damage -2.
Taunting Strike Battle Dancer or Fencer 7,
Replace Battle Dancer or Fencer 1 melee attack None Taunt any enemy. 35
II [Taunting Strike I]
Herald Strike Accuracy check’s roll value is set to 5. Power
- - - 1 melee attack None 39
table roll gains +1.
△Defensive +4 to Evasion, Fortitude, and Willpower
- - - 10 seconds (1 round) -4 to most checks. 35
Stance checks.
Attack up to 3 targets with your Tail, accuracy -
Tail Swing I - Adventurer level 3 Tail 1 melee attack None 35
1.
Adventurer level 9, [Tail
Tail Swing II Replace Tail 1 melee attack None Attack up to 5 targets with your Tail. 35
Swing I]

22
Part 1 Characters

Rep./
Name Prer. Use Appl. Risk Effect Summary Page
Auto
Battle Dancer or
Cleave I - Battle Dancer or Fighter 3 1 melee attack None Attack up to 3 targets, damage -3. 35
Fighter, 2H Weapon
Battle Dancer or Fighter 9, Battle Dancer or
Cleave II Replace 1 melee attack None Attack up to 5 targets. 35
[Cleave I] Fighter, 2H Weapon
Violentcast I - - Wizard-type class 1 spell cast None Spellcasting check +2 for a damaging spell. 36
Adventurer Level 13,
Violentcast II Replace Wizard-type class 1 spell cast None Spellcasting check +3 for a damaging spell. 36
[Violentcast I]
Lethal Strike I - - 1 melee attack -2 Evasion Power table roll for melee attack +1 36
Adventurer Level 7, [Lethal
Lethal Strike II Replace - 1 melee attack -1 Evasion Power table roll for melee attack +1 36
Strike I]
Battle Dancer or Fencer 11, Battle Dancer or Power table roll for melee attack +1, ignores
Lethal Strike III Replace 1 melee attack None 36
[Lethal Strike II] Fencer critical immunity
Metamagic/Power 10 seconds (1 If the damage determination roll is 4 or less,
- - Wizard-type class None 36
Assurance round) roll again only once.
10 seconds (1 Spellcasting check is performed twice, and the
Metamagic/Accuracy - - Wizard-type class None 36
round) result can be selected.
10 seconds (1
Metamagic/Targets - - Wizard-type class None Increase the spell’s number of targets. 36
round)
10 seconds (1
Metamagic/Distance - - Wizard-type class None Increase the spell’s range. 36
round)
10 seconds (1
Metamagic/Time - - Wizard-type class None Extend the duration of the spell effect. 36
round)
10 seconds (1
Metamagic/Area - - Wizard-type class round) None Extend the area of the spell effect. 37

10 seconds (1
Universal Metamagic - Any [Metamagic/**] Wizard-type class None Can use any combination of [Metamagic/**] 37
round)
Magic Convergence - - Wizard-type class 1 spell cast None Changes target of the spell to target 1 Character. 37
[Targeting], [Magic
Magic Control - Wizard-type class 1 spell cast None Exclude any target from the effect of the spell. 37
Convergence]
-2 Fortitude and
Mana Strike - - Wizard-type class 1 melee attack Add Magic Power to melee attack damage. 37
Willpower
1 melee attack Allows you to make a melee attack and cast a
Multi-Action - Adventurer Level 5 - None 37
or spell cast spell.
Treats the target of the attack’s Defense as half.
Armor Piercer I - - Grappler 1 melee attack None 37
Critical Threshold +1.
Grappler 9, [Armor Piercer Treats the target of the attack’s Defense as half
Armor Piercer II Replace Grappler 1 melee attack None 37
I] or 0 on a Critical. Critical Threshold +1.
Grappler 15, [Armor Piercer Treats the target of the attack’s Defense as half
Armor Piercer III Replace Grappler 1 melee attack None 37
II] or 0 on a Critical.
10 seconds (1
Wild Strike I - - 1H Weapon None Attacks up to 3 targets with - 2 to Accuracy. 39
round)
Adventurer Level 7, [Wild 10 seconds (1
Wild Strike II Replace 1H Weapon None Attacks up to 3 targets. 39
Strike I] round)

Replace/
Name Prer. Use Effect Summary Page
Auto
Marksman class, 2H ranged If the following shooting attack hits with a high success value, the combined damage is doubled when it
Aimed Shot - - 39
weapon hits.
Wordbreak - - - Removes one spell or effect 39

23
Combat Feat Acquisition Table Attack Feats

24
Part 1 Characters

Combat Feat Acquisition Table Defense Feats

Combat Feat Acquisition Table Magic Feats

25
Combat Feat Acquisition Table Movement/Special Feats

26
Part 1 Characters

Combat Feat Acquisition Table Other-type Classes Feats

27
The following section details the data for Combat Feats. When it says “Replace” in this field, it describes the
Combat Feats are read as follows: conditions for replacing a prior feat (if any) and the name of
the feat to be replaced.
Infight I When it says “Auto” in this field, it describes the
Prer. Grappler class level 5 or higher Use Grappler Class
conditions to Automatically Learn this feat.
Appl. Lasts 10 seconds (1 round) Risk Evasion check -2
Sum. Only a specific target can be attacked. Accuracy check +2 ③. Use
This feat must be declared on a single character at the time of Some feats may only apply to checks by certain classes
declaration. Also, it cannot be declared on a turn when a melee or require specific equipment for use. Those conditions, if
attack or ranged attack is performed on any other character. any, are noted here.
If a melee attack is made using the Grappler class against a
given character for a period of 10 seconds (1 round), the master
Effect ④. Application (Appl.)
gains a +2 bonus to Accuracy checks.
However, the user may not attack any other character until the This entry exists only for Active Combat Feats. It
beginning of their next turn (but may attack other sections of a
multi-section character). Also, as a risk, all Evasion checks are
indicates the duration of the feat or the type of action(s) it
subject to a -2 penalty. will effect.

①. Name ⑤. Risk
The name of the combat skill. If a "△" is added before This entry exists only for Active Combat Feats. It
the name, it means that it can be declared during Combat provides a brief description of any risk incurred for using
Preparation. the feat (see p. 16).
Those with a after their name are Vagrant Combat
Feats (see p. 18). ⑥. Summary
Those with a after their name can be learned with the The summary of the combat feat is described here.
Battle Dancer’s Additional Active Combat Feat.
⑦. Effect
②. Prerequisite/Replacement/Automatically Learnt The effect of the combat feat is described here.
When it says “Prer.” in this field, it describes conditions
under which the feat can be acquired. “None” in this entry
means there are no prerequisites to gain the feat.

Footwork
Prer. Adventurer Level 9 or higher Use -
Sum. Can move up to 10m with Limited Move
Can move up to 10m with Limited Move. However, if the
character's movement is less than 10, it is limited to movement.
Effect
In Simplified Combat, a character can move one area with
Limited Move.

Guardian I
Prer. Adventurer Level 5 or higher, [Cover] Use -
Sum. Multiple targets can be “Covered” up to a total of 3 times
When declaring [Cover], multiple targets can be arbitrarily
specified up to 3 maximum. As long as the target character is in
Effect the proper position, it will be covered by a melee attack, a ranged
attack, or any other similar attack (effect “Evasion/Neg”). As a
result, a character may be covered more than once in one round.

Guardian II
Prer. [Guardian I]/Adventurer Level 9 or higher Use -
Sum. Multiple targets can be [Cover]-ed up to a total of 5 times
The same as in [Guardian II], but the master can declare up to
Effect
1 to 5 targets when declaring [Cover].

28
Part 1 Characters

Dodge Additional Songs II


Prer. None Use Shield Prer. [Additional Songs I]/Bard Level 7 or higher Use -
In melee combat, each successful Evasion check with the shield Sum. Learn either Spellsong or Finale (Two in total)
Sum.
up lowers the Critical Threshold of the next attack by -1 The number of Spellsong and Finale that can be learned is
The shield can be used to intercept the attack while gaining a Effect increased by an additional +1 (total +2) from [Additional Songs
favorable position for oneself and aiming for a fatal blow. I].
The master of this feat should note the number of successful
Evasion checks made against enemy melee attacks during a
round. Then, on the first melee attack of his turn, the Critical Additional Songs III
Threshold is reduced by a number of successes (minimum of 8). Prer. [Additional Songs II]/Adventurer Level 13 or higher Use -
Effect If the attack deals damage to multiple targets, only one master’s
damage decision gains this effect. Sum. Learn either Spellsong or Finale (Three in total)
Even if the player makes a second or later melee attack on their The number of Spellsong and Finale that can be learned is
turn, they do not gain this effect. Effect increased by an additional +1 (total +3) from [Additional Songs
To gain this effect, the player must have a shield equipped at II].
the time of the Evasion check, but they do not need to have a
shield equipped when they make their own attack.
Throwing I
Prer. None Use -
Evasive Maneuvers I Sum.
Can use Potions as a thrown weapon and gain +1 to the Accuracy
Prer. Adventurer Level 3 or higher Use - of thrown attacks
Sum. Evasion check +1 A potion can be placed in the Potion Ball (see CR II, p. 233 or
ET, p. 147), which can be used as a thrown weapon. The range
Effect The master gets a +1 bonus to Evasion checks.
is "1 (10m)," and the target is always hit unless there is an
automatic failure on the Accuracy check.
Effect
Evasive Maneuvers II If the target is hit, the potion's effect is given to the target. In this
case, it is considered "Resistance: Optional" (if the target does not
[Evasive Maneuvers I]/Battle Dancer Battle Dancer or wish to be hit, it will not be affected). Also, the master always gets
Prer. Use
or Fencer Level 9 or higher Fencer class a +1 bonus to Accuracy checks on any thrown attacks.
Sum. Evasion check +2
The master always gets a +2 bonus to Evasion checks that use
Effect
the Battle Dancer or Fencer class as the Standard Value. Throwing II
Prer. [Throwing I]/Adventurer Level 5 or higher Use -
Can use Potions as a thrown weapon, +1 to Accuracy check of
Tenacity Sum.
thrown attack, range 10m, thrown attack's range extended to 20m
Fighter or Grappler or Battle Dancer or Fencer class level In addition to the effects of [Throwing I], all Thrown Attacks
Prer. Use -
5 or higher Effect that have a "Range: 1 (10m)” (including the thrown weapon of the
Sum. Maximum HP +15 Potion Ball) will now have a "Range: 2 (20m)”.
Effect The master’s Maximum HP increases by +15.

Twin Strike
Capacity Prer. [Dual Wielding] Use -
Prer. Adventurer Level 11 or higher Use - Sum. Accuracy checks can be performed on multiple targets
Sum. Maximum MP +15 In the case of two attacks with [Dual Wielding], after checking
Maximum MP increased by +15 points. Grassrunner Effect the result of the first attack, the master can choose whether to
Effect attack the same target further or choose another target to attack.
characters cannot acquire this combat feat.

Archer's Grace Targeting


Prer. Marksman Level 7 or higher Use Marksman class Prer. None Use -
Sum. Marksman class can be used for Evasion checks Sum. Prevent stray shots
The master may calculate Evasion using your Marksman Class The master’s shots do not risk straying when making a ranged
Effect Effect attack targeting a character in the skirmish or when performing
Level + Agility Modifier.
an “Area: Shot” spell or effect.

Intense Finale
Prer. Bard Level 3 or higher Use Bard class Hawk Eye
Sum. Finale Power + 10 Prer. [Targeting] Use -
The power of damage and recovery effects of the Finale is Sum. Can see shielded enemies
Effect The master can see beyond the shielded area, including that
increased by 10.
Effect caused by hostile characters and skirmish areas, and can make
ranged attacks and use magic through them.
Additional Songs I
Prer. Bard Level 1 or higher Use -
Sum. Learn either Spellsong or Finale
Super Tenacity
The mastery of this Combat Specialty will allow the mastery of Prer. Fighter or Grappler 7 or higher, [Tenacity] Use -
Effect +1 Spellsong or Finale. In other words, they can learn up to a Sum. Maximum HP +15
total of "Bard Level +1" Spellsong and Finale in total. Master’s Maximum HP increases by +15 (30 points in total with
Effect
[Tenacity]).

29
Special Instrument Proficiency Weapon Proficiency A/**
Prer. Bard Level 1 or higher Use - Prer. None Use -
Sum. Special instruments can be equipped and used Damage +1 for weapons of the corresponding category and can
Sum.
This feat allows the master to equip and use items classified as equip A-Rank weapons of that category
Special Instruments. However, equipping items that can be used The master must choose a weapon category for **, such as
Effect
as weapons or armor does not increase Extra Damage or Swords or Axes, when they acquire this feat. When they wield
Defense as other proficiency feats do. a weapon of that category, they deal +1 damage with it. In
Effect
addition, they can wield A rank weapons of that category.
[Weapon Proficiency A/**], which has different categories,
Flying Kick can be learned several times by using separate learning slots.
Prer. Grappler Level 9 or higher Use Grappler class
Sum. Move 10m or more with Normal Move and attack with Kick
The master may attack a target one character with a Kick only Weapon Proficiency S/**
after performing a Normal Move and moving at least 1 area [Weapon Proficiency A/**] (same category)/
Prer. Use -
Effect (Simplified Combat) or 10 meters (Standard or Advanced Adventurer Level 5 or higher
Combat). This attack does not activate [Chain Attack]. The Damage +2 (Total +3) for weapons of the corresponding category
Sum.
master may then perform a normal Major Action. and can equip S-Rank weapons of that category
The master must choose a weapon category for ** when they
acquire this feat for which they have [Weapon Proficiency A/**].
Improved Throw I Effect When they wield a weapon of that category, they deal +2 damage
Prer. Grappler class level 3 or higher Use Grappler class (+3 total) with it. In addition, they can wield S rank weapons of
that category.
Sum. Throw has +10 power and can target up to two section characters
When the master performs a Throw, the power of the Throw
is increased by +10. The Throw is no longer limited to bipedal
characters or their method of movement and can be used on any
Weapon Master
[Weapon Proficiency S/**] (any category)/ Adventurer
character with up to 2 sections. Two section characters will need Prer. Use -
Level 11 or higher
only one Accuracy to hit. The attacked target may choose any
Effect section to perform an Evasion check, and if the Evasion check Sum. You can wield any weapon up to SS rank
fails, the target will be hit (if a melee attack is not possible in either The master will be able to equip all rank weapons (including
Effect
section due to a [Attack Obstacle] or some other reason, the SS rank) of all categories. However, class restrictions still apply.
target will be unaffected by Throw attack). All sections will be
thrown, and at the same time, the attacker may inflict damage on
each section. Enhanced Evocations I
Prer. Alchemist Level 3 or higher Use Alchemist class
Sum. Evocation check +1
Improved Throw II The master gets a +1 bonus to the success value of any
[Improved Throw I]/Grappler Level 9 Effect
Prer. Use Grappler class Evocation check they perform.
or higher
The power of Throw is increased by +20. Anyone can throw
Sum.
characters with up to 3 sections Enhanced Evocations II
When the master performs a Throw, the power of the Throw [Enhanced Evocations I]/Alchemist Level Alchemist
is increased by +20. Throw can be used against any character with Prer. Use
9 or higher class
Effect up to 3 sections, regardless of movement method or the number Sum. Evocation check +2
of legs. The process for attacking a character with multiple The master gets a +2 bonus to the success value of any
sections is the same as for [Improved Throw I]. Effect
Evocation check they perform.

Peerless Double Swords Distant Evocations


Prer. Adventurer Level 11 or higher Use -
Prer. Alchemist Level 5 or higher Use Alchemist class
Sum. The minimal strength limitation of [Dual Wielding] is removed
Sum. Extend the Evocation range
Removes the minimal strength limitation of the weapons that
Effect The master treats the Evocation of "Range/Area: Touch/-" as
can be equipped from [Dual Wielding]. "Range/Area: 1(10m)/Shot". If their Evocation is "Target: 1
Effect
Character", they can select multiple targets simultaneously by
Dual Technique doubling the number of material cards they consume.

Prer. Adventurer Level 5 or higher Use -


Sum. Removes penalty for [Dual Wielding] Stomp
The penalty to the Accuracy check for two attacks from [Dual Prer. Grappler class level 5 or higher Use Grappler class
Effect
Wielding] is eliminated. If the Throw is successful, the attacker can make an additional
Sum.
Kick
When the master successfully makes Throw, the target can be
Harmony additionally attacked with a Kick. When the [Improved Throw]
Prer. Bard Level 5 or higher Use Bard class Effect simultaneously throws more than one section, the Kick can be
Sum. Apply the effects of Pet and own Spellsong at the same time made at any one section of this target.
Bard with the Combat Feat can start another Spellsong while The [Chain Attack] cannot be added to this Kick attack.
their Pet is still performing a Spellsong, compounding its effect
and causing both to occur simultaneously. In this case, the Pet's
Spellsong is also treated as having the same effect range as its
owner and the same Success Value as its owner's Performance
Effect check. If the Bard does not make a Performance check, or if the
Performance check is an Automatic Failure, Pet's Spellsong will
still continue, but with a Success Value of 0.
If a Finale is used, Pet's Spellsong will instead copy the same
Success Value of the Finale.
Pet's Spellsong still does not generate any Rhythm.
30
Part 1 Characters

Block Armor Master


Prer. Adventurer Level 3 or higher Use - [Armor Proficiency S/**] (any category)/ Adventurer
Prer. Use -
Master counts themselves as twice the number of characters for Level 11 or higher
Sum. Sum. You can equip any armor up to SS rank
blocking movement or withdraw
When initially placed in the frontline in Simplified Combat, the The master will be able to equip all rank armor (including SS
Effect
master is treated as having twice the number of characters rank) of all categories.
(number of sections), regardless of whether they go first or
second.
In Standard Combat Advanced Combat, the master is treated Mako Stones Master
as having twice as many characters (number of sections) in a Prer. Adventurer Level 9 or higher Use -
situation where a movement blocking or a withdrawal from the
Effect Sum. Can use up to two mako stones at the same time
skirmish occurs. This affects all of the following cases: when the
Master can use up to two mako stones simultaneously to cast a
master moves, when a friendly character passes through or leaves
spell using their combined MP values. The number of MP
the skirmish, when they block the movement of a hostile Effect
consumed from either stone can be allocated freely, and it is
character, and when a hostile character attempts to withdraw
possible to use a combination of both stones and one's own MP.
from the skirmish.
It is also effective when calculating "Effect 2" of Combat Feat
[Shadow Step] (see p. 38).
Metamagic Master
Prer. [Universal Metamagic] Use -
Ever-Changing I When using [Metamagic/Targets] in combination with other
Grappler or Battle Dancer or Grappler or Battle Sum. [Metamagic/**], it is possible to determine the combination of
Prer. Use Metamagics for each target and optimize the MP consumption
Fencer class level 5 or higher Dancer or Fencer class
Sum. May declare 2 Active Combat Feats per round The master can declare [Universal Metamagic] and combine
[Metamagic/Targets] with other [Metamagic/**] and can decide
The master may declare the active combat feat twice per round,
which one is combined with which Metamagic for each target
either by declaring two different feats in one attack and applying
separately. The MP consumption of the target will be added up
them both together or by declaring one feat in each of the
after the target's declaration.
Effect different attacks (to allow for multiple attacks). In the latter case, Effect
For example, one character's target may not be specifically
the same feat may be declared twice.
affected by Metamagic, but the other may be affected
If the declared feats have risks, they are all applied
simultaneously by [Metamagic/Power Assurance] and
cumulatively, even if the same feat is declared multiple times.
[Metamagic/Distance]. If this is [Energy Bolt] (costs originally 5
MP), the MP consumption would be (5)+(5x2x3)=35 points.
Ever-Changing II
[Ever-Changing I]/Grappler or Grappler or Battle Marionette
Prer. Battle Dancer or Fencer Level 13 Use Dancer or Fencer
or higher class Prer. Adventurer Level 5 or higher Use -
Sum. May declare 3 Active Combat Feats per round Sum. Make independent golems, fairies, etc.
The master may declare the active combat feat three times per When the master gives "Obey Command" to a golem, undead,
round, either by declaring three different feats in one attack and fairy or making Daemon act according to the Daemon Action
applying them each together or by declaring one feat in each of Chart, its turn is not fixed immediately after the master's turn but
Effect the different attacks (to allow for multiple attacks). How the can be any turn within the allies' turn.
master divides the three declarations is optional. Effect The limitation of one "Obey Command" per turn for golem and
If the declared feats have risks, they are all applied undead and one for fairy remains unchanged. For example, if a
cumulatively, even if the same feat is declared multiple times. player orders a fairy to act before their turn and then summons
another fairy, the newly summoned fairy cannot be given a
command and act in the same round.
Armor Proficiency A/**
Prer. None Use - Powerful Magic I
Defense +1 for the armor of the corresponding category and
Sum. Prer. 2 Wizard-type Classes Level 6 or higher Use -
can wear A-Rank armor of that category
Master must choose an armor category for **, such as Metal Sum. All Magic Power +1
Armor or Shield, when they acquire this feat. When the master The master gains +1 to the Magic Power of any magic system
Effect
is equipped with the armor of the corresponding category, they they have mastered.
gain +1 to Defense. The master may also equip A-rank armor
Effect of the corresponding category.
It is possible to learn [Armor Proficiency A/**] for different Powerful Magic II
categories by using separate learning slots. In this case, if both [Powerful Magic I]/Adventurer Level 11 or higher, 2
Prer. Use -
categories of armor are equipped, the increase in Defense will Wizard-type Classes Level 10 or higher
be cumulative. Sum. All Magic Power +2
The master gains +2 to the Magic Power of any magic system
Effect
they have mastered.
Armor Proficiency S/**
[Armor Proficiency A/**] (same category)/
Prer. Use -
Adventurer Level 5 or higher Pinpoint Attack I
Defense +2 (+3 Total) for the armor of the corresponding Prer. Adventurer Level 7 or higher Use -
Sum.
category and can wear S-Rank armor of that category Sum. Accuracy +1
Master must choose an armor category for ** when they
Effect Increase master’s Accuracy checks by +1.
acquire this feat for which they have [Armor Proficiency A/**].
When the master is equipped with the armor of the
Effect
corresponding category, they gain +2 (+3 total) to Defense. The
master may also equip S-rank armor of the corresponding
category.

31
Pinpoint Attack II MP Save/**
Prer. [Pinpoint Attack I]/Adventurer Level 13 or higher Use - Prer. Adventurer Level 5 or higher Use -
Sum. Accuracy +2 Sum. MP cost of the specified magic system -1
Effect Increase master’s Accuracy checks by +2. Choose one Wizard class for ** when acquiring this feat, such
as Sorcerer or Priest. Whenever you use magic with the
corresponding class, the MP consumption is reduced by 1 point
Dual Wielding (minimum 1 MP).
Prer. None Use - Effect When using [Metamagic/**], the MP consumption by this
combat feat is reduced first and then multiplied to calculate the
Sum. Can handle two one-handed weapons, one on each arm final MP consumption.
The master can have one “Stance: 1H (1H# is not allowed)” This combat feat may be acquired for different classes using
weapon with a minimal strength of 20 or less in each arm and separate learning slots.
can make one attack with each of them in one Major Action.
Each of these attacks will have a -2 penalty on the Accuracy
Effect
check.
Which arm is used for the attack is arbitrary, and each may
Follow-Up
perform Accuracy checks and damage decisions with different Prer. [Shield Bash] Use 1H weapon
Warrior-Type Classes. The target cannot be changed between Make an additional Melee Attack on opponents knocked down
Sum.
the first and second attacks, but the second attack can be by [Shield Bash]
canceled after checking the result of the first attack. When the master attacks with [Shield Bash] and the target falls
prone, the master can make an additional melee attack on the
Effect target. When making an additional melee attack under the effect
Consecutive Evocation of this Combat Feat, the weapon must be with "Stance: 1H" or its
equivalent.
Prer. Alchemist Level 5 or higher Use -
When Evocation is used with Major Action, it can be performed
Sum.
twice consecutively
When using an Evocation with a Major Action, the master may
Enhanced Resistance I
use two different Evocations once with each Major Action. An Prer. Adventurer Level 3 or higher Use -
Effect Sum. Fortitude and Willpower +1, Death Check +1
Evocation check is performed for each Evocation, and the target
is defined separately for each Evocation. The master gains the will to survive.
Effect Whenever they make a Fortitude, Willpower, or Death Check,
they gain a +1 bonus modifier.
Muscle Mystery
Prer. Enhancer Level 5 or higher Use -
Sum. Triple the duration of all Techniques
Enhanced Resistance II
[Enhanced Resistance I]/Adventurer Level 11 or
It triples the duration of all Techniques. This does not work on Prer. Use -
Effect higher
Techniques whose duration is “Instant.”
Sum. Fortitude and Willpower +2, Death Check +2
When making Fortitude, Willpower or Death Checks, always
Effect
get an additional +1 bonus modifier (+2 total).

Infight I Decoy Attack I


Prer. Grappler class level 5 or higher Use Grappler Class Prer. None Use -
Appl. Lasts 10 seconds (1 round) Risk Evasion check -2 Appl. 1 melee attack Risk None
Sum. Only a specific target can be attacked. Accuracy check +2 Sum.
Accuracy check -2, damage +2, enemy Evasion check -1 when
This feat must be declared on a single character at the time of evaded
declaration. Also, it cannot be declared on a turn when a melee An overly large attack to draw attention and aid the attacker's
attack or ranged attack is performed on any other character. allies.
If a melee attack is made using the Grappler class against a It is declared when a melee attack is made and active for that
given character for a period of 10 seconds (1 round), the master one attack. It cannot be declared when attacking multiple targets
Effect at the same time.
gains a +2 bonus to Accuracy checks.
However, the user may not attack any other character until the Effect Accuracy checks are penalized by -2, but the damage is
beginning of their next turn (but may attack other sections of a increased by +2 on a hit.
multi-section character). Also, as a risk, all Evasion checks are If the declared attack is evaded, the enemy receives a -1 penalty
subject to a -2 penalty. to Evasion checks for the next 10 seconds (1 round). This effect
is cumulative up to -4, but if the target fails an Evasion check even
once, the penalty is removed.
Infight II
[Infight I]/Grappler Level 9 or
Prer.
higher
Use Grappler Class Decoy Attack II
Appl. Lasts 10 seconds (1 round) Risk Evasion check -2 Prer. [Decoy Attack I]/Adventure Level 9 or higher Use -
Only specific target can be attacked, Accuracy check +2, Damage Appl. 1 melee attack Risk None
Sum.
+4 Accuracy check -2, damage +8, enemy Evasion check -2 when
Sum.
Same as [Infight I], but it not only gains a +2 bonus to Accuracy evaded
Effect
checks, but it also gains +4 damage points on a hit. Same as [Decoy Attack I], but the damage on a hit is +8. In
Effect addition, the penalty to Evasion check given when the declared
attack is evaded is -2, and it accumulates up to -8.

32
Part 1 Characters

Card Reduction △Cover I


Prer. Alchemist Level 5 or higher Use Alchemist class Prer. None Use -
Appl. 1 Evocation use Risk None Appl. Lasts 10 seconds (1 round) Risk None
Sum. Reduces the number of required Material Cards by 1 Sum. Defend and receive attacks instead of an ally
If an Evocation requires a variable number of Material Cards When declaring this feat, the user can specify any one willing
to use, it now requires one less, to a minimum of one (i.e., an character.
Evocation cannot use 0 Material Cards). During the following 10 seconds (1 round), if the specified
Effect If the Alchemist wishes to increase the number of targets of character becomes the target of a melee attack, ranged attack, or
that Evocation, first reduce the number of Material Cards needed similar unique skill (an Evasion/Neg effect), the user becomes a
via this Combat Feat, then multiply by the number of intended target instead, and it always hits as a user cannot make Evasion
targets. check. For this effect to take effect, The character and the user
must be in the same area.
If an effect occurs as part of an attack, the user receives the
Rhythm Conversion effect immediately after substitution.
Prer. Bard Level 3 or higher Use - The effect of [Cover] is automatically applied only once per
round when the target is targeted.
Appl. Instant Risk None
Sum. Change one of the generated Rhythms Note on [Cover]
This particular move can be declared at any time during the Effect
[Cover] is a special combat feat. Some additional explanations
turn. are given here.
When declaring this feat, one Rhythm that has already In Simplified Combat, it is applicable when characters are "in
accumulated "1" or higher is chosen, and its accumulation is the same area".
reduced by -1. At the same time, it can also increase the In Standard and Advanced Combat, it is divided into the
accumulation of any other Rhythm by +1. following conditions based on the range of possible movement
Effect
Whether or not Spellsong with effect generation conditions obstructions:
generates an effect depends on the timing of the Performance "If the user is in a melee, there is a designated character in the
check. Even if the Rhythm is changed after the check and the skirmish area."
condition is satisfied, the effect will not be generated. Conversely, "If the user is independent, the specified character is within the
if the effect is generated and converted with this technique and skirmish area and within the reachable area by Limited Move."
the condition is not met, the effect will not disappear. "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."
Mirage Arrow
Prer. Marksman Level 9 or higher Use Marksman class
Appl. 1 ranged attack Risk None △Cover II
Sum. Make two thrown or bow attacks and take the better result Prer. [Cover I]/Adventurer Level 7 or higher Use -
The attack is declared to be made with a thrown weapon or Appl. Lasts 10 seconds (1 round) Risk None
bow and is valid for one attack of that category. Defend and receive attacks instead of an ally, and this feat can be
The attack declared with this feat will use the same two thrown Sum. activated one time per round separately from other active combat
weapons or ammunition for shooting at the same time. The feats
Effect weapon is treated as if the two can be thrown together without The effect of this combat feat is exactly the same as [Cover I].
needing to change weapons, except in the case of a thrown This feat is not a declaration and doesn’t count toward several
weapon. active combat feats per turn. In other words, other active combat
Accuracy checks may be made twice, taking the better of the feat declarations can be made even if this is used. If a character
two rolls. Only one attack will hit the target. Effect
can have multiple declarations, it can be declared separately from
this feat that number of times.
The feat itself may only be declared once per round. The same
is true for a character with multiple declarations.

Nerve Strike
Grappler or Battle Dancer Use Grappler or Battle
Prer.
Level 9 and higher Dancer class
Appl. 1 melee attack Risk None
Sum. Physical damage of the target decreases by -8
Declared at the time of a melee attack, it is valid for that single
attack. It cannot be declared when attacking multiple targets at
Effect the same time. If that attack hits, for the next 10 seconds (1
round), the target's physical damage caused by the enemy
(section) will be reduced by -8 damage.

33
Repeated Strike I Aimed Attack II
Fighter class or Battle Dancer or Fencer [Aimed Attack I]/Adventurer Level 7 or
Prer. None Use Prer. Use -
class, 2H melee weapon higher
1 melee Appl. 1 weapon attack Risk None
Appl. Risk None
attack Sum. Accuracy check +2
Sum. If an attack is evaded, an additional attack is made Same as [Aimed Attack I], except the bonus to the Accuracy
This feat can be declared when performing a melee attack with Effect check is +2, and there is no increase (or decrease) of the Critical
a weapon with “Stance: 2H” and is valid for one attack. Threshold.
If the declared attack is evaded, another melee attack can be
made immediately afterward with the same weapon on the same
Effect
target. Aimed Attack III
If multiple attacks are made simultaneously, another accuracy [Aimed Attack II]/Adventurer Level 11 or
check can be performed on all targets evading them. If either the Prer. Use -
higher
first or second attack hits, a damage decision is made for each.
Appl. 1 weapon attack Risk None
Sum. Accuracy check +3
Repeated Strike II Same as [Aimed Attack I], except the bonus to the Accuracy
[Repeated Strike I]/Fencer Fighter class or Battle Effect check is +3, and there is no increase (or decrease) of the Critical
Threshold.
Prer. or Fighter Level 7 and Use Dancer or Fencer class, 2H
higher melee weapon
Appl. 1 melee attack Risk None Confident Performer
If an attack is evaded, an additional attack is made; a hit on the
Sum. Prer. Bard Level 3 or higher Use Bard class
first attempt deals +4 damage
Same as [Repeated Strike I], except that if the declared attack Appl. 1 Finale performance Risk None
hits on the first Accuracy check, the damage is increased by +4 Change a Finale “Resistance: Half” to “Resistance: Can't,” and it
Sum.
points. cannot be critical
If multiple attacks are made simultaneously, another Accuracy This combat feat can be declared using Finale, which has
Effect "Resistance: Half."
check can be performed on all targets that evaded them. The
player may choose any one of the characters hit by the first attack If the declaration is made, the Finale is treated as "Resistance:
to increase damage by +4 points (the choice should be made Effect Can't," but at the same time Critical Threshold is changed to
before the damage is determined). "None."
Only a change in the type of resistance and type of immunities
can negate Finale’s effect.
Critical Cast I
Prer. Adventurer Level 7 or higher Use Wizard-Type Class
Appl. 1 spell cast Risk None
Skillful Play
Prer. Bard Level 7 or higher Use Bard class
Sum. Critical Threshold of the spell -1
Declared when the spell is cast and is valid for one cast. Appl. 1 Spellsong or Finale performance Risk None
Effect If the spell uses the Power Table to determine damage, the Sum. Make two Performance checks, and keep one result
Critical Threshold is reduced by -1 (minimum 8). This Combat Feat is declared when using Spellsong or Finale.
In the use of a Spellsong or Finale where the declaration has
been made, the Performance check is made twice, and either
Effect
Critical Cast II result can be used. If a comparison of Success Values is required,
[Critical Cast I]/Adventurer Level 11 Wizard-Type the player performs this process first, and then the passive side
Prer. Use rolls the result only once.
or higher Class
Appl. 1 spell cast Risk None
Sum.
The Critical Threshold of the spell -1 ignores critical immunity,
and criticals occur even at halved damage
Power Strike I
Declared when the spell is cast and is valid for one cast. Prer. None Use -
The following effects are also applied in addition to the effects Appl. 1 melee attack Risk Evasion check -2
of [Critical Cast I]. Sum. Melee Attack damage +4
The target's critical immunity and Critical Threshold When a melee attack is made, this feat can be declared at the
Effect
modifications abilities are all ignored, and for spells with time of the attack and is effective for that single attack.
"Resistance: Half," a critical hit will occur when using the power If the declared attack hits, its damage is increased by +4. As a
table even if the target is resisted. In this case, the total damage is risk, any Evasion checks take a -2 penalty.
determined with criticals, and then it is halved. Effect When attacking multiple characters at the same time, the user
needs to select one character at random from among that hit.
Then, the damage to that one character will be increased by +4
Aimed Attack I points. This target selection is made before determining the
Prer. None Use - damage.
Appl. 1 weapon attack Risk None
Sum. Accuracy check +1, Critical Threshold +1
When a melee attack or ranged attack is made, this feat can be
Power Strike II
[Power Strike I]/Fighter or Battle Fighter class or Battle
declared at the time of the attack and is effective for that single
attack. If multiple attacks are made at the same time, the effect is Prer. Dancer or Grappler Level 9 or Use Dancer or Grappler
higher class
Effect applied to all of them.
Declared attacks gain a +1 bonus to the Accuracy check, but Appl. 1 melee attack Risk Evasion check -2
the critical threshold is increased by +1 for the damage decision. Sum. Melee Attack damage +12
A critical threshold of 13 or more will never result in a critical hit. Same as [Power Strike I], but the damage is increased by +12
Effect on hit. Note that the Fencer class does not meet the requirements
for both replacement and use.

34
Part 1 Characters

Power Strike III △Defensive Stance


[Power Strike II]/Fighter Level 15 Fighter class, 2H Prer. None Use -
Prer. Use
or higher weapon Appl. Lasts 10 seconds (1 round) Risk Most Skill Checks -4
Appl. 1 melee attack Risk Evasion check -2 Sum. Evasion, Fortitude, or Willpower +4
Sum. Melee Attack damage +20 This feat must be declared before any Skill Check is
Same as [Power Strike I], but the damage is increased by +20 performed on the turn. If the user is under the continuous effect
Effect
on hit. Please note the conditions of use. of any check at the beginning of their turn, they may declare it
immediately before that check.
The user should choose one of the “Evasion check,”
Double Cast “Fortitude,” or “Willpower” and get a +4 bonus until the
Wizard-type Class Level 9 or beginning of their next turn. Each time they declare, they can
Prer. Use Wizard-type Class choose a different check.
higher
Appl. 1 spell cast Risk None At risk, all other checks except the two not selected above and
Effect
Sum. Cast an additional spell with Magic Power -10 the Death Check suffer a -4 penalty. However, suppose this
combat feat is declared during the Combat Preparation. In that
This feat can be declared with a spell cast with Major Action.
case, the Initiative check and Monster Knowledge check at the
After the spell is exercised with the Major Action while
time of Combat Preparation are exempt from this risk.
declaring this feat, an additional spell may be cast one more time
This combat feat is limited to Normal Move or Limited Move.
Effect immediately afterward. The spell that can be exercised
It cannot be declared if a Full Move is performed on this turn.
additionally is limited to “1/2 of the maximum level or rank
However, if the user has the ability to perform Normal Move
(rounded up) second spell’s magic system.” Its Magic Power will
during Full Move, or if Full Move is not restricting the use of
be reduced by -10 (minimum 0).
action, it can be declared.

Taunting Strike I Tail Swing I


Prer. None Use -
Prer. Adventure Level 3 or higher Use Tail
Appl. 1 weapon attack Risk None
Appl. 1 melee attack Risk None
Sum. Invites attack, damage -2
Sum. Attack with tail up to 3 targets, Accuracy check -1
When a melee attack or ranged attack is made, this feat can be
This feat can only be declared when a melee attack is made
declared at the time of the attack and is effective for that single
with the wrestling weapon Tail and works for one attack.
attack. If multiple attacks are made at the same time, the effect is
With a Tail attack, the attacker attacks up to 3 characters who
applied to all of them.
The target hit by the declared attack is provoked and must Effect share the same coordinates or are within the skirmish. The
attacker's Accuracy check is made only once, with a -1 penalty.
attack the user as much as possible during the following 10
The damage should be determined individually if the attacker
seconds (1 round) (the method of attack is unrestricted).
hits more than one character.
Effect [Taunting Strike I] has no effect on characters with an intellect
of 18 or more or on monsters with an intellect of “High.” It also
has no effect if the provoked target is unable to attack the user
or, if the target is in a different area, or if the target is more than
Tail Swing II
10 meters away (Standard or Advanced Combat). Prer. [Tail Swing I]/Adventure Level 9 or higher Use Tail
The damage dealt by an attack with this declaration is reduced Appl. 1 melee attack Risk None
by -2 points; even if the applied damage is 0, the provocation will Sum. Attack with tail up to 5 targets
still be effective. The same as [Tail Swing I], but up to 5 characters can be
Effect attacked with the Tail, and there is no penalty to the Accuracy
check.
Taunting Strike II
[Taunting Strike I]/Battle Dancer or Battle Dancer or
Prer. Use
Fencer Level 7 or higher Fencer class Cleave I
Appl. 1 weapon attack Risk None Fighter or Battle Dancer Fighter or Battle Dancer
Prer. Use
Sum. Taunt an enemy attack class level 3 or higher class, 2H melee weapon
The same as [Taunting Strike I], but with limited effect on Appl. 1 melee attack Risk None
characters with the intellect of 18 or more and monsters with Sum. Attack up to 3 targets, damage -3
"Intellect: High." They are not forced to attack the character who When a melee attack is made with a non-wrestling Stance: 2H
Effect
performed [Taunting Strike II] but will be given a -2 penalty to weapon, this feat can be declared at the time of the attack and is
their success value in Accuracy checks, Spellcasting checks, and effective for that single attack.
other unique skill checks. Effect The user can attack up to 3 targets within the user’s reach. Only
one Accuracy check can be made against them. If more than one
hits, the damage is determined individually, but all are reduced
by -3.

Cleave II
[Cleave I]/Fighter or Battle Fighter or Battle Dancer
Prer. Use
Dancer class level 9 or higher class, 2H melee weapon
Appl. 1 melee attack Risk None
Sum. Attack up to 5 targets
Same as [Cleave I], but the user can make a melee attack on
Effect
up to 5 characters, and there is no reduction in damage.

35
Violentcast I Metamagic/Power Assurance
Prer. None Use Wizard-Type Classes Prer. None Use Wizard-Type Classes
Appl. 1 spell cast Risk None Appl. Lasts 10 seconds (1 round) Risk None
Sum. Spellcasting check +2 for damaging spell If the damage determination roll is 4 or less, roll again only
Sum.
This feat can be declared at the time of casting the spell and is once
only valid for that one casting. In the turn in which the user declares this feat, they may choose
If the spell deals damage to the target, the user gains a +2 bonus whether or not to perform this Metamagic on all spell casts. If the
to the Spellcasting check's Success Value. Note that this feat only user chooses to use this Metamagic, they must spend twice as
works for spells that deal damage and have a duration of "Instant". much MP as they would normally spend and gain the following
Effect It is not effective for spells with effects other than damage or for Effect benefits.
spells that do not deal damage. However, it works for spells that If the 2d roll when using the power table for spell damage is 4
increase damage under specific conditions, such as the target's or less, the roll can only be rerolled once and use either result.
classification, or spells that deal damage only under specific When a power table is used for multiple targets, such as a
conditions (such as [Cremation] or [Cure Undead] on Undead magic that affects a large area, this effect is applied for each target.
characters).
Metamagic/Accuracy
Prer. None Use Wizard-Type Classes
Violentcast II Appl. Lasts 10 seconds (1 round) Risk None
[Violentcast I]/Adventurer Level 13 or Wizard-Type
Prer. Use Sum.
Spellcasting check is performed twice, and the result can be
higher Classes selected
Appl. 1 spell cast Risk None In the turn in which the user declares this feat, they may choose
Sum. Spellcasting check +3 for damaging spell whether or not to perform this Metamagic on all spell casts. If the
Same as [Violentcast I], but with a +3 bonus to Spellcasting user chooses to use this Metamagic, they must spend twice as
Effect Effect
checks. much MP as they would normally spend and gain the following
benefits. Spellcasting checks can be performed by rolling 2d
twice and selecting the desired roll.
Lethal Strike I
Prer. None Use - Metamagic/Targets
Appl. 1 melee attack Risk Evasion check -2 Prer. None Use Wizard-Type Classes
Sum. Power table roll for melee attack +1 Appl. Lasts 10 seconds (1 round) Risk None
When a melee attack is made, this feat can be declared at the Sum. Increase the spell’s number of target
time of the attack and is effective for that single attack. In the turn in which the user declares this feat, they may choose
If the declared attack hits, the damage roll is increased by +1 if whether or not to perform this Metamagic on all spell casts. If the
the roll is 3-11. Double 1s and double 6s work as is. The same is user chooses to use this Metamagic, they gain the following
true for all critical for this damage decision. benefits.
Effect As a risk, any Evasion check is subject to a -2 penalty. Increases the number of targets for the spell with “Target: 1
When attacking multiple characters at the same time, the user Effect character (including 1 Entire Character and 1 Character X)”,
needs to select one character at random from among that hit. The “Target: One Object,” and “Target: 1 spell”. However, spells
above process is then used to calculate the damage to that one with “Range: Caster” or “Range: Touch” cannot be affected.
character. This target selection is made before the damage is Each additional target multiplies the MP consumed (2x for 2
determined. targets, 3x for 3 targets, etc.). Spellcasting check should be done
once for all targets.

Lethal Strike II Metamagic/Distance


[Lethal Strike I]/Adventure Level 7 or Prer. None Use Wizard-Type Classes
Prer. Use -
higher
Appl. Lasts 10 seconds (1 round) Risk None
Evasion check -
Appl. 1 melee attack Risk Sum. Increase the spell’s range
1
Sum. Power table roll for melee attack +1 In the turn in which the user declares this feat, they may choose
whether or not to perform this Metamagic on all spell casts. If the
Same as [Lethal Strike I], but with a reduced penalty modifier
Effect user chooses to use this Metamagic, they gain the following
of -1 to the Evasion check risk.
benefits. Increases the spell’s distance. However, spells with
“Range: Caster” or “Range: Touch” cannot be affected.
Effect
Lethal Strike III For every 2x or 3x the range distance increase, the MP to be
consumed is doubled or tripled, etc. The multiplier can only be
[Lethal Strike II]/Fencer or Battle Fencer or Battle chosen in integer multiples.
Prer. Use
Dancer Level 11 or higher Dancer class In Simplified Combat, “Range: 1” can be changed to “Range:
Appl. 1 melee attack Risk None 2” by doubling the MP cost.
Sum. Power table roll for melee attack +1, ignores critical immunity
Same as [Lethal Strike I], but ignores the target's Critical Metamagic/Time
Immunity and Critical Threshold modifications abilities. In Prer. None Use Wizard-Type Classes
Effect
addition, there is no risk (penalty to Evasion check).
Appl. Lasts 10 seconds (1 round) Risk None
Please note the conditions of use.
Sum. Extend the duration of the spell effect
In the turn in which the user declares this feat, they may choose
whether or not to perform this Metamagic on all spell casts. If the
user chooses to use this Metamagic, they gain the following
benefits.
Extends the duration of the spell. Spells with “Duration:
Instant” and “Duration: Permanent” cannot be affected. The
Effect
portion can be extended in the case of “Duration: Instant /△△.”
The MP consumed is doubled or tripled for every doubling or
tripling of time. The multiplier can only be chosen in integer
multiples. Even if this Metamagic was done, the duration of the
spell with "Resistance: Temporary" will remain 10 seconds (1
round) when such spell was resisted.

36
Part 1 Characters

Metamagic/Area Multi-Action
Prer. None Use Wizard-Type Classes Prer. Adventure Level 5 or higher Use -
Appl. Lasts 10 seconds (1 round) Risk None Appl. 1 melee attack or spell cast Risk None
Sum. Extend the area of the spell effect Sum. Allows to melee attack and cast spell
When a user declares this feat, they can choose whether or not Allows once to make a melee attack and cast a spell with one
to apply this Metamagic to all spell casts. If they decide to use it, Major Action.
they gain the following benefits: If a character declares a Melee Attack, they can cast a spell
The effect area of a spell with a target of "1 area (XX immediately afterward. Conversely, if a character casts a spell,
radius)/Space", "1 area (XX radius)/All", or "1 area (XX radius)/Y" they may perform a melee attack immediately thereafter. Even if
Effect
and with a radius of 2 to 5 meters will be expanded. The cost of the character has the ability to declare multiple combat feats in
Effect MP is doubled for each additional meter, and the maximum one round, they cannot declare an additional [Multi-Action] for
radius is 6 meters. an additional melee attack or spell cast.
If a spell has a maximum number of targets (i.e., "1 area (radius The conditions for casting spells must be met, and movement
XX)/Y"), the maximum number of targets is increased by 5 for is limited to Limited Move.
each additional meter in radius.
In Simplified Combat, only the effect of increasing the
maximum number of targets is available. Armor Piercer I
Prer. None Use Grappler class
Appl. 1 melee attack Risk None
Universal Metamagic Sum. Treats the attack target's Defense as half. Critical Threshold +1
Prer. Any [Metamagic/**] Use Wizard-Type Classes When a melee attack is made, this feat can be declared at the
Appl. Lasts 10 seconds (1 round) Risk None time of the attack and is effective for that single attack.
Sum. Can use any combination of [Metamagic/**] If the declared attack hits, the attack target's Defense is treated
At the turn of the user who declared this combat feat, the as half (rounded up), but the critical threshold is increased by +1
player can choose whether or not to obtain the effect of any of in the damage determination. A critical hit will never occur if the
the [Metamagic/**] for all spell casts. User doesn’t need to know Effect critical threshold is 13 or more.
all [Metamagic/**] to use them in any combination. When attacking multiple characters at the same time, the user
In addition, multiple effects may be combined. In that case, needs to select one character at random from among that hit.
Effect Then, the above process is performed when applying damage to
the MP consumption is calculated by multiplying all the
coefficients determined for each Metamagic. For example, if the that one character. This target selection is made before
user selects [Metamagic/Targets] to target 2 characters and determining the damage.
[Metamagic/Time] to extend the duration by 3 times, they have
to spend 2x3=6 times MP.
Armor Piercer II
[Armor Piercer I]/Grappler Level 9 or
Magic Convergence Prer.
higher
Use Grappler class
Prer. None Use Wizard-Type Classes Appl. 1 melee attack Risk None
Appl. 1 spell cast Risk None Sum.
Treats the attack target's Defense as half or 0 on a critical hit.
Sum. Changes target of the spell to target 1 Character Critical Threshold +1
Same as [Armor Piercer I], when a critical hit occurs in the
Affects the next spell to be cast on this turn. The spell with Effect
Effect “Target: 1 area (XX radius)/Y” can be cast as a “Target: 1 damage decision, the attack target's Defense is treated as "0".
Character”.
Armor Piercer III
Magic Control Prer.
[Armor Piercer II]/Grappler Level 15
Use Grappler class
[Targeting], [Magic Wizard-Type or higher
Prer. Use Appl. 1 melee attack Risk None
Convergence] Classes
Appl. 1 spell cast Risk None Treats the attack target's Defense as half. Critical Immunity
Sum.
ability is ignored, and Defense is set to 0 on a critical hit
Sum. Exclude any target from the effect of the spell
Same as [Armor Piercer II], when a critical hit occurs in the
Affects the next spell to be cast on this turn.
damage decision, the target's critical immunity and Critical
When the declared spell has “Area: Line” or “Target: 1 area Effect
Effect Threshold modifications abilities are all ignored. It does not
(XX radius)/Y”, any character within the range can be excluded
increase (or worsen) the Critical Threshold.
from the targets of the spell in advance.

Mana Strike Cheat Cast I


Prer. None Use Wizard-Type Classes
Prer. None Use Wizard-Type Classes
Appl. 1 spell cast Risk None
Appl. 1 melee attack Risk Fortitude and Willpower -2
Success Value +2 if the spell with the same name was used in a
Sum. Adds Magic Power to melee attack damage Sum.
single combat
When a melee attack is made, this feat can be declared at the When a spell that has already been cast is cast again, its Success
time of the attack and is effective for that single attack. Value is increased.
If the declared attack hits, the damage is increased by the Declared when casting a spell, and valid for one cast of the
attacker's Magic Power. The risk is a -2 penalty to any Fortitude spell.
Effect or Willpower of the user. During combat, if the user has already made a Spellcasting
When attacking multiple characters at the same time, the user
Effect check of the same name on previous turns, the user gains a +2
needs to select one character at random from among that hit. bonus to the Success Value of the Spellcasting check after the
Then, the damage to that one character will be increased. This declaration.
target selection is made before determining the damage. If the spell has already been cast, it is valid even if the target
was changed at the time of casting or if the result of the first
Spellcasting check was an automatic failure.

37
Cheat Cast II Shadow Step I
[Cheat Cast I]/Adventurer Level 13 or Wizard-Type Prer. None Use -
Prer. Use
higher Classes Appl. 10 seconds (1 round) or 1 melee attack Risk None
Appl. 1 spell cast Risk None Sum. Reroll one Evasion check or melee attack damage +2
Success Value +3 if the spell with the same name was used in a The user stands for a moment on the battlefield, taking
Sum.
single combat advantage of their position to attack or evade.
Effect Same as [Cheat Cast I], but the bonus to Success Value is +3. When this Combat Feat is activated, the player chooses one of
two effects.

Quick Cast Effect 1: Can be activated at any time during the turn. If the
Prer. None Use Wizard-Type Classes user fails an Evasion check or any skill check with Evasion as a
Appl. 1 spell cast Risk None Standard Value within 10 seconds (1 round) after activation, they
When a spell with “Resistance: Neg” is used, half of MP is may discard the result once and reroll. This effect is automatically
Sum. applied at the first failed Evasion check and is lost after that
consumed
check.
Mana consumption can be reduced by simplifying the process
when casting a spell.
Effect 2: This feat is activated when making a melee attack and
Declared when casting a spell and valid for one cast of the spell.
is effective for one attack. It cannot be activated when attacking
This Combat Feat declared just before casting a spell, will halve
multiple targets simultaneously.
the MP consumption (rounded up) of the spell being cast. This Effect
Effect The user gains +2 damage points when the attack hits. This
halving is done at the end of the calculation of the MP
effect is only effective if the total number of characters (number
consumption.
of sections) from the user's faction, including themselves, in the
It only works for spells with "Resistance: Neg".
skirmish area where they are located, is greater than the number
Even if the Spellcasting check fails automatically, the MP
of characters from the opposing team (it will not work in a tie).
consumption will still be halved.
When determining whether the damage increase effect is
effective or not, a character with the Combat Feat [Block] is
Shield Bash I treated as having twice the number of sections (not including
mount, etc.).
Prer. None Use Shield
Shield Defense, Evasion not Even though a character can declare multiple times, they can
Appl. 1 melee attack Risk
applied only declare the 2nd effect multiple times. It is not possible to
Sum. The shield can be used for melee attacks apply multiple declarations for a single attack. The user is not
Declared when performing a melee attack. The equipped allowed to declare "Effect 1" more than once, and they cannot
shield is treated as a weapon. declare both "Effect 1" and "Effect 2" in a single round.
The shield that becomes a weapon by this Combat Feat has
the following data and is treated as a blunt weapon.
Accuracy Power Crit Value Extra Damage Shadow Step II
+2 Shield’s Min STR ⑫ - [Shadow Step I]/Adventurer Level 7 or
Prer. Use -
If the attack with this shield hits, it deals damage to the higher
opponent and causes them to fall prone if they have only one Appl. 10 seconds (1 round) or 1 melee attack Risk None
section and are walking on two legs. Reroll one Evasion check and gain +1 or melee attack damage
Sum.
+4
Effect When the user declares this feat, the Defense and Evasion
check bonus of the shield they use is not applied (if the shield has This action is the same as [Shadow Step I]. However, if the
a penalty on Evasion checks, it remains and is applied). If the user selects "Effect 1" and rerolls the check, they will receive a +1
user declares this feat more than once in one turn, there is no Effect bonus to the check.
additional disadvantage beyond that. Alternatively, if "Effect 2" is chosen, the additional damage will
Even if a shield can be treated as a weapon and has weapon increase by +2 (+4 total).
data, when it is used under the declaration of this feat, it is used
with the data specified in this Combat Feat, and the risk is also
applied. Desperate Strike I
This Combat Feat cannot be declared when attacking more Prer. None Use -
than one person simultaneously.
Appl. 1 melee attack Risk None
Sum. Melee Attack damage +5, 5 fixed damage to self
Shield Bash II This feat allows the user to deal a large amount of damage to
the target while disregarding their own injuries.
[Shield Bash I]/Adventurer Level 5 or
Prer. Use Shield It is declared when performing a melee attack and is valid for
higher
one attack. If the attack hits, the damage is increased by +5 points.
Appl. 1 melee attack Risk None However, immediately after determining the damage, the
Sum. The shield can be used for melee attacks Effect
attacker receives 5 fixed damage to their HP. If the declared
As in [Shield Bash I], if a character is hit by a shield attack and attack misses, the user does not receive any damage.
has only one section, it can be made to fall prone, regardless of When attacking multiple characters at the same time, the
Effect its movement method or the number of legs it has. damage is increased by +5 for one of the characters at random.
Also, the Defense and Evasion modifier of the shield is The target selection is done before determining the damage.
effective and can be used.

38
Part 1 Characters

Desperate Strike II
Prer.
[Desperate Strike I]/Adventurer Level 7 or
Use - Wild Strike I
higher Prer. None Use 1H weapon
Appl. 1 melee attack Risk None Appl. 1 melee attack Risk None
Sum. Melee Attack damage +10, 10 fixed damage to self Sum. Attack up to 3 targets, Accuracy -2
The effect is the same as [Desperate Strike I], but it deals +5 Wielding a one-handed weapon, the user attacks multiple
Effect more damage (+10 total) and 5 more damage to the user’s own enemies around them.
HP (10 total). This feat must be declared when making a melee attack and is
valid for one attack. It can only be declared with a "Stance: 1H"
weapon.
Desperate Strike III Effect
The user selects up to three characters that can be attacked
[Desperate Strike II]/Adventurer Level 15 or with a melee weapon and attacks all of them. Accuracy check
Prer. Use -
higher receives a -2 penalty for the Accuracy check.
Appl. 1 melee attack Risk None Even if a character can declare multiple active combat feats in
Sum. Melee Attack damage +30, 30 fixed damage to self a round, this feat can only be declared once per round.
The effect is the same as [Desperate Strike II], but it deals +20
Effect more damage (+30 total) and 20 more damage to the user’s own
HP (30 total). Wild Strike II
[Wild Strike I]/Adventurer Level 7 or
Prer. Use 1H weapon
higher
Herald Strike Appl. 1 melee attack Risk None
Prer. None Use - Sum. Attack up to 3 targets
Appl. 1 melee or ranged attack Risk None
Effect
The effect is the same as that of [Wild Strike I], but the penalty
Sum. Accuracy check roll is fixed at 5, Power table roll +1 to the Accuracy check is removed.
The user assumes an attack stance and displays their weapons
to lower-ranked opponents, breaking their balance and exposing
their vital points.
Declared when performing a Weapon Attack (Melee Attack,
Ranged Attack), valid for one attack.
For the Accuracy check of weapon attack at the time of
declaration, the roll is fixed at "5" without rolling any dice. If the
attack hits with a fixed roll and rolls 3-11 on the power table, it is
treated as "+1". Double 1s (2) and double 6s (12) are used as they
Effect
are, with double 1s not causing damage. This bonus is valid for
critical rolls as well.
In the case of multiple simultaneous attacks, one character is
selected arbitrarily from the hit list. Then, the above process is
used to calculate the damage to that one character. This target
selection is done before determining the damage.
The effect of this active combat feat does not overlap with that
of [Lethal Strike]. The same applies when another combat feat
that increases the roll of the power table is used.

Aimed Shot Wordbreak


Prer. None Use Marksman class, 2H ranged weapon Prer. None Use -
If the following shooting attack hits with a high success value, Sum. Removes one spell or effect
Sum.
the combined damage is doubled when it hits With “Range: Touch” and “Target: 1 spell”, one sustained
The archer who uses this combat feat specifies a target with spell or effect will be released. Only spells or unique skills with a
which the shooting attack is possible at the time of use, and the duration of more than 10 seconds (1 round) can be canceled.
combined damage is doubled if the archer makes a shooting Effects that are “Permanent” in duration, effects that are “Instant”
attack on that target in their next Major Action and hits with a in duration, effects that result in a fall prone (e.g., a Throw), and
success value that is 3 or higher than the target's Evasion check effects that are continuous (e.g., being grabbed and rendered
success value. If the user’s success value is 1 or 2 higher than the immobile) cannot be canceled. The effect “Duration: Instant/X
target's success value, the target will be hit, but the damage Effect
seconds/minutes (rounds)” can be canceled.
calculation will be performed as usual. Of course, if the user’s To remove the effect, the user must perform a Skill Check
success value is not equal to or higher than the target's success using their own Magic Power as the standard value and compare
value, the attack fails. the success value with the effect to be removed. The effect is
Effect
The user must be able to attack the target without causing a canceled if the user's success value is higher than the standard
stray shot, both when using the combat feat and when executing value. Please follow the rules for forced removal (see CR I, p.
a shooting attack. Movement when using combat feat is also 166).
limited to Limited Move. If another Major Action is performed
after the combat feat instead of a shooting attack, its effect will be
lost.
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 feat will
not occur.

39
Skill Master
Prer. Scout Level 15 Use Scout class
Chain Attack Sum. Scout can re-roll skill checks once
Once per check, the Scout may reroll 2d after seeing the 2d
Prer. Grappler Level 1 Use Grappler class, 1H wrestling
result of a skill check using Scout Class Level for standard value
Sum. Additional 1H wrestling attack after 1H wrestling attack Effect calculation. This reroll can be done only once per Skill Check.
When a melee attack is made with a wrestling weapon with If there is any other reroll effect, it is assumed that the number
“Stance: 1H,” an additional melee attack can be made again on of rerolls increases only by +1.
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. Survivability
Only one additional attack is allowed when two attacks are
Prer. Ranger Level 5 Use -
made with [Dual Wielding]. This additional attack does not incur
Allows an automatic success for resistance check once a day in
the penalty modifier -2 to the Accuracy check. Sum.
the natural environment
In the natural environment (see CR I, p. 101), when
Counter performing Fortitude or Willpower, the master can automatically
Prer. Grappler Level 7 Use Grappler class Effect succeed without rolling any dice (declared before rolling the dice
Sum. Attack with a melee attack instead of evading for the Fortitude or Willpower check). This effect can be used
When hit by a melee attack, the player can try to avoid the only once per day.
enemy's attack while attempting to hit with their own attack. The
decision to do this can be made after checking the success value
of the enemy's Accuracy check. Indomitable
In this case, instead of an Evasion check, an Accuracy check is Prer. Ranger Level 7 Use -
made with any weapon equipped by the player, and the success Sum. Do not fall unconscious even if you fall below 0 HP
values are compared with each other. In this case, contrary to a If the master succeeds in making a Death Check, even if their
normal Evasion check, the side attempting the [Counter] is the Effect HP is 0 or less, they will not be unconscious and can continue to
active side, and the side that attempted a melee attack first is the perform actions; if they fail the Death Check, they die.
passive side.
Effect If the active side is favored, the passive side's melee attack is
canceled, and at the same time, the damage and effects associated △Potion Master
with the attack are processed as if the passive side had been hit
Prer. Ranger Level 9 Use -
by the weapon used by the active side.
The potion can be used during Combat Preparation and with
If the passive side is favored, its melee attack will hit. Still, the Sum.
roll of 2d for power table reference and damage determination Minor Action
will be considered "12" in determining the total damage. The The master may use an item classified as a Potion during
second and subsequent rounds should be handled as normal if a Combat Preparation or with Minor Action only when used on
Effect
critical hit occurs. themself. This feat is limited to one potion during Combat
[Counter] may only be attempted once per round, regardless Preparation or one Minor Action per round.
of its success or failure.
Shukuchi
Treasure Hunt Prer. Ranger Level 12 Use -
Prer. Scout Level 5 Use -
Sum. Full Move enables actions that are possible with Normal Move
Sum. +1 Loot Determination The master may perform the actions that can be performed
The master gains +1 to the roll when making a Loot during a Normal Move on the round in which the Full Move is
Effect Determination. This effect is cumulative with other effects that Effect
performed. The type of move itself does not change, and the
increase the roll of loot decisions. penalty to the Evasion check (-4) must also be taken.

Fast Action Run-and-Gun


Prer. Scout Level 7 Use - Prer. Ranger Level 15 Use -
Sum. Master has one major action on their first round Normal Move enables actions that are possible with Limited
In the Initiative check, if the player's success value is greater Sum.
Move
than the maximum value of the enemy's success value (or greater The master can perform the actions that can be performed
Effect
than or equal to the Initiative monster data), the player can take Effect during a Limited Move in the round in which the Normal Move
one additional Major Action in the first round. is performed. The type of move itself does not change.

Shadow Sneak Keen Eyes


Prer. Scout Level 9 Use - Prer. Sage Level 5 Use -
Can leave the melee without movement blocking and without Sum. +1 Loot Determination
Sum.
the need to Prepare to Withdraw The master gains +1 to the roll when making a Loot
The master’s movement cannot be blocked. They may also Effect Determination. This effect is cumulative with other effects that
Effect leave the skirmish area by moving at will without preparing to increase the roll of loot decisions.
withdraw from the melee.

Treasure Master
Prer. Scout Level 12 Use -
Sum. +1 Loot Determination
The master gains +1 to the roll of the Loot Determination.
Effect This effect accumulates with other Loot Determination-
increasing effects.
40
Part 1 Characters

Weakness Exploit Rune Master


Prer. Sage Level 7 Use - Prer. Any Wizard-type Class Level 11 Use -
Sum. Doubles the effectiveness of hitting weak points Sum. May declare two active combat feats per round
If the master performs a Monster Knowledge check with the The master may declare two active combat feats per round.
Sage class and obtains a success value greater than or equal to the However, at least one of them must be of “Use: Wizard-Type
Effect
monster's weakness, the bonus generated by the weak point and Class,” and the same active combat feat may not be declared
the increment of damage is doubled for the master. For example, more than once in a single turn.
Effect if the weak point is "Accuracy +1", the bonus to the Accuracy will
become +2, and if the weak point is "Fire damage +3 points", the
damage will be increased by +6. Crude Take
This effect only applies to the master; other allied characters Prer. Scout or Ranger or Sage Class Level 5 Use -
will only benefit from the normal effect of the weak point.
Sum. Loot Determination becomes “1d x 2”
The master uses their experience to search for items and loot.
Mana Save During "Loot Determination" at the end of combat, the master
rolls "1d multiplied by 2" instead of 2d to acquire loot. Effects that
Prer. Sage Level 9 Use - Effect modify or change the rolls are applied after multiplying 1d by 2.
Sum. All MP costs -1 This effect is determined by the acquirer for each loot check.
When using MP for any reason, reduce the MP spent by -1. The intention to use or not to use this combat feat must be made
This cannot reduce an MP cost lower than 1 (at least 1 point is clear before any dice are rolled.
consumed). When the MP consumption is doubled by
Effect [Metamagic/**]", the reduction is calculated first and then
doubled.
[Mana Save] has no effects that damage MP or reduce MP
instead of consuming MP as regular spells do.
Plunder
Scout or Ranger or Sage Class Level
Prer. Use
Mana Resistance 5
1H weapon

Prer. Sage Level 12 Use - Appl. 1 melee attack Risk None


Sum. Receive magic damage -5 When a critical hit occurs, damage processing is interrupted,
Sum.
Effect Reduce all Magic Damage master receives by -5. and an attempt is made to acquire a loot
When the attacker successfully frightens their opponent, the
user can loot the opponent's pocket or a part of their body.
Sage's Wisdom Declared when performing a melee attack and valid for one
attack. In this case, the weapon used is limited to "Stance: 1H".
Prer. Sage Level 15 Use - The user cannot declare this when attacking multiple targets at
Sum. Sage can re-roll skill checks once the same time.
Once per check, the Sage may reroll 2d after seeing the 2d When the melee attack hits the target and a critical hit is made
result of a skill check using Sage Class Level for standard value when determining damage using the power table, the damage
Effect calculation. This reroll can be done only once per Skill Check. process proceeds immediately without processing the increase in
If there is any other reroll effect, it is assumed that the number damage due to the critical hit. After the damage process is
of rerolls increases only by +1. completed, the "acquisition of loot" process is performed only
once for the character (section). In this case, the effects affecting
loot (such as the Combat Feat [Treasure Hunt] (see p. 40) or the
Toughness accessory Lucky Charm (see CR I, p. 307 or ET, p. 156) is
Prer. Fighter Level 7 Use - applied to the character (section), but the effect that loots
Sum. Maximum HP +15 separately like Auto Looter (see ET, p. 143), cannot be used.
Also, the "Always" field is ignored.
Effect Master’s maximum HP increases by +15 points.
From this point on, the user of the Combat Feats obtains an
Effect
object of equal value to the loot. It is something that can be sold
Cleansing Dance for the same price as the loot; even if the loot has some special
effect, it cannot be used as such, nor can it be made into a crude
Prer. Battle Dancer Level 7 Use Battle Dancer Class material card (see CR III, p. 112) and can only be sold.
Area: Shot and Target: 1 Character, Area: Line, and Area: This effect is effective only for one loot acquisition process for
Sum.
Breakthrough substitute Evasion for resistance the same character (section), and even if the result of the loot
When the master is involved in the effect of “Area: Shot” and acquisition process is "None", it is counted as one loot acquisition
“Target: 1 Character” or “Area: Line” or “Area: Breakthrough,” process and cannot be tried again. However, if the Accuracy
they can substitute a Battle Dancer Evasion check for the check check fails or if a critical hit does not occur, the user can try again
to reduce or eliminate the effect (mostly resistance checks). on the same character (section) in the next turn or later.
If the Evasion check succeeds, the result will be the same as In the Post Combat Process, a character affected by this
Effect Combat Feat can still be looted as usual.
when the normal check succeeds.
This Combat Feat cannot be used for effects with “Area: This Combat Feat is exempt from the number of active combat
Target” or “Area: Shot” that affect a wide area. It is also feat declarations and may be declared at the same time as any
ineffective against effects with "Resistance: Can’t" that do not other Active Combat Feat. However, it can only be declared once
require resistance checks. per round. This is the same for characters that can declare
multiple Combat Feats per round (only one declaration per
round).
Battle Master
Prer. Fighter or Grappler or Battle Dancer Level 13 Use -
Sum. May declare two active combat feats per round
The master may declare two active combat feats in one round.
The same active combat feat may not be declared more than
once per action. It is possible to declare the same active combat
Effect
feat for two different actions or to combine two different active
combat feats for one action.
If the declared feats have risk, they are all cumulative.

41
Some Combat Feats may be challenging to interpret in Combination Can Be Changed Per Spell Cast
terms of their usage, especially when considering specific [Universal Metamagic] lasts for "10 seconds (1 round)",
circumstances or combinations with other Combat Feats. so if you cast the spell more than once in their turn, it affects
Describing their effects within each Combat Feat would all of them.
result in lengthy descriptions and potentially hinder In this case, you can decide how to intervene and use
understanding of the core concept. the effect of [Metamagic/**] and so on for each spell cast.
As a solution, these complex cases are described and For example, a Conjurer (who has also learned [Rune
summarized separately here. Master]) can declare [Double Cast] and [Universal
Metamagic], first [Acid Cloud] with [Metamagic/Power
Assurance], [Metamagic/Accuracy], and [Metamagic/Area],
then [Counter] doubled by [Metamagic/Targets], and so on.
[Cover] is a unique Combat Feat that allows the user to
take an attack on themselves. Here is some additional
information.
[Multi-Action] is a powerful Combat Feat that allows the
The [Cover] Effect Does Not Change the Attack Target user to perform both melee attacks and magic at once.
Itself There are a few caveats to this feat.
When [Cover] takes effect, it does not count as a change
in the target of the attack. Declaration is Limited to Melee Attack, or Spell Cast
In the case of [Chain Attack], the additional attack is still made as a Major Action
made against the original target and not the character who There are some Combat Feat that allow additional
declared [Cover]. actions by a character. However, all of them are outside the
In the case of [Dual Wielding] and two attacks are made target of the [Multi-Action] declaration.
against a target, [Cover] is only applied to the first attack, Melee Attacks by [Chain Attack] or [Follow-Up], Kick
and the second attack is still made against the original target. by [Flying Kick] or [Stomp], additional spell by [Double
Similarly, some monster abilities, such as [O Cast], and additional melee attacks or spells by [Multi-
Continuous Attack], will deal damage first to the character Action] itself cannot be targets of [Multi-Action]
who declared [Cover] before making an additional attack on declaration.
the original target.
Combination with [Fast Action]
Whether or Not the [Cover] Effect Occurs for Unique The Combat Feat [Fast Action] grants an additional
Skills Major Action. Therefore, if you make another melee attack
The [Cover] effect is rarely applied to the unique skills using the additional Major Action, you can declare [Multi-
of monsters. Action] again.
The effect is applied to unique skills that have the If the character has mastered either [Ever-Changing] or
attribute"/Evasion/Neg". However, if this unique skill targets [Battle Master], it is possible to execute 2 combinations of
both the declarant and the specified character melee attack and spell cast by combining them with [Fast
simultaneously due to it effecting multiple targets or a wide Action]. Please note that [Rune Master] cannot be used for
area, the [Cover] effect will not occur. this purpose, as [Multi-Action] does not meet the condition
It is not possible to [Cover] from spells or unique skills of [Use: Wizard-Type Classes].
that are not contested by an Evasive Check. Even if a Battle
Dancer Class master changes the check to an Evasive Check Only First Attack of [Dual Wielding] Can Be Used
using the [Cleansing Dance] Combat Feat, it will still not be If you have mastered [Dual Wielding], you can make
possible to [Cover]. two melee attacks with one Major Action. When declaring
[Multi-Action], you must declare it at the time of the first
[Cover] Cannot be Declared More Than Once attack and cannot declare it after the second attack.
You cannot declare [Cover] more than once per round If this is done, your actions are resolved in this order:
nor use it on more than one character even if you can
declare multiple Combat Feats in one round. However, by First Melee Attack → Cast a Spell → Second Melee
learning [Guardian], you will be able to declare [Cover] on Attack
multiple characters at the same time.
If you have mastered [Twin Strike], you can decide the
target of the second attack after seeing the result of the
melee attack.
Equivalent to Acquiring All [Metamagic/**] If you declared [Multi-Action] when casting a spell, your
Acquiring [Universal Metamagic] is equivalent to the actions are resolved in this order:
character acquiring all [Metamagic/**] Active Combat
Feats. Cast a Spell → 2 Melee Attacks

42
Part 1 Characters

If the above-mentioned [Fast Action] and [Multi-Action]


are combined, it is possible to perform this combination
twice.
Some active combat feats, such as [Cleave], allow
Can Be Combined with Multiple Simultaneous Attacks, multiple targets to be attacked simultaneously.
But With Only One Effect If a character can declare multiple Combat Feats
Even if you declare a combination with a Combat Feat affecting attacks and attack simultaneously several targets
that can attack multiple targets at the same time, such as (for example, [Cleave] and [Power Strike]), the table below
[Cleave], you can only cast a spell once, regardless of how shows how they are handled on a case-by-case basis.
many melee attack targets you can get. This is also described in the effect text of each Combat
Feat but is summarized here in a simplified table.
When Using With [Double Cast], Be Careful About the
Order Processing When Combined with Multiple Simultaneous
If you want to use both [Double Cast] and [Multi- Attacks
Action], you need to declare both Combat Feats at the same Combat Feat Applied Processing
time when casting a spell with a Major Action. [Decoy Attack] [Nerve Strike]
After that, you can perform a [Double Cast] spell and a [Shield Bash] [Shadow Step Not Allowed
melee attack. The person declaring the actions can choose (Effect 2)] [Plunder]
[Aimed Attack] [Taunting Strike] Applies to all
the order in which they are performed. [Power Strike] [Lethal Strike]
It is important to note that if you declare [Multi-Action] [Mana Strike] [Armor Piercer] Affects only 1 character from the
before the melee attack, you cannot declare [Double Cast], [Desperate Strike] [Herald hit list
as the subsequent spell cast is not considered a Major Strike]
Re-attack everyone that evaded
Action. Please ensure you follow the correct order. [Repeated Strike I]
the attack
Re-attack everyone that evaded
[Repeated Strike I] the attack. Only one of the first
hits is dealt more damage
[Multi-Action] Only one spell cast

43
Throughout the Alframe continent, there are several These martial arts, techniques, and disciplines are
sophisticated martial arts, techniques, and disciplines, each collectively referred to as "schools". The rules presented
with its own unique history. here allow player characters to acquire and utilize the
Some have existed since ancient times, some were special skills associated with these schools.
rediscovered after the Abyss outbreak and Diabolic Additionally, some schools also offer special weapons,
Triumph, and others were created for survival during those equipment, and consumables. We will introduce these
chaotic times and subsequent hardships. Despite their special items along with the schools.
diverse backgrounds and histories, they all possess distinct
strengths that set them apart from one another.

To acquire special skills or items, one must first undergo Introduction to a school can be seen as a specialized
initiation into the school that imparts them. The method of form of acquiring connections (see CR III, p. 126). It
initiation varies depending on how the school is passed involves not only acquiring skills and equipment but also
down and operates. If the school is passed down by an receiving tangible and intangible support from the school or
individual, you will study under them, whereas if it exists as master. The final decision on what is granted rests with the
a school, you will learn there. GM, but as a general guideline, it should be equivalent to
From a gameplay perspective, all of this is achieved by having a "Confidant" NPC connection.
spending Reputation. Generally, paying Reputation is the In some schools, the required Reputation may not be
only way to gain entry to a school. Typically, 50 points are 50 points, or there may be additional conditions, such as
required to enter a school, but if a character's adventurer mastery of a specific class or Combat Feat.
rank (see CR II, p. 114) is high enough, they may be
admitted with "free" Reputation. For instance, if the Introduction to Multiple Schools
Reputation required for entry is 50 points, an adventurer of A character can be introduced to more than one school.
Sentinel rank or higher may be admitted without paying Reputation must be paid separately.
Reputation.

Some schools have special items that have been passed Reputation and are treated in accordance with the
down through generations, which can be acquired by a acquisition rules for renowned items (see CR II, p. 112).
character who has been introduced to the school by paying Losing a school item, which requires a Reputation to
the appropriate fee. Most of them also require payment of acquire, will result in the acquisition of a disgrace.

A character who has entered the school can acquire the Reputation Payment
Secrets that are passed down within the school. Each Secret has its own Reputation, which must be paid
in order to acquire the Secret. They can also be purchased
with “free” Reputation from Adventurer Rank.

In order to learn a Secret, you must be initiated into the Prerequisites


school and meet the specific conditions set for each Secret, A Secret may have a specific Combat Feat or another
as well as pay the required Reputation. Secret of the same school as a prerequisite for learning it.
Each school offers multiple Secrets. You can learn as In particular, for the Combat Feat Secret variant described
many Secrets as you want from the schools, as long as you below, it is necessary to acquire the Combat Feat that is
meet the prerequisite and pay the Reputation. However, considered a basic feat in that Secret.
you are not obligated to learn all the available Secrets. If multiple prerequisites are specified, all of them must
The timing of acquiring a Secret is flexible. Once you be satisfied unless otherwise noted.
are admitted to the school, you can acquire a new Secret at
any time unless you are expelled from the school (see p.
47).

44
Part 1 Characters

Effect of Blocking Declaration


Effects that prevent the declaration of Combat Feats also
Equipment Limitations prevent the declaration of Secrets.
Some Secrets need special equipment, such as weapons, Note that this does not affect Passive Secrets or Major
when they are used. For such a Secret, the use of the Secret Action Secrets.
can only be declared when the specified equipment is used.
Equipment may be limited by a detailed armor name Combat Feat Secret Variants and Unique Declared
(which may be a special equipment of the school) or by a Secrets
category, such as "sword" or "shield". In the case of a category There are two types of Declared Secrets: Combat Feat
specification, the corresponding Secret can be used for any Secret Variants and Unique Declared Secrets.
equipment belonging to that category. The former is, as the name suggests, a modification of
an existing Combat Feats. To learn this type of Secret, you
Situational Limitations must first have the existing Combat Feat.
Some Secret descriptions, such as "being mounted," The Unique Declared Secrets can be learned
specify the situation or state of the Secret user. independently without such limitations. For game
processing, it is the same as learning a separate Active
Combat Feat.

Secrets are classified as follows:

The majority of Secrets are Declared Secrets, with most


of them being Combat Feat Secret Variants. While they are
classified as part of Secret, the majority of Secrets actually
fall under the category of Combat Feat Secret Variants.
These variants of Combat Feat Secrets have the following
characteristics.

Term (Abbreviation): Secret Variant


As can be seen at first glance, this is very similar to the Combat Feat Secret Variant is sometimes abbreviated
Combat Feat classification (see p. 16). The only difference simply as Secret Variant.
is that "Declared type" is further classified into two types.
And the way it is used in the game is the same. Passive Term: Basic Feat
Type is always in effect if the character has mastered it. All Secret variants have a Basic Feat. This is the
Major Action Type is performed with a Major Action. prototype of the Secret Variant, Combat Feat, and mastery
Declared Type is used by declaring its use. of this Basic Feat is a prerequisite for mastery of the Secret
Variant.

Notation: (Basic Feat Name) Variant


Declared Type Secrets account for a large portion of the This notation is used to indicate that it is a Secret Variant
Secret types. They have the following characteristics. and to clarify its Basic Feat. Specifically, it is written as
[Power Strike I] Variant. It is used to introduce individual
Declaration of Secret’s Use Secret data.
Declared Type Secrets are treated the same as the
Declared Type Combat Feats. As a rule, they can only be Basic Feat Class Restrictions
declared once per turn. In general, any class restrictions on a Basic Feat are also
This limit is shared with the Active Combat Feat. applied to the Secret Variant as well.
Therefore, if you declare a Secret of Declared type, you If there is any deviation from this principle, it will be
cannot declare any more Active Combat Feats in that turn. clearly stated in the Secret’s description.
The reverse is also true.
If a character has the ability to declare multiple active Combination with Combat Feat Involved in Basic Feat
Combat Feats in one turn, for example, by learning [Battle Secret Variants also apply the effect of the related Basic
Master] (see p. 41), they can declare a Secret multiple times Feat unless otherwise noted. For example, if a character
in one turn. You can also declare both the Secret as well as with [Metamagic Master] learns the Secret Variant of
the original Active Combat Feat. [Metamagic/Targets], the calculation for MP consumption
can still be optimized.
However, if the effect of acquiring other Combat Feats
is described differently in the Secret's effect description, that
instruction takes priority.

45
Same Basic Feat
A character who is enrolled in more than one school
may acquire several Secret Variants that share the same
Basic Feat. They can be arbitrarily selected and declared for Some Secret have a replacement type Combat Feats (see
each turn in combat. p. 15) specified as a Basic Feat for acquiring them.
The acquisition and use of such a Secret is subject to the
Restrictions on Multiple Declarations ("Same Name" following rules.
Principle)
A Secret Variant is regarded as having the "Same Name" Sample School Example
as its Basic Feat. Therefore, even if a character can declare As an example, assume there is a School with [Sample
more than one Declared Combat Feat or Secret on their A], [Sample B], and [Sample C] as Secrets. These Secrets
turn, such as by learning Combat Feat [Battle Master], a are all Secret Variants and each of them has [Power Strike
Secret Variant cannot be declared at the same time as its I], [Power Strike II], and [Power Strike III] as their Basic
Basic Feat on the same check. Feat.
The same applies if you are a student of multiple schools
and have acquired multiple Secret Variants that share the Rules of Acquisition
same Basic Feat. They are all treated as having the "Same [Sample A], [Sample B], and [Sample C] have [Power
Name" and cannot be declared simultaneously. Strike I], Power Strike II], and [Power Strike III] as their
There is no limitation as long as they are not Basic Feats, while Sample B has Combat Feat [Pinpoint
simultaneous. For example, a [Dual Technique] master can Attack I] as a prerequisite. Sample C has another Secret of
declare one Secret Variant and one Basic Feat for each the same School, Sample A, as a prerequisite.
attack and use them interchangeably.
Note: This is based on the assumption that the Secret
Secret Basic Feat Prerequisite
Variant or Basic Feat is "Appl.: 1 melee attack". If they are [Sample A] [Power Strike I] None
"10 seconds (1 round) duration", the two effect durations [Sample B] [Power Strike II] [Pinpoint Attack]
would overlap even if you declare the Secret Variant and [Sample C] [Power Strike III] [Sample A]
Basic Feat at different times on the same turn, which violates
the rule against simultaneous declarations. Substitute for Replacement Combat Feats
A higher-numbered Combat Feat can be substituted for
[Metamagic/**] Variant Secrets and [Universal a lower-numbered Combat Feat, whether as a Basic Feat or
Metamagic] as a prerequisite.
Some Secret Variants have [Metamagic/**] as the Basic In this example, [Power Strike III] can be regarded as
Feat. the Basic Feat for [Sample A], [Sample B], and [Sample C].
They have the following features in common. [Pinpoint Attack II] also meets the requirements to learn
[Sample B].
Effects Can be Used Under [Universal Metamagic]
If you have learned a [Metamagic/**] Secret Variant, Secret Variants Can Be Replaced Immediately
you can choose to utilize the effects of the Secret Variant Replacement Combat Feats have a non-immediate
under the declaration of [Universal Metamagic] without replacement rule, where you cannot acquire a [Combat Feat
declaring the Secret Variant itself. I] and immediately replace it with [Combat Feat II], nor can
In this case, [Metamagic/**] and the Secret Variant with you immediately upgrade from I to III.
it as a Basic Feat can be used at the same time as long as the However, there is no similar restriction when acquiring
types of Metamagic do not overlap. Secret Variants. In this example, you may acquire [Power
This decision is made for each spell cast (the Strike III] and, at the same time, immediately acquire
combination may be different for each spell cast). [Sample A] and [Sample C].
The calculation of MP consumption is the same as when
you combine [Metamagics/**], including when you learn Rules of Use
[Metamagic Master]. Replaced Combat Feats Work As Substitution
A higher-numbered Combat Feat can substitute for the
Fulfill the Basic Feat Prerequisite by Acquiring [Universal same lower-numbered Combat Feat when referring to the
Metamagic] Basic Feat.
You can learn the Secret Variant of a [Metamagic/**] if If a player who has mastered Secret [Sample A] replaces
you have learned [Universal Metamagic], even if you have [Power Strike I] with [Power Strike II], they can still declare
not learned Basic Feat. There is no need for to acquire [Sample A]. The Secret [Sample A]’s effects do not change
[Metamagic/**] as the Basic Combat Feat for the sake of because the Basic Feat was replaced
learning the Secret Variant.
Restrictions on Simultaneous Declarations
Replacement Combat Feat are considered to have the
"Same Name" and cannot be declared simultaneously. This
applies to all Secret Variants.
Therefore, in this example, [Power Strike I], [Power
Strike II], [Power Strike III], [Sample A], [Sample B], and

46
Part 1 Characters

[Sample C] cannot be declared simultaneously, no matter declare [Sample A], [Sample B], or [Sample C] at the same
which two are selected. time as that Secret.
Similarly, if there is a Secret Variant with [Power Strike
I] as a Basic Feat in another School, it is not possible to

Characters may be expelled from their school if they School Equipment


displease the individual or organization they are studying Even if you are expelled, you can continue to use school
under. equipment. And if you do not give up the item itself, you
will not receive any disgrace for it.
Acquisition of Disgrace Once expelled, you will not be able to obtain new school
The expelled character will lose their student status in equipment.
the school. The character gains a disgrace equal to the
Reputation used for the introduction. Reinstatement
Even expelled characters may be allowed to return to
Secrets school if they can regain standing with their teacher and
Even if you are expelled, you will not lose learned organization. If they are reinstated, their reputation lost
Secrets. They can still be used, and no disgrace will be because of expulsion will be automatically restored.
acquired for using them. It’s up to GM to make decisions regarding expulsion
However, the expelled character cannot learn new and reinstatement.
Secrets from that school.

Angry Bear Strike Required Reputation 20


Type [Power Strike I] Secret Variant Prerequisite [Taunting Strike I] Equip. Limit 2H Weapon + Vocalization
Fighter or Fencer or Battle
Use Appl. 1 melee attack Risk Evasion -2
Dancer class
Summary +6 melee damage, stagger
With a mighty roar, the user drives forward and puts their entire upper body strength into the strike.
If the attack hits, add +6 to your melee damage. Additionally, the target is staggered and, for 10 seconds (1 round), suffers a -1 penalty to its
Accuracy. This effect is treated as a Psychic type (weak), with its Resistance being ‘Can’t’. When compared to the Success Value of the effect
for the purpose of removing with magic, it is treated as a Success Value of 0.
Effect
To use this Secret, you must be able to vocalize – the language spoken is irrelevant. When you declare this Secret, you receive a -2 penalty to
your Evasion check.
[Taunting Strike I] is a prerequisite for learning this Secret, though the Secret itself does not also carry the effect of [Taunting Strike]. However,
if the user is able to declare multiple effects, it is possible to simultaneously declare both this Secret and [Taunting Strike] (or any of its variants).
① Name of the Secret.
② This is the Reputation required to learn the Secret.
③ Classification of Secret (see p. 45). In the case of Combat
Feat Secret Variant, it is written in the form of “(Basic Feat
Name) variant.”
④ Prerequisite to learn a Secret.
⑤ Equipment limitations of a Secret.
⑥If there are class restrictions on the use of Secret, they are
noted here. The meaning is the same as that of Combat Feat (see
p. 28).
⑦ This is the extent to which the effects of Secret are applied.
⑧ If Declared Secret has a Risk, it is noted here. The meaning
is the same as that of Combat Feat (see p. 16).
⑨ This is an overview of the Secret effects.
⑩ The effect of Secret is described in detail.

47
Initiation Requirements: 50 Reputation prepared to lay down one life. As a result, Ivar and his
students do-or-die fighting style and deadly strikes left the
This school originated from the fighting techniques of a Barbarous shaken to their very core.
small tribe of Lykant who live in the Northern Fang Perhaps as a result of the Barbarous instinct to obey the
Mountain ranges that separate the Korgana and Dorden strongest, the shrieking war cries of the ‘Berserkers’ led by
regions. Ivar terrified the goblins and other rank-and-file soldiers,
Its founder was the polar bear Lykant Ivar, called the causing even the normally fearless Bolgs to flinch.
Bloodstained Bear, who showed no hesitation in exposing Afterward, the fame and exploits of Ivar and his warriors
large gaps in his defense in order to deliver a blow of became well known through the Dorden region (with some
unparalleled power, accompanying them with a mighty roar. exaggeration, of course), eventually spreading throughout
This basic technique is a major feature of the school and the entirety of the Alframe continent.
has been passed down in its teachings up to the present day. To this day, 300 years after the Diabolic Triumph, the
Ivar first discovered this fighting style during the band of warriors known as ‘Ivar’s Berserkers’ are known
Diabolic Triumph. To his recollection, the basic technique and feared as an extermination squad that the Kingslay
was established during a battle for control over the Republic of Iron and Steel deploys as a last resort.
Underfang Tunnel located in the Northern Fang In Dorden, particularly around the Northern Fang
Mountains, where he fought with the might of a ferocious Mountain Range many schools pass on Ivar’s teachings, and
demigod and defeated his Barbarous opponents despite his their techniques continue to spread outside the region with
exhausted and heavily wounded body. the development of the railroad network. The process of
Afterward, Ivar trained many soldiers in his ‘Ivar Frenzy training to develop the courage necessary to not fear death
Technique’, a fighting technique designed to defeat has earned a certain reputation as a form of spiritual
Barbarous even at the risk of one’s own life. development and training, and there are quite a number of
In Ivar’s combat style, only two paths existed: Either kill people who study the school for that specific purpose.
your enemy first and be bathed in their blood, or fall in
battle, drenched in your own blood. It was deemed a ‘mad’
fighting style. Still, at the time, the only way to overcome the
numerical disadvantage against the enemy was to be

48
Part 1 Characters

The school replicates the large, heavy sword used by its The school also manufactures special cloaks made from
founder and sells it to disciples as a symbol of power. polar bear fur designed to bring students closer in both
mind and body to its founder, Ivar.

B-Rank Swords
Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Price Notes
Great Bear Fang 2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑪ - 1200 + 20 Rep.

Accessory: Back
Name Price Notes
Polar Bear Mantle 500 + 20 Reputation Resistance Checks +1 (Details p. 90)

Angry Bear Strike Required Reputation 20


Type [Power Strike I] Secret Variant Prerequisite [Taunting Strike I] Equip. Limit 2H Weapon + Vocalization
Fighter or Fencer or Battle
Use Appl. 1 melee attack Risk Evasion -2
Dancer class
Summary +6 melee damage, stagger
With a mighty roar, the user drives forward and puts their entire upper body strength into the strike.
If the attack hits, add +6 to your melee damage. Additionally, the target is staggered and, for 10 seconds (1 round), suffers a -1 penalty to its
Accuracy. This effect is treated as a Psychic type (weak), with its Resistance being ‘Can’t’. When compared to the Success Value of the effect
for the purpose of removing with magic, it is treated as a Success Value of 0.
Effect To use this Secret, you must be able to vocalize – the language spoken is irrelevant. When you declare this Secret, you receive a -2 penalty to
your Evasion check.
[Taunting Strike I] is a prerequisite for learning this Secret, though the Secret itself does not also carry the effect of [Taunting Strike]. However,
if the user is able to declare multiple Combat Feats, it is possible to simultaneously declare both this Secret and [Taunting Strike] (or any of its
variants).

Enraged Bear Strike Required Reputation 30


Type [Power Strike II] Secret Variant Prerequisite [Taunting Strike I] Equip. Limit 2H Weapon + Vocalization
Use Fighter or Battle Dancer class Appl. 1 melee attack Risk Evasion -2
Summary +15 melee damage, stagger
An evolved version of [Angry Bear Strike], releasing an even more terrifying roar and launching a ferocious attack. Like its predecessor, if you
are not able to speak, this Secret cannot be used.
Effect
Its effects are identical to [Angry Bear Strike], but instead, add +15 to your melee damage. The risk and stun effects are unchanged, and the
same usage ruling applies for [Taunting Strike].

Furious Bear Strike Required Reputation 50


Type [Power Strike III] Secret Variant Prerequisite [Taunting Strike I] Equip. Limit 2H Weapon + Vocalization
Use Fighter class Appl. 1 melee attack Risk Evasion -2
Summary +24 melee damage, stagger
The ultimate form of the school’s Secret. The user lets out a roar that can shake mountains and lets loose an attack that can shatter the earth.
Effect
Like the other Secrets, it cannot be used if you cannot speak and has the same effects (stagger et al.), except the bonus melee damage is +24.

49
Initiation Requirements: 50 Reputation

This art was created approximately 100 years ago by an


Elf named Michal Novak, who, at the time, served as a
combat instructor, by refining and streamlining the
traditional martial arts of the northern region of Korgana.
The technique is known for its ability to neutralize
unnecessary tension and maintain a fluid movement
throughout the body while provoking the enemy's attacks.
The essence of this technique is to step into the enemy’s
reach and bait out attacks, provoking them with flowing
movements.
As someone who protects others from the threat of the
Abyss, a defender’s own life cannot be sacrificed recklessly;
thus, the style's approach became focused on increasing
options for survival while defeating. From such a belief, the
Michal War Spade, originally a makeshift weapon, was
created and has now become an iconic weapon of the style.
Originally a two-handed military shovel used for digging
trenches and filling sandbags. Michal’s method teaches the
use of the war spade to slice through enemies, making it
possible to immediately respond to battlefield threats even
during the construction of fortifications.
Though Michal Style Circular Combat emphasizes
diversity in battle, its weapons are not limited solely to the
War Spade. Its Secrets can be can be used regardless of the
weapon chosen, as the user confounds the enemy with their
flowing movements. Therefore, Fighters, Fencers, and
Battle Dancers often choose to learn this Combat Arts.
The school was originally studied and practiced solely
by the Wall Guardians. However, this outstanding fighting
style quickly became known to the Adventurer’s Guild
headquarters in Korgana.
Rumors then spread throughout the continent via the
Adventurer’s Guild network. Instructors can now be found
in Adventurer’s Guild branches everywhere, with dojos
established alongside them. It is possible to study this school
from all parts of the continent due to its popularity.

50
Part 1 Characters

This School has always used the two-handed "War developed and can be used as a one-handed thrown weapon
Spade" as an intermediary weapon. As the School as well.
developed, a lighter version, the "Michal War Spade," was

B-Rank Axes
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Michal War 80 + 20
1H* 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑪ -
Spade Rep.
※Defense
350 + 20 +1,
War Spade 2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ -
Rep. ※Details p.
86

B-Rank Staves
Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
※Defense
War Spade 350 + 20 +1,
2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ -
Rep. ※Details p.
86

B-Rank Thrown Weapon


Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Range Price Notes
STR Rate Dmg
Michal War 80 + 20
1H* 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑪ - 1(10m)
Spade Rep.

△Disperse Required Reputation 20


Type [Defensive Stance] Secret Variant Prerequisite None Equip. Limit None
Use - Appl. 10 seconds (1 round) Risk Most Skill Checks -4
Summary Physical and magic damage taken -2
By relaxing and controlling breath rhythm at the moment of impact, this technique ‘scatters’ the damage inflicted, reducing any physical or
magical damage inflicted during the duration of the Secret’s use by -2 points.
However, as the user’s attention is entirely focused on this, all other actions become neglected. All Skill Checks except Evasion, Fortitude and
Effect
Willpower or Death Checks suffer a -4 penalty.
Like [Defensive Stance], it must be declared before any Skill Check is performed, and the type of Movement the user is able to perform is
limited to Limited Move or Normal Move.

Disrupt Required Reputation 20


Type [Taunting Strike I] Secret Variant Prerequisite None Equip. Limit None
Use - Appl. 1 melee attack Risk None
Summary Damage -4, forces an attack and deals damage upon Evasion
An offensive strike that focuses on disrupting the opponent’s stance and controlling their movement. The Secret user provokes the enemy’s
attack and prepares their guard to receive it.
An attack with this Secret is reduced by -4 points, and the target is provoked for 10 seconds (1 round) or until the user’s next Evasion check
against the target.
While provoked, the target’s next attack must be against the Secret user with a melee attack or similar ability (such as Range: Touch). If they
Effect
can make multiple simultaneous attacks, they must also attack the Secret user. On a successful Evasion check against this target, the damage is
instead reduced by -4 points and any Combat Feat or Secret with the effect of ‘1 melee attack’ is not applied. On a failed Evasion check, the
enemy’s damage is not reduced and any declared Combat Feats or Secrets are applied as normal.
The target of this Secret is provoked regardless of their intelligence but are not required to make any attacks on their turn. If the target is able
to make multiple attacks (with a choice of targets) on their turn, they are not required to attack the Secret user again.

Disengage Required Reputation 30


Type Major Action Prerequisite [Disperse] Equip. Limit None
Use - Appl. - Risk -
Summary Disengages from melee without risk
With flowing movements, the user slips through a dangerous skirmish. This Secret has the same effect as Prepare to Withdraw (see CR I, p.
Effect
139). However, when using this Secret, the user does not suffer the -4 penalty to the Evasion Check normally associated with that action.

51
Initiation Requirements: 50 Reputation

This school originated as a martial art that was handed


down amongst the Yadra tribe, a minority group living in
the Kaslot Desert in the western part of the Burlight Region.
The Yadra are large, dark-brown-skinned humans who
reside in the Magical Civilization ruins found within the
Kaslot Desert. It is unclear how long they have resided
there, though a theory a theory suggests that they settled
there during the Magic Civilization Era after escaping the
Wizard-King's persecution.
The Yadra were a tribe of isolationists. They refused to
interact with other races and developed their own martial
arts for self-defense.
The Kaslot Great Sand Fist is a style based on fighting
in a desert environment where footing is unstable. Users
plant their feet firmly on the ground and utilize only their
fists to attack. Unlike standard boxing which focuses on
continuous strikes, the essence of the style is “One Strike,
Absolute Defeat."
Members of the Yadra tribe are rarely seen in person,
as they are primarily active at night when temperatures are
cooler. Only the warriors of the tribe emerge during the day,
practicing their discipline by pounding their fists into the
burning sand - a practice that has made their arms as strong
as steel. This is an occurrence that has caught the eye of a
few people who have traveled through the desert, which led
to legends that speak of "black giants who strike the earth
beyond the desert mirage".
After the Diabolic Triumph, a Nightmare warrior
named Batas sought a means by which to combat
Barbarous. He learned of this legend and set out into the
desert, risking his life to find the hidden village of the Yadra.
At first, the Yadra were wary of Batas, but his dedication to
training with them touched their hearts and he was
eventually initiated into their teachings. Batas slew many
Barbarous and their leaders using the techniques he learned
from the Yadra and his name became known throughout
the continent. Naturally, many people sought out Batas to
become his apprentices and he accepted many of them,
hoping they would aid him in his fight against the
Barbarous.
It is said that the Secrets handed down today are but a
small part of those originally passed down to Batas. Even so,
many continue to practice and hone their skills, as they
serve as valuable tools for the unarmed against Barbarous.
To this day, Batas is rumored to still reside somewhere
in the Kaslot Desert, awaiting a worthy individual to teach
the Yadra’s ultimate technique.

52
Part 1 Characters

In this school, the student's fists are tempered and They are all automatically acquired by learning Iron Fist
trained, and they do not approve of possessing other Dull Shine and the relevant rank [Weapon
weapons. By learning the Secret [Ironfist Dull Shine], the Proficiency/Wrestling]. There is no need to pay money or
student gains weapons that enhance ‘Punch’ as part of the Reputation points.
school’s equipment, but all of these weapons are treated the
same as being bare-handed.

B-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Iron Sand Fist 1HW 0 +1 10 1 1 2 3 3 4 5 5 6 7 ⑫ - 0 ※1,※2

A-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Iron Sand Steel
1HW 0 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 0 ※1,※2
Fist

S-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Iron Sand
1HW 0 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 0 ※1,※2
Adamantine Fist
※1: Grappler only ※2: Improves Punches

Iron Fist Dull Shine Required Reputation 20


Type Passive Prerequisite None Equip. Limit None
Use - Appl. - Risk -
Summary Allows user to equip Iron Sand Fist
The Wrestling-type weapon Iron Sand Fist can be equipped. Additionally, the Iron Sand Steel Fist weapon can be equipped by learning
Effect
[Weapon Proficiency A/Wrestling], and the Iron Sand Adamantine Fist weapon can be equipped by learning [Weapon Proficiency S/Wrestling]

Iron Sand Reverberating Fist Required Reputation 30


[Iron Fist Dull
Type Major Action Prerequisite Equip. Limit Iron Sand Fist (Type Independent)
Shine]
Use Grappler Class Appl. - Risk -
Summary Unleash a powerful melee attack
As a Major Action, perform a melee attack with any Iron Sand Fist weapon. If this attack hits, the character’s Grappler class level is added to
the damage dealt. Attacks using this Secret do not trigger [Chain Attack], and even if the fighter possesses the [Dual Wielding] feat, only one
attack may be made. Furthermore, this Secret cannot be used in the same turn in which the [Flying Kick] feat is performed, nor can you declare
the use of [Multi-Attack], [Wild Strike], or any feat that increases the number of targets in the attack or allow you to perform additional attacks.
Effect
It is, however, possible to declare this Secret in conjunction with ‘Appl.: 1 melee attack’ applicable feats that do not fall into the above restrictions.
This Secret is incompatible with any other Major Action. If you can perform multiple Major Action in your turn, you can perform all of them
as this Secret, but you cannot perform this Secret and any other Major Action in the same turn.
When using this Secret, the character must be standing on the ground with their feet and cannot be Flying, Floating, Mounted, Prone, etc.

One Strike, Absolute Defeat: Iron Sand Demolishing Fist Required Reputation 50
[Armor Piercer I] Secret
Type Prerequisite [Iron Sand Reverberating Fist] Equip. Limit Iron Sand Fist (Type Independent)
Variant
1 attack with [Iron Sand Reverberating
Use Grappler Class Appl. Risk None
Fist]
Summary Reduce target’s Defense
This Secret can only be declared when attacking with an [Iron Sand Reverberating Fist]. Attacks utilizing this Secret cannot cause criticals.
If the attack hits, it “destroys” the target’s armor, reducing their Defense. Damage is calculated and applied using this reduced total.
The Defense value is decreased as follows below: In all cases, the effect is cumulative, with the minimum value being 1 or 2 points.

- If the target is a PC character:


Amongst the armor (armor, shield, accessories) worn by the target, the one with the highest Defense currently is selected, and the value is reduced
Effect
by half (rounded up). The damage can be repaired at the cost of 10% of the item value per point (up to the maximum of 90% total value).
Additionally, one day’s time is required for each point of Defense to be restored. For example, an ‘Imperial’ with a base cost of 100,000G suffers
13 points of damage, it will require 90,000G and 13 days to repair.

- If the target is a monster:


The targets Defense is reduced by two thirds (rounded up). Lost Defense points are automatically restored at the rate of one point a day.

53
Initiation Requirements: 50 Reputation

This major martial arts school originated on the ‘Grand


Stage’ of the Makajahat Kingdom in the midwest of the
Burlight Region. It differs significantly from other schools
in that its origins lay in entertainment (that is to say,
spectacle), not combat.
The Makajahat Kingdom is a land where a variety of arts
are practiced, including drama, dance, and acrobatics.
Makajahat Pro Grappling began as a form of full-contact
martial art competition in which the divine sagas and epics
of the past were played out on a stage designed to resemble
an arena (or sometimes even within an arena itself!)
The performance, however, is not merely an act but a
violent collision between two bodies, an entanglement of
fiercely honed skill and technique. Appearing at first glance
to be a serious competition, these plays grew to a frenzied
popularity that drew in not only the discerning Makajahati
people to attend but also visitors from neighboring
countries.
Though initially intended as a reproduction of heroic
tales, the individual performers eventually grew in
popularity, and the style became more focused on serious
competition than narrative. From this time on, the tradition
developed around the use of submission holds and choking
techniques, which were more common than the so called
'leaping and flying' techniques.
Now, only 50 years after the first public performance,
this peculiar ‘captivating martial art’ has become popular
amongst adventurers, and many have gone out of their way
to study it. This popularity may be due in part to the fact
that prominent performers have become successful
adventurers themselves, as well as the need for adventurers
to flamboyantly display their abilities to appeal to well-
paying clients and sponsors.
Although some people have criticized it, claiming "that
style of martial art is just for show," the techniques of
Makajahat Pro Grappling have been studied, improved, and
refined to make them capable of being applied in actual
combat situations during adventures. Even the top
performers, who attract the biggest ticket clients and largest
crowds, continue to train hard and participate in serious
combats on a daily basis. As a result, they have developed
surprisingly tough bodies. In truth, this school and its
disciples are more than strong enough.
It is said that the sight of Makajahat Pro Grappling
practitioners fighting to save villages and caravans attacked
by the Barbarous inspires and encourages those who have
suffered from these raids. As a result, the martial art is not
only seen as a means to defeat foes but also as a way to
rescue the hearts of the people. It has become extremely
popular among some adventurers.

54
Part 1 Characters

Makajahat Pro Grappling considers striking with rapidly Accessory: Feet


rotating fists to be a realistic and effective technique. Name Price Notes
Therefore, it does not emphasize kicking techniques. Stibble 1000 + 20 Throw Accuracy +1, Kick attacks
Feet Reputation become impossible (Details p. 90).
This philosophy is clearly expressed in the [Stibble
Feet], a piece of footgear passed down through the school.
Approximately half of the performers in the school use
this gear, which blocks the usage of kicking techniques but
stabilizes the user's center of gravity. Many students imitate
them by purchasing the gear for themselves.

Leaping Vine Entanglement (Grapevine Hold) Required Reputation 20


Type Unique Declared Type Prerequisite None Equip. Limit Throw
Use - Appl. 1 melee attack Risk None
Summary No damage, target Evasion, and Defense -2
This Secret must be used in a situation where the Secret user can use the ‘Throw’ action, but the Secret itself is not a throw. Weapons and
Accessories that enhance Throws still grant Accuracy bonus. However, since the Secret is a non-damaging attack, any change in Power is
considered irrelevant.
This Secret has Target: 1 Character as its effect, regardless of whether or not the Secret user has mastered [Improved Throw] or not. A multi-
Effect section character can be targeted as if it were a single character regardless of the number of sections it possesses.
With this Secret, the user leaps at the opponent, entangling and binding its entire body. This prevents movement and exposes weak points
in the target’s defenses. If the attack is successful, no damage is inflicted, but for 1 round (10 seconds) until the beginning of the Secret user’s
next turn, both the target’s Evasion and Defense receive a -2 penalty (minimum 0). Success with this attack does not grant an additional kick
attack via [Stomp], as another Secret exists within the school that is dedicated to granting an additional attack in tandem with this Secret.

Entwining Vine Gap Strike (Abrupt Slap) Required Reputation 30


[Stomp], [Leaping
Type Passive Prerequisite Equip. Limit Punch
Vine Entanglement]
Use Grappler class Appl. - Risk -
Summary Punch target affected by [Leaping Vine Entanglement]
The user strikes a victim entangled by [Leaping Vine Entanglement] with a small, short punch.
Effect The user of this Secret can make a single Punch attack against the character (Or a section of a character) that has been hit with [Leaping Vine
Entanglement].

Thunderclap Spinning Lariat (Warthunder) Required Reputation 30


Type Passive Prerequisite [Flying Kick] Equip. Limit Punch
Use Grappler class Appl. - Risk -
Summary Punch up to two targets immediately after a Normal Move
Like the Combat Feat [Flying Kick], this Secret allows the user to make an attack immediately after moving, though in case it is a spinning fist
strike rather than a leaping kick. When attacking with this Secret, ‘Kick’ attacks from the Flying Kick Feat cannot be made, and vice versa.
Effect The user moves normally, and immediately after moving 1 area (Simple Combat) or 10m or more (Standard or Advanced Combat), the user
may attack up to two targets with a ‘Punch’. This attack does not trigger the [Chain Attack] feat.
After this, Major Actions can be performed normally.

55
Initiation Requirements: 50 Reputation

This fighting style originated in the Principality of


Narzaland, a nation that once existed in the northeastern
part of the continent of Alframe, in the Zamsaska region.
Narzaland was among the territories of the north to
stand against the Abyss and the threat it posed. Within it,
fighting techniques that emphasized defense were studied
and refined, leading to the creation of the Narzaland
Flexible Shield Style.
The style is structured entirely around the usage of a
shield, with parrying, intercepting, and shoving forming the
basis of its combat techniques. The user never drops their
guard, always using their shield to intercept blows and
disrupt the opponent’s posture. This allows the user to
launch a powerful counterattack against an opponent who
has neglected their own defense.
The warriors of Narzaland were said to be divided into
three divisions: The first, the Great Shield Wall Corps, bore
large shields and well-balanced armor that did not limit their
agility. The second (Small Shield Ambush Corps) equipped
small shields/bucklers and light armor and used their speed
to launch quick counterattacks. The third and final unit
(The Heavy Armor Destruction Corps) would then follow
up and pulverize the enemies already unbalanced and
caught off guard by the other two divisions.
The Narzaland Flexible Shield style exists as an
amalgamation of the fighting styles of these three units.
Despite their formidable defense, the Principality of
Narzaland’s army was obliterated in battle during the
Diabolic Triumph after a large horde of Daemons breached
the Wall of the Abyss. However, their efforts played a large
role in reducing the spread of the damage by fortifying the
area to the south of the Zamsaska region.
Because of its specialization in coordinating with others,
this school has become popular amongst adventurers,
initially spreading throughout the eastern region of the
Alframe continent. Nowadays, users can be found
throughout the continent, even in the far west. As a result, it
is not difficult to find instruction for this school in most
major cities.

56
Part 1 Characters

The essence of the school is the free-flowing handling of Enhancement’ is a technique that reinforces shields. This
the shield. However, the common shields of the world were reinforced "Shield" will be called "XX with Flex Grip" (XX
not designed with the versatility required by the school in is the original name).
mind, making it difficult to reproduce the movements used
in its Secrets.
Because of this, the school has devised a technique for
the remodeling and strengthening of shields. ‘Flex Grip

Armor Enhancement
Name Price (B/A/S/SS) Effect Notes
Flex Allows use of [Narzaland Flexible Shield Style] Secrets. +1 to Shield’s Minimum Strength requirement. (see
250/500/1000/1500 p. 89)
Grip

△Parry and Break Required Reputation 20


Type Unique Declared Type Prerequisite None Equip. Limit Flex Grip Enhanced Shield
Use - Appl. 10 seconds (1 round) Risk None
Summary Successful evasion against a melee attack penalizes the attacker’s Evasion by -1 / -2
This Secret can only be declared while holding a shield with the Flex Grip enhancement.
Holding the shield in front of them and meeting the opponent’s strike with a forceful sweeping motion, the user attempts to disrupt the
enemy's stance and push them off balance.
If the Secret user is the subject of a melee attack during the Secret’s active time, the result of the Evasion check affects the attacker. This only
occurs on the first melee attack received by the Secret user and does not apply to any additional attacks.
Effect If the Success Value of the Secret User’s Evasion check is equal to or greater than the Attacker’s roll, the attack not only fails, but the attacker
is forced off balance, and the attacker receives a penalty to their Evasion check until their next turn. This is normally a -1 penalty, but should the
Success Value of the Evasion check be 4 or greater than the attacker’s Accuracy Check, the penalty to the attacker’s Evasion becomes -2.
If the attacker’s Accuracy Check is higher than the user’s Evasion Check, the Attacker suffers no ill effects.
Even if a character can make multiple declarations on one turn, they cannot declare this Secret more than once. In addition, the Secret [Stop
and Stagger] cannot be declared at the same time as this Secret, and vice versa.

△Stop and Stagger Required Reputation 20


Type Unique Declared Type Prerequisite None Equip. Limit Flex Grip Enhanced Shield
Use - Appl. 10 seconds (1 round) Risk None
Summary If the user suffers damage less than Fortitude, the attacker suffers -1 to Evasion (-2)
This Secret can only be declared while holding a shield with the Flex Grip enhancement.
The Secret user holds their shield in front of themselves to deflect the attacker’s strike and then shoves, disorienting the attacker and pushing
them off balance.
[Stop & Stagger] triggers when the user is targeted by a melee attack and makes an Evasion check against it, or when the user suffers damage
from a melee attack through the use of the [Cover] feat or a Secret of the same type. Its effect then occurs when the user takes either physical or
magical damage from a melee attack.
This effect only occurs on the first instance of the user taking melee damage, even if they were to take additional melee attacks.
Effect
If the amount of damage received by the user is equal to or less than their own Fortitude (Adventurer Level + Vitality modifier), the attacker
is thrown off balance and receives a -1 penalty to their Evasion Checks until their next turn. If the applied damage received by the user is 0, the
attacker’s Evasion Check penalty is -2.
If the damage received by the Secret user is greater than their Fortitude, or the user is successful in their Evasion Check, this Secret’s effects
do not trigger.
Even if a character can make multiple Declarations on one turn, they cannot declare this Secret more than once. In addition, the Secret [Parry
and Break] cannot be declared at the same time as this Secret, and vice versa.

Planned Riposte Required Reputation 30


[Parry and Break] or
Type Passive Prerequisite Equip. Limit None
[Stop and Stagger]
Use - Appl. 1 melee attack Risk -
Summary Damage +4 to enemies who are off balance due to the School Secret effect
With this Secret, the user strikes at an enemy who has been thrown off balance by one of the other Secrets of the Narzaland Flexible Shield
style.
Melee attacks made by this Secret user against targets who have been unbalanced by the successful use of either the [Parry & Break] or [Stop
Effect
& Stagger] Secrets deal +4 Damage. This effect is applied only to the first melee attack made in the turn, and if that attack fails, the bonus will
be unavailable for any other attacks that turn.
This bonus effect does not require a shield with the Flex Grip enhancement to be used.

57
Initiation Requirements: 50 Reputation

The Alster Strongshot Style is a School that is found


primarily in the Randar Region, though it has spread to as
far away as Dorden. It originated as a fighting method used
by a mercenary group known as the Alster Strongshot
Corps, who operated within the Randar region – A war-torn
land where Barbarous tribes dominated and small nations
defended their territory. The Alster Strongshot Corps
roamed this land of ceaseless conflict, searching for well-
paying employers.
To this day, the origin of the Alster Strongshot Corps
name remains unclear. Made up of criminals, the
impoverished, and members of discriminated-against tribes
who had been rejected by all nations, the Corps was a ragtag
and destitute group. For that reason, despite being called a
mercenary company, much of their equipment was
makeshift and improvised, and they were ultimately little
more than a group of paupers who risked their lives for
minimal reward.
Nevertheless, they figured out how to survive on their
own, devising a fighting method that allowed them to inflict
damage upon their enemies with long-distance attacks
before their foes could approach, thereby granting the
Corps a greater chance of surviving combat.
Because the Alster Strongshot Corps lacked resources,
they first began by throwing the largest rocks available as far
as possible at their enemies. However, because the Corps
comprised many physically weak individuals, a unique
throwing method of rotating the body and utilizing the
centrifugal force of that movement was born.
At first, the sight of the entire Corps on the battlefield
suddenly spinning in unison was met with strange looks and
even ridicule. Not long after, however, many soldiers and
Barbarous learned otherwise, standing dumbfounded as
they perished beneath the rain of heavy stones that fell upon
them.
By defeating enemy soldiers and capturing their
equipment, the Alster Strongshot Corps were able to further
increase their strength. In doing so, emphasis was placed
on securing and utilizing projectile and shooting weapons.
Of course, many of the stolen weapons were beyond their
newfound wielders' ability, so they devised a brute-force way
to use them. This fighting style was extremely heavy-handed
and overbearing, but they nevertheless managed to acquire
a level of combat ability and firepower that was unexpected
for such a group of have-nots.
Thus did the Alster Strongshot Corps come to possess
its superior offensive power, and detachments were
recruited not only in Randar but wherever there was
fighting, as far afield as Dorden.
The Corps' projectile weapon technique became widely
known and passed on to adventurers who fought Barbarous.
While the Alster Strongshot Style is most effective in
groups, skilled adventurers have shown great combat
effectiveness using it individually. Some have developed
further Secrets for group battles, developing the style
through creativity and ingenuity.

58
Part 1 Characters

The Alster Strongshot style teaches the use of stones as Though they are rather primitive weapons, if one can
a weapon. It is said that at first, stones so large they could successfully throw them, they will be seen as someone who
not be grasped one-handed were carved into a rounded has mastered the techniques of this school and be respected
shape, and then later, tree vines were fastened to even larger for it.
stones so they could be hurled through of centrifugal force.

B-Rank Thrown Weapon


Min Crit Add'l
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Range Price Notes
STR Rate Dmg
Bold Stone 50 + 10 ※Details p.
1H* 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑫ - 1(10m)
Rep. 86
Bold 150 + 10 ※Details p.
2H* 19 - 34 3 4 5 6 8 9 10 10 11 11 ⑫ - 1(10m)
Hammer Rep. 86

Overhead Swing Required Reputation 20


Type Unique Declared Type Prerequisite None Equip. Limit None
Use - Appl. 1 ranged attack Risk None
Summary Can use a weapon with up to 5 Minimal Strength higher, +1 Critical Threshold
The user swings their weapon around, using centrifugal force as a counterweight aid.
Effect If they declare this Secret, the user may use a weapon with up to 5 Minimal Strength higher than their Strength score. However, aiming with
precision becomes more difficult as a result, and the Critical Threshold is increased by +1.

Bracing Shot Required Reputation 30


Type Unique Declared Type Prerequisite [Overhead Swing] Equip. Limit 2H Ranged Weapon
Use Marksman class Appl. 1 ranged attack Risk Evasion Check -2
Summary Can use a weapon with up to 10 Minimal Strength higher, +2 Critical Threshold
By placing the stock on the ground and utilizing the legs to support the draw, the user is able to make use of heavy shooting weapons that they
would otherwise not be strong enough to fire.
Effect If you declare this Secret, the user may use a weapon with up to 10 Minimal Strength higher than their Strength score. This makes precision
aiming difficult, and as a result, the Critical Threshold of the attack is increased by +2.
Additionally, since this Secret places the user in an awkward stance, they suffer a -2 penalty to their Evasion roll.

Sidelong Glance Shot Required Reputation 30


Type Unique Declared Type Prerequisite [Hawk Eye] Equip. Limit None
Use - Appl. 1 ranged attack Risk None
Summary Accuracy +2, requires enemies (2+) in multiple positions
Perform a ranged attack against a target while pretending to aim at a second target.
To use this Secret, there must be at least two enemies in separate areas (Simplified Combat) or coordinates (Standard/Advanced Combat)
Effect and both must be eligible targets for an attack.
When you declare this Secret in a ranged attack that targets one of these available targets, it gains a +2 to the Accuracy roll.
This Secret cannot be declared on an Accuracy check that is subject to the effect of [Aimed Shot].

59
Initiation Requirements: 50 Reputation

This school originated in the Harshika Commercial


Union, located in the northern part of the Randar region.
The Harshika Commercial Union stands as a key point
of trade linking the east and west regions of the Alframe
Continent, through which individuals of all races and
occupations pass through. In such a place where both
wealth and people were found in abundance, it was
inevitable that no choice existed but for the Commercial
Union to establish a military force to protect its
independence and autonomy.
In order to deal with a variety of opponents and
incidents as a small group of elites, The Harshika
Commercial Union, which places great emphasis on the use
of mage-warriors and warrior priests, formed a special unit
– The Harshika Magic Soldiers.
The Hiadem Magical Flow Manipulation school itself is
a method devised by Jacqueline Hiadem, a female Dwarf
instructor and magical researcher responsible for training
the unit.
The school’s focus is placed on utilizing magic in
conjunction with weapon-based melee strikes, with research
being focused on both taking advantage of attack
opportunities and the efficient use of mana.
Mastery of the [Multi-Action] Combat Feat serves as the
minimum requirement to join the Harshika Mage Soldiers,
and this serves as a guarantor of the high level of skill
present in the unit. On top of this, those recognized as
possessing a battle talent are introduced to further Secrets
that will allow them to fight more effectively.
Hiadem, a strongly commercially minded Harshikan,
boldly set about formally opening a school and spreading it
throughout the land. It has since gained popularity among
magic warriors and paladins as a school that guarantees
results if mastered, and before long, dojos could be found
throughout the continent.
Even in her old age (although, being a dwarf, it is difficult
to tell exactly how old she is), Hiadem is said to still be
traveling the continent, building new dojos.

60
Part 1 Characters

The school has developed several types of light armor types available depending on the wearer’s skill level, but all
for magic users and sells them to its novices. There are three are magical items and costly.

B-Rank Nonmetallic Armor


Name Min STR Evasion Defense Price Notes
Mirage Padding 1 0 2 5000 + 20 Rep. Grappler can equip, +1 Evasion when using magic (Details p. 88)

A-Rank Nonmetallic Armor


Name Min STR Evasion Defense Price Notes
Mirage Coat 5 - 4 11,000 + 30 Rep. Grappler can equip, +1 Evasion when using magic (Details p. 88)

S-Rank Nonmetallic Armor


Name Min STR Evasion Defense Price Notes
Mirage Dress/Suit 6 +1 4 23,000 + 50 Rep. Grappler can equip, +1 Evasion when using magic (Details p. 88)

Sword Magic: Resolute Strike Required Reputation 30


Type [Multi-Action] Secret Variant Prerequisite None Equip. Limit None
Use - Appl. 1 melee attack Risk None
Summary Combine Melee Attack and Spellcasting; +1 to Spellcasting check on a successful Melee Attack (-1 on a failed check).
This Secret, like the base feat, allows for the use of melee attacks and spellcasting simultaneously.
The melee attack is performed as the initial action, with the spell immediately following it in enhanced form. In this case, the Secret user sets
up their movement on the premise that the attack will hit.
Effect The declaration of this Secret must always be made at the time the melee attack is performed with the Major Action, and spellcasting occurs
immediately after the melee attack is resolved.
If the melee attack hits, the user gains a +1 bonus to their Spellcasting check. However, should the attack miss, the user receives a -1 penalty
to their check instead.

Sword Magic: Flux Strike Required Reputation 30


Type [Multi-Action] Secret Variant Prerequisite None Equip. Limit None
Use - Appl. 1 melee attack Risk None
Summary Combine Melee Attack and Spellcasting; +2 to Spellcasting check on a failed Melee Attack (-2 on a successful check)
This Secret, like the base feat, allows for the use of melee attacks and spellcasting simultaneously.
The melee attack is performed as the initial action, with the spell immediately following it in enhanced form. In this case, the Secret user sets
up their movement on the premise that the attack will be avoided.
Effect The declaration of this Secret must always be made at the time the Melee attack is performed with the Major Action, and spellcasting occurs
immediately after the melee attack is resolved.
If the melee attack is avoided, the user gains a +2 bonus to their Spellcasting check. However, should the attack hit, the user receives a -2
penalty to their check instead.

Sword of Truth: Mystic Surveilling Eye Required Reputation 30


Type [Mana Strike] Secret Variant Prerequisite None Equip. Limit None
Use - Appl. 1 melee attack Risk Fortitude and Willpower -2
Summary Adds Intelligence bonus to Accuracy Check
The user sharpens their mind through the use of magic, allowing them to anticipate the enemy’s movements.
When this Secret is declared at the time of a Melee Attack, the Intelligence modifier of the Secret user is added to the Accuracy check.
Effect
Unlike [Mana Strike], there is no additional increase in damage. However, the risk (-2 to Fortitude and Willpower), is the same as the base
feat.

61
Initiation Requirements: 50 Reputation And so it remained until one day, a woman named
Griselda Rosellini appeared, claiming to be one of
On the northern bank of the Biscune River, which flows Annamaria’s descendants, and set about reviving the school.
through the Korgana Region, lies the city of Morganthine, a Griselda is said to have uncovered a book of Secrets
place also known as the City of Vice. originally authored by her ancestor, which she then devoted
Its name comes from the Kingdom of Morganthine, her life to the study and deciphering thereof. It was
which was overrun by a horde of Daemons that flooded Griselda’s son, Valentino, who, 80 years ago, finally
forth from the Abyss some 3000 years ago, disappearing announced the restoration of the school. It was estimated
with the end of the Magic Civilization. that the sum of Griselda’s research took over 20 years to
The school arose out of the military and battlefield complete.
magic designed to efficiently support and reinforce the The current form of Morganthine Battlefield Sorcery is
armies of the Kingdom of Morganthine. tailored to provide rapid, low-cost support magic to friendly
Annamaria Candiada Rosellini, considered to be the forces over long distances and wide areas.
founder of the school, was a sorcerer who led the Magic To put this into practice, disciples of the school wear
Warfare Division of Morganthine Kingdom's army in its chokers known as ‘Rosellini’s Harmonizer’ around their
final days. It is also said to have aided in the construction of necks. Those who would receive the effects of the school’s
the Wall of the Abyss. For this reason, there are those who Secrets must etch ‘Rosellini’s Magic Mark’ onto their bodies
refer to the school as ‘Annamaria Battlefield Sorcery.’ or equipment. When magical power is focused and emitted
However, this school, along with all of its traditions and through Rosellini’s Harmonizer and received by those who
history, was said to have been lost with the destruction of bear the Magic Mark, the spell is greatly reduced in cost.
the Morganthine Kingdom. During the Magitech As a school of magic that specializes in strengthening
Civilization Era, survivors of the royal family attempted to and supporting groups, it can be extremely powerful,
rebuild as the Principality of Morganthine, but they too depending on how it is used. Though originally designed for
eventually perished. military use and requiring a skilled commander and a
number of subordinates, it has also found use among a large
number of adventurers, who also value cooperation with
their comrades.

62
Part 1 Characters

Morganthine Battlefield Sorcery uses Rosellini’s


Harmonizer to enable the use of its Secrets and sells both
Rosellini’s Magic Brush and Rosellini’s Magic Mark Paint
to draw its marks upon the recipients of its magic.

Class-Specific Items
Name Stance Price Notes
Used to draw Rosellini’s
Rosellini’s 2000 +
1H Magic Mark. (Details p.
Magic Brush 20 Rep
89)

Adventure Tools (Consumables)


Name Stance Price Notes
Consumed to draw
Rosellini’s - 100 Rosellini’s Magic Mark (see
Magic Mark Paint p. 89)

Accessory: Neck
Name Stance Price Notes
Enables the use of Ancient
Rosellini’s 1,000 + Morganthine Battlefield
-
Harmonizer 20 Rep. Sorcery Secrets. (Details p.
90)

Battlefield Sorcery: Annamaria Required Reputation 20


[Metamagic/Targets] Special
Type Prerequisite None Equip. Limit Rosellini’s Harmonizer
Variant
Use Wizard-type Classes Appl. 10 seconds (1 round) Risk None
Summary Cast spell on multiple targets. Standard MP consumption -1
This Secret allows the user to multiply the number of targets on any spell with a “Target: 1 Character”, similar to [Metamagic/Targets]. At
the time of use, the MP consumption of the spell is first reduced by -1, and the doubling calculation is performed afterward. This MP reduction
is cumulative with other effects provided by other Combat Feats.
Effect
It is also possible to declare ‘multiplying by x1’ and receive the MP reduction while still only affecting a single target. For this Secret to function,
all characters targeted by the spell must have Rosellini’s Magic Mark placed on their body or equipment. Otherwise, the effect will be altered to
be identical to [Metamagic/Targets].

Battlefield Sorcery: Veronica Required Reputation 20


Type Passive Prerequisite - Equip. Limit Rosellini’s Harmonizer
Use Wizard-type Classes Appl. 10 seconds (1 round) Risk -
Summary Utilize magic in a delayed form
A caster who has mastered this Secret can choose to delay the activation of any spell whose “Target: 1 Character (including 1 Entire
Character)”. The length of the delay can be chosen in 10 second (1 round) increments, up to a maximum of one hour. In order for this Secret
to function, the target must have Rosellini’s Magic Mark placed on their body or on their equipment. Any spell affected by this Secret is changed
to “Resistance: Optional”. The spell is automatically activated when the delay time limit set by the caster is reached, triggering the spell’s effect.
However, it is also possible for the spell’s target to trigger its effect (thereby ending the delay) by using a Minor Action or during Combat
Effect Preparation.
Only one spell per target can be delayed by the use of this Secret. If another delayed-effect spell is used on the target, the first usage will be
canceled without taking effect.
If the user of this Secret possesses the [Metamagic/Time] or [Universal Metamagic] feats, it is possible to multiply the limit of the delay effect
by multiplying the MP consumption in a similar fashion to these feats. However, the delay effect cannot be extended to last beyond 6 AM of the
following day.

Battlefield Sorcery: Torquato Required Reputation 20


[Metamagic/Area] Special
Type Prerequisite None Equip. Limit Rosellini’s Harmonizer
Variant
Use Wizard-type Classes Appl. 10 seconds (1 round) Risk None
Summary Greatly expands magic’s area of effect. (MP - 1) x 5 Cost.
This Secret is only effective when combined with a spell whose area is “1 Area (XX radius)/Space”, “1 area (XX radius)/YY (Specified
maximum number of targets”, or “1 area (XX radius)/All”. When this Secret is used, the effect of any such spell is changed to ‘All Areas
Effect (30m)/All’. The MP cost of the spell is changed to (base cost of the spell - 1), multiplied by 5.
The effects of the spells cast by this Secret, regardless of the type of resistance, however – only those bearing Rosellini’s Magic Mark upon
their bodies or equipment benefit from its effect. Others within the expanded area who do not possess the Magic Mark will not be affected.

63
Initiation Requirements: 50 Reputation

The creator of this unique school is believed to be a


court magician from Dikehorn, a small country in the
rugged Diggad Mountain range of the Burlight Region.
Due to its high altitude, game is scarce, and farming is
difficult in Dikehorn. However, the area is rich in rare
manatite ore and high-quality mako stones, which have
attracted frequent raids by Barbarous. Shallow Abysses also
appear frequently in the region, so the people of Dikehorn
have developed their fighting techniques to cope with these
challenges.
However, due to the country’s sparse population and
impoverished nature, a drastic change in its situation is
unlikely, and the country often finds itself on the defensive
against attacks from Barbarous and Daemon alike.
And so, out of these harsh natural conditions and
circumstances, this school of magic arose.
The founder of the school, Thistle Sen Noto, was a long-
lived Meria who was born a talented Fairy Tamer. In order
to further develop her talent, she studied at the magic
academy of the Eusiz Magic Principality. There, she not
only mastered Fairy Magic, her specialty, but also
Spiritualism magic, graduating with excellent grades.
Moreover, she devised a new way of using magic to protect
her hometown and brought it back with her.
The special magic that she devised was aimed at fusing
both Spiritualism magic and Fairy Magic. Cleverly
combining these two magic systems, which in the past had
rarely intersected, and perhaps aided by the strength of the
long-lived Meria’s patience, Cecille’s magic was perfected
into something that would cause her opponents great
suffering should she go on the defensive.
Thereafter, the King of Dikehorn treated
Cecille/Thistle as a court magician and actively made use of
her magic for national defense.
The icy zones she could call forth strengthened the
people of Dikehorn, who grew up in a cold and severe
environment and literally chilled the hearts of the enemies
who attacked them. The longer the battles raged, the more
those enemies suffered, and those who witnessed the
spectacle of the magic did not attempt to invade again.
Some of Cecille's magic was passed on to the Magic
Principality of Eusiz and then spread to other parts of the
continent. The magic seen in various places is the form
passed on through Eusiz.
In recent years, the school’s founder, Thistle, passed
away and became a Sakhalin fir tree in front of Eusiz’s royal
palace. She continues to protect her country and watch over
her disciples. During midwinter, ice fairies create frost-
covered trees that resemble Thistle's original form.

64
Part 1 Characters

In this school, the ‘Snow, Moon and Flower Jewel


Ornament’, which stores and increases the effect of the
Fairy Tamer’s unique magic, is often passed down to
students.

Class-Specific Items
Name Stance Price Notes
Can hold 6 unique Fairy
Snow, Moon, 1,200 + 20 Tamer Gems, or 2 of
Any
Flower Jewelry Rep each of 3 different types.
(Details p. 89)

This School does not have Secrets in the usual form.


Instead, it teaches its own spells exclusively to those who Shivering Resonance (30) Cost MP8

have entered the school, all of which are Spiritualism Magic. All Areas Instant/3
Range/ 2(30m)/
A character who has reached the appropriate level of Tar. (30m Dur. minutes Res. Can’t
Radius)/Space Area Target
(18 r)
mastery in the Conjurer class can obtain these spells by Sum. Evasion Penalties and Fixed Damage Type Water/Ice
paying Reputation. The required Reputation for each spell This spell may only be used if the caster can use water/ice Fairy
is indicated in parentheses after its name. Magic of rank 4 or higher. If this spell’s area and [Frost Field]
overlap, any characters within that area of overlap suffer a -1
penalty to their Evasion checks and take fixed damage at the start
of their turn due to the intense cold. This is a Water/Ice type
effect. The amount of damage depends on the strength of [Frost
Eff. Field].
⏩Snowman (20) Cost MP1 Damage
[Frost Field I] 1
3
1 Range/ 2(30m)/ [Frost Field II] 2
Tar. Duration minutes Res. Optional
Character Area Target Characters under the effect of the [Snowmen] spell do not
(18 r)
suffer either of these effects.
Sum. Change attack to Water/Ice type
“Spirit, Seventh Rank Expansion. Blizzard, Cold, Echo!”
This spell can only be cast if the user is able to cast Water/Ice Chant
Spiritus, Septima Ordo. Ningor, Frigus, Repercussu!
type Fairy magic of rank 1 or higher.
Eff.
When the target makes a melee or ranged attack, the weapon
used in the attack is treated as a water-ice type magical weapon. Frost Field II (50) Cost MP7
“Spirit, Second Rank. Augment, Snow, Body.” 3
Chant All Areas (30m Range/
Spiritus, Secundus Ordo. Augere, Nix, Corpus! Tar. Caster/- Duration minutes Res. Can’t
Radius)/Space Area
(18 r)
Frost Field I (20) Cost MP5 Sum. Water/Ice type damage +2
This spell can only be cast if the user is able to cast Water/Ice
3
All Areas (30m Range/ Eff.
type Fairy Magic of rank 5 or higher.
Tar. Caster/- Duration minutes Res. Can’t This spell grants +2 to all water/ice physical damage and magic
Radius)/Space Area
(18 r) damage that occurs within its area of effect.
Sum. Water/Ice type damage +1 “Spirit, Ninth Rank Expansion. Blizzard, Sharpness, Hail!”
This spell can only be cast if the user is able to cast Water/Ice Chant
Spirit, Nonus Ordo. Ningor, Acerbitatem, Grando!
type Fairy Magic of rank 2 or higher.
Eff.
This spell grants +1 to all water/ice physical damage and magic
damage that occurs within its area of effect.
Freezing Zone (50) Cost MP12

“Spirit, Third Rank Expansion. Blizzard, Snow, Area.” All Areas Instant/3
Chant Range/ 2(30m)/
Spiritus, Tertius Ordo. Ningor, Nix, Area! Tar. (30m Duration minutes Res. Can’t
Radius)/Space Area
Target
(18 r)

⏩Element Swap (30)


Water/
Cost MP1 Sum. Rarely blocks target movement/action Type
Ice
10 This spell may only be used if the caster can use water/ice Fairy
Range/ Magic of rank 8 or higher.
Tar. Caster Caster/- Duration seconds Res. Optional
Area (1 r) If this spell's area and [Frost Field] overlap, any character within
Sum. Change the type of utilizing Secret spells that area must roll 1d at the start of their turn. If the result of the
The caster is able to alter the Secret magics of this school to roll is a '1', their movement is impeded by the intensity of the frigid
different types. This spell will only change the types of those spells, air. They cannot move or perform a Major Action, except if the
character can perform multiple Major Actions in one turn. In that
not their specific effects and numerical effects. Despite the Eff.
changed types, the spell is still treated as a spell with the same case, they will only lose the ability to perform one of those Major
Eff. name, and thus, multiple effects cannot occur at the same time. Actions (they still cannot move). For characters with multiple
The valid types for the swap are Earth and Wind. This can only sections, the die is rolled for each section independently. Whether
be used if the caster can use Fairy Magic of rank 3 or higher. When or not Main Actions are possible is determined for each section.
the types are changed, the Fairy Magic rank conditions for each However, if even one section cannot move, the entire character
Secret spell will also change automatically. loses the ability to move. This effect is not applied to characters
under the influence of [Snowman].
“Spirit, Fifth Rank. Whirlwind, Gnome, Variation!”
Chant “Spirit, Twelfth Rank of Binding. Stagnation, Blizzard, Freezing!”
Spiritus, Quintus Ordo. Typhon, Tellus Spiritus, Variatio! Chant
Spiritus, Duodecimus Ordo. Torpens, Ningor, Gelidus

65
Initiation Requirements: 50 Reputation becoming the norm on the battlefield. However, the cavalry
of the Quvai Federation tended to exhaust their supplies as
Since ancient times, cavalry has played an important role a result of fighting battle after battle, so it was common for
in the plains-covered Aurelm Region thanks to its superior them to run out of ammunition in battle.
mobility and great striking power. For this reason, every In response to this situation, Filbert Scholten, a
nation that has risen to power and fallen to ruin in this land mounted combat instructor in the Quvai Federation,
time and time again has researched tactics that make use of developed a fighting style that involved galloping at high
mounts and developed techniques for fighting on them. speeds to engage the enemy and using one-handed weapons
Scholten Mounted Combat is one of the most well- to deflect gunfire. Scholten's style took into account the
known styles of mounted combat on the continent. need to hold the reins with one hand and thus emphasized
This fighting style is said to have originated in the Quvai the use of one-handed weapons for self-defense.
Federation, which existed in the western portion of the Additionally, the style focused on the rider's relationship
Aurelm Region during the Magitech Civilization Period. and coordination with their mount. Skilled riders constantly
During that era, the Quvai Federation was beset by invasion change their offensive tactics, using their mount as a decoy
from neighboring countries, and there was always a battle to confuse the enemy and take advantage of openings.
raging somewhere in its territory. For this reason, the main Conversely, the mount would follow the rider's attacks.
strategy used by the Federation involved the creation of a It is said that the Quvai Federation achieved many
high-mobility cavalry corps that could enact a mobile victories through this rapid response mount unit and turned
defense, moving quickly to respond to enemy forces across many attempted invasions into bloodbaths and routs.
battlefields. At the same time, due to the development of Unfortunately, these repeated incursions would eventually
Magitech, firearms became the main armament of most prove too much, and the Federation fell into ruin.
armies, so heavy cavalry which fortified its defense with After the nation was destroyed, the Scholten Cavalry
heavy metal armor, had become obsolete, and light cavalry, Technique was still passed on, and during the time of the
which utilized mobility to evade gunfire, was instead Diabolic Triumph, the power of Scholten’s style was on full
display against the Barbarous.

66
Part 1 Characters

This school sells rings and bracelets that increase a


rider’s ability scores (Dexterity and Agility) and, when
destroyed, momentarily increase the rider’s Accuracy and
Evasion checks, and Riding skill checks.
These are sold to beginners and require no Reputation
to purchase.

Accessory: Hand
Name Price Notes
Ring/Bracelet of Ability Enhancement
Ring of 750/1500 (Dexterity and Agility only). (Details p.
Field Fellowship 90)

Wind Cleaver Required Reputation 20


Type Unique Declared Type Prerequisite None Equip. Limit Mounted, 1H Melee Weapon
Use - Appl. - Risk -
Summary +2 Evasion for user and mount
For one round after declaring this Secret as a Major Action, the user and their mount gain a +2 bonus to their Evasion Checks. This effect is
Effect
only available if the Jockey is equipped with a melee weapon of Stance: 1H other than 1HW or 1H#.

Breaking Wave Required Reputation 20


Type Passive Prerequisite [Decoy Attack I] Equip. Limit Mounted
Use - Appl. - Risk -
Summary Mount can use [Decoy Attack]
This Secret allows mounts to declare [Decoy Attack] as part of their attack. Regardless of the number of sections of the mount and the number
Effect of attacks, this can be declared only once. If the mount already has the ability to declare [Decoy Attack], treat this as the ability to make one
additional declaration of [Decoy Attack].

Shadow Slice Required Reputation 20


[Repeated Strike I] Secret
Type Prerequisite None Equip. Limit Mounted
Variant
Use Melee weapon Appl. 1 melee weapon Risk None
Summary +2 Accuracy if attack misses
If an attack made by the Jockey declaring this Secret is evaded, a +2 bonus is applied to the mount’s next Accuracy Check. This effect
Effect disappears once the mount makes a single Accuracy Check, regardless of whether it is successful or not. Unlike the Basic Feat, there is no
Stance: 2H restriction on melee weapons equipped by the Jockey in conjunction with this Secret.

Umbra Cut Required Reputation 30


[Repeated Strike II] Secret
Type Prerequisite [Shadow Slice] Equip. Limit Mounted
Variant
Use Melee weapon Appl. 1 melee weapon Risk None
Summary Rider’s damage +4, Mount’s Accuracy +2 if the Rider’s attack misses
This Secret functions like [Shadow Slice], but if the Jockey’s attack successfully hits, it deals an additional +4 to damage. If it misses, the mount
Effect
gains a +2 to its next Accuracy Check, just as if [Shadow Cut] was used.

67
Far to the southwest of the Alframe continent lies a
continent called Terastier. Just like in other regions, several
schools have emerged there and have been passed down Here is a brief guide and introduction to the schools
from one generation to another. from the Terastier Continent.
This section will focus on some of the schools
established during the "Sword World 2.0" (2.0) era. We will [Ardorian Style Martial Arts - Merciano School] (see p.
update their data for "Sword World 2.5" (2.5) and provide 70)
an introduction to them. Please refer to the original books This is a revival and restoration of a wrestling technique
for detailed descriptions of the schools themselves. that was once practiced in the village of Lildraken. It serves
Additionally, we will provide guidelines for converting as a training ground for Grapplers who utilize tails and
2.0 schools to 2.5 schools and briefly mention schools that wings.
were not selected for inclusion here. Though it was original designed to be used by
Lildrakens, other races can also make use of the technique
Note by acquiring the [Dragon Tail] and [Wide Wings] abilities
In the descriptions in this part, the first part of most of through the Enhancer class.
the official names of the books, "Sword World 2.0 One particularly powerful move is the [Tail Sweep],
Supplement Player's Handbook", is omitted. which allows the user to simultaneously knock multiple
opponents prone using their tail. To perform this move, the
Combat Feat [Tail Swing] is required.

The following 8 Schools are included in this book, [El Elena’s Dazzling Veil Dance Technique] (see p. 71)
adjusted as data for "SW2.5". The School item, a large cloth, is used as a shield to
The names of "SW2.0" supplements are also listed here, conceal the player's position and stance in battle. This
so please refer to those books if necessary. school is suitable for Battle Dancers and Fencers, offering a
wide range of Secrets that enhance evasion.
[Ardorian Style Martial Arts - Merciano School] The Combat Feats in this school, such as [Taunting
(see Natural History of Feidan (PH), p. 28) Strike], [Lethal Strike], [Evasive Maneuvers], [Defensive
[El Elena’s Dazzling Veil Dance Technique] Stance], etc., are familiar to Battle Dancers and Fencers.
(see Natural History of Feidan (PH), p. 31) Secrets of this school provides bonuses to Evasion, making
[Phylasten School - Wind Style (Twin Sword Style)] it a great choice for characters looking to master evasion.
(see Natural History of Zalts (PZ), p. 22)
[Modified Kwaelan Method of Dark Archery] [Phylasten School - Wind Style (Twin Sword Style)] (see
(see Natural History of Zalts (PZ), p. 27) p. 72)
[Wald Style Battlefield Sword Slaying Method] This school follows a two-handed combat style that
(see Natural History of Yulleria (PY)) utilizes the Combat Feat [Dual Wielding].
[Gaon Peerless Beast Hurling Technique] It is an extremely aggressive school, allowing the user to
(see Natural History of Yulleria (PY)) declare different Combat Feats with the left and right
[Iron Wall Style Of Logan The Paladin] weapons. It also sacrifices evasion in favor of a high bonus
(see Natural History of Dagnia (PDa), p. 22) to Accuracy checks. On the defensive side, there is a Secret
[Kuuheiken Fierce Dragon Riding] tradition that enables counterattacks with weapons in both
(see Sword World 2.0 Battle Campaign Procelsia, A hands. The primary objective is to defeat the enemy,
Secret History (PSH), p. 168) regardless of which hand delivers the attack.
Wearing solid armor with high defense can provide
some level of risk reduction. However, it is challenging to
completely prevent damage with armor alone since the
character cannot carry a shield. This school can be
considered highly dangerous unless the character has good
vitality and high HP.

[Modified Kwaelan Method of Dark Archery] (see p.


73)
It is a unique shooting school that specializes in using
ranged weapons at close range.
The Marksman class is essential for handling their
Secrets, and no other class can be substituted. Since
Marksman need to enter the skirmish area, they take a
significant risk to fully utilize the Secrets.

68
Part 1 Characters

However, the effects of these Secrets are powerful. They [Kuuheiken Fierce Dragon Riding] (see p. 77)
include bonuses to the Critical Threshold for ranged This School is specifically for mounted Riders. Learning
weapons in melee situations. the Rider class is a prerequisite for enrollment.
At 7th level, if you learn [Archer's Grace], the risk of The primary focus of this school is to prioritize the
Marksman jumping into the fray is considerably reduced. safety of the Jockey and Mount. It offers various defensive
Only then you better join the school. effects, such as increased evasion and enhanced defenses
Please note that this school was developed by Shadow, for either the Jockey or the Mount. The penalty is applied
and it is possible to enter with a slightly lower reputation if to the attacker's defense.
you are a Shadow. The basic feats for Riders include [Aimed Attack] and
[Power Strike]. By utilizing both Secrets and regular
[Wald Style Battlefield Sword Slaying Method] (see p. Combat Feats, Riders can easily adapt to different situations,
74) excelling in both offense and defense.
This School is known for its boldness. Instead of using
the blade side of a sword, which is typically used for slashing,
it utilizes the hilt side to strike.
This unconventional approach results in bludgeoning
damage and allows you to adapt your fighting style according
to your opponent.
However, since you are holding the blade side, there is
a risk of injuring yourself. This risk can be reduced by
equipping the "Wald Gauntlet," an item specific to this
School. However, using this item may limit the use of your
"right/left hand" for other equipment.
The basic Feats of this School are [Power Strike] and
[Lethal Strike]. Additionally, the risk of reducing the
Evasion check is eliminated, making it a great choice for
Battle Dancers seeking high damage. Fighters who learn this
School will also not be disappointed.

[Gaon Peerless Beast Hurling Technique] (see p. 75)


This is a Grappler's School, with Secrets specializing in
Throws.
Learning [Improved Throw] is necessary to utilize the
Secrets that Throw large monsters with multiple sections.
For a Grappler whose fighting style centers on Throws,
this is a powerful school with coveted Secrets.

[Iron Wall Style Of Logan The Paladin] (see p. 76)


The School's traditional shields provide an
exceptionally high level of defense, allowing you to protect
both yourself and your friends.
The Basic Feats for a paladin who serves as the shield
of the party include [Defensive Stance], [Cover], and [Multi-
Action]. These feats are designed to enhance defense and
are ideal for a paladin fulfilling this role. The durability of
these shields will provide peace of mind to your friends and
frustration to your enemies.
As the Temple of Lyphos serves as the main training
center, newcomers are required to be believers of Lyphos.
Players who have chosen the Priest class of a different god
or belong to a race that has not learned the Priest class will
face a high Reputation requirement for entry. This
requirement also applies if a player who manages the
character declares that they are no longer a believer of
Lyphos.

69
Initiation Requirements: 50 Reputation School Items
Scale Guard (see p. 88)

Flying Piledriver Required Reputation 20


Type Unique Declared Type Prerequisite None Equip. Limit Throw
Use - Appl. 1 melee attack Risk None
Summary Perform Throw attacks without being limited to bipedal targets
To use this Secret, the character must have wings that can be used for flight. This includes PCs that are either Lildraken or Drakes using
[Limited Dragonification]. Characters under the effect of the Technique [Wide Wings] can also use this Secret. This Secret cannot be used by
characters who are flying without the use of wings, such as through magical effects. With this Secret, it is possible to use a [Throw] attack on a
Effect
target that is not bipedal as long as they are not a multi-section creature. The attack power and Critical Threshold of the Throw is not changed
(weapons or effects that enhance the Throw, if any, will still apply).
This Secret is redundant with the Combat Feat [Improved Throw].

Rolling Tail Sweep Required Reputation 20


Type [Tail Sweep I] Variant Secret Prerequisite None Equip. Limit Tail
Use - Appl. 1 melee attack Risk None
Summary Attack up to 3 targets, Accuracy -1, knocks prone, -4 Damage
The user attacks up to 3 characters in the same Skirmish area with their Tail at the same time. This attack suffers a -1 penalty to the Accuracy
Effect Check and a -4 penalty to Total Damage but will cause the hit characters to fall prone.
Multi-sectioned characters and non-bipedal characters cannot be knocked down prone with this Secret.

Grand Rolling Tail Sweep Required Reputation 30


[Flying Piledriver]
Type [Tail Sweep II] Variant Secret Prerequisite Equip. Limit Tail
[Rolling Tail Sweep]
Use - Appl. 1 melee attack Risk None
Summary Attack up to 5 targets, knocks prone (up to 2 sections), -4 Damage
The user attacks up to 5 characters in the same Skirmish area with their Tail at the same time. This attack suffers a -4 penalty to Total Damage
but will cause the hit characters to fall prone.
Effect
This effect does not depend on the target's number of legs. A character with 2 sections can be knocked down if both sections are hit.
Multi-sectioned characters with 3 or more sections or flying characters cannot be knocked prone with this Secret.

70
Part 1 Characters

Initiation Requirements: 50 Reputation School Items


Cape of El Elena (see p. 89)

Se Ilite Borne Enémigo Invisibile - Unseen Taunt Required Reputation 20


Se Ilite Borne Enémigo Invisibile - Unseen Taunt - Superior Required Reputation 30
[Taunting Strike I] Secret Variant None
Type Prer. [Se Ilite Borne Enémigo Equip. Limit Cape of El Elena
[Taunting Strike II] Secret Variant
Invisibile - Unseen Taunt]
Use Fencer or Battle Dancer Class Appl. 1 weapon attack Risk None
Summary Taunt effect, no damage, own Evasion +1
When declaring this Secret, the Secret user gains a +1 bonus to Evasion checks. The attack made in this case has the same effect as [Taunting
Strike], though it does not give any damage even if it hits.
The provocation effect and the bonus to Evasion check that the Secret user gets lasts for 10 seconds (1 round).
Effect
[Se Ilite Borne Enémigo Invisibile - Unseen Taunt] does not provoke a character whose intellect is over 18 or a monster whose intellect is
"High". [**Superior] has the same effect as [Taunting Strike II], which is a Basic Feat.
The Evasion modifier given by this Secret is not cumulative among the Secrets of this School (regardless of whether they are similar or not).

Tenel Miedo En Un Entrada - Sword of Damocles Required Reputation 20


Tenel Miedo En Un Entrada - Sword of Damocles - Superior Required Reputation 30
Tenel Miedo En Un Entrada - Sword of Damocles - Ultimate Required Reputation 50
[Lethal Strike I] Variant Secret None
[Tenel Miedo En Un Entrada -
[Lethal Strike II] Variant Secret
Type Prer. Sword of Damocles] Equip. Limit Cape of El Elena
[Tenel Miedo En Un Entrada -
[Lethal Strike III] Variant Secret
Sword of Damocles – Superior]
Use Fencer or Battle Dancer Class Appl. 1 weapon attack Risk None
Summary Accuracy -2/-1/±0, roll +1 when using power table, Evasion +1
The Secret user gains a +1 bonus to Evasion for the next 10 seconds (1 round).
If the declared attack hits, the damage roll is increased by +1 if the roll is 3-11. Double 1s and double 6s work as is.
Effect Use of this Secret grants a -2 to the Accuracy check, reduced to -1 by [** Superior] and eliminated entirely (no penalty) with [** Ultimate].
However, [** Ultimate] does not also ignore the effect of a target’s Critical Resistance as the base Feat [Lethal Strike III] does.
The Evasion modifier given by this Secret is not cumulative among the Secrets of this School (regardless of whether they are similar or not).

Ser Confundido Conjunto Bonito Baile Required Reputation 20


Ser Confundido Conjunto Bonito Baile - Superior Required Reputation 30
Ser Confundido Conjunto Bonito Baile - Ultimate Required Reputation 50
[Aimed Attack I]
[Aimed Attack II] [Evasive Maneuvers I] / [Ser
Equip.
Type Unique Declared Type Prer. Confundido Conjunto Bonito Baile] Cape of El Elena
Limit
[Aimed Attack III] [Evasive Maneuvers II] / [Ser
Confundido Conjunto Bonito Baile - Superior]
-
Use - Appl. 10 seconds (1 round) Risk None
Fencer or Battle Dancer Class
Summary Reduce required roll to automatically succeed at Evasion checks to 10/9/7. Can evade Resistance: Can’t spells that would deal physical damage.
For all Evasion checks made by the user of this Secret before their next turn, the required roll for automatic success is changed from "12" to
"10/9/7" or greater, depending on the level of the Secret.
These rolls must be obtained as straight 2d rolls before any modifiers are applied. Effects that change or reroll the dice themselves are still in
effect - For example, if [Sword's Grace/Change Fate] is used, the roll Secret is triggered after the dice are flipped - The bonus +1/+2 from the
Effect
Level 6/11 enhanced version of this ability are not factored in. If you use this Secret, you may also attempt an Evasion check on spells or effects
that “deal/include physical damage” with “Resistance: Can't”. This check will only succeed on an automatic success. However, the above-
mentioned conditions still apply and can completely nullify the spell or effect.
Additionally, the effect of [**Ultimate] is only applied when making the Evasion Check using the Fencer or Battle Dancer Class.

71
Initiation Requirements: 50 Reputation, Combat Feat School Items
[Dual Wielding] Crescent Epic (see p. 86)

Turbulent Winds • Double-handed Cut Required Reputation 30


Type Unique Declared Type Prerequisite None Equip. Limit 1H Melee Weapon x 2
Use Special Appl. 1 melee attack x 2 Risk Special
Summary Two different Feat Effects are applied to separate weapons
This Secret has no effect unless the player has learned one or more of the following Active Combat Feats: [Decoy Attack], [Aimed Attack
I/II/III], [Power Strike I/II], [Taunting Strike I/II], [Lethal Strike I/II/III], and [Mana Strike].
This Secret can only be declared when the left and right hand perform melee attacks through the effect of [Dual Wielding]. When declaring
this Secret, the Secret user chooses 2 different Active Combat Feats that they have already mastered.
The weapon in the left and right hand both apply one Combat Feat unique from the other hand. Which weapon receives which Combat Feat
must be declared before making Accuracy checks and the declaration must satisfy the “Use” condition of each Combat Feat.
Effect
If the Combat Feats have risks, they are cumulative.
The GM may rule that Secrets from other Schools that are linked to the above Combat Feats may be declared with this Secret. However, it
is recommended to not allow special Feats whose "Application" have been changed from the Basic Feat or have an effect significantly different
from the Basic Feat.
Even if multiple declarations are possible through the use of [Ever-Changing], the same Basic Feat cannot be declared for the right hand and
the left hand in an attack with this Secret.

Adverse Wind • Offsetting Sacrifice Required Reputation 30


Type Unique Declared Type Prerequisite None Equip. Limit 1H Melee Weapon x 2
Use - Appl. 1 melee attack x 2 Risk Must be attacked by the target
Summary Accuracy +2
Stand bravely before your enemy. When declaring this Secret, choose 1 character (1 section) as a target.
When making two attacks with [Dual-Wielding] on this target, the Secret user gains a +2 bonus on both Accuracy checks.
Effect
However, if the target character (section) makes a melee attack, ranged attack, or unique skill (which is "Negated" by an Evasion check) against
the Secret user, the attack automatically hits without rolling an Accuracy check. The effect of this automatic hit is treated as the risk.

Foreboding Wind • Crouching Tiger, Hidden Dragon Required Reputation 30


Type Major Action Type Prerequisite None Equip. Limit 1H Melee Weapon x 2
Use - Appl. - Risk -
Summary Counter with both weapons
After using this Secret, the user is able to perform the same check as the Combat Feat [Counter] (see p. 40) for 10 seconds (1 round) when
the Secret user is attacked by a melee attack, performing an Accuracy check for each weapon in their hand.
If the user’s two Accuracy checks exceed the Success Value of the opponent’s Accuracy check, the user can make a damage check for both
weapons and the opponent’s attack is treated as a failure.
If the user’s Accuracy check exceed the Success Value of the opponent’s Accuracy check only once, the damage is determined only for the
Effect weapon that exceeded the Success Valued and applied to the opponent. At the same time, the opponent's attack is considered to hit, and the
Secret user also suffers the normally determined damage.
If user’s two Accuracy checks do not exceed the Success Value of the opponent’s Accuracy check, as in the case of failure in [Counter], the
opponent's attack is a hit, and the first 2d roll of the damage decision will be an automatic "12" with Secret user receiving the damage.
This Secret can only be used per turn even if the user can make multiple Major Actions. Furthermore, the user cannot declare unique skills
or Secret of a declared type, such as "Appl.: 1 melee attack", in conjunction with this Secret.

72
Part 1 Characters

Initiation Requirements: 50 Reputation, 40 School Items


Reputation for Shadow (see OPB, p. 126, 130) Silent Death (see p. 86)

First Darkness: Heart Piercer Required Reputation 20


Type [Lethal Strike I] Secret Variant Prerequisite None Equip. Limit Bow
Use Marksman Class Appl. 1 ranged attack Risk None
Summary Power Table result +1, Critical Threshold -1, “Range: 1 (halved in meters)” if in same Skirmish
Unlike its Basic Feat, this Secret can only be declared during a Ranged Attack. The user fires an arrow from as close a range as possible to
ensure a hit on a vital location.
If the attack is successful, the result on the Power Table will be increased by +1 (If the roll is 3-11). Additionally, if the attacked target is within
Effect
the same Skirmish area as the Secret User, the Critical Threshold on the attack is reduced by -1 (minimum 8).
The use of this Secret reduces the range of the attack to ‘1’ if using Simplified Combat or to 1/2 of the original range (original range/2m) in
Standard or Advanced Combat (rounded down).

Second Darkness: Doomed Life Required Reputation 20


[Targeting], [Aimed
Type Unique Declared Type Prerequisite Equip. Limit Bow
Shot]
Use Marksman Class Appl. 1 ranged attack Risk None
Summary Accuracy +1, Critical Threshold -1, “Range: 1 (halved in meters)” if in same Skirmish
The user attacks the blind spot of a target in melee. You must select a character in melee as the target of the Bow attack.
The target of the attack must be in a melee situation. The Secret user gains a +1 bonus to Accuracy Check, and the Critical Threshold is
Effect reduced by -1 for this attack (minimum 8).
Using this Secret reduces the range of the attack to ‘1’ if using Simplified Combat or to 1/2 of the original range (original range/2m) in Standard
or Advanced Combat (rounded down).

Extra Darkness: Three-Headed Water Dragon Required Reputation 20


Type [Mirage Arrow] Variant Prerequisite None Equip. Limit Bow
Use Marksman Class Appl. 1 ranged attack Risk None
Summary Attack 3 targets in the same Skirmish as yourself, -2 Accuracy
This is a Secret that was created to allow for escape from a situation where one is surrounded by Barbarous. At close range, the user quickly
nocks three arrows simultaneously onto the bow and fires them at different enemies.
Effect When using this Secret, the user can attack up to three targets in the same Skirmish simultaneously. However, the Accuracy Check is subject
to a -2 penalty.
Using this Secret consumes 3 arrows at the same time, and when firing a special arrow, the same type of arrow must be used.

73
Initiation Requirements: 50 Reputation School Items
Wald Gauntlet (see p. 90)

Killing Strike - Roaring Thunder Required Reputation 20


Type [Power Strike I] Secret Variant Prerequisite None Equip. Limit Sword
Use - Appl. 1 melee attack Risk None
Summary +4 Damage, change to blunt weapon, user suffers 4 fixed damage
This Secret adds a +4 to physical or magical damage inflicted by the user’s melee attacks.
Each time an attack using this Secret successfully hits, the Secret user suffers 4 fixed damage. This damage can be reduced by equipping a
Effect
Wald Gauntlet.
Attacks using this Secret are treated as if they were made with a blunt weapon.

Killing Strike – Thunderous Upheaval Required Reputation 30


[Killing Strike -
Type [Power Strike II] Secret Variant Prerequisite Equip. Limit Sword
Roaring Thunder]
Use Fighter or Battle Dancer Class Appl. 1 melee attack Risk None
Summary +12 Damage, change to bludgeoning damage, user suffers 6 fixed damage
This Secret adds a +12 to physical and magical damage inflicted by the user’s melee attacks.
Each time an attack using this Secret successfully hits, the Secret user suffers 6 fixed damage. This damage can be reduced by equipping a
Effect
Wald Gauntlet.
Attacks using this Secret are treated as if they were made with a blunt weapon.

Killing Strike – Flash of Lightning Required Reputation 20


Type [Lethal Strike I] Secret Variant Prerequisite None Equip. Limit Sword
Use - Appl. 1 melee attack Risk None
Summary +1 to power table rolls, change to blunt weapon, user suffers 4 fixed damage
Just as the Basic Feat, the damage roll on any successful attack role is increased by +1 if the roll is 3-11.
Double 1s and double 6s work as is. Each time an attack using this Secret successfully hits, the Secret user suffers 4 fixed damage. This damage
Effect
can be reduced by equipping a Wald Gauntlet.
Attacks using this Secret are treated as if they were made with a blunt weapon.

74
Part 1 Characters

Initiation Requirements: 50 Reputation School Items


Hard Steps (see p. 86)

Giant Beast Hammer Required Reputation 20


Type Unique Declared Type Prerequisite [Improved Throw I] Equip. Limit Throw
Use Grappler Class Appl. 1 Throw attack Risk None
Summary Distribute damage to multiple sections
This Secret can be declared when attacking a target with multiple Sections using Throw and affects how damage is dealt. When the attack hits,
damage is rolled once for each Section of the target. Afterward, the Secret user may determine which individual damage rolls apply to specific
Sections of the target as they see fit – each part and damage roll will be in one-to-one correspondence.
Effect
If the user is able to declare multiple Combat Feats and uses this Secret at the same time as a Feat that states, “When multiple attacks occur
at one time, only one enemy will receive the effect” such as [Power Strike], [Lethal Strike], or [Armor Piercer], the effect will only apply to a
single damage check. Only then is damage allocated to different sections.

Cataclysmic Beast Toss Required Reputation 20


Type Unique Declared Type Prerequisite [Improved Throw I] Equip. Limit Throw
Use Grappler Class Appl. 1 Throw attack Risk None
Summary Throw a target at another target, damaging both
The Secret user’s Throw can hit another character (section) in the same skirmish area. The Accuracy check for this attack is only rolled once.
The target can choose whether the Evasion check is made by themselves, or the other character (section) who they are being thrown at. This
Secret can only be used if the user can attack both targets with a Melee attack.
If the Secret user has learned [Improved Throw I] only single-section characters can be thrown with this Secret (regardless of the number of
Effect legs or the method of movement). If the user has learned [Improved Throw II], they may throw up to two sections, but the attack will only target
one character (section) at whom the first is thrown. The target being thrown can choose which of the three sections will make the Evasion check.
Damage is determined separately for the character being thrown and the secondary target. The thrown character will be knocked Prone, while
the secondary target will only be knocked prone if they are a one-section character.
If the user has learned [Stomp], they may immediately make a follow-up attack on any target knocked prone by this Secret.

Furious Charging Beast Slayer Required Reputation 20


[Counter],
Type Unique Declared Type Prerequisite Equip. Limit Throw
[Improved Throw I]
Use Grappler Class Appl. 10 seconds (1 round) Risk None
Summary Use Throw to perform a [Counter] on multi-section characters
By declaring this Secret until the start of their next turn, the user is able to attempt the use of [Counter] with [Throw] against attacks from
multi-section characters. The maximum number of sections that can be targeted is limited by the Secret user’s level of [Improved Throw] (2
sections for I, 3 for II).
At the time of the attack, the Secret user performs an Accuracy check using [Throw]. If successful, the attack knocks the opponent prone and
deals damage to each section. The opponent may not get up from prone until the start of the next turn.
Just as with [Counter], the user may choose to take this action after learning the Success Value of the opponent’s Accuracy Check. Thus, if a
character with two Sections attacks twice, it is possible to make a normal Evasion Check against the first one and use [Throw] against the second
Effect
attack.
If this Secret [Counter] fails and the target has the capability to execute melee attacks and is at 1 HP or more (Or acting under the effects of
[Indomitable] or similar), the user receives damage from all sections of the target as if the result of the damage roll was 12. Additionally, if the
user forfeited the [Counter] against the original attack and then also failed the Evasion Check, they receive damage from both the failed Evasion
and the failed [Counter].
Even after declaring the use of this Secret, the user may still use the [Counter] feat normally. However, once they have made a counterattack,
they cannot use [Counter] again in any form until their next turn.

75
Initiation Requirements: 50 reputation (followers of School Items
Lyphos) or 70 reputation (others) Logan's Heater (see p. 88), Reinforced Logan's Heater
(see p. 88), Logan's Legend (see p. 88), Symbol of Light
(see p. 90)

Unbreakable Defensive Stance Required Reputation 20


[Defensive Stance] Secret
Type Prerequisite None Equip. Limit Sword
Variant
Use - Appl. 10 seconds (1 round) Risk Most skill checks -4
Summary Defense +4
This Secret must be declared before any Actions are taken on the user’s turn.
The use of this Secret increases the user’s Defense by +4.
Effect
As a risk, all skill checks other than Fortitude, Willpower, Evasion, and Death Check will suffer a -4 penalty.
Use of this Secret limits the user to Normal or Limited Move. If the user declares the Secret before a move, they cannot make a Full Move.

Indomitable Will Required Reputation 20


Greater Indomitable Will Required Reputation 30
[Cover I] Secret Variant None
Type Prerequisite Equip. Limit School Shields
[Cover II] Secret Variant [Indomitable Will]
Use - Appl. 10 seconds (1 round) Risk Most skill checks -4
Summary If the applied damage is 0, the [Cover] effect continues to be active
This Secret cannot be used unless you are wielding one of the Shields from school equipment.
When this Secret is used, its effect is the same as [Cover]. However, when the applied damage you receive becomes 0, the effect of [Cover I]
is not lost and will continue for as long as the applied damage to the Secret user is 0.
Effect If the Secret user possesses the [Guardian] feat and uses it to [Cover] multiple targets, this Secret is in effect until the user takes 1 or more
applied damage. For example, if the Secret user has declared 3 targets for [Cover], each of the targets are individually protected by the user’s
[Cover] until the user receives 1 or more applied damage.
Like its Basic Feat, [Greater Indomitable Will] does not count toward the number of declarations made when declaring Secrets.

Preparing for Fearless Offense and Defense Required Reputation 20


Equip.
Type [Multi-Action] Secret Variant Prerequisite None Symbol of Light
Limit
1 melee attack or spell cast and lasts
Use - Appl. Risk None
for 10 seconds (1 round)
Summary Perform melee attacks and cast spells with Accuracy or Spellcasting -2 and gain Fortitude or Willpower +2 one time
This Secret is declared when performing a melee attack or Spellcasting check as a Major Action, allowing the user allows the user to
immediately make a melee attack and then cast a spell or vice versa. At the time of use, the user must apply a -2 penalty to either their Spellcasting
check or Accuracy check.
The Secret user then gains a one time +2 bonus to either a next Willpower or Fortitude check made within the next 10 seconds (1 round).
Effect
If the user has the ability to declare this Secret and Major Actions multiple times, they may choose different combinations of bonuses
(Willpower/Fortitude) and penalties (Accuracy/Spellcasting).
When using this Secret multiple times on one turn, the bonuses cannot be combined to gain a +4 bonus to Willpower or Fortitude, only
applied to different checks. However, the penalties can be combined to receive a cumulative -2 penalty on Accuracy or Spellcasting.

76
Part 1 Characters

Initiation Requirements: 50 Reputation and Rider School Items


class Bolted Lance (see p. 86), Long Bolted Lance (see p.
86), Outer Guard (see p. 88),

Heavenly Horse Dances in the Sky Required Reputation 20


Heavenly Horse Dances in the Sky Magnificently Required Reputation 30
Heavenly Horse Dances in the Sky Wildly Required Reputation 50
[Aimed Attack I] Secret Variant None
[Heavenly Horse
[Aimed Attack II] Secret Variant
Dances in the Sky]
Type Prerequisite Equip. Limit Mounted
[Heavenly Horse
[Aimed Attack III] Secret
Dances in the Sky
Variant
Magnificently]
Use - Appl. 10 seconds (1 round) Risk None
Summary Evasion +1/+2/+3, Jockey’s Critical Threshold +1
When this Secret is used, the Jockey or affected mount gains a +1 bonus to Evasion checks for 10 seconds (1 round). The bonus increases to
Effect +2 for [**Magnificently] and +3 for [**Wildly] Secrets. When applied to the Jockey, the Critical Threshold of their Weapon Attack is increased
by +1. When applied to the mount, there is no additional effect.

Giant Elephants Endure by Stomping Earth Required Reputation 20


Giant Elephants Tramples Earth and Stands Fast Required Reputation 30
Giant Elephants Stomps Through the Earth Required Reputation 50
[Power Strike I] Secret Variant None
[Giant Elephants Endure by Stomping
[Power Strike II] Secret Variant Equip.
Type Prerequisite Earth] Mounted
Limit
[Giant Elephants Tramples Earth and
[Power Strike III] Secret Variant
Stands Fast]
-
Use Fighter or Battle Dancer (Jockey) Appl. 10 seconds (1 round) Risk None
Fighter (Jockey)
Summary Defense +2/+6/+10, Accuracy -2
When this Secret is used, one section of the Jockey or Mount gains +2 to Defense for 10 seconds (1 round). The Defense bonus is increased
by +6 for [**Stands Fast], and +10 for [**Stomps through the Earth] Secrets.
The Jockey or the Mount section to which this Secret is applied receives a -2 penalty to all Accuracy checks for 10 seconds (1 round).
Effect
The Jockey must be able to fulfill the class restrictions of the use field of these Secrets for Accuracy checks to receive the effects.
If they declare [**Stomps Through the Earth], the Basic Feat’s requirement of a “2H Weapon” must also be fulfilled.
The Mount does not need to meet the usage requirements to receive the effects of this Secret.

Hard Scales Dragon Attack Required Reputation 20


Hard Scales Dragon Crush Required Reputation 30
Hard Scales Dragon Destruction Required Reputation 50
[Power Strike I] Secret
[Giant Elephants Endure by Stomping Earth]
Variant
[Power Strike II] Secret [Giant Elephants Endure by Stomping Earth], [Hard Equip.
Type Prer. Mounted
Variant Scales Dragon Attack] Limit
[Power Strike III] [Giant Elephants Tramples Earth and Stands Fast],
Secret Variant [Hard Scales Dragon Crush]
-
Fighter or Battle Dancer
Use Appl. 10 seconds (1 round) Risk Evasion -2
(Jockey)
Fighter (Jockey)
Summary Extra Damage +2/+6/+10, Defense +1/+3/+5
When this Secret is used, one section of the affected Jockey or Mount gains a one-time bonus to Extra Damage and Defense for 10 seconds
(1 round). The affected Jockey or Mount section gains a +2 Extra Damage bonus on the first melee attack that they make on their turn, as well
as a +1 bonus to their Defense.
Effect The affected Jockey or Mount section takes a -2 penalty to Evasion checks as a risk.
The Extra Damage and Defense bonus is increased to +6 and +3 for [**Dragon Crush], and +10 and +5 for [**Dragon Destruction].
The Jockey must be able to fulfill the class restrictions of the use field of these Secrets for Accuracy checks to receive the effects.
The Jockey must additionally fulfill the Basic Feat condition of a “2H Weapon” to receive the effect of [**Dragon Destruction].

77
Guideline for Destroying Renowned Items
In general, renowned items that require Reputation can
Some terms related to School Secret have changed from be obtained as "free" items without consuming Reputation
the "2.0" era (and some have changed within the "2.0" era). in version "2.5" if the PC has a high Adventurer rank.
Please note the following changes: However, according to the "2.5" rules, their destruction or
loss results in disgrace. This rule also applies to School
Old Term New Term items.
Original Type Unique Declared Type However, there is an exception to this rule. In the "2.0"
Non-combat Type Passive Type data, there are certain items that "have a special effect when
School Equipment School Items destroyed, but do not cause a decrease in Reputation". This
Top Secret Upper Secret exception also applies to School items.
The following rules apply to handling items under the
Reputation, and Adventurer ranks in the "2.5" rules:
- The acquisition itself can be done without consuming
Reputation from Alframe is not applicable in Terastier, Reputation, following the "free" rule (although you must pay
and vice versa. Information is not currently shared regularly for it if money is required).
between the continents, so fame rarely transfers over the - Once during the session, destroying and using the items
ocean. will not result in acquiring disgrace.
In terms of game rules, fame is automatically increased - If the same item is destroyed multiple times within a
in "2.0" through the accumulation of Reputation. In "2.5", session, each subsequent destruction will generate the
fame is recognized by "Adventurer Rank" through the appropriate amount of disgrace.
expenditure of Reputation. These two systems cannot be - This decision is made for each individual item. Items with
mixed. different names can be destroyed once per session without
With this in mind, it is more appropriate to introduce acquiring disgrace for each respective item.
each School to 2.5 by creating an opportunity for characters
to learn it on the Alframe continent itself rather than across
the ocean. There may be some rationale for this: those who
learned it in Terastier spread it to Alframe, those who share In "2.5", there are some changes from "2.0" regarding the
the same source developed it in a similar way, or the declaration of the Active Combat Feats, which are also
equivalent occurred in Alframe in a convergent evolutionary retained in the Declared Type Secrets.
way. Although somewhat opportunistic, it is possible to set
up an equivalent School (in terms of game data) in Alframe. Duration
There is no need to change the Reputation "value" In "2.0", the effect of active combat feat was supposed to
required for entry to each School, acquisition of School last for 10 seconds (1 round). In "2.5", however, many of
Items, and acquisition of School Secrets. them have been changed to "1 melee attack", "1 spell cast",
A PC with a high Adventurer rank can get an etc., for the sake of game balance.
introduction to the School and School items through "free" Many Secret Variants are also subject to the same
Reputation, just like the Schools in the Alframe continent changes. As a general rule, Secret Variants with Basic Feat
introduced in this book. will be modified accordingly. In the case of a unique
Declared Type Secret with no Basic Feat, it is
From Reputation Reduction and Disgrace Gain recommended that GM should set it to 1 melee attack or 1
Dishonorable acts, such as losing a renowned item, spell cast.
result in a decrease in total Reputation in version 2.0 and an
increase in disgrace in version 2.5. Declaration During Combat Preparation
If you are playing by the 2.5 rules, this change will also In 2.5, Combat Preparation timing has been added, and
apply to the School. Any Reputation reductions in version some Combat Feats can be declared during it. The GM
2.0 that are caused by the loss of School items (School should decide this in consideration of Basic Feat and its
equipment) or expulsion should be converted to Dishonor effects.
points in version 2.5.
The numerical part remains unchanged. Changes Due to Changes in the Specifications of the
[Cover]
Secrets whose Basic Feat is [Cover] are affected by the
change of [Cover] in 2.5.
Generally, changes should be the following:
If Basic Feat is [Cover I], it can be declared during
Combat Preparation.
If Secret has Top Secret that has Basic Feat [Cover II],
its declarations are not counted as the number of
declarations of Active Combat Feats.

78
Part 1 Characters

Note: Since the [Cover] relationship has been


significantly redesigned, please do not get caught up in the
detailed references from the 2.0 era and use the 2.5 The Schools mentioned in the books "Natural History
explanation. of Dilfrum" and "Natural History of Yscaea" are not
discussed in this book.
Note on [Lethal Strike] The first book focuses on adventures and life in the
If a Secret has [Lethal Strike] as the Basic Feat and has Barbarous Region and introduces a special rule called
“Critical Threshold -1” in the effect, it should be changed "Barbarous Reputation". However, this rule is not yet
to “Roll +1 for the power table" as per the change of [Lethal supported in version 2.5.
Strike] in 2.5. The second book is even more unique as it delves into
If the Basic Feat is not [Lethal Strike] and there is an the Magic Civilization Period, which is set in the distant past.
effect that reduces the Critical Threshold, no change is The schools presented in this book are based on races and
required. classes that do not exist in the current version of Alframe
("2.5").
Note on Throw Due to these reasons, it is not assumed that the schools
In 2.0, attacks with the wrestling weapon "Throw" were mentioned in these two books can be converted and played
done with the declaration [Throw Attack] Combat Feat. In with in version 2.5. Therefore, their descriptions are
2.5, however, it is treated as a general weapon that can be omitted in this book.
used without a declaration. Combat Feat [Throw Attack]
has also been removed. As a general measure, a Secret that
is a [Throw Attack] Basic Feat should be treated as a
"Unique Declared Type Secret" with "Equip. Limit: Throw"
in 2.5.

School Items, weapons, and armor often have high


ranks. In 2.5, in order to equip a weapon or armor of rank
A or higher, the corresponding [Weapon Proficiency] or
[Armor Proficiency] must be acquired. It is no longer
possible to equip a higher rank weapon or armor through a
PC's higher strength.
As a result, it is assumed that the wearer receives all
"Rank Effects" from the "2.0" data. Non-rank effects are also
applied simultaneously. In case of conflict, "Rank Effects"
take priority (there are no longer cases where only non-rank
effects apply).

For a Secret whose Basic Feat is [**I], the GM can set


an Upper Secret. In this case, for those with Basic Feat
[**II], use 30 Reputation, and for those with Basic Feat
[**III], 50 Reputation should be required to acquire the
Secret.
However, as we will discuss in the next individual
guidelines, there are some Secrets that may not be
reasonable to add to the Upper Secrets. We would like to
ask you to be careful about such a Secret with such a
warning.

79
From this point on, other than the previous notes, we no data changes and Secrets that are considered to be
will individually note the School guidelines introduced in sufficiently handled by the general rules of the previous
the "2.0" era. section are omitted.
The following sections are limited to those that involve
data changes or require special attention. School items with

Natural History of Feidan was amended later with the


release of Ignis Blaze Combat Feat revision and Natural
History of Yulleria. Luckily, changes were included in the
translation of the Natural History of Feidan. The 2.5 rules
are also based on the Combat Feat revision, so this See p. 70.
description is based on them.

Available Races for Secrets


School Secret [Disastrous Crash - Strikes Corrupting] Up to this point, the PC races that have appeared in "2.5"
Change "Risk" to "Fortitude and Willpower check -3". and can use this School Secret are Dwarves, Tabbits,
The "Magic Power + User’s Number of Soulscars" is still Grassrunners, and Leprechauns. If there are any additional
added to the damage of a melee attack. races after this one, you should consider "under 150cm in
In 2.5, Combat Feat [Greater Mana Strike] is removed, height" as a standard.
and the text about it should be ignored.
School Secret [Dazzling Blade] [Gleaming Blade]
For a friendly character that will “taunt” the enemy, it is
appropriate to set the condition that the character either
shares the same position (area in Simplified Combat,
coordinates in Standard, Advanced Combat) or is in the
School Secrets [Rock Breaker], [Rock Destroyer] same skirmish area. In addition, the effect should not be
GMs may add their own data for the Upper Secret as applied without the consent of the character (the player or
the [Power Strike III] variant. GM who manages the character). Of course, the effects of
misidentification and provocation last for 10 seconds (1
School Secret [Rock Splitter] round).
Note about [Lethal Strike] (see p. 79) applies.
School Secret [Inviting Dance]
School Secret [Rock Shredder] Note about [Cover] (see p. 78) applies.
Note about [Lethal Strike] (see p. 79) applies. The risk
is also changed to "Evasion -1".
The reference to [Lethal Strike III] should be ignored.
The corresponding addition of an Upper Secret should also
be avoided.
See p. 71.

School Secret [Crane Strike]


This can be handled using the general rules for School Item “Girvan's Gladius”
conversion. You may add your own data for the Upper If we follow the general rule on converting, it will be just
Secrets of the [Power Strike II-III] variants. a strong and uninteresting weapon. We would like to
recommend that "Non-rank Effect" be left as they are and
School Secret [Alligator Bite] Rank Effect ignored and that item destruction does not
It can be handled by the general rules on conversion. It cause disgrace.
is best to avoid adding an [Aimed Attack II-III] variant of
an Upper Secrets.

School Secret [Direct Strike] [Keen Strike] [Dancing Blade


Strike]
It can be handled by the general rules on conversion.
For [Dancing Blade Strike], the effect remains the same as

80
Part 1 Characters

the Critical Threshold -1. Do not replace it with the effect


of increasing the power roll.
School Secret [Magic Light Wall]
Defense should be limited to "1 use" only, and the effect
disappears once applied. On the other hand, Major Action
School Secrets in General may be forfeited only once. If multiple Major Actions can
With the change of [Aimed Shot] in "2.5", the special be taken, it is possible to use forfeit only one of them and
treatment of [Aimed Shot] should be completely removed take Major Actions for the remaining times. And even in
in all Secrets. such a case, the Secret cannot be declared more than once
per turn.
School Secret [Unknowable Arrow, the Song of Pine Trees] Also, it should be able to be declared in Combat
Change "Range" to "1 (1/2m of the original)". In other Preparation.
words, in Simplified Combat, the range is always "Range: 1", Although the operation is very different from that of
and in Standard Combat, it is 1/2 of the original range Basic Feat, please keep [Mana Strike] as the Secret Variant
(rounding down). in the Basic Feat in order to receive the effect of School
The GM may set a [Aimed Attack II, III] variants with items.
a +2-+3 bonus to the Accuracy check (range change should
remain). School Secret [Blade of Time]
Generally, it can be handled by the general rules on
School Secret [Piercing Arrow, the Winds of Autumn] conversion. However, instead of +1 to the Secret User's
Note about [Lethal Strike] (see p. 79) applies. Spellcasting check, the target of the Melee Attack is now
Like [Unknowable Arrow, the Song of Pine Trees], given a -1 penalty to the Willpower cast against the spells.
change "Range" to "1 (1/2m of the original)". This was closer to the original intention, but under the "2.0"
The Upper Secrets corresponding to [Lethal Strike II, rule, it was not possible to gain the penalty to the opponent's
III] should not be added. Willpower because the effect lasts for 10 seconds (1 round),
which is dangerous. Of course, under the "2.5" rule, it is
possible to use "Appl.: 1 melee attack or spell cast".

School Secrets in General


The principle of [Heavenly Invitation] with 2 melee
attacks with one hand, [Earthly Protection] with 2 ranged School Secret [Lucheroine Magic Supremacy] [Lucheroine
attacks with one hand, [Heavenly Tremble] with 2 melee Magic Intensity]
attacks in one hand weapon and 2 ranged attacks in the See note on [Metamagic] (see p. 45).
other hand should remain. No matter how many other
Combat Feats or Secrets are combined, any effect that
increases the number of attacks or changes the method of
attack from this point on is not allowed. If a character can
make multiple Major Actions and declarations, you can
declare those Secrets for each Major Action (i.e., with [Fast
Action] + [Battle Master], [Heavenly Invitation] can be
declared twice).

As in Natural History of Feidan, it is subject to 'Ignis


Blaze and already included in the translation.
School Secret [The Merciful Heart of a Gentleman]
This can be handled using the general rules for
conversion. The Basic Feat for this is [Taunting Strike I].
The Upper Secrets corresponding to [Taunting Strike II]
should not be added.
School Secret [Supremacy • Vortex Blade]
Note about [Lethal Strike] (see p. 79) applies.
School Secret [A Gentleman Smiles Away]
The Basic Feat for this is [Lethal Strike I]. The Upper
The effect will be changed to "attack up to 3 targets
Secrets corresponding to [Lethal Strike II, III] should not
dealing no damage, prone". The attack does not damage the
be added.
opponents but only knocks them prone, but Accuracy can
no longer be reduced.

See p. 72.

81
School Secret [Eisenfalke] School Items Manadolin, Manadora
This can be handled using the general rules for If these were obtained with a "free" Reputation, their
conversion. “Appl.: 1 Thrown Attack”. This makes some destruction does not result in disgrace acquisition only once
descriptions unnecessary. Thus, in "2.5," it is appropriate to during the adventure (see p. 78).
distinguish and identify each Combat Feat and Secret in the
"Application" column. School Secrets [I Don’t Live Today], [My Manadora
Gentry Weeps]
School Secret [Huckebein] Not only Spellsong but also Finale can be declared in
This can be handled using the general rules for conjunction with it.
conversion. Remove all parts related to [Aimed Shot].
Firstly, this Secret, which is declared during the thrown
attack, does not correspond to the [Aimed Shot] of 2.5.
School Item Fixed Lance
It has “Stance: 1HR”. It can only be used while
mounted.

School Items Ring of Toughness, Pharneas Light Armor,


See p. 73.
Pharneas Heavy Armor
Their data has been rebalanced in the "Sword World
2.0 Item & Data Book Lumiere Legacy" and can be used in
that form in 2.5.
School Items Assault Crossbow, Cross Pointer All items can be used only by Animal and Mythical
Their data was revised to conform to the "2.5" rules (see Beasts Mounts.
p. 86)
School Secret [Wild Tiger Style]
School Secret [Kneeshot] In 2.5, when [Power Strike] can be declared along with
It is recommended to add more than "1" point of applied [►Charge], it is no longer a meaningful Secret and should
damage as a condition for the effect to occur. be removed.
School Secret [Headshot] School Secret [War Elephant Style]
Note about [Lethal Strike] (see p. 79) applies. Note about [Cover] (see p. 78) applies.
[Aimed Shot] note is unnecessary and should be
removed. 2.5's [Aimed Shot] is powerful enough and does School Secret [King Behemoth Style]
not need such a special treatment. The Secret becomes Passive Type. The prerequisite
The Basic Feat for this is [Lethal Strike I]. The Upper [Orochi's Fury] should be removed, and [Taunting Strike I]
Secrets corresponding to [Lethal Strike II, III] should not should be added.
be added. The effect should be changed to "[Taunting Strike I] can
be declared once during a Mount's attack" (see [Breaking
School Secret [Waiting Shot] Wave] p. 67).
The Basic Feat for this is [Aimed Attack I]. The Upper Although this is a considerable weakening and there is a
Secrets corresponding to [Aimed Attack II, III] should not discrepancy with the name, the original rule of "any section
be added. of the rider or mount can declare [Taunting Strike]" is out
of game balance. Allowing "trillion attacks" from multiple
players would place a heavy burden on the GM.

Nothing special to note. School Secret [Beast King Style]


The Secret becomes Passive Type. The prerequisites
should be [Taunting Strike II] and [King Behemoth Style].
The effect should be changed to "[Taunting Strike II]
can be declared once during a Mount's attack".
School Secrets in General
All Secrets are subject to the changes for [Cover] (see p.
78).
This School is based on the Mystic class in 2.0, which is
currently not adopted in 2.5, and there is no reason to adopt
this School either. It will stay in the Terastier Continent for
a while.

School Secrets in General


See note on [Metamagic] (see p. 45).

82
Part 1 Characters

In the Schools in Natural History of Yulleria, many


School items of the Wrestling category exist. The
"Wrestling" category has been revised in "2.5", and it is
recommended that these "Wrestling" weapons be played by
revising "Critical Threshold: 10" to "Critical Threshold: 11". School Secret [Little Horn Impact]
Note about [Lethal Strike] (see p. 79) applies.
The Basic Feat is changed to [Lethal Strike I], and the
"Secret" of [Lethal Strike II] variant should be added. For
the effect, please refer to the original effect description.
The Upper Secret corresponding to [Lethal Strike III]
See p. 74. should not be added. As it is, this variant of the Secret will
be equal to [Lethal Strike III] itself, so it is meaningless.

School Secret [Little Dragon Bite]


Nothing special to note. In consideration of the School setting and backstory,
Upper Secrets corresponding to [Power Strike II, III]
should not be added.

School Secret [Little King Finale]


See p. 75.
Note about [Lethal Strike] (see p. 79) applies. The Basic
Feat should be changed to Secret Variant with [Lethal Strike
I]. [Power Strike I] should be a prerequisite for acquisition.
You may add your own data for the Upper Secrets of
In 2.0, this School has the specification that the total the [Lethal Strike II-III] variants. All the effects are basically
Reputation is reduced when the student enters the School the same (damage +4, power roll +1), but the risk changes
or when the Secret is acquired. If you set up a similar School as follows, and the highest Secret has an additional effect
in the Alframe continent in 2.5, please treat it as an equivalent to [Lethal Strike III].
acquisition of disgrace. Basic Feat Risk Additional Effect
Evasion -2,
School Items Bagh Nakh, Push Dagger, Iron Toes Lethal Strike I Willpower and
As already explained, change the Critical Threshold of Fortitude -2
these weapons to 11. For the Bagh Nakh and Push Dagger, Willpower and
Lethal Strike II
the Critical Threshold reduction on the first hit should be Fortitude -2
changed to "-2". Willpower and Critical resistance
Lethal Strike III
Fortitude -1 ignored
School Secret [Tawdry Provocation] [Power Strike] as a prerequisite for acquisition remains
You may add your own data for the Upper Secret for the same as [**I] in any Secret. Also, the user cannot
the [Taunting Strike II] variant. declare [Power Strike] and its Secret Variant at the same
time.
School Secret [Blindsiding]
Use the new version of [Armor Piercer], which is a Basic
Feat. In other words, there will be no sudden ignoring of
Defense with a critical hit, and there will be no critical School Items Blind Spikes
resistance negation. Change the Critical Threshold to 11.
You may add your own data for the Upper Secrets of
the [Armor Piercer II-III] variants. School Secret [Pressure-Defying Bamboo Stance]
This is changed to a Major Action Type. Kick is now the
School Secret [Cunning Misdirection] same as a melee attack and can be used along with an Active
In this case, the Upper Secrets should not be set, Combat Feat or a Secret.
keeping it within the scope of [Aimed Attack I]. In the effect
text, the description of [Aimed Attack II] should be deleted. School Secret [Briar Branch Repellent Stance]
This is because the effect of giving a penalty such as -2 This is changed to a Major Action Type. The attack can
or -3 to an Evasion check is too strong to be obtained by a be used along with an Active Combat Feat or Secret, as in a
single declaration and seems to be beyond the acceptable normal melee attack.
range on the game balance. The data when a shield is used for an attack should be
in accordance with the "2.5" specification.

83
learning the Secret. The effect of [Marionette] makes the
action timing of the monster to be used arbitrary, but the
summoned monster will gain modifications only from the
School Items: Ponyneck Crossbow, Horseneck Crossbow, declaration of this Secret until the start of the next Secret
Giraffeneck Crossbow user's turn.
The basic data values are revised to conform to the "2.5"
rules (see p. 86). Special effects remain unchanged.

School Secret [Hopletten Prone Technique] Secrets Conditions of Use


There should be no corresponding higher Secret for Although it is not worth mentioning, Lykant in the
[Aimed Attack II] or higher. If you have mastered [Aimed [Beast Form] state does not satisfy the Secret usage
Attack II] or later, this Secret will no longer be required. condition for this School.
Since the Miakis race has not yet been introduced on
School Secret [Hopletten Mobile Shooting] the Alframe continent, it is currently can be used only under
Change the effect to Passive Type Secret and change the Technique [Animal Shape].
effect to “Under the declaration of [Hopletten Maneuver],
a School item can be fired after a Normal Move, but with a School Item Cat Punch, Cat Kick
-2 penalty to the Accuracy.” Set Critical Threshold to 11. It is acceptable to simply
set " " weapon, i.e., one that can switch between edged
and bludgeoning types of damage.

[Unveiling the Beyond]


It is a unique Declared Type Secret that lasts for 10
seconds (1 round). [Marionette] should be a prerequisite for Nothing special to note.

See p. 76.
School Secret [Guard Impact]
Note about [Cover] (see p. 78) applies.

School Secret [Cure & Destroy]


See note on [Metamagic] (see p. 45).
School Secret [Born's Quick Exit]
School Secret [Energy & Strike]
This Secret should not be affected by [Aimed Attack II
Change the risk to "Fortitude and Willpower -2".
and III] 2.5 changes and still be at a disadvantage for the
Evasion check while increasing Accuracy. The treatment of
School Secret [Sense & Punish]
"Frenzy Gauge" may be used as it is in the "Excitement
Change to “Appl.: 10 seconds (1 round)”.
Points" (see p. 191) in the Arena of this book.

School Secret [Born's Divine Control]


In the Upper Secret, where the Basic Feat is [Lethal
School Secret [Prone Technique - Hide in the Grass] Strike III], there should be a risk of Evasion -1 regardless of
Change to “Appl.: 10 seconds (1 round)”. No additional this Basic Feat.
Upper Secrets should be added.
School Secret [Born's Evasive Dance]
School Secret [Prone Technique – Leapfrog] Change to “Appl.: 1 melee attack". Note that there is
Change to “Appl.: 10 seconds (1 round)”. Critical currently no defensive fumble rule in 2.5, so you can ignore
Threshold -1" should be changed to "Power Table roll +1". the reference to it. The treatment of "Frenzy Gauge" may be
In the Upper Secret, "Defense -2" will be for [Lethal used as it is in the "Excitement Points" (see p. 191) in the
Strike II]. For [Lethal Strike III], it should be "Critical Arena of this book, but it should not generate negative
resistance is ignored, Defense is not reduced". values for 3rd or subsequent successes.

School Secret [Prone Technique - Heel Crushing]


Change to “Appl.: 10 seconds (1 round)”. Remove the
Upper Secret for [Power Strike II].

84
Part 1 Characters

School Secret [My Dance, Like a Falling Flower, Leads


Even the Gods to Destruction! Divine Sword Style The
Most Secret Technique - Absolute Divine Storm Dance]
School Items, Secrets in General Add "or [Ever-Changing]" to the prerequisites. Battle
We recommend that all references to "Frenzy Gauge" be Dancer can make good use of it.
applied to Arena's "Excitement Points" (see p. 191) in this
book.

School Secret [Blowgun Dodge]


Change to “Appl.: 10 seconds (1 round)”.

See p. 77. School Secret [Flying Dragon Fist]


In the Upper Secret, the part that says "Critical
Threshold bonus remains the same and doesn’t change as
in [Aimed Attack]" should be changed to "Critical
School Items Sidefang, Striking Sidefang Threshold +1". In "2.5", the increase of Critical Threshold
The basic data is not changed, and the power tables for for [Aimed Attack II III] has disappeared, but in this Secret,
unmounted and mounted weapons should not separated, as it is preferable to keep it for the balance of the game.
was the case with the Rider spears in 2.5 (6 power tables for
one weapon is too much trouble - hahaha). School Secret [Dragon Killer]
Instead, the special effect of "Extra Damage" should be Change to “Appl.: 10 seconds (1 round)”.
retained. However, the value should be changed to "+1" to
match the balance of "2.5". School Secret [Flash Dragon Attack]
In "2.5", the Rider spears are set to have 5 less strength Basic Feat should be set to [Armor Piercer II]. Critical
relative to minimal strength when not mounted than a resistance should not be ignored, and a Critical Threshold
typical Spear of the same rank, but the Power table data for increase of +1 is also applied. The effect of damage
this weapon should not be changed, given that it is also a distribution to multiple sections appears only when Defense
compelling infantry weapon. is ignored due to a critical hit.
If you set the [Armor Piercer III] Upper Secret Variant,
School Secret [Swift Charge] it will add critical resistance ignore with the same Critical
In 2.5, when [Aimed Attack] can be declared along with Threshold increase by +1.
[►Charge], it is no longer a meaningful Secret and should
be removed.

School Secret [Unparalleled Sky Dance] School Secret [Soul Drop (Tamaoshi)]
Change to “Appl.: 10 seconds (1 round)”. The "Lethal Strike II/III" Upper Secret Variant may be
created, reducing or eliminating the Evasion check penalty.
School Secret [Overwhelming Spear] If it is a variant of [Lethal Strike III], critical resistance is also
The prerequisite [Rampage] has been removed in "2.5" ignored.
and now should be empty. [Rampage] was a Stunt that Naturally, the power table roll bonus remains the same.
significantly increased Jockey's offensive abilities and was
removed to balance the game. This Secret should not exist School Secret [Find a Flaw]
either. Change to “Appl.: 10 seconds (1 round)”.

85
Here are some additional items that will make your
adventures in "Sword World 2.5" more fun and exciting.
Here is the data of one accessory useful for those who Basically, the item data presented here are presented in
have mastered the Battle Dancer class, as well as the data of the following format.
the School items that have been introduced in the Schools.

Rosellini’s Harmonizer Base Price: 1,000 + 20 reputation


Popularity 12 App. Choker fitted with red gemstones Item Class Accessory: Neck
Summary Enables the use of [Ancient Morganthine Battlefield Sorcery] Secrets Era Ancient Magic Civilization
This equipment is essential to use each Secret of [Ancient Morganthine Battlefield Sorcery]. This equipment adjusts the voice of the magic
Effect
user and enables special magic to be used.

①Name ④Appearance
The name of the special item. Effects of multiple special How an item looks.
items with the same name at the same time will not
accumulate. ⑤Category (Rank) / Item Class
The following icons may be added to the items: The item's category.
: a magic item. For weapons and armor, there is a special item labeled
: an item from the School of the Alframe continent. “Category (Rank)” with the category and rank indicated.
: an item from the School of the Terastier continent.
School items can only be obtained by those who are ⑥Summary
introduced to the School. This is a summary of the effects of the item.

②Base Price ⑦Era


This is the base price (G) when purchasing an item. Shows the era in which an item was created.
When you sell an item, the price is half of this price.
Many of the items listed here are renowned items that ⑧Effect
also require Reputation payment. The effect of the item is described in detail.

③Popularity
Shows how well-known the item is; the lower the better.
Roll against these numbers with an Appraise check (see If the item is a weapon or armor, basic data such as the
CR I, p. 108) to learn item data. If the item was purchased power of the weapon and the defense of the armor are also
legitimately for a given price, the data will be known without presented.
the need for a check (and the School also provides For weapons and armor that do not require particularly
information about their School Items to those introduced). detailed data, only this basic data may be presented.
For Terastier-originated schools, there are two numbers
written. Typically, the number after the "/" (the higher one)
is used. However, if you are a Terastier native or have a
connection to Terastier, you can also use the number before
the "/" (up to GM to decide).

Giant Bear Fang Base Price: 1,200 + 20 reputation


Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Notes Category (Rank)
Giant Bear Fang 2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑪ - Sword B

Michal War Spade Base Price: 80 + 20 reputation


Min Crit Add'l Category
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Range Notes
STR Rate Dmg (Rank)
Michal War
1H* 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑪ - - Axe B
Spade
Michal War Thrown
1H* 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑪ - 1(10m)
Spade Weapon B

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Part 1 Characters

War Spade Base Price: 350 + 20 reputation


Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Notes Category (Rank)
War Spade 2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ - ※Defense +1 Axe B
War Spade 2H 13 +1 23 2 2 3 5 6 7 7 8 9 10 ⑫ - ※Defense +1 Staff B

Popularity 10 App. Large small shovel-like weapon Category (Rank) Axe B & Staff B
A small shovel that can be used as a weapon, either as an axe or a
Summary Era Current
staff
This weapon is not a magical implement. It can be modified into a "magical If the wielder has done so, they can use it for casting spells,
Effect implement". It can also be modified into a "Staff of the Sacred Tree" for Nature even if you are using it as a weapon of category [Axe] with
Magic (see ML, p. 16). [Multi-Action] and so on.

Iron Sand Fist/ Iron Sand Steel Fist/ Iron Sand Adamantine Fist Base Price: 0
Min Crit Add'l Category
Name Stance Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes
STR Rate Dmg (Rank)
※1, ※
Iron Sand Fist 1HW 0 +1 10 1 1 2 3 3 4 5 5 6 7 ⑫ - Wrestling B
2
※1, ※
Iron Sand Steel Fist 1HW 0 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - Wrestling A
2
Iron Sand ※1, ※
1HW 0 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - Wrestling S
Adamantine Fist 2
※1: Grappler only ※2: Improves Punches
Wrestling B/Wrestling A/
Popularity 15 App. Fists tempered like iron Category (Rank)
Wrestling S
Summary Created by [Kaslot Great Sand Fist/Batas School] training Era Current
This is a fist that [Kaslot Great Sand Fist/Batas School] has trained with Secret If they have not learned [Weapon Proficiency/Wrestling",
[Iron Fist Dull Shine]. Although they are treated as weapons to enhance Punches, you will be able to use "Iron Sand Fist" if they have learned
all of them are treated as if they were "bare hands", and cannot be enhanced by [Weapon Proficiency A/Wrestling], they will be able to use
Effect Magic Weapon enhancement (see CR II, p. 242) or Ignidite processing (see CR "Iron Sand Steel Fist", and if they have learned [Weapon
III, p. 245). Proficiency S/Wrestling], they will be able to use "Iron Sand
If a character learns [Iron Fist Dull Shine] Secret, they will get those weapons Adamantine Fist".
automatically without paying any money or further reputation.

Bold Stone/ Bold Hammer Base Price: 50 + 10 reputation/150 + 10 reputation


Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Notes Category (Rank)
Bold Stone 1H* 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑫ - 1(10m) Thrown Weapon B
Bold Hammer 2H* 19 - 34 3 4 5 6 8 9 10 10 11 11 ⑫ - 1(10m) Thrown Weapon B
A lumpy rounded stone so large that it sticks out of the
Popularity 12 App. Category (Rank) Thrown Weapon B
palm/a large stone with a wooden vine rope tied to it
Destroyed by automatic failure on Accuracy check (without
Summary Era Current
disgrace)
These weapons are destroyed upon automatic failure of an Accuracy check. In this case, there is no gain of disgrace (if they are lost for other
Effect
reasons, it will lead to gain of disgrace).

Crescent Epic Base Price: 11,000 + 30 reputation


Min Crit Add'l Category
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Notes
STR Rate Dmg (Rank)
Crescent ※+1 to Evasion (as Main Gauche
1H 11 +1 11 1 2 2 3 3 4 5 6 6 7 ⑩ +1 Sword A
Epic (see CR III, p. 226 or ET, p. 125))

Bolted Lance/ Long Bolted Lance Base Price: 500 + 30 reputation/1,500 + 30 reputation
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Notes Category (Rank)
Bolted Lance 1H# 1 -2 21 1 2 3 4 6 6 7 8 9 10 ⑩ - Spear A
Long Bolted Lance 1H# 1 -2 30 2 4 4 6 7 8 9 10 10 10 ⑩ - Spear A
Popularity 14/17 App. Jousting spear with bolt fittings for fixation Category (Rank) Spear A
A jousting spear that is directly attached to the mount and does not
Summary Era Current
need to be held in the hand
These weapons are fixed to the Mount. They do not require a Jockey's hand to When not attached to the mount, they are treated as Short
Effect equip and use and require 10 minutes to attach and detach. Spear (Bolted Lance) or Long Spear (Long Bolted Lance),
B-rank Spears.

Hard Steps Base Price: 1,120 + 30 reputation


Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Notes Category (Rank)
Hard Steps 1H# 10 -1 20 1 2 3 4 5 6 7 8 9 10 ⑪ +1 ※1, ※3 Wrestling A
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks
Popularity 11/14 App. Heavy boots with spikes on the bottom Category (Rank) Wrestling A
Summary +1 to [Counter] with [Gaon Peerless Beast Hurling Technique] Era Current
The wielder gains a +1 bonus to Accuracy checks made when attempting to [Counter] with [Furious Charging Beast Slayer] Secret of [Gaon
Effect
Peerless Beast Hurling Technique].

87
Silent Death Base Price: 830 + 30 reputation
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Notes Category (Rank)
Silent Death 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 2(20m) Bow A

Popularity 16/19 App. A simple-looking bow with a powerful string Category (Rank) Bow A
Summary Hard to avoid in dark places Era Current
If this weapon is used in a dark place, i.e., in a place corresponding to the This effect does not apply to those who do not receive the
Effect “Outdoors at night by moonlight or starlight only” penalty (CR I, p. 97), the target darkness penalty.
of the attack receives an additional -1 (total -3) penalty on the Evasion check.

Assault Crossbow Base Price: 3,000 + 30 reputation


Crit Range Category (Rank)
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Add'l Dmg Notes
Rate
2H 13 - 33 3 4 5 6 8 8 10 10 10 11 ⑩ +2 2(40m)
Assault Crossbow Crossbow A
2H 13 - 50 4 6 8 10 10 12 12 13 15 15 ⑩ +5 2(60m)
Popularity 17/20 App. Crossbow with gear winding mechanism Category (Rank) Crossbow A
It has two levels of power and range. Requires Major Action for Full
Summary Era Magitech Civilization
Reload; Limited Move only when loaded.
This weapon can pull the string in two modes, and the power, Extra Damage, This weapon cannot be carried as baggage when the
and range distance vary depending on the string pull. The basic data is for the first Quarrel is loaded. If the character is holding or equipping
Effect mode (upper row) and the second mode (lower row). this weapon while Quarrel is loaded, the character can only
Reloading a Quarrel for a first level is done as usual with a Minor Action; make a Limited Move.
reloading a Quarrel for a second level requires a Major Action.

Cross Pointer Base Price: 2,200 + 30 reputation


Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Notes Category (Rank)
Cross Pointer 2H 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +3 2(40m) Crossbow A

Popularity 17/20 App. Crossbow with sights and crossbow mount Category (Rank) Crossbow A
Summary Requires Major Action to equip. Cannot move when equipped. Era Magitech Civilization
This weapon is large and bulky and is designed to be mounted on a gun mount: By using the Weapon Holder (see CR II, p. 237 or ET, p.
this is possible with Minor Action. Therefore, it is not suitable for carrying around 157), the wielder can store weapons with the Minor Action.
freely. This can be done with this weapon as well, and at that time,
Effect To equip this weapon, Major Action is required. And the character's movement the movement speed will be restored to its original value.
is 0 while this weapon is equipped. And the wielder can move on the same turn.
Once equipped, it is no different from ordinary crossbows, except that it cannot
be moved. The wielder can load a Quarrel with a Minor Action as usual.

Ponyneck Crossbow/ Horseneck Crossbow/ Giraffeneck Crossbow


Base Price: 1,300 + 30 reputation/1,800 + 30 reputation/12,000 + 50 reputation
Min Crit Add'l Category
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Notes
STR Rate Dmg (Rank)
Ponyneck Crossbow 2H 15 -2 40 4 5 6 7 9 10 11 11 12 13 ⑩ +2 2(50m) Crossbow A
Horseneck Crossbow 2H 25 -2 55 5 7 10 10 11 12 13 14 16 16 ⑩ +4 2(50m) Crossbow A
Giraffeneck Crossbow 2H 30 -2 65 5 9 10 12 13 14 15 17 18 18 ⑩ +5 2(50m) Crossbow S

Mirage Padding/ Mirage Coat/ Mirage Dress/Suit


Base Price: 5,000 + 20 reputation/11,000 + 30 reputation/23,000 + 50 reputation
Name Min STR Evasion Defense Notes Category (Rank)
Mirage Padding 1 - 2 ※Grapplers may equip, +1 Evasion when using magic Nonmetallic B
Mirage Coat 5 - 4 ※Grapplers may equip, +1 Evasion when using magic Nonmetallic A
Mirage Dress/Suit 6 +1 4 ※Grapplers may equip, +1 Evasion when using magic Nonmetallic S
Clothing with a pad in it/hard-woven cloth armor/ Nonmetallic B/Nonmetallic A/
Popularity 12 App. Category (Rank)
glamorous dress or suit Nonmetallic S
Summary Evasion +1 when using magic Era Current
If the wearer of these armor casts any spell, they gain a +1 bonus to all their Evasion checks for the next 10 seconds (1 round). This effect is not
Effect
cumulative.

Scale Guard Base Price: 1,400 + 30 reputation


Name Min STR Evasion Defense Notes Category (Rank)
Scale Guard 10 - 4 ※Grapplers may equip Nonmetallic A

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Part 1 Characters

Outer Guard Base Price: 400 + 20 reputation


Name Stance Min STR Evasion Defense Notes Category (Rank)
Outer Guard 1H 12 - 1 ※Mount Protection Shield B

Logan's Heater/ Reinforced Logan's Heater/ Logan's Legend


Base Price: 1,200 + 30 reputation/2,700 + 50 reputation/60,000 + 100 reputation
Name Stance Min STR Evasion Defense Notes Category (Rank)
Logan's Heater 1H 9 - 2 Shield A
Reinforced Logan's 1H 9 - 3 Shield S
Heater
Logan's Legend 1H 18 - 5 Shield SS
Popularity 15/18 App. Heater shield with Logan design Category (Rank) Shield A/Shield S/Shield SS
This shield allows the use of [Indomitable Will] Secret of [Iron Wall
Summary Era Current
Style of Logan the Crusader] school
Effect This shield allows the use of [Indomitable Will] Secret of [Iron Wall Style of Logan the Crusader] school

Rosellini’s Magic Brush Base Price: 2,000+20 reputation


Popularity 12 App. Small stick staff, brush tip at the end of grip Item Class Class-Specific Items
Summary Magical implement, draws "Rosellini’s Magic Marks" Era Current
This item serves as a brush for drawing "Rosellini’s Magic Marks". A wielder Once drawn, Rosellini’s Magic Mark lasts as an effect with
who has mastered [Ancient Morganthine Battlefield Sorcery] Secret [Battlefield "Duration: Permanent". To force the removal of the mark,
Sorcery: Annamaria] can use this item to draw Rosellini’s Magic Marks on the Success Value 30 is required. However, with the consent of
character's skin or equipment while consuming Rosellini’s Magic Mark Paint (see the target, it can be automatically removed by the master of
Effect
the next page). Secret [Battlefield Sorcery: Annamaria], and the master does
Rosellini’s Magic Mark is put onto each target according to the spell rules. not have to be the caster who drew it.
Therefore, even if another character puts the mark on an already marked item or This item also functions as a magical implement.
character, it will not function as a Magic Mark.

Snow, Moon, Flower Jewelry Base Price: 1,200+20 reputation


Jewelry arranged in a hexagonal shape with gems in the
Popularity 12 App. Item Class Class-Specific Items
shape of a snowflake
Can hold 6 unique Fairy Tamer Gems, or 2 of each of 3 different
Summary Era Current
types
This item can be equipped as an accessory in any accessory section. The wielder 2nd Pattern
can use 6 Fairy Tamer's Gem as accessories. Gems must be prepared separately For contracts with a "Water/ice", "Wind", and "Earth" type
and must be of the required value. of fairy, install 2 gems of each of those types. This way, when
There are two ways to use Gems: the wielder uses [Shivering Resonance] and [Frost Field] of
[Dikehorn Twin Ice Spirit Technique] Secret Spells, the
Effect
1st Pattern fixed damage caused by the combination is increased by "+1"
Six types will be installed. Wielder can contract with any type of fairy. The basic point (this effect specifically increases only fixed damage).
rule is that 4 types of fairies can be contracted at the same time. When contract If the wielder wants to have other contracts with other types
patterns are used (see MA, p. 136), it can be with one of 3, 4, or 6 types. of fairies, they need to equip the necessary Gems using other
accessory sections.

Flex Grip Base Price: 250/500/1,000/1,500


Popularity 12 App. Enhancement of shield handle Item Class Armor Enhancement
Enables [Narzaland Flexible Shield Style] Secrets. Minimal strength
Summary Era Current
+1
This enhancement can be applied to any shield and, by adjusting the grip, allows B Rank Shield: +250G
the use of [Narzaland Flexible Shield Style] Secrets [Barrie & Break] and [Stop A Rank Shield: +500G
and Stagger]. S Rank Shield: +1,000G
Effect Shields with this enhancement have their minimal strength increased by +1. SS Rank Shield: +1,500G
The price for this enhancement is as follows: Reputation is not required.
This reinforced "Shield" will be called "XX with Flex Grip"
(XX is the original name).

Cape of El Elena Base Price: 1,600 + 30 reputation


Popularity 8/11 App. Large cloth dyed in different colors on the front and back Item Class Adventure Tools
Evasion +1 allows the use of [El Elena's Dazzling Veil Dance
Summary Era Current
Technique] Secrets
This item has "Stance: 1H" and must be held in one hand to be effective. The wielder of this item gains a +1 bonus to their Evasion checks.
Effect
In addition, the wielder can use the Secrets of [El Elena's Dazzling Veil Dance Technique].

89
Rosellini’s Magic Mark Paint Base Price: 100
Popularity 12 App. Paints Item Class Adventure Tools (Consumable)
Summary Consumed to draw Rosellini’s Magic Mark Era Current
Effect This item is used when the "Rosellini’s Magic Mark" is drawn, and one is consumed each time it is drawn.

Rosellini’s Harmonizer Base Price: 1,000 + 20 reputation


Popularity 12 App. Choker fitted with red gemstones Item Class Accessory: Neck
Summary Enables the use of [Ancient Morganthine Battlefield Sorcery] Secrets Era Ancient Magic Civilization
This equipment is essential to use each Secret of [Ancient Morganthine Battlefield Sorcery]. This equipment adjusts the voice of the magic
Effect
user and enables special magic to be used.

Polar Bear Mantle Base Price: 500 + 20 reputation


Popularity 12 App. White fur cloak Item Class Accessory: Back
Summary Resistance to psychic type +1 Era Current
A cloak made of the fur of a white bear, favored by the students of [Ivar Frenzy Style]. The wearer gains a +1 bonus to Fortitude and Willpower
Effect
checks against psychic type effects by inspiring courage.

Ring of Field Fellowship Base Price: 750/1,500


Rings/wristbands fitted with bright green or purple
Popularity 12 App. Item Class Accessory: Hand
gemstones
Ability-Enhancing Ring/Bracelet (dexterity and agility only), which
Summary can also be applied to a Mount's Accuracy check and Evasion when Era Magitech Civilization
destroyed
Like the common "Ability-Enhancing Ring/Bracelet ", it increases the wearer's In addition, if the wearer is mounted, the destruction can
ability score by +1 or +2. There are only four rings/bracelets that are equivalent to be declared immediately after the dice roll of the mount's
"Ring Of Skill," "Master's Bracelet," "Ring Of The Fleet-Footed," and "Gale Accuracy check or Evasion check (depending on the
Bracelet," and the increased ability score is limited to dexterity or agility. The effect enhanced ability score). This will increase the Mount's
Effect
is not cumulative with the same ability scores as the Ability-Enhancing Rings and Success Value by +2.
Bracelets.
It can be destroyed immediately after the Skill Check is rolled, and the wearer's
ability score is instantly increased to +13 or +14.

Wald Gauntlet Base Price: 500 + 20 reputation


Popularity 10/13 App. Gauntlets with blade-resistant fiber cloth on the palm Item Class Accessory: Hand
Reduces fixed damage from [Wald Style Battlefield Sword Slaying
Summary Era Current
Method] by -2 when using Secret
This item cannot be equipped to the ‘Other’ equipment slot. When using the school Secrets with a two-handed
It reduces fixed damage from [Wald Style Battlefield Sword Slaying Method] by weapon, equipping only one Gauntlet reduces the damage
Effect -2 when using Secrets of that school. If the Secret is used with a one-handed weapon, by -2, while equipping a Wald Gauntlet on both hands
the Gauntlet must be equipped to the hand wielding the weapon and reduce the reduces the damage by -4.
damage by -2 points.

Lace Up Corset Base Price: 5,000 + 50 reputation


Popularity 0 App. Highly decorative corset Item Class Accessory: Waist
Summary Defense +1, requires Battle Dancer class 3 level Era Current
It straightens the style and enhances the elegance of the dance. At the same time, it also has the effect of blocking blows a little.
Effect The wearer gains +1 Defense. However, this effect is available only if the wearer has mastered the Battle Dancer class at 3rd level or higher.
Otherwise, it is merely an accessory.

Stibble Feet Base Price: 1,000 + 20 reputation


Popularity 12 App. Black soles Item Class Accessory: Feet
Summary Accuracy +1 for Throw, Cannot Kick Era Current
The soles of these shoes have a high level of absorbency and grip the ground However, the wearer cannot attack with a Kick when
Effect firmly. They keep the sole off the ground easily and stabilize the center of gravity, equipped with these shoes.
giving a +1 bonus to Accuracy for Throws.

Symbol of Light Base Price: 2,200 + 20 reputation


Popularity 8/10 App. Holy Symbol of Lyphos Item Class Accessory: Any
The holy symbol of Lyphos. Enables usage of Secret [Preparation for
Summary Offence and Defense] of [Iron Wall Style of Logan the Crusader] Era Current
School
It is a holy symbol that is said to have been used by Logan the Crusader. It Enables usage of Secret [Preparation for Offence and Defense]
Effect is made using enchanted stones with magical powers from the Magic of [Iron Wall Style of Logan the Crusader] school. Also, it can be
Civilization Period and can give you the power to resist danger. used as a holy symbol of Lyphos to cast Divine Magic.

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91
The exact origins of the Battle Dancer class are
unknown. However, it is believed to have primarily
developed among nomadic and mounted peoples in the
southeastern part of the Alframe Continent.
The regions inhabited by these peoples had slow-
developing civilizations, with high temperatures and lakes
that limited the opportunity for elaborate and refined
armor. In contrast, they excelled in techniques such as
weapon making, iron making, and smelting. Consequently,
the emphasis was placed on "avoiding being struck by
blades," leading to the development of a body art resembling
dancing.
Due to its unique fighting style, mastering the Battle
Dancer class is considered more challenging than other
warrior classes. Additionally, their vulnerability means that
a single blow can be fatal. As a result, there are few
individuals who actively choose to become Battle Dancers,
making them rare sightings even among adventurers.
However, those Battle Dancers who attain a high level
of combat proficiency are generally well-trained and
exceptional adventurers. Some choose not to register with
the Adventurers' Guild and instead become itinerant
entertainers or bouncers, wandering the country as
Vagrants.

Specialized institutions, schools, and training centers for


learning the Battle Dancer class are either nonexistent or
The Battle Dancer class is a unique specialization within extremely rare.
the Warrior category. Unlike other warriors, Battle Dancers Most Battle Dancer class students follow two main
eschew heavy armor and instead rely on nimble movements paths.
resembling a dance to manipulate their weapons. One is to grow up under a particular master and learn
As masters of attack, Battle Dancers employ a wide array their techniques. The other is to independently learn how
of Combat Feats and utilize multiple attacks in combat. to fight as a Battle Dancer through the inevitable days of
However, due to the class's rarity and the high casualty rate battle.
resulting from its low defense, few adventurers have truly The fighting style of a Battle Dancer relies more on
mastered the art of the Battle Dancer. talent and flashes of insight rather than technique. It is said
Agility and poise are key for a Battle Dancer. Although that systematically establishing and training the know-how
their name suggests a dance-based approach, it is the fluidity for this class is difficult. Therefore, it is often acquired by
of their movements that earned them this title. Their refined talented individuals who imitate or steal their master's
and elusive maneuvers serve as their armor, providing self- techniques.
protection. However, there are some races that are well-suited for
Battle Dancers excel in weapon handling and can the Battle Dancer class. Some Lykants who live outside of
deliver devastatingly powerful strikes, even without the use the city may have this class within their community. There
of shields. When wielding large two-handed weapons or are also rumors of a group of Shadow assassins whose
dual-wielding, they surpass Fighters in their ability to movements resemble those of Battle Dancers. Soleil are
annihilate enemies. known as natural Battle Dancers, and many of them possess
What sets Battle Dancers apart is their extensive great talent in this class.
repertoire of Combat Feats. This allows them to adapt their
fighting style to any situation or opponent, combining
multiple feats for explosive attack power. Their versatility
and responsiveness make them the pinnacle of the Warrior
classes.

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Changing] at level 5, you can utilize [Mana Strike] for melee


attacks, [Multi-Action] for magic usage, [Shadow Step] for
In the Alframe Continent, Battle Dancers are regarded self-protection, and more.
as being similar to Fighters. In other words, they are seen as When combined with magic, the versatility of Battle
a dependable force that combats Barbarous with weapons Dancer becomes even greater, and when combined with
and eliminates them. School, the possibilities are truly endless.
However, while there are many accomplished masters
in the Fighter class who have established themselves in
society as knights, soldiers, heroes, or military figures, the
presence of Battle Dancer class masters in society is
relatively small.
Firstly, their existence is not well-known, but it is also
due to the misconception that their fluid movements are
merely techniques of traveling entertainers, which is not the
case.
Therefore, although they are respected and trusted as a
"valuable fighting force against the enemy," it may be
challenging for them to attain what is referred to as a social
standing. However, not all Battle Dancers have achieved
significant feats in the past, and depending on their
accomplishments, it is not impossible for them to gain
substantial social respect.

The Battle Dancer role is primarily focused on the


frontline.
They are expected to be attackers due to their superior
offensive ability and their proficiency in using various
Combat Feats.
Battle Dancers have limitations when it comes to armor
and cannot equip shields. They typically wield either a large
two-handed weapon or learn Dual Wielding to use two one-
handed weapons simultaneously. As a result, their attack
power tends to be higher overall.
Their Defense is extremely low. However, they often
possess excellent evasive capabilities, allowing them to
function as tanks against enemies.
Their armor limitations also make them compatible
with Scout and Ranger classes. The Scout class's [Fast
Action] Combat Feat, automatically acquired at the 7th
level, complements the Battle Dancer's high offensive
power. The Ranger class's [Indomitable] Combat Feat,
acquired at the 7th level, is also beneficial for Battle Dancers
with low Defense, allowing them to remain active even when
their HP is in the negative.
Likewise, Battle Dancers can be formidable magic
warriors when paired with Wizard-Type Classes that have
armor restrictions. This is especially true when combined
with Sorcerer, Conjurer, and Warlock classes (see ML, p.
28), which have severe limitations.

As is the case with Warrior-Type Classes, Battle Dancer


is not suitable as a secondary class at a low level. Therefore,
it is necessary to maintain the same level as the main class.
As mentioned earlier, due to armor limitations, Battle
Dancer pairs well with magicians. By learning [Ever-

93
The Alframe continent is large, with numerous servant of Kilhia, I hope you'll understand if my perspective
countries, people, and cultures. is somewhat subjective.
Likewise, the techniques used to defend against and Nike, a Soleil dancer residing at the Kilhia Temple, and
defeat the Barbarous and Daemon threats vary across Rachel, an Elf adventurer whom I have known since my
regions, each developing its own as necessary. orphanage days, joined me on my journey. They expressed
I felt a mix of excitement and apprehension when I concerns about my lack of travel and trade experience, but
learned that my mission included visiting the Schools I saw value in having multiple perspectives while exploring
scattered throughout the continent. different schools.
As a member of a knighthood, I naturally sought to Despite my initial reluctance, I accepted their offer
improve my martial arts skills. However, as a priest serving willingly, knowing that they would have accompanied me
the wise god Kilhia, my intellectual curiosity was also regardless of my decision. Traveling across the Alframe
piqued. continent would undoubtedly take several years. While I
Despite being a member of the Order of the Knights, I felt a tinge of anxiety and sadness leaving my familiar
had the privilege of freely exploring the Alframe continent hometown, my excitement overshadowed those emotions,
as an adventurer—an unexpected and delightful experience. making me feel as if I had returned to my childhood.
I didn't want to simply wander aimlessly, treating it as a
sightseeing trip. While I strive to maintain objectivity as a - From the journal of Leon Karlheit, Order of the Knights
of Harves

Currently, there are several schools across the entire the Ziniasta Arena was not a place suitable for someone like
continent that offer a wide range of disciplines to master. me.
Even if you don't have to travel far, you can find several “Nike wants to be on the team!”
schools in our homeland, the Kingdom of Harves, where Nike, a Soleil dancer who had traveled across the ocean
you can learn most subjects. This is possible because from the far western continent of Razeldawn to train as a
Harves is a large port city that engages in trade with many warrior, clenched her fists in excitement. However, Rachel,
countries on the continent. an Elf who is four-fifths her height and less than half her
However, my mission was to visit the headquarters of weight, silenced her with a firm "No."
each school and observe them, so I couldn't simply visit the “If you're going to compete, you have to go through all
school in Harves' castle town and consider it complete. That the formalities and procedures.”
would be boring for me. I tapped Nike's shoulder (she is taller than me, by the
But every journey begins with a first step. way) and led her to a spot a little away from the Arena.
Therefore, we have decided to embark on a journey to “I believe you'll experience something even more
find the origin of the school, which is located in the Burlight exhilarating than competing by starting from the lowest
region. ranks of the arena.”
These words were not meant as an excuse or a comfort
to Nike.
The place we were heading to was a cozy school with a
sign that read “Kaslot Great Sand Fist/Batas School”.
Our first destination was the Ziniasta Arena, located The Fist of Steel Born in the Desert - "Kaslot Great Sand
northwest of the Kingdom of Harves. It is a large Fist/Batas School"
amphitheater where the best fighters from all over the Around Ziniasta Arena, there were numerous stores
Burlight region gather. This unique entertainment facility is catering to tourists, offering dining, accommodation,
operated through the cooperation of countries surrounding beverages, and shopping opportunities.
the arena. A short distance from the arena, there were several
Although territorially, it falls within the Kingdom of dormitories and dojos. The investors who managed the
Makajahat, it operates as an independent self-governing Arena used these training halls to train duelists, creating a
territory controlled by influential investors from each constant backdrop of training and fighting sounds.
country. Further into the suburbs, there was a dilapidated area
Despite the seemingly casual term "recreational killing," filled with barracks where the impoverished residents lived
the arena is actually a brutal place. The participants, known day by day. Outside the area, a sandy windstorm blew in
as "duelists," are technically free to join the fights. However, from the desert.
in reality, it becomes a source of income for criminals and The school we visited was situated in such a sandy
impoverished individuals who have no other means of location. The building was not very impressive, resembling
making a living. They bet their lives on the ultimate stakes. the slum barracks or, worse, a shack.
As a knight and devoted follower of Kilhia, I cannot support “Is there really a master here...?”
such a system where lives are put at risk for profit. Naturally,

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Rachelle, who still looks like a little girl at first glance, Meanwhile, Nike was the only one who seemed
wrinkles her small nose. delighted.
“We at Kaslot Great Sand Fist train ourselves to be So, we stayed in Ziniasta for a few days and learned how
temperate and poverty.” to fight from Jade. For instance, Nike exclaimed, "Now I can
Rachel jumped up like a small animal. When I and Nike fight to the best of my ability even if I accidentally forget my
and I turned around quickly, we saw a young man with a weapon!" (And to my surprise, she had mastered the Iron
well-trained body standing there with a smile on his face. Sand Fist by the time she left the dojo.)
His head was wrapped in a bandana, so it is hard to tell who Jade informed me that Batas, the founder of Kaslot
he was, but his white skin, which is unlikely to be tanned, Desert, was also a Nightmare and is somewhere in Kaslot
and the bruises spreading across his bare chest indicate that Desert, waiting for the right person to teach the true secrets
he was a Nightmare. of Kaslot Desert. I would love to meet such a master, even
When we apologized for our rudeness, he shook his though I, as a knight, seem unable to master it.
head with a fresh smile and said, "My name is Jade, the However... I do not wish to face those fists again.
owner of this dojo. You are welcome to visit and join us," he
said and gladly led us into the dojo.
Upon entering the dojo, we were greeted by about ten
students who exclaimed, “Welcome back, Master Jade!”
The students varied in age from young boys to mature men,
but all of them were in good shape. Next, we headed to the Kingdom of Makajahat, an art
The most notable feature was their hands. city located on the western coast.
“You noticed that, didn't you? That's right. This is our This place is known as a realm of art, entertainment, and
greatest strength, the Iron Sand Fist.” pleasure. It is renowned for its daytime theater and street
The hand Jade extended to us looked as if it had been performances, as well as its alluring dances and provocative
carved from smooth stone. brothels with captivating smiles at night.
"Most of our training focuses on perfecting these fists When I mentioned to Rachel that I was going to this
and striking with precision." city-state, she gave me a disapproving look and disdainfully
The training demonstrated by Jade and her apprentices stared at me…. I didn't come here with any sinister
was a peculiar sight for us knights. intentions. Certainly. Absolutely not.
There were no floorboards in the Dojo, and the soft I came here because Master Jade informed me about a
sand blew in freely. Facing the piled-up sand, they unique wrestling school called "Makajahat Pro Grappling"
continued to strike with their fists, hands, and occasionally that originated in this city.
even a single finger. Just by watching, it looked intense, and
Rachel even murmured in Elven, "They're insane." A Martial Art Born of Art – “Makajahat Pro Grappling”
"Repeat this process every day, and you will have hands Upon arriving at the Kingdom of Makajahat, I
like diamonds. Ideally, desert sand baked in the sun would discovered that the place was just as lively as, if not more
be the best." than, the rumors had suggested.
Jade smiled briskly, his white teeth dazzling. Observing Makajahat is a fortified city with a population of
the practice session, I soon learned that Kaslot Great Sand approximately 50,000, considerably smaller than my home
Fist is a school that primarily relies on well-trained fists. kingdom of Harves. However, being an art city and a port
However, simply by watching the repetitive practice, I town situated by the sea, it attracts a significant number of
couldn't comprehend how the students would be able to people coming and going. Due to the diverse cultural
stand up in a real fight. influences and the bustling traffic of merchants, the city is
“…Would you like to feel my hands?” adorned with numerous inns, restaurants, taverns, and
I immediately nodded in agreement. As a knight, I had theaters, all flourishing with their own unique charm.
never learned to fight with my bare hands, but it was One of the most popular attractions, which has evolved
important for me to experience the power and effectiveness into a renowned institution, is "Makajahat Pro Grappling,"
of such techniques. the very reason for my visit.
And in conclusion, I deeply regretted my encounter with Previously, I had envisioned a martial arts school to be
Master Jade and the experience that followed. a place of discipline and seriousness, while a venue to
Jade's Iron Sand Fist, also known as "Iron Sand showcase skills would resemble the Ziniasta Arena, where
Adamantine Fist," delivered an immense shock to me bloodshed and life-or-death battles take place.
despite being fully armored with metal and wielding a large However, our tour guide led us to a square stage situated
shield. within a vast park. There, I witnessed half-naked men
Despite my shield, I was easily blown away and slammed proudly displaying their well-toned bodies, grappling with
into the wall of the dojo. I was surprised, but Rachel was each other in exaggerated poses.
wide-eyed and shocked. "What's that? Why didn't he just move out of the way?
"If I wanted to, I could shatter shield and armor." Hmmm? Why is it so easy to throw?"
To my surprise, Jade extended his right hand. I gripped The same is true for Nike, a warrior-dancer who fights
his precious hand, which was as strong as a real diamond, with lightweight equipment that reveals her skin. She
and wondered if it could crush a shield. believes in evading all of her enemies' attacks. However,
"Amazing!" when she sees the men in front of her grappling with each
other, it appears as though they are not prioritizing evasion.

95
"In Makajahat Pro Grappling, the best part is showcasing At the call, Nike threw down all her equipment and
each other's skills and competing. It's not fun to watch men jumped up on stage with a fancy leap.
running around in circles." The audience was excited to see the large Soleil. Nike,
A member of the audience responded to Nike's too, seemed to be enjoying herself and raised her hands in
question. an appeal.
It seems that the fighters skillfully handle regular “If you were a stage actor, you'd be in big trouble if you
punches and kicks, purposely opting for big moves. Each and Nike got into a fistfight...”
time they do this, the audience gets excited, and the fighters Rachel's concern was justified. However, the badass-
themselves put on a show, always ready to counter any move looking female fighter immediately saw through Nike's and,
made. from an electrifying lunge, slammed her swinging arm into
The next group of female dancers emerged, also her chest.
revealing their skin but adorned with sparkling ornaments. "Wow! Amazing!"
This time, they showcased their agility, flexibility, and Nike appeared happy despite being struck repeatedly.
intricate intertwining techniques. It was a very thrilling She managed to land on her feet and flashed a warrior's
performance. smile.
“I see... This is just for entertainment.” The two fighters then engaged in a fistfight. However,
“Entertainment?” the menacing female fighter seized the opportunity and
Rachel, who had been watching the female fighters' leaped onto Nike, entwining her body with hers. Their arms
battle as if she were looking at something vulgar, tilted her and legs were intricately intertwined, constricting Nike like
head. a vine.
“If you've ever been in a real fight, you'd know that “What happened to those hands and feet..?”
there's basically a plot to this showdown. I mean, it's a show Both Rachel and I watched the battle in awe. Suddenly,
to get the audience excited.” a female fighter in a beautiful costume kicked the bad guy
"...So, there's no point in observing, right?" and freed Nike from her restraints.
Seeing me eagerly watching the battle on stage, Rachel She coordinated her leaping kick with Nike, causing the
makes a dissatisfied face. bad guy to fall with a loud thud.
"No... I think if they were to apply these well-trained The reception was a resounding success, with the
bodies and skills to real combat, it would be quite audience applauding the impressive fight by the intervening
something.” helper and the villain's spectacular performance. I noticed
As I gulped and swallowed my spit, a female fighter in a that even Rachel clenched her fists and joined in the
beautiful costume was knocked down on the stage. There applause.
were sobs and cheers from everywhere. “That was awesome.”
“This is a big problem for White Lily! Is there anyone Thanks to Nike, the show was a great success. After the
who can help stop Shadow Diva?” sunset, we were invited to the fighters' feast.
The other female fighter, dressed in an evil-looking In the bar, which was exclusive to those involved, the
costume, was stomping on the fallen female fighter. In this fighters who had been cursing each other on stage were now
scene, the hostess called for help. drinking together in good humor and harmony. Even those
“Come on, anyone!” who appeared injured on stage seemed unaffected here.
“I'll do it!” “You were great today!”
“Thank you for making it so much fun!”
The fighters arrived one after another and toasted with
Nike. They were all dressed in ordinary clothes, and without
their makeup, they looked like ordinary people, except for
their large builds. However, their expressions and gestures
carried the air of seasoned adventurers.
“We have all fought against Barbarous and Mythical
Beasts.”
The evil female fighter who had a fierce fight with Nike
- I believe her name was Shadow Diva - winked at us with a
surprisingly gentle gaze.
Almost all of the fighters had experienced battles with
various monsters as adventurers and soldiers. After that, for
various reasons, they chose to participate in the Makajahat
tradition and entertain the audience with their experiences.
“No matter how active the adventurers are, the general
public can't see what they're doing, can they? That's why
people like us are putting our bodies on the line to tell the
townspeople what's going on.”
She said that even now, she is honing her skills with the
intention of going into battle first in the event of an
"emergency.”

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After that, we stayed there for about a month to learn Unusually, Rachels looked nervous.
the techniques. Nike even mastered the complicated and We were then taken to a special library in the castle,
bizarre "Grapevine Hold" and performed it on stage several where we listened to stories. Afterward, Rachel took the
times. lead. She engaged in a discussion on magic with Master
We embarked on our journey towards the next Fenor, the court sorcerer, delving into complex magical
destination, with (mainly Nike) reluctantly letting go of the doctrines and abstract stories about fairies that were
joke-involved invitation of becoming regular members. intuitively understandable.
Rachel looked unusually excited. On the other hand,
Master Fenor remained expressionless like a wooden doll,
but the camellia flowers in her ears (which served as
We retraced our steps and made our way to Dikehorn expressions for long-lived Meria) indicated that she was
in the Diggad Mountains, a steep mountain range that cuts enjoying herself.
through the heart of the Burlight region. Since neither Nike nor I could comprehend the depth
According to the information, there is a school here that of their magical discussions, we spent our time exploring the
practices a highly specialized form of magic, specifically library's collection of books and other materials. As the sun
developed to defend against foreign invaders. began to set, a messenger arrived for Master Fenor.
Even Rachel, the composed Elf magician, couldn't help
but feel a spark of excitement in her eyes at the prospect. The Art of Cold Ice - "Dikehorn Twin Ice Spirit
"Are there different schools of magic?" Nike asked, Technique''
wearing a surprising yet pleasant smile. Rachel's lips "I'm sorry if I'm boring you warriors a little. Since you
twitched in response. are here, let's have a look at the actual battle."
"Magic, in its essence, has always been the result of When Master Fenor and I exited the library, we were
independent study, effort, research, practice, improvement, greeted by a scene of panic inside the castle. It appeared that
verification, innovation, and transformation by various a group of Barbarous had launched an attack.
magicians throughout history. Each magician has created "No matter how hard we try to fight off the Barbarous,
their own unique magic system, refined through ruins, they still manage to appear from time to time."
intuition, necessity, and serendipity, resulting in an art The court sorcerer of Meria remained calm as she led
form." us, along with her disciples, to the top of the city wall. From
Accompanied by Rachel's eloquent storytelling and there, I could see a group of Bolgs with white body hair on
enchanting tales of magical history, Nike gazed happily at their necks rushing towards Dikehorn. They were already
the fluttering butterflies. very close.
"Are you listening?" “Not a single one of them gets through!”
"Yeah. I love your voice. It's beautiful." Soldiers positioned in front of the gate raised their
No one could match Soleil's innocent smile. Rachel blades towards the crowd. Looking down at them, Fenor
blushed slightly and turned away. raised her staff and began casting a spell.
However, the relaxed conversation came to a halt once “Spirit, Nonus Ordo. Ningor, Acerbitatem, Grando!”
(Spirit, Ninth Rank Expansion. Blizzard, Sharpness, Hail!)
we began climbing the rugged Diggad Mountains.
The challenging paths of the Diggad Mountains proved Although it was not the season for snow, ice fairies were
difficult for even experienced hikers. Rachel initially walked flying around as the temperature suddenly dropped and
but later rode my horse, Strider, when the terrain became snow began to fall. The disciples who had been following
steep. In areas unsuitable for horses, Nike carried her Master Fenor started chanting one after another.
(Strider was temporarily made smaller with a "Mount “Spiritus, Secundus Ordo. Augere, Nix, Corpus!” (Spirit,
Second Rank. Augment, Snow, Body)
Reduction Tag"). Within the blink of an eye, the soldiers' breath turned
We arrived at Dikehorn, also called "The Silver Spear", white on the battlefield. After each chant, their bodies
a small fortified city that stays snowy even in summer. turned white as if covered in snow. The blades in their
The Diggad Mountains, known for their ruggedness, hands gleamed like icy works, the whiteness of their breath
lack proper trade routes due to year-round snow and vanished, and their morale increased.
frequent Shallow Abysses. Dikehorn has managed to stay “Truly, the power of Fairy and Spiritualism Magic go
self-sufficient despite the tough environment, with constant hand in hand...!”
battles against Barbarous trying to cross the mountains. Rachel was impressed and gazed intently at the artistic
Perhaps due to this unique environment, the people of space created by the magic. I didn't understand the logic
Dikehorn have developed their own form of magic. I had behind this phenomenon, but the rugged yet beautiful
sent a letter to Dikehorn requesting to learn about their landscape of the Diggad Mountains was even more
magic, and as a result, we were granted easy access to the beautifully decorated.
town and invited to the castle.
“Welcome, welcome.” By the time the Bolg herd rushed toward the defending
soldiers, the battlefield had turned into a world of cold snow
We were greeted by a beautiful woman with a knight as and ice. As soon as they stepped into this alien space, the
her escort. Judging from the large camellia flowers around Bolg slowed down. Then, an avalanche of shining white
her ears, she seemed to be a long-lived Meria. soldiers swooped in.
"I serve as the current court sorcerer of Dikehorn, and "Oh!"
my name is Isra Fenor." I couldn't help but exclaim.
"Nice to meet you!"

97
The Dikehorn soldiers were all strong. Additionally, the "The castle, the soldiers, and the harsh nature of
large area of snow and ice, along with their cold weaponry, Dikehorn are protecting us. We will not easily be broken."
overwhelmed the Bolg hordes. The magic of Master Fenor and her students was not
"Nike will also go! Gaha!" flashy at first glance. However, they supported their
With a joyful shout, the Soleil dancer leaped over the companions and weakened their enemies—rational and
ramparts and, swinging her great battle-axe, joined the terrifying magic.
Dikehorn soldiers in a charge against the Barbarous horde. It was not a good thing that Dikehorn was attacked by
From that point, it was a one-sided battle. By the time I the Barbarous. But it was bad luck for the Barbarous... and
descended the ramparts to join them, the battle had shifted very lucky for us that we were able to witness the power of
to a mopping-up operation. Dikehorn.

After studying the main schools of the Burlight region, handsome, with hair resembling melted gold. The gem on
we traveled to the Aurelm plains in the middle of the his forehead indicated that he was a Tiens.
continent. "Sorry for the unexpected visit. We are..."
We were eager to visit this place, not only because it was Since there was no reason to hide it, I informed him that
on the way to the north of the continent but also due to the I was a member of the Order of the Harves and that I was
renowned school of mounted combat developed on the vast traveling to acquire knowledge about the different schools
plains. in the area. The man smiled and nodded, then dismounted
As a knight, the essence of life is fighting in unison with his horse. "I am Boltzar, a regular instructor here. Pleased
your mount. I couldn't contain my excitement as I left my to meet you," he said, extending his right hand.
hometown in Burlight for the first time in my life. I shook his hand and asked him to tell us about the
"Scholten Mounted Combat," which originated here.
Boltzar agreed with a smile. He looked around 20 years old,
but his demeanor and facial expressions reminded me of a
seasoned warrior who had fought in numerous battles. I
learned that, except for emergencies and contractual
The Aurelm region is still recovering from the aftermath training periods, he has been living in a state of suspended
of the Diabolic Triumph, with Huma being a rather large animation, solely focused on preserving and passing down
city in the area. the secrets of Scholten Mounted Combat.
Huma is known for its railroad, which distinguishes it “I've always believed that the Tiens could live for years
from other cities. if they were in suspended animation...”
In my hometown of Harves, the railroad system is Rachel was amazed by Bortzar's way of life, which
currently being restored and introduced, but it is still not revolved around living with purpose and not wasting a single
ready for daily use. moment. While Tiens have a lifespan of less than 50 years
However, in Huma, the railway line connecting to the when they are awake, their thinking and values must be very
Dorden region in the north has already been restored. The different from those of Elves, who live for 500 years.
transportation of goods by rail is boosting the local For this reason, I didn't want to waste any of my training
economy. time with Boltzar. I was fortunate to be present when he
Was this the result? Even though the school was only woke up and trained me. There were many other students,
known in this region, rumors of it reached as far as the but I dedicated all my time to training so that I wouldn't be
Burlight region. In fact, if one simply wanted to learn, it outperformed by anyone else.
could have been done in Harves. I had the opportunity to meet with Boltzar on several
Huma, a "Lawless City" where people from various occasions. As a member of the Order of Harves, I have a
regions come and go, is chaotic yet vibrant and lively. certain amount of confidence and pride in myself.
Arriving in this town of plains and deserts, we were However, when I was on the receiving end, I couldn't land
amazed and sometimes excited to experience riding a a single hit on him with the wooden sword or spear that I
railroad for the first time. used for training.
On the other hand, when Boltzar switched to the attack,
Mounted Mastery - Scholten Mounted Combat his horse would employ nimble footwork and clever feints,
The Aurelm region is a vast plain that stretches as far as often catching the opponent off guard and allowing Boltzar
the eye can see. Apart from the railroad line, the primary to strike. Meanwhile, as the opponent was distracted by the
mode of transportation is by caravan, using horses and horse's weapon, they would be struck by the horse's body
Mythical Beasts. As a result, there are numerous merchants and nearly fall off their own horse. To be honest, the close
selling horses and other riding animals, and signs of Rider's coordination between the jockey and the horse was so
Guilds can be found scattered throughout the area. The impressive that I couldn't comprehend what they were
training grounds are situated in a corner where these doing.
animals are grazed and trained. "You're an honest man," Boltzar said with a smile as I
"You don't look like anyone I've seen around here. was being played with in a spectacular fashion. Then he
Moreover, you don't seem to be adventurers." added, "But you are a good knight."
The man on the saddle greeted us as we entered the
training ground. At first glance, he appeared young and

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In the end, I couldn't determine whether it was just a Boltzar spent the approximately two months he was
polite comment or a sincere appreciation. As a paladin awake teaching the younger generation before returning to
knight, it is challenging for me to master the secrets of sleep.
Scholten Mounted Combat, which includes tricky moves. I reflected on the thought, "I should not waste my life,
However, all of these secrets are valuable to any rider. either," and celebrated the end of my training with Nike and
Rachel over drinks. Perhaps this was an essential part of my
life.

From the Aurelm region, it took a few more days by However, my desire was to witness and experience
train to reach our destination, the Doden region. This something as authentic and close to the origins as possible.
region is known for its extensive railway network connecting Thus, I have no regrets about traveling such a long distance.
countries in all directions. We disembarked at the bustling "You guys, huh? You came all the way from the Burlight
hub station of Kingslay Republic of Iron and Steel, located region to train."
in the city center, and were amazed by the magnificent I was introduced to a powerful user of the Ivar Frenzy
station buildings and the streets bustling with railroad tracks. Style who lived in a certain village... and upon seeing his
If our trip was purely for sightseeing, we would have appearance, I could tell that his reputation was well-
loved to spend a month in the capital city, Kingsfall, and deserved.
explore everything this country has to offer. However, we The one who appeared before us was Lykant, a bear-
had other purposes to fulfill. After a three-day stay, during like figure with a hairy body and a bearded face, even
which we gathered information about the "Ivar Frenzy Style" though he wasn't in beast form. With his bear ears, one
school that originated in this region, we boarded the train could easily mistake him for a bear who could understand
again and set off for the Northern Fang Mountain Range. human language. He wore a cloak made of pure white bear
fur and carried a huge two-handed sword on his back.
"You look very strong!"
Nike smiled at the Ivar Frenzy Style warrior who called
himself Goarg. The bear warrior also smiled in response,
surprised by the unexpected reaction that would normally
We traveled by train to the unsafe northern area of the evoke fear or nervousness in those who met him.
Dorden region. This area is bordered by the steep Northern "You want to try me?"
Fang Mountain Range and the Korgana region to the north. "Yes!"
Unlike the Diggad Mountains, the notable feature here is Goarg held a large wooden sword for practice while
the long Underfang Tunnel, built during the Magitech Nike borrowed a drawn great-axe and raised it up. Both of
Civilization Period. them bared their teeth, giving a grimace as if they were fierce
During the Magitech Civilization of Al Menas, beasts.
humanoid beings had enough power to construct this tunnel "Showdown between two strangers..."
through the mountain. The tunnel is in good condition, and I silently nodded at Rachel's murmured words. And
the railroad line to the Korgana region has been restored. immediately after that, the handshake began with the same
However, the journey is still dangerous due to frequent intensity as before.
Barbarous attacks. Goarg screamed and swung his great sword with all his
In the vicinity of the Underfang Tunnel, nestled within might, but Nike narrowly dodged and launched a
the Northern Fang Mountains, there is a renowned warrior counterattack. The bear warrior took the blow but retaliated
school dedicated to protecting the tunnel from Barbarous with a relaxed expression on his face, yelling once again.
forces. Their school is well-known across the continent. We It was a fierce yell accompanied by a powerful sword
came here to learn the fighting techniques used by the style. Approaching him carelessly could result in instant
warriors 300 years ago. annihilation. However, their smiles remained as they
continued to wield their weapons with all their might.
Beastly Mighty Sword - Ivar Frenzy Style The essence of the Ivar Frenzy Style lies in its mighty
Hearing that the school was passed down to the Lykant blows. It is a straightforward technique that channels the
tribe living around the Northern Fang Mountain Range, we user's anger and fighting spirit onto the blade, delivering
walked to find a village where the school is located. forceful strikes to the opponent. The sight is impossible to
Despite being prepared for a challenging hike, we were ignore, and one finds themselves drawn into the intense
pleasantly surprised to discover that the Ivar Frenzy Style sword style.
school encompassed the entire area, saving Rachel from any He wasn't simply screaming like a madman. It was a
potential complaints. The battle at Underfang Tunnel is defensive, absolute attack that lured enemies, prevented
renowned among the local residents, who take pride in the them from passing behind, and relentlessly advanced to
Ivar Frenzy Style. crush them.
The Ivar Frenzy Style is a school established by the "Not just any warrior who defended the Underfang
Republic of Kingslay's Iron and Steel Army to train its elite Tunnel..."
troops. Even in the Capital City, Kingsfall, there are The battle between the Fighter and Battle Dancer
numerous schools affiliated with this style. seemed endless. However, Goarg, with superior experience

99
and skill, brought down his sword upon Nike's neck, The two warriors bumped their fists together and
bringing the battle to an end. praised each other.
“Oh no, I lost.” "...Now, it's the knight's turn."
The enormous wooden sword, too heavy for an "Eh?"
ordinary person to lift, halted just before reaching Nike's To be honest, I had lost interest in training with him long
neck. Frustration furrowed Nike's brow, but she quickly put ago. In the end, I was coerced into enduring the rigorous
on a smile. training to the point where standing up became difficult.
"Don't worry. With practice and experience, you'll
eventually reach a higher level."

Many adventurers claim to only know the Korgana men and women training together. Their movements
region while remaining unfamiliar with the names of other resembled hand-to-hand combat, but they focused more on
regions. defense than offense. They used shovels instead of wooden
This could be attributed to the fact that Korgana is the swords for weapon training. Some had small shovels, like
birthplace of the Adventurers' Guild and serves as the hatchets, that they could easily handle with one hand.
frontline against Daemons, bordering the daunting Abyss in Others used larger shovels that required both hands and
the Alframe continent. swung them vigorously like battle axes.
Consequently, this area attracts numerous formidable “Michal Style Circular Combat Arts was developed for
adventurers. As a knight, I have heard countless rumors repairing the Wall of the Abyss and for building positions
about it, and it is no surprise that a school from this region around Korgana so that people could fight without
has been established in other areas as well. weapons, using only shovels.”
Naturally, I found myself tightening my grip on the reins. Surprisingly, it was Rachel who told me about the origin
of the School. She explained that she was interested in the
School because Michal Novak, an Elf combat instructor,
compiled this combat method and spread it to many
people.
In fact, the way Elves move in close contact with their
We reached Oxsilda, the location of the Adventurer's opponents and skillfully counterattack their attacks seems
Guild headquarters, by taking the railroad and the safer well-suited for a sensitive race with excellent movement
highways. abilities like Elves.
The cold and heavy snow in the northern part of “Would you like to train with us?”
Korgana is already challenging. Additionally, the strength of An Elf woman, much taller than Rachel, smiled at me.
the monsters roaming the area is exceptional, making every Rachel, who has a complex about her height, quickly hid
movement a potentially life-threatening experience. Despite behind me.
our experience from traveling across the continent, I responded, "By all means," and asked the woman to
navigating through Korgana felt just as terrifying as it did train me.
when we were children. She identified herself as Fieleen, the master of the
Before us, a massive wall that seemed to pierce the school. At first glance, she appeared slender and powerless,
clouds appeared, blocking our view. but that impression was quickly dispelled.
This is the Abyss, a portal to another world created at She told me, "It will be easier to understand if you fight
the continent's northernmost point. It is an immense with your usual equipment." So, taking her advice, I wielded
structure constructed to seal the Abyss. a Bastard Sword in one hand. In her hand, she held a
It is said that the Wall Guardians are stationed here, Michal War Spade, a small shovel that could be handled
constantly honing their skills to battle the Daemons that with one hand.
attempt to break the seal. These Wall Guardians possess After exchanging bows, the one-on-one training
more courage, ability, and perseverance than any soldier in commenced.
any army on the continent. I took the lead in the training session with Fieleen. She
We have traveled all the way here in search of the skillfully dodged my sword and countered my attacks.
School, which is said to have been established by those who Despite my fear, her blows had no impact. I couldn't land a
fight on the front lines under such extreme conditions. As hit on her no matter how hard I tried. She anticipated my
Nike, who had previously been affected by the cold wind, every move, making it impossible for me to touch her.
caught sight of the town where the guardians gathered, she On the other hand, she effortlessly redirected my sword
smiled and blushed. with her small shovel and struck vulnerable areas on my
body. This would have been fatal in a real fight. Frustrated,
Survival Combat - Michal Style Circular Combat Arts I swung my sword forcefully, but Fieleen quickly moved
Upon arrival in Oxsilda, we immediately went to the away. I was surprised to find her standing next to Rachel.
rumored training camp of the "Michal Style Circular In a real battle, I would have failed to halt the enemy,
Combat Arts" School. leaving my friends, those whom I was supposed to protect,
The camp was located in a simple building next to the vulnerable to attack from behind.
massive "Wall of the Abyss". We told the gate guard where
we were going and asked for a tour. Inside, we saw about 20

100
Part 2 World

"We are in close contact with our opponents, anticipate Rachel was surprised by the extraordinary scene.
their movements, frustrate them, and counterattack when "That's [Battlefield Sorcery: Veronica]."
there is an opening - this is the basis and depth of our Michal The dwarf with a sky-blue beard on the stand spoke up.
Style Circular Combat Arts. There is a safe zone in the place "It is a technique for delaying the onset of magical
that seems most dangerous." effects. We are training the entire unit to execute these
Smiling, Fieleen laughed. They also emphasize survival, effects simultaneously and with precise timing."
she said. Her skill of slipping out of a fierce melee must "I can't believe they can delay spells..."
have been developed from this philosophy. These Wall "Next! Torquato!"
Guardians are constantly fighting Daemons that may The Dwarf instructor shouted, and the soldiers stopped
appear. In this role, where only a few people volunteer, and and gathered around. The instructor shouted a prayer, "My
even fewer are competent enough, throwing away one's life God 'Blazing Emperor' Grendal...," and thrust out his hand
is not easy. The techniques developed in such a situation to the soldiers.
may incorporate defensive yet precise attacks. Then, the bodies of the soldiers, numbering 30, shined
"Next is Nike!" momentarily, and we could see that they were protected by
With that said, Nike was also given a chance to practice the blessings of the god.
in the year. Even in the face of her long-handled Voulge, “This is [Battlefield Sorcery: Torquato]. It extends the
Fieleen’s movements remained the same, and she steadily range of magic and strengthens only your companions. It
moved closer. Nike seemed to be wondering why. can be used in melee battles with enemy forces, so it is very
In this way, we went to the training ground for a few useful in battlefields.”
weeks and trained in Michal Style Circular Combat Arts Although his expression did not change, the instructor
with many others. Although we could not master this art, we with the sky-blue beard sounded proud.
were able to learn the depth of Survival Combat and the “You've come to learn our Ancient Morganthine
diversity of values needed to face the battle. Battlefield Sorcery, haven't you? Unfortunately, we can't
offer you the fancy way of working magic here.”
Military Magic - Ancient Morganthine Battlefield “No, no way!”
Sorcery Rachael was still amazed by the magic she had never
Our next destination was Vice City, the northernmost seen before.
city in the Korgana region. However, Fieleen warned us that It would certainly be very useful in battle, slowing down
visiting the School there should not be taken lightly and magic, extending its range of effect, and selecting the right
suggested finding a teacher in Oxsilda instead. target. While it was rare for adventurers to engage in such
In Oxsilda, we met a master of "Ancient Morganthine large-scale battles, it was a highly effective technique for me
Battlefield Sorcery" who knew the infamous Vice City of as a knight and a priest.
Terror legend. This brought some relief to Rachel and she When we informed Dwarf instructor Garbock that we
was excited to learn magic techniques earlier than expected. had traveled all the way from the Burlight region to study,
he warmly welcomed us and provided us with a firsthand
Armed with a map and a letter of introduction, we introduction to the School. Nike also enjoyed
headed to the "Ancient Morganthine Battlefield Sorcery" accompanying the soldiers on their march and activating
school in Oxsilda. To our surprise, it was not a typical magic with her own will. We prioritized learning the Secrets
magician's guild or magic school but rather a training facility from Mr. Garbock and were amazed by their wonderful
with a large field where soldiers were undergoing march effects.
training. Leading them was a Dwarf with a magnificent sky- "The possibilities for magic have just expanded
blue beard. significantly..."
"I had heard that it is a military magic art, but...." As we left Oxsilda, Rachel appeared satisfied with her
At first glance, it didn't look like magic training, which choker-shaped accessory, "Rosellini’s Harmonizer," which
puzzled Rachel. she acquired as proof of her initiation. Since this effect was
After observing for a while, however, the soldiers, who beneficial for me as a Divine Magic practitioner, I naturally
had been marching without any movement, suddenly drew obtained it as well. However, I felt somewhat embarrassed
their swords, perfectly synchronized. Immediately after, the when Rachel and I wore them at the same time, so I decided
blades were illuminated by a magical light, even though no to wear mine under the collar of my armor once the
one seemed to have cast a spell or used magic. excitement had subsided.
"[Enchant Weapon]!? I'm not sure how to explain it. No
one is casting spells, but...!?"

The Alframe Continent is divided by the Bleeding Sea, war-torn areas in the Alframe Continent. However, the
creating a central area that appears to be on the brink of Harshika Commercial Union, located in the northernmost
splitting in two. The Randar region serves as a land bridge, part of the region, has thrived as a strategic hub that links
connecting the eastern and western sides of the continent to the east and west sides of the continent. It has also become
the coast of the Bleeding Sea. a melting pot of cultures.
The coastal region along the Bleeding Sea is still plagued
by rivalries among small states, making it one of the most

101
As we set our sights on the continent's eastern side, we exceeded common sense, which only served to antagonize
naturally arrived at the Harshika Commercial Union, the us.
capital of cultural exchange. "I think the Elf over there might be more useful."
"Eh... but I don't want to throw rocks or anything..."
She pointed to the back of Rachel, who shook her head
and said, "You can use a bow, can't you?"
Rachel was good at magic but also quite skilled at
archery. However, she could only use a small bow due to
As the sole land route connecting the two parts, the her low strength as an Elf.
Harshika Commercial Union is thriving. Ever since the "I think this is appreciated more by those who aren't
Diabolic Triumph 300 years ago, the population of strong enough."
Humanoids in the Alframe continent has drastically The Leprechaun girl took us to the shooting range and
declined, resulting in limited cultural exchanges between the showed us the practice.
two parts. She chose a large bow that didn't fit her petite frame and
Due to the influx of diverse individuals and frequent thrust one end of it into the ground at the range. Rachel
conflicts in this area, not only merchants but also looked surprised at this, her mouth curling even more when
adventurers and mercenaries gather here. Being a war-torn she saw the girl pull the string, which she seemed unable to
region, Randar is known to house numerous unique do.
schools. "I still sacrifice accuracy, but..."
Seeing such a bustling trading city in the heart of the With a loud pluck, the string was released, and the arrow
continent, so different from my home country of Harves, landed on a round target at the firing range. The shot missed
which relies heavily on maritime trade, sparked my curiosity the center by a wide margin, but the accuracy was sufficient
and made my heart race. to kill the target unless it was very small.
"I'll give it a try."
The Fruits of the Wisdom and Ingenuity of the Poor - Rachel, who was usually concerned about the lack of
Alster Strongshot Style power in her bow, decided to try a completely different
Since arriving in the Dorden region of the Kingslay shooting style using a larger bow during practice at the range.
Republic of Iron and Steel, I've heard about the Alster Initially, the arrows didn't fly correctly, but after practicing a
Strongshot Style. This school specializes in handling few times, she was able to make them fly straight.
throwing weapons and projectiles. Developed on the Certainly, this School wasn't very useful for the high-
battlefield, the style aims to weaken or destroy enemies strength Nike, but for an Elf like Rachel, there were many
before they can approach. While not ideal for adventurers secrets that proved quite useful. Despite her appearance,
in narrow ruins, caves, forests, or cities with poor visibility, she must have been interested in the fact that she had
it is effective against soldiers and knights. The training place purchased a new, larger bow after leaving this training
for the Alster Strongshot Style was located outside the outer center. I couldn't deny that there might be situations where
wall of Harshika Commercial Union to ensure ample space I would have to use a thrown weapon spontaneously. I
for ranged combat away from the crowded city. thought it would be a good opportunity to learn this unique
When I informed them that I was a knight from Harves, method of using thrown weapons.
they seemed suspicious. It appeared that not many
individuals of such high status sought lessons at their Magical Sword Power - Hiadem Magical Flow
establishment. Manipulation Strikes
The training hall, where I was directed, consisted of a As a school derived from Harshika Commercial Union,
large exercise hall and a shooting range enclosed by walls to I was intrigued by Hiadem Magical Flow Manipulation
prevent stray arrows from escaping. Inside, I observed Strikes. This school is renowned among paladins and magic
various people practicing with thrown weapons and bows. warriors for its efficient fighting style that involves the use of
"That's interesting," Nike expressed immediate interest. various weapons and magic. It is not limited to swords and
Some of the practitioners were using the centrifugal force of can be easily learned. The school is even present in the
their bodies to throw a large round stone from their distant Burlight region. Visiting its birthplace was an exciting
shoulders. The force generated was so great that if they were prospect, especially for knights and paladins who
to throw it with their hands, it seemed like their arms would specialized in sword and magic combat.
shatter, let alone knock down an enemy. Filled with anticipation and nerves, I headed towards the
"It's the result of the ingenuity of the powerless." school's main dojo, expecting to find a strict atmosphere
A small Leprechaun girl skillfully rolled and threw a with fierce fighters. To my surprise, the main school of
stone while practicing her throwing skills. Although her "Hiadem Magical Flow Manipulation Strikes" was located
throw may not have been accurate, the stone landed inside on the main street of the Harshika Commercial Union. It
the white circle on the ground. had an inviting atmosphere with flashy signs and
"Maybe useless for someone as rigid as your sister over decorations.
there." “Wow, it's fancy,” said Nike happily while Rachel
Nike effortlessly overhandedly threw the larger stone squinted at the sun as if she were suspicious of something.
that the girl had just thrown. Upon witnessing this, the I hesitated to enter the school because I thought the
Leprechaun girl burst into laughter. It was clear that Nike, a atmosphere would be very strict, considering its origins
member of the Soleil tribe, possessed strength that far from the fighting techniques of the "Harshika Mage
Soldiers." However, the first floor of the five-story

102
Part 2 World

headquarters school was bustling with practitioners of all "The fusion of swordsmanship and magic creates high
ages coming and going. A quick glance at the first floor versatility. The first-floor school is where you can learn and
revealed individuals who appeared to be beginners, experience the possibilities of this fusion. It is intended for
practicing self-defense techniques without the skills to use a those, including members of the Harshika Mage Soldiers,
sword and magic simultaneously. The person instructing who are more focused on actual combat and aspire to reach
them seemed more like an entertainer than a master, a higher level."
constantly wearing a smile. As Runefolk mentioned, the rigorous training for skilled
I informed the receptionist of my desire to observe the disciples at this school was vastly different from the more
training, and he cheerfully and casually explained the casual atmosphere of the outside world. The Harshika
situation as if dealing with a tourist. According to his Commercial Union merchants aim to create a friendly
explanation, the school focuses on teaching ordinary people environment that attracts practitioners and generates
physical training for self-defense and health, as well as income while providing a place for the chosen ones to freely
providing basic instruction and training for those with a learn the secrets of this art.
talent for magic. “If you have come all this way, braving real battles, like
However, another person suddenly appeared when I you have, you are very welcome. Please let me learn from
described myself as a knight of the Kingdom of Harves and the experiences of the Harves Knights as well.”
a priest of Kilhia, a wise god. Holding up both of his swords, Runefolk's eyes had a
"I apologize for the inconvenience. This reception desk light that was both hot and cold, as if he was trying to guess
is for general visitors and tourists. The reception desk for my abilities.
those who wish to visit the school in earnest or are I see - in exchange for teaching me skills, they want to
considering joining the school is this way," said a tall research the strength of the Harves Knights. It's a well-
Runefolk man. He spoke calmly, with a soft smile on his thought-out plan with no wasted effort. However, it would
face. Despite his youthful appearance, he carried himself be pointless to hold back here and be stingy. So, I decided
like a well-trained steward. However, his underlying body to start my training right away.
movements revealed his warrior nature. From the push and pull of the weapon to how to develop
Guided by the confident Runefolk, who emanated a mana inside the body, how to detect the opponent's
warrior's aura, we entered the school on the fourth floor. As openings and mental weakness, and how to use magic. The
we stepped inside, we immediately sensed a completely school had many efficient and rational techniques, not just
different atmosphere. swinging a sword and shooting magic. It was also impressive
On the fourth floor, more than a dozen trainees wearing that Nike unusually said, "I don't think I am good at fighting
practice armor and wielding swords engaged in one-on-one with this School.”
combat. Unlike the individuals on the first floor, all of them When I received thorough training and firmly learned
appeared to be experienced warriors. They skillfully the capabilities of this school, being called stingy or frugal
chanted incantations and prayers while simultaneously was actually due to the school's management policy, not
manipulating swords and magic. because of the techniques or secrets. I felt that it was such a
"In fact, only those who can handle both weapons and beneficial School for magic warriors and priest warriors, and
magic are practicing here. Instead of using healing or its training was intense.
strengthening magic, they use it to cause injuries to their After a week of practice, when the Runefolk magic
opponents." warrior said to me as we were leaving, "Please come back
Some of them stroke their opponents with swords, while again," I realized that it was worth it for me to work with him.
simultaneously mitigating the damage with recovery magic. This was more than I had imagined, and it made me happy.
All of them were as skilled as, if not better than, ordinary
knights of the Order of Harves.

The Ursyla region is located diagonally on the


continental map from our hometown, the Kingdom of
Harves in Burlight.
While I was aware of its existence as a geographic
feature, I did not anticipate actually coming here on my I had chosen Sukhbaar as the final destination of my
own. However, I had to visit this place for the sake of my trip. The reason behind this decision was that it is where the
mission and to satisfy my curiosity. School of Zamsaska is located, in the northernmost region
In particular, the eastern part of the continent is less that was once devastated by Daemons and still remains
influenced by Magitech Civilization and has a slightly under their rule.
different atmosphere. The exoticism of this place also It is said that the School specializes in shield techniques,
excited my sense of adventure. which were essential for the people of this northern region
who prioritized defense against the Abyss.
Originally, this School was created for military combat
training. However, adventurers interested in role-playing
also learn these techniques. There are practitioners in the
Burlight region as well. As a knight, I had limited
connections and couldn't join the School.

103
Learning these techniques in the land close to the thrown off balance and suffering painful counterattacks.
School's birthplace would be an honor for me as a knight Even when we tried switching our targets, Shells effectively
dedicated to protecting my country and its people. defended Anne, who continuously provoked Nike. Nike
As we traveled to the northern part of the Ursyla region, fell into her provocations, making it challenging for her to
we could feel the tense atmosphere, as if people were launch a successful attack.
constantly preparing for battle. It reminded me of the Lildraken Shells, for example, did not even have
current situation on the Alframe continent, which is still weapons but used his shield as a weapon to counterattack,
plagued by unrest. It created a sense of tension. making us feel as if we were fighting against an iron wall.
The stances of their shields when defending are also unique,
Attacking From Defense - Narzaland Flexible Shield and it was frightening that they used the momentum of our
Style attacks to make us lose our posture. Then they both
Duchy Urga of Sukhbaar Kingdom of the Holy Chain. attacked us, so we had no way to avoid them.
The Narzaland Flexible Shield Style school was relatively "This is frustrating but fun! I can't hit, and I can't get out
easy to find in this walled city. of the way!"
The two who guided us there were Lildraken's Fighter Although the little Grassrunner was playing with Nike,
Shells and Grassrunner's Scout Anne, a pair of individuals Nike remained positive about the battle. As a knight fighting
with unbelievably different sizes. with a shield, I had much to learn from Shells.
Both were beginners but skilled in the Narzaland Sweating profusely, I lowered my head and bowed
Flexible Shield Style. This school had two extremes: one down. The journey to the other side of the continent had
focused on evading enemy attacks, while the other been worthwhile. Along the road to Urga, I encountered
emphasized overpowering defense to break the enemy's numerous warriors and riders, honing my skills. It was an
posture. Some were adept at balancing both techniques, but honor to have received a special shield for the Narzaland
these individuals specialized in their respective areas and Flexible Shield Style.
adapted to their enemies accordingly. With the Secrets and the special shield as the fruits of
We had the opportunity to face them and witness their our journey and with the friendship of those who learned
impressive skills. With a large shield, Shells easily deflected the skills together, we began our journey back to our
my sword, while Anne's agile movements allowed her to hometown of Harves.
evade Nike's dynamic attacks. This resulted in us being

The Alframe continent is vast, and the lands we have understood this sentiment before becoming a knight, I
explored so far are only a small fraction of the whole. There might have also chosen to become an adventurer.
are still numerous places to visit and various martial arts to Still, I decided to return to my hometown, not just for
learn. the mission. I heard whispers in the wind that strong
However, as a member of the Order, I cannot dedicate warriors, who have mastered unknown martial arts, were
my entire life to traveling the continent. One of my coming from the southern continent of Terastier to Harves,
responsibilities is to share with my homeland what I have one after another.
witnessed, heard and learned. Harves is the largest port town in the southern part of
I am deeply captivated by the experience of traveling, the continent, and in recent years, the number of people
meeting people along the way, and acquiring martial arts arriving from the southern Terastier continent has been
skills. Utilizing these skills to combat enemies like gradually increasing. Adventurers also exist on that
Barbarous and rescue people is incredibly fulfilling. I now continent and have developed their own secret arts.
comprehend why an endless number of individuals are During this trip, I had the opportunity to encounter
aspiring to become adventurers and vagrants. If I had many schools and became more interested than ever in
learning about their unique and ingenious fighting styles.
Perhaps this interest stems partly from my background as a
priest of Kilhia, the wise god. However, instinctively, I enjoy
interacting with others through combat.
By returning to Harves, we will be exposed to a wider
world. Nike and Rachel also seem very interested in it.
The loneliness we felt at the end of the journey has
dissipated, and we are all heading home with great
enthusiasm.

- From the journal of Leon Karlheit, Order of the


Knights of Harves

104
Part 3 Monsters And Arena

Part 3 Monsters And Arena

105
Here is the monster data added for the Sword World
2.5 adventures. Please refer to "Core Rulebook I", p. 388,
and "Monstrous Lore," p. 66, for how to read the monster
data. 2 Kobold Marksman New
Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Neutral Soulscars: 1
Language: Trade common, Barbaric, Youma, Magitech Habitat: Forests,
Mountains, Caves Rep/Weak: 7/13 Weak Point: Magic damage +2 points
Here, we describe unique skills that some added Initiative: 10 Movement Speed: 12/- Fortitude: 2(9) Willpower: 4(11)
monsters have.
F Style Accuracy Damage Evasion Def. HP MP
Weapon 3(10) 2d+2 0(7) 0 12 12
⏩Aspect/XX Area (YY Radius)
Uses Aspect (see MA, p. 19) within the specified range. Unique Skills
Generally, there are several Aspects that can be used. These ►Magitech 1 Level/Magic Power 2(9)
are used one at a time on each turn and can be stacked. In
this case, Qi Points are not managed, and the indicated fixed ►Gunfire/3(10)/Evasion/Neg
The max magazine is 2 with "Range: 2(20m)".
Qi Points are used. The effect of Aspect is the same as that
of the Geomancer class, which appears at the end of the ◯Targeting
monster's turn and is applied to a random character within Stray shots cannot occur.
the effect range.
Loot
A monster cannot deploy Aspects when performing a
Always Crude Weapon (10G/Black White B)
Normal Move or Full Move. If the monster has already 2-7 None
deployed Aspects, they will all be released. 8+ Bag of Silver (30G/-) x 1d

⏩Stratagem & Maneuver/ XX Area (YY Radius) Description


Monsters can utilize Stratagems and Maneuvers (see This is a Kobold (see CR I, p. 395 or ML, p. 72) who has the Artificer
MA, p. 29). class and can attack at long range with their dexterity.
The range specified indicates the area of effect for On the other hand, they are extremely bad at hand-to-hand combat, so
once they get caught up in a melee, they can be easily defeated by even a
Stratagems. Only one Stratagem can be used at a time, newbie adventurer. As a Barbarous gunslinger, they are often slaves of
regardless of rank or Edge. The effect of a Stratagem simply Androscorpions (see CR II, p. 335 or ML, p. 78).
occurs.
In addition, the specified Maneuver (also used without
collecting Edges) is automatically triggered every indicated
3 Sabinga CO
Intelligence: Low Perception: Five Senses Disposition: Hostile
turn. For example, if it says "every 3 turns," it will be used on Soulscars: 2 Language: Barbaric, Youma
the 3rd, 6th, 9th, and so on turns. However, a Maneuver Habitat: Mountains, Floating Rocks
cannot be used if there are no more allies affected by Rep/Weak: 10/13 Weak Point: Wind-type Damage +3
Stratagems. Initiative: 10 Movement Speed: 10/10 (Flying)
Fortitude: 4 (11) Willpower: 4 (11)
Stratagems and Maneuvers can be used regardless of the
movement type.
F Style Accuracy Damage Evasion Def. HP MP
Weapon 4(11) 2d+4 4(11) 2 26 10
Translator’s Note: “New” monsters are new to Sword
World 2.5. Some of them were revised from Sword World Unique Skills
2.0. 🗨Somersault Attack
Flips and flutters back and forth in front of the target, attacking at an
irregular trajectory.
Declaring this before a melee attack grants the Sabinga a +1 bonus to its
Accuracy Check, but incurs a -1 penalty to its Evasion Check.
This ability cannot be used on consecutive turns.

Loot
2-6 None
7-9 Weapon (30G/Black White B)
10+ Keen Weapon (100G/Black White A)

Description
The Sabinga are flying Youma, whose existence is confirmed in
Genguntekul, “The Rock of the Feather Prince,” in the Constellation of
Colonies Cyrecode. Similar to Goblins in appearance, they possess large,
fin-like wings on their lower limbs, which they spread wide to fly. They
move slowly while in flight, but by rapidly opening and closing their wings,
they can maneuver in a somersault-like motion.

106
Part 3 Monsters And Arena

4 Deep Gremlin New 5 Alkaloid Arrow DA


Intelligence: Average Perception: Five Senses (Darkvision) Intelligence: Average Perception: Five Senses Disposition: Hostile
Disposition: Hostile Soulscars: 1 Soulscars: 3 Language: Trade Common, Barbaric, Youma, Drakish
Language: Trade Common, Barbaric, Youma Habitat: Forests, Mountains, Wilderness
Habitat: Plateaus, Mountains Rep/Weak: 10/14 Weak Point: Accuracy +1
Rep/Weak: 8/13 Weak Point: Wind-type damage +3 Initiative: 13 Movement Speed: 12/-
Initiative: 11 Movement Speed: 10/18 (Flying) Fortitude: 7 (14) Willpower: 6 (13)
Fortitude: 4(11) Willpower: 5(12)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Weapon 7(14) 2d+7 5(12) 5 42 15
Bite 4(11) 2d 6(13) 0 27 27
Unique Skills
Unique Skills ►Bow
►Spiritualism Magic 4 Level/Magic Power 6 (13) With “Range/Area: 2 (20m)/Shot” makes a ranged attack with a bow.
Accuracy and Damage are the same as normal attacks.
◯Flight
A Deep Gremlin receives a +1 bonus to Accuracy and Evasion only for ◯Targeting
melee attacks. Stray shots cannot occur with [►Bow].

◯Phytotoxin/6 (13)/Fortitude/Neg
Loot If a [►Bow] attack hits, the target suffers -2 Evasion for 3 minutes (18
2-6 None rounds). This effect does not stack with itself. This is a poison-type effect.
7 - 10 Strange Necklace (160G/White A)
11+ Beautiful Necklace (300G/Gold White A) Loot
Always High-quality Weapon (150G / Black-White A)
2–7 None
Description 8 – 10 Vial of Phytotoxin (150G / Green-White A)
A variant of Gremlin (see CR I, p. 397 or ML, p. 72), these Barbarous 11+ Bottle of Phytotoxin (300G / Green-White A)
have strikingly purple skin. They are also a bit larger than their kin, ending
up roughly the size of a human child.
Deep Gremlins are also much more brutally cunning, going above and Description
beyond what would normally be considered harmless pranks. For This archer handles arrows coated with a special narcotic poison.
example, a Deep Gremlin “prank” will see them kill some livestock, They are characterized by their burnished faces, sharp horns and fangs,
[Disguise] itself as one of the dying animals, and call out to human children and reddish body hair.
in order to scare and terrify them. It has been hypothesized that a mixture of Bolg and Ogre would
result in this appearance.
Some researchers have corroborated this, but it’s far from conclusive,
4 Manogaryu New and it is not fully accepted.
Intelligence: Low Perception: Five Senses (Darkvision)
Disposition: Hostile Soulscars: 3 Language: Barbaric, Youma
Habitat: Forests, Grasslands Rep/Weak: 8/13 Weak Point: Accuracy +1 5 Areigo New
Initiative: 11 Movement Speed: 14/- Fortitude: 6(13) Willpower: 6(13) Intelligence: Average Perception: Five Senses (Darkvision)
Disposition: Hostile Soulscars: 4
F Style Accuracy Damage Evasion Def. HP MP Language: Barbaric, Youma, Drakish Habitat: Plains, Ruins
Whip 6(13) 2d+5 6(13) 3 30 10 Rep/Weak: 12/15 Weak Point: Physical Damage +2
Initiative: 13 Movement Speed: 20/- Fortitude: 7 (14) Willpower: 6(13)
Unique Skills
◯Double Attack F Style Accuracy Damage Evasion Def. HP MP
A Manogaryu can make two Whip attacks against the same target. Battle Flag 7(14) 2d+5 6(13) 3 34 13

◯Multiple Declarations = 2 times Unique Skills


⏩Stratagem & Maneuvers/1 area (5m Radius)
◯Subjugation Can use [Surging Offense I] (Physical Damage +1).
Adds +1 bonus to Accuracy/Evasion versus Animals and Mythical Beasts. Every third turn uses [Maneuver: Unexpected Blow I] (Accuracy +2,
Damage +2). If there are no characters eligible to be affected by a
🗨Whip Feint Stratagem, these abilities will not be used.
Deliberately leaves an opening in its attack to bait the opponent into
evading. This has the same effect as [Decoy Attack I] (see p. 32) ►Self-Destruction/7(14)/Fortitude/Half
“Range: Caster”, “Target: 1 area (3m Radius)/5” deals 2d+5 bludgeoning
Loot magic damage, and then the Areigo’s HP becomes 0 and it dies.
Always Dance Costume (100G/ Red A)
2-8 None Loot
9+ Long, Flexible Whip (140g / Red A) Always Barbarous Flag (2000G/Red Green S)
2-8 None
9 - 12 Explosive Reactant Crystal Debris (600G/Red Black A)
Description Fragment of Explosive Reactant Crystal (1600G/Red
A small but strong Barbarian, it has light green skin and stands about 13+
Black S)
1m 50cm tall as an adult.
They wield a whip in each hand and are often tasked with
commanding and herding lesser beasts, livestock, and war animals. The Description
sight of their dance-like motions in a fight is impressive and sometimes A Barbarous has a frail body but a plump abdomen. By pounding its
even fascinates their opponents. belly like a gong, it boosts the morale of its surrounding comrades.
They take pleasure in subjugating humanoids, especially Lykants, and Its stomach contains a high density of crystallized mana, which it can
sometimes go out of their way to target them. explode at will.

107
5 Ira Sabinga CO Description
Intelligence: Low Perception: Five Senses Disposition: Hostile Talos are artificial creatures believed to have been created by
Soulscars: 3 Language: Barbaric, Youma Barbarous and Dark Dwarves (see CR III, p. 127). These creatures were
Habitat: Mountains, Floating Rocks driven underground during the era of the Ancient Magic Civilization.
Rep/Weak: 13/15 Weak Point: Wind-type +3 Damage According to legend, Talos were made by magically mineralizing various
Initiative: 13 Movement Speed: 13/13 (Flight) creatures and feeding them into a furnace that could burn the ore called
Fortitude: 7 (14) Willpower: 6 (13) 'Ignis Blaze'.
Talos resemble warriors standing about 2 meters tall. They wear tightly
fitted armor and carry large swords. Their armor acts as a natural outer
F Style Accuracy Damage Evasion Def. HP MP shell, and although they have horns, the horns grow directly from their
Weapon 7(14) 2d+6 7(14) 4 36 14 skulls, not from their helmets. Their faces are Humanoid but lack
expression.
Unique Skills Talos were created to fight and serve Barbarous. They are fearless and
🗨Somersault Attack possess great combat skills. They have a general resistance to magic, and
Flips and flutters back and forth in front of the target, attacking at an when they exert themselves, flames spew from the outer joints and gaps
irregular trajectory. along the inner thigh. Because Talos is an artificial lifeform, it does not
Declaring this before a melee attack grants the Sabinga a +1 bonus to its possess a soul and, therefore, does not have Soulscars. As a result, it is
Accuracy Check, but incurs a -1 penalty to its Evasion Check. unaffected by Swords of Protection. However, a major weakness of Talos
This ability cannot be used on consecutive turns. is its inability to perceive fairies and spirits.
During the Magic Civilization era, Talos were believed to have been
extensively used. However, most of them were seemingly destroyed in the
🗨Cleave I battles of that era, making them rarely seen today. Nonetheless, Talos can
It can attack up to 3 characters with melee attacks that can be reached,
still be found in boxes called "Fire's Casing" in Magic Civilization ruins. As
but the damage will be reduced by -3.
long as they remain within these casings, they seem to continue sleeping
without aging.
Loot
Opening a Fire's Casing with the correct sequence makes an individual
2-9 Keen Weapon (100G/Black White A) the master of the Talos. However, a Talos cannot survive without
10+ Extravagant Weapon (500G/Black White A) consuming a Humanoid heart once a year. Although not certain, there is a
theory that Talos served as a motif in the foundational research of
Description Runefolk. Some similarities can be observed between the two.
Talos Soldiers are the lowest class of mass-produced soldiers. They
An assault soldier from among the Sabinga (see p. 106), highly skilled have minimal intelligence and lack human emotions. They mechanically
in combat. They confront the enemy directly, delivering swift and varied follow the orders of their masters. In some cases, they are found in large
attacks with their weapons. However, they are not known for their numbers and are used as subordinates by Drakes (see CR I, p. 408 or ML,
intelligence, nor are they adept at strategy or negotiations. p. 83).

5 Talos Soldier New 6 Cold Medusa CO


Intelligence: Low Perception: Five Senses (Darkvision) Intelligence: Average Perception: Five Senses (Darkvision)
Disposition: Hostile Soulscars: 0 Disposition: Hostile Soulscars: 3
Language: Barbaric, Youma, Vulcan Habitat: Ruins Language: Barbaric, Youma Habitat: Cold climates
Rep/Weak: 12/15 Weak Point: Water/Ice +3 Damage Rep/Weak: 14/16 Weak Point: Fire Damage +3
Initiative: 12 Movement Speed: 16/- Initiative: 14 Movement Speed: 14/- Fortitude: 7 (14) Willpower: 8 (15)
Fortitude: 8 (15) Willpower: 5 (12)
F Style Accuracy Damage Evasion Def. HP MP
Snake Hair 8(15) 2d+7 7(14) 5 48 22
F Style Accuracy Damage Evasion Def. HP MP
Weapon 6(13) 2d+5 6(13) 6 40 10
Unique Skills
◯Water/Ice Immunity
Unique Skills
◯Fire Immunity ◯Fire Vulnerability
When the Cold Medusa is hit by Fire-type damage, it takes an extra 3
◯Anti-Magic Shell damage.
Gains a +4 bonus to resistance checks against magic. However, this does
not apply to resistance to Fairy Magic and Nature Magic. ◯Melting Fangs
If the target receives 1 or more points of applied damage of fire type, it
◯Fairy/Spirit Blindness loses the ability of [◯Freezing Fang] for the following 10 seconds (1
Cannot sense or hear the voices of fairies and spirits. When damaged by round).
Fairy Magic, Fairies or Nature Magic, it suffers 3 additional points of
►Simultaneous Attack
damage.
A Cold Medusa’s Snake Hair attacks all characters in the same position.
⏩Ignis Blaze
◯Freezing Fang/7 (14)/Fortitude/Neg
Flames spews from its entire body. Damage from melee attacks becomes If a Snake Hair attack hits, the victim is petrified (Dexterity/Agility –12)
fire type, with a +2 bonus to Accuracy Checks and a +4 bonus to damage. (see CR II, p. 329, ML, p. 71).
This effect is not cumulative. When the creature uses this ability, it receives Characters whose stats are reduced by 0 due to this effect (Or, if the
5 fixed damage at the end of its turn. character has monster data receive this effect 3 times), become ice statues.
The ice sculpture will melt in 48 hours at room temperature, in 12 hours
🗨Desperate Strike I in heat equivalent to a bonfire, or 24 hours in heat equivalent to a torch. If
When using this, if the attack hits, it deals +5 damage, and the user the character melts, they will die and their corpse will be permanently
receives 5 points of fixed damage. If the attack does not hit, no fixed destroyed.
damage is suffered. The effect is called "curse + water/ice type". Even after becoming an ice
statue, a character can survive as long as the curse is removed. However,
Loot normal methods of removing petrification are ineffective.
2-6 None
7 - 10 Shattered Ignis Ore Core (300G/Gold Black A) ◯Delicate Loot
11+ Cracked Ignis Ore Core (1,000G/Gold Black S) Cold Medusa slain while [◯Melting Fangs] is active Frozen Fangs cannot
be gained.

108
Part 3 Monsters And Arena

Loot Loot
2–5 Frozen Fang (330G/Gold Red A) 2 - 10 High quality Weapon (150G/Black White A)
6–9 Frozen Fang (330G/Gold Red A) x 2 11+ Engraved Weapon (600G/Black White A)
10+ Frozen Fang (330G/Gold Red A) x 1d
Description
Description High Goblin is a Youma created in the Magic Civilization Period by
It is a subspecies of Medusa (see CR II, p. 333 or ML, p. 76) that Drake's wizard-king using a Goblin as a base material. Youma is often
appears to have a body made entirely of translucent ice. Its snake hair has compared to the humanoid Newmen, who were also created through
white scales, and it prefers to wear white garments. These creatures inhabit magical experimentation.
cold regions, such as snowfields and ice-covered caves, and are known as Their skin is morbidly pale and it has huge red eyes. Although they
"Evil Spirits of the Snow" in some areas. are rather large for Goblins, their body is thin and bare, and they are more
powerful aside from Goblin Lords and others. However, their resistance

6 Goblin Lord
to magic, which they gain from the anti-magic enchantment crests that
New appear on their body, and their unwavering aggressiveness due to their lack
Intelligence: Average Perception: Five Senses (Darkvision) of fear make them a great threat to their opponents, and they have been
Disposition: Hostile Soulscars: 4 Language: Barbaric, Youma deployed in many battles as the ultimate soldiers against other wizard-kings.
Habitat: Forests, Mountains, Caves
Rep/Weak: 9/14 Weak Point: Magic Damage +2
Initiative: 13 Movement Speed: 14/- Fortitude: 9(16) Willpower: 9 (16) 6 Highland Hugl GR
Intelligence: Low Perception: Five Senses (Darkvision)
F Style Accuracy Damage Evasion Def. HP MP Disposition: Hostile Soulscars: 4 Language: Barbaric, Youma, Lizardman
Weapon 9(16) 2d+9 8(15) 7 48 24 Habitat: Mountains, Cold Climates
Rep/Weak: 13/16 Weak Point: Wind-type +3 damage
Unique Skills Initiative: 15 Movement Speed: 15/20(Flight)
🗨Power Attack I Fortitude: 8(15) Willpower: 8 (15)
They can deal an additional +4 damage on their next attack. However, F Style Accuracy Damage Evasion Def. HP MP
any Evasion Check made by them this turn receives a -2 penalty. Weapon 8(15) 2d+9 8(15) 6 44 18
⏩Aspect/All Areas (20m Radius)
Can use [Heavenly Domain: Invisible Pavilion], [Earth Domain: Healing
Unique Skills
Earth], [Spirit Domain: Determination] with 2 Qi points. ◯Wintry Adaptation
Receives no penalties for poor footing due to snow, ice, etc.
◯King’s Pride
Gains +1 to Skill Checks it performs as long as there is a goblin other than ⏩△Mobile Flying
the Goblin Lord in the same battlefield (defined as any creature designated It gains a +1 bonus to Accuracy and Evasion checks for melee attacks for
goblin in its name, with the exception of a High Goblin, that is also 10 seconds (1 round).
Barbarous). This ability cannot be used in consecutive turns. When used in Combat
Preparation, it cannot be used in the first round, regardless of the result of
Loot the Initiative check.
2-7 Bag of Silver (50G/-) x 1d
8 - 12 Gem (150G/Gold A) x 1d ◯Winged Pursuit
13+ Goblin Crown (700G/Gold White A) If it hits with a Claw attack, it can make an additional melee attack with
wings. Accuracy bonus, damage, and other values are the same as for the
claw attack.
Description This ability cannot be used on the same turn in which [⏩△Mobile Flying]
Dressed in flashy costumes, Goblin Lords represent the royals who is used. Also, once an additional attack is made with this ability,
lead Goblins from amongst the ranks of Goblin Shamans (see ML, p. 78). [⏩△Mobile Flying] cannot be used on that turn.
They prefer live under the protection of many other goblins, and thus
rarely appear in the Humanoid realm.
Loot
6 High Goblin New
2-4
5-8
Snow-hued Scales (30G / Red B)
White Scales (90G / Red B) x 1d
Intelligence: Average Perception: Five Senses (Darkvision) 9+ Rainbow Hued Scales (220G / Gold Red A) x 1d
Disposition: Hostile Soulscars: 4
Language: Barbaric, Youma Habitat: Forest, Mountain, Cave
Rep/Weak: 11/16 Weak Point: Physical Damage +2 Description
Initiative: 14 Movement Speed: 16/- Fortitude: 7 (14) Willpower: 8 (15) A subspecies of Hugl (see CR I, p. 399 or ML, p. 74) that dwells in
tall, snow-capped mountains and colder regions. Perhaps as part of
F Style Accuracy Damage Evasion Def. HP MP adapting to the environment, it has grown larger than other Hugls, and its
Weapon 9(16) 2d+9 9(16) 4 40 10 scales have become as white as powdered snow.

Unique Skills
◯Anti-Magic Enchantment
When this monster performs a Willpower check against magic, if
Willpower succeeds, the result is treated as Negated regardless of the type
of magic. Furthermore, even if the Willpower check fails, the effect of the
magic is applied as if it had succeeded and costs 5 MP to the High Goblin.
This effect does not occur if no MP was consumed. This ability does
apply to effects other than spells, even if they require a Resistance Check.

◯Psychic Resistance
High Goblin is immune to psychic (weak) effects.
High Goblin also gains a +4 bonus when it makes a Willpower roll against
any psychic type spell or unique skill.

109
🗨Power Attack I
6 Manozalyu New They can deal an additional +4 damage on their next attack. However,
Intelligence: Low Perception: Five Senses (Darkvision) any Evasion Check made by them this turn receives a -2 penalty.
Disposition: Hostile Soulscars: 4
Language: Barbaric, Youma Habitat: Forest, Meadow 🗨△Cover II
Rep/Weak: 12/15 Weak Point: Accuracy +1 This is identical to the combat feat [Cover II] (see p. 33).
Initiative: 13 Movement Speed: 14/- Fortitude: 8 (15) Willpower: 8 (15)
Loot
F Style Accuracy Damage Evasion Def. HP MP 2–4 None
Whip 8(15) 2d+8 8(15) 5 46 20 5–8 Shattered Ignis Ore Core (300G/Gold Black A)
9+ Cracked Ignis Ore Core (1,000G/Gold Black S)
Unique Skills
◯Double Attack
A Manozalyu can make two Whip attacks against the same target. Description
Heavily armed and armored even for a Talos (see p. 108), it bears a
◯Multiple Declarations = 2 times sword and large shield and stands slightly taller than a Talos Soldier.
Endowed with great combat ability and judgment, it stands as an
◯Subjugation impregnable line of defense against those who would harm its master.
Adds +1 bonus to Accuracy/Evasion versus Animals and Mythical Beasts. It is unable to sustain existence if it does not consume a humanoid
heart once every 10 months.
🗨Whip Feint
7 Fomor
Deliberately leaves an opening in its attack to bait the opponent into
evading. This has the same effect as [Decoy Attack I] (see p. 32). New
Intelligence: Average Perception: Five Senses Disposition: Hostile
🗨Vital Aim Soulscars: 4 Language: Barbaric, Giantish Habitat: Various
Aims the whip for a weak point and attacks. If the Accuracy Check roll Rep/Weak: 14/17 Weak Point: Accuracy +1
result is 9 or greater, +5 damage is added to the attack. As a risk, the Initiative: 17 Movement Speed: 18/- Fortitude: 11 (18) Willpower: 11 (18)
Manozalyu receives a -2 penalty to its attack.

Loot F Style Accuracy Damage Evasion Def. HP MP


Always Dance Costume (100G / Red A) Fist (Upper Body) 10(17) 2d+8 9(16) 6 62 24
2-6 Nothing Kick (Lower Body) 9(16) 2d+10 9(16) 6 56 24
7 - 11 Flexible Whip (140G / Red A) Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
12+ Beast Tamer’s Whip (660G / Red A)
Unique Skills
●All Sections
Description
◯Chain Attack
A superior species of Manogaryu known for subjugating numerous
After an attack, Fomor can attack the same target again, regardless of its
beasts and presenting them to high ranking Barbarous. Identical to
success or failure. This ability can add only one additional attack per
Manozalyu in size, their skin is instead a dark green.
round.
They possess greater skill at handling whips, but their intelligence is
still low, and thus their status in Barbarous society is not much improved.
◯Counter
Their is no skill or technique to their beast taming, as it seems to stem
Identical effect as the Combat Feat [Counter] (see p. 40).
from intuition. As such, it is unique to each individual and cannot be taught
to others.
●Upper Body
⏩△Technique & ◯Muscle Mystery
7 Talos Warrior New Can use [Cat’s Eye], [Beetleskin], [Bear Muscle], [Recovery (7 points)].
These Techniques have twice the normal duration.
Intelligence: Average Perception: Five Senses (Darkvision)
Disposition: Hostile Soulscars: 0 Language: Barbaric, Drakish, Vulcan
⏩Stratagem and Maneuver/All Areas (20m Radius)
Habitat: Ruins Rep/Weak: 13/17 Weak Point: Water/Ice Damage +3
Initiative: 15 Movement Speed: 20/- Fortitude: 11 (18) Willpower: 7(14) Can use [Surging Offense II: Whirlwind] (Accuracy +1 ). E
very third turn, they can use [Maneuver: Unexpected Blow I] (+2
Accuracy, +2 Damage). Cannot use Stratagems if no other allies will be
F Style Accuracy Damage Evasion Def. HP MP affected it.
Weapon 6(13) 2d+5 6(13) 6 40 10
●Lower Body
Unique Skills ◯Attack Obstacle +4/None
◯Fire Immunity Fomor height prevents enemies from attacking it.
The Upper Body receives a +4 bonus to Evasion checks against melee
◯Anti-Magic Shell attacks. When the Lower Body falls to 0 HP or lower, this effect
Gains a +4 bonus to resistance checks against magic. However, this does disappears.
not apply to resistance to Fairy Magic and Nature Magic.
Loot
◯Fairy/Spirit Blindness 2-6 Bag of Silver (50G / -) x 1d
Cannot sense or hear the voices of fairies and spirits. When damaged by 7 - 10 Bag of Silver (100G / -) x 1d
Fairy Magic, Fairies or Nature Magic, it suffers 3 additional points of 11+ Rare Gems (1500G / Gold S)
damage.

⏩△Defense of Ignis Description


The Talos Warrior becomes covered in fire and gains +3 Defense for 10 A green-skinned race of giants that stand approximately 5 meters tall,
Seconds (1 Round). Anyone who makes a melee attack versus the Talos the Fomor are said to be a noble race of Barbarous who once led Goblins
during this period, regardless of success or failure, must suffer 2d of fire (see CR I, p. 397 or ML, p. 73), Bolgs (see CR I, p. 401 or ML, p. 75) and
magic. This causes the Talos to receive 5 points of fixed damage on its next Ogres (see CR II, p. 337 or ML, p. 83) in battle. However, they were
turn. deprived of their positions by the plotting of Drakes and now possess low
status.

110
Part 3 Monsters And Arena

Fomors are said to be the bravest of the Barbarous, always taking the
lead in battles. In this sense, they get along with Trolls (see CR I, p. 407 or 8 Immature Vampire GR
ML, p. 82). However, where a Troll tends to be guided only by its own Intelligence: High Perception: Five Senses (Darkvision)
strength as a warrior, Fomors excel at commanding troops. It has even Disposition: Hostile Soulscars: 4 Language: Trade Common, Barbaric,
been said that a Goblin army led by a Fomor will defeat a troll army led by Nosferatu, Regional Dialect, Arcana Habitat: Various
a goblin.” Rep/Weak: 12/17 Weak Point: Silver Weapon Damage +3
The Drakes, who now occupy the upper echelons of Barbarous Initiative: 15 Movement Speed: 16/32 (Flight)
society, highly value the abilities of the Fomors but are wary of conspiracy Fortitude: 10 (17) Willpower: 10(17)
of rebellion amongst them. For this reason, Fomors are not allowed to
assemble in groups larger than a family unit, and their children are forced
into independence at an early age to be incorporated into Barbarous F Style Accuracy Damage Evasion Def. HP MP
armies. Claw 11(18) 2d+9 10(17) 8 77 55
In such armies, they are often given command and staff positions in
small units composed of Goblins, Bolgs, and other Barbarous. Several Unique Skills
Fomors do not usually appear together in these units. ◯Normal Weapon Immunity

◯Regeneration = 5 points
8 Areigo Akid New At the end of each round, an Immature Vampire recovers 5 HP. This
Intelligence: Average Perception: Five Senses (Darkvision) does not affect the Immature Vampire at 0 HP or lower.
Disposition: Hostile Soulscars: 4
Language: Barbaric, Youma, Drakish Habitat: Plains, Ruins ◯Vampire Body
Rep/Weak: 15/18 Weak Point: Physical Damage +2 As long as an Immature Vampire is under sunlight, it takes 5 magic
Initiative: 16 Movement Speed: 20/- Fortitude: 11 (18) Willpower: 10 (17) damage at the end of its turn and receives a -2 penalty to all Accuracy and
Evasion Checks. This damage cannot be reduced in any way. Additionally,
the Immature Vampire cannot use their [◯Regeneration] or [◯Normal
F Style Accuracy Damage Evasion Def. HP MP
Weapon Immunity] abilities.
Battle Flag 10(17) 2d+10 10(17) 6 67 31
◯Flight
Unique Skills An Immature Vampire receives a +1 bonus to Accuracy and Evasion only
⏩Stratagem & Maneuvers/All Areas (30m Radius) for melee attacks.
Can use [Surging Offense II: Whirlwind] (Accuracy +1).
Every third turn uses [Maneuver: Unexpected Blow I] (Accuracy +2, ►Divine Magic 7 Level /Magic Power 10 (21)
Damage +2). If there are no characters eligible to be effected by a
Stratagem, these abilities will not be used. ►Truespeech Magic, Spiritualism Magic 5 Level/Magic Power 8(15)

►Self-Destruction/10(17)/Fortitude/Half 🗨Magical Aptitude


“Range: Caster”, “Target: 1 area (6m Radius)/20” deals 2d+8 bludgeoning The Immature Vampire has mastered the combat feats
magic damage, and then the Areigo’s HP becomes 0 and it dies. [Metamagic/Targets] and [Multi-Action].

Loot ►Vampire Bite/10 (17)/Evasion/Neg


Always Barbarous Flag (2000G / Red Green S) The Immature Vampire bites the target, dealing 2d+7 physical damage.
2-9 Explosive Reactant Crystal Debris (600G / Red Black A) The Immature Vampire heals HP equal to the applied dealt.
Fragment of Explosive Reactant Crystal (1600G / Red If the target is reduced to 0 HP or lower from this attack, they receive a
10+ -10 penalty to their next Death Check. If the character fails this Death
Black S)
Check, they receive an extra 5 soulscars and rise as a Blood Sucker.
Immature Vampires lose 4 HP and MP per day (cumulative) that they do
Description not drain blood via [►Vampire Bite] and also cannot use their
An Areigo who holds the rank of leader. They are sometimes charged [◯Regeneration] unique skill. These penalties immediately disappear
with giving orders and maintaining discipline with Barbarous legions, but it once the Immature Vampire successfully drains blood via [►Vampire
is rare that they are able to fully fulfill this role. Bite].

Loot
Always Corrupted Ash (300G/Red A)
2–6 None
7 – 11 Gray Cloak (300G / White A)
12+ Vampire Cloak (1,000G/White S)

Description
A vampire who has received the ‘Blood Kiss’ but is not yet at full
strength (see CR II, p. 353, ML, p. 97).
They are unable to use the gaze power that is so synonymous with
vampires, and the spawns they produce are weak. Even so, they are more
powerful than the average Barbarous commander and are an object of fear
and awe.

111
Loot
8 Goblin High King New 2-7 Heraldic Spear (150G / Black White A)
Intelligence: Average Perception: Five Senses (Darkvision) 8 - 10 Well-Balanced Spear (600G / Black White A)
Disposition: Hostile Soulscars: 4 11+ Well-Kept Spear (1000G / Black White S)
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
Rep/Weak: 12/17 Weak Point: Magic Damage +2
Initiative: 15 Movement Speed: 14/- Fortitude: 11 (18) Willpower: 11 (18) Description
It is a heavily armed Centaur (see CR II, p. 333 or ML, p. 74) that
specializes in physical attacks and does not use Fairy Magic. It is the first
F Style Accuracy Damage Evasion Def. HP MP one to enter the battlefield and is responsible for breaking the enemy's
Weapon 11(18) 2d+12 10(17) 8 70 30 defense line into pieces.

Unique Skills
◯Wait Action 9 High Goblin Raider New
If this monster loses initiative at the start of combat, it can perform two Intelligence: Low Perception: Five Senses (Darkvision)
Major Actions in the first round. Disposition: Hostile Soulscars: 4
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
◯High King Rep/Weak: 12/18 Weak Point: Physical Damage +2
All “Target: 1 Entire Character” within “Range/Area:2(50m)/Target” Initiative: 18 Movement Speed: 20/- Fortitude: 11 (18) Willpower: 12 (19)
around the Goblin High King are inspired by his presence and gain a +1
bonus to Accuracy checks, increasing their damage by +2 points for 10
seconds (1 round). However, while under this effect, they cannot restore F Style Accuracy Damage Evasion Def. HP MP
HP and MP. If the affected allies are Barbarous of Level 7 or lower, this Weapon 12(19) 2d+9 12(19) 6 70 15
effect is considered to be “Resistance: Can’t”, otherwise it is “Resistance:
Optional”. It is treated as a Psychic effect with a Success Value of 20. Unique Skills
Although it can be used as many times as the High King wants during its ◯Fast Action
turn, its effects do not stack on a target. If High Goblin Raider wins the initiative during the first round of combat,
it may take two Major Actions that round.
🗨Power Strike I
They can deal an additional 4 damage on their next attack. However, any ◯Shadow Sneak
Evasion Check made by them this turn receives a -2 penalty. Can leave, pass through skirmishes without movement blocking and
Prepare to Withdraw action.
►King's Authority/10 (17)/Willpower/Neg
The Goblin High King makes its presence known to “Target: All Areas ◯Painful Strike
(20m Radius)/All”. They will be unable to target with melee attacks, ranged If the 2d roll of the damage roll is 9 or more, the damage is increased by
attacks, magic, or other effects that harm the Goblin High King for 10 an additional +8 points.
seconds (1 round).
Using this effect consumes 5 points of MP. ◯Anti-Magic Enchantment
When this monster performs a Willpower check against magic, if
Loot Willpower succeeds, the result is treated as Negated regardless of the type
Always Glittering Necklace (2,000G/Gold White S) of magic. Furthermore, even if the Willpower check fails, the effect of the
2-5 Bag of Silver (50G/-) x1d magic is applied as if it had succeeded and cost 5 MP to the High Goblin.
6 - 10 Gem (150G/Gold A) x1d This effect does not occur if no MP is consumed. This ability does apply
11+ Goblin Crown (700G/Gold White A) to effects other than spells, even if they require a Resistance Check.

◯Psychic Resistance
Description High Goblin is immune to psychic (weak) effects.
A Goblin High King is so powerful that it is called the "Only King" High Goblin also gains a +4 bonus when it makes a Willpower roll against
among Goblins. Its height is over 2 meters, and its presence is enough to any psychic type spell or unique skill.
intimidate even the most powerful Barbarous.
In battle, he sacrifices many of his men while assessing the capabilities Loot
of his opponents and exploiting gaps in their defenses to launch a wave of 2-5 High-quality Weapon (150G / Black White A)
attacks. 6 - 11 Engraved Weapon (600G / Black White A)
12+ Rare Weapon (4000G / Black White S)

9 Centaur Heavy Knight New


Intelligence: Average Perception: Five senses Disposition: Hostile Description
Soulscars: 4 Language: Barbaric, Centaur Habitat: Plains These are High Goblins (see p. 109), trained specifically for surprise
Rep/Weak: 13/19 Weak Point: Earth Damage +3 attacks.
Initiative: 18 Movement Speed: 40 (4 Legs)/- They are feared for appearing seemingly from nowhere to wreak
Fortitude: 11 (18) Willpower: 10 (17) havoc on the battlefield.

F Style Accuracy Damage Evasion Def. HP MP


Weapon 10(17) 2d+12 9(16) 12 82 50

Unique Skills
►Charge/10 (17)/Evasion/Neg
This attack can only be used after Normal Move.
Centaur Heavy Knight charges, spearing an enemy character with a melee
attack, dealing 2d+20 physical damage.

◯Rampage
After [►Charge], Centaur Heavy Knight can make additional Major
Action.

112
Part 3 Monsters And Arena

9 Manodanryu New 10 Dowi Fomor New


Intelligence: Low Perception: Five Senses (Darkvision) Intelligence: Average Perception: Five Senses Disposition: Hostile
Disposition: Hostile Soulscars: 4 Soulscars: 4 Language: Barbaric, Giant Habitat: Various
Language: Barbaric, Youma, Sea Animal Habitat: Forest, Ruins Rep/Weak: 16/20 Weak Point: Accuracy +1
Rep/Weak: 15/18 Weak Point: Accuracy +1 Initiative: 20 Movement Speed: 21/- Fortitude: 15 (22) Willpower: 13 (20)
Initiative: 16 Movement Speed: 14/- Fortitude: 12(19) Willpower: 12 (19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Whip 12(19) 2d+12 12(19) 7 80 30 Fist (Upper Body) 13(20) 2d+12 12(19) 8 92 33
Kick (Lower Body) 12(19) 2d+14 12(19) 8 86 33
Unique Skills Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
◯Twin Strike & Double Attack
Can make two Whip attacks each round, though each attack requires its Unique Skills
own Accuracy check. They may choose to attack different characters with ●All Sections
each attack. ◯Chain Attack
After an attack, Dowi Fomor can attack the same target again, regardless
◯Multiple Declarations = 3 times of its success or failure. This ability can add only one additional attack per
round.
◯Subjugation II
Adds +2 bonus to Accuracy/Evasion versus Animals and Mythical Beasts. ◯Counter
Identical effect as the Combat Feat [Counter] (see p. 40).
🗨Whip Feint
Deliberately leaves an opening in its attack to bait the opponent into ●Upper Body
evading. This has the same effect as [Decoy Attack I] (see p. 32).
⏩△Technique & ◯Muscle Mystery
Can use [Cat’s Eye], [Beetleskin], [Bear Muscle], [Giant Arms],
🗨Vital Aim
[Recovery (7 points)]. These Techniques have twice the normal duration.
Aims the whip for a weak point and attacks. If the Accuracy Check roll
result is 9 or greater, +5 damage is added to the attack. As a risk, the
Manozalyu receives a -2 penalty to its attack. ⏩Stratagem and Maneuver/All Areas (30m Radius)
Can use [Surging Offense III: True Aim] (Accuracy +1, Physical Damage
🗨All-Out Offense +1).
Puts all of their strength behind the whip and launches a vicious blow. Every third turn, they can use [Maneuver: Unexpected Blow I] (+2
This adds +8 damage to the attack, but as a Risk, the Manodanryu suffers Accuracy, +2 Damage). Cannot use Stratagems if no other allies will be
a -2 penalty to its evasion. affected it.

Loot ●Lower Body


2-9 Beast Tamer’s Whip (660G / Red A) ◯Attack Obstacle +4/None
10+ Whip of Subjugation (1680G / Red S) Fomor height prevents enemies from attacking it.
The Upper Body receives a +4 bonus to Evasion checks against melee
attacks. When the Lower Body falls to 0 HP or lower, this effect
Description disappears.
A superior species of Manogaryu (see p. 107), who are reputed to have
subdued Mythical Beasts and large animals. Manogaryu customarily Loot
incorporate the name of the animal or Mythical Beast they have tamed into 2-6 Bag of Silver (50G / - ) x 1d
their own name, which can be used to guess at how strong an individual is. 7 - 10 Bag of Silver (100G / -) x 2d
It is said one legendary Manogaryu is said to have tamed a dragon, but 11+ Bag of Silver (300G / -) x 2d
it has not been confirmed whether this was a true story or a boast.

Description
This is a more experienced Fomor (see p. 110).
Normally, they lead Goblin or Bolg under a higher-ranking Drake or
Troll. However, most of the assignments they are given are highly
dangerous, such as spearheading a siege or leading a retreat.

113
10 High Goblin Fanatic New 11 Talos Juggernaut New
Intelligence: Low Perception: Five Senses (Darkvision) Intelligence: Average Perception: Five Senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 0
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves Language: Barbaric, Drakish, Vulcan, Arcana Habitat: Ruins
Rep/Weak: 11/16 Weak Point: Physical Damage +2 Rep/Weak: 17/20 Weak Point: Water/Ice Damage +3
Initiative: 16 Movement Speed: 16/- Fortitude: 12 (19) Willpower: 13 (20) Initiative: 18 Movement Speed: 25/- Fortitude: 15 (22) Willpower: 12 (19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 12(19) 2d+11 10(17) 7 80 20 Weapon 13(20) 2d+12 12(19) 12 102 15

Unique Skills Unique Skills


◯Multiple Declarations = 2 times ◯Fire Immunity

🗨△Cover I ◯Mana Absorbing Shell


High Goblin Fanatic can use [Cover I] combat feat (see p. 33). Gains a +4 bonus to resistance checks against magic. Also, if the resistance
check succeeds, HP is recovered equal to the MP used for the spell (the
🗨Power Strike II actual number used, or the equivalent for 1 character if
A High Goblin Fanatic can deal an additional +12 damage on their next [Metamagic/Targets] was present).
attack. However, any Evasion Check made by the High Goblin Fanatic this However, this does not apply to resistance to Fairy Magic or Nature
turn receives a -2 penalty. Magic.

🗨Cleave II ◯Fairy/Spirit Blindness


High Goblin Fanatic can attack with a weapon up to 5 target characters Cannot sense or hear the voices of fairies and spirits. When damaged by
within the skirmish in which it resides. Fairy Magic, Fairies or Nature Magic, it suffers 3 additional points of
If declared at the same time as a [Power Strike II], only one of the hit damage.
characters will be dealt additional damage.
⏩Ignis Blaze
◯Maiden Fanaticism Flames spew from its entire body. Damage from melee attacks becomes
It is blindly fanatical to the High Goblin Maiden (see p. 116). The bonus fire type, with a +3 bonus to Accuracy Checks and a +6 bonus to damage.
to Accuracy checks received by its [►Frenzy Aroma] is increased to +2. This effect is not cumulative. When the creature uses this ability, it receives
If a High Goblin Maiden is killed within a radius of 30 meters, it becomes 8 fixed damage at the end of its turn.
enraged and gains a +2 bonus on Accuracy checks and +8 to damage for
10 seconds (1 round). If more than one High Goblin Maiden is killed 🗨Desperate Strike II
within 10 seconds, this effect is cumulative. When using this, if the attack hits, it deals +10 damage, and the user
This effect is of the psychic type. receives 10 points of fixed damage. If the attack does not hit, no fixed
damage is suffered.
◯Advanced Anti-Magic Enchantment
When this monster performs a Willpower check against magic, if 🗨Cleave II
Willpower succeeds, the result is treated as Negated regardless of the type Talos Juggernaut can attack with a weapon up to 5 target characters within
of magic. Furthermore, even if the Willpower check fails, the effect of the the skirmish in which it resides.
magic is still Negated and costs 10 MP to the High Goblin. This effect does
not occur if no MP was consumed. Loot
This ability does apply to effects other than spells, even if they require a 2-5 Shattered Ignis Ore Core (800G / Gold Black A)
Resistance Check. 6-9 Cracked Ignis Ore Core (1000G / Gold Black S)
10+ Dull Ignis Ore Core (4000G / Gold Black S)
◯Psychic Resistance
High Goblin is immune to psychic (weak) effects.
High Goblin also gains a +4 bonus when it makes a Willpower roll against Description
any psychic type spell or unique skill. Among the Talos (see p. 108), this juggernaut is the most heavily
fortified in terms of offensive power and is specifically designed to break
Loot through enemy lines, even operating independently.
2-4 Large Weapon (300G / Black White A) Standing at nearly three meters tall, it wields a massive sword and a
5 - 10 Engraved Weapon (600G / Black White A) large shield. Its thick and foreboding outer shell exudes an intimidating
11+ Rare Weapon (4000G/ Black White S) presence.
They excel in combat against magicians and demonstrate their combat
prowess in group battles. Furthermore, they serve as leaders among other
Description Talos and possess the intelligence to comprehend complex strategies.
It is a higher species of High Goblin (see p. 109) and is considered to They display unwavering loyalty to their masters and possess a high level
be goblin knights. They are fearsome mad warriors who wear heavy armor of emotional intelligence, enabling them to care for their masters and lend
and use massive weapons far beyond their height to ravage their enemies. a listening ear during peaceful times.
They were created to take pleasure in blind obedience to the High To sustain its life, a Talos Juggernaut must consume a humanoid heart
Goblin Maiden (see p. 116), and they are fanatically loyal to her, even to every six months.
the point of cutting off their own heads with a smile if they are told to die
on the spot.
Therefore, the combination of High Goblin Fanatic and High Goblin
Maiden is a vicious fighting force, as Fanatics can be strongly enhanced by
High Goblin Maiden.
They believe in fighting as a shield of the High Goblin Maiden with
their life. If they should lose the High Goblin Maiden they are supposed
to protect, they will start a desperate fight to the end involving everything
and everyone around him.

114
Part 3 Monsters And Arena

11 Glass Basilisk (Human Form) New 12 Glass Basilisk (Monstrous Form) New
Intelligence: High Perception: Five Senses (Darkvision) Intelligence: Low Perception: Five Senses (Darkvision)
Disposition: Neutral Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Youma, Basilisk, Drakish, Arcana Language: Trade Common, Barbaric, Basilisk, Drakish, Arcana
Habitat: Cold Regions, Ruins Habitat: Cold Region, Ruins
Rep/Weak: 12/17 Weak Point: Fire Damage +3 Rep/Weak: 12/16 Weak Point: Fire Damage +3
Initiative: 16 Movement Speed: 15/- Fortitude: 13(20) Willpower: 13(20) Initiative: 17 Movement Speed: 12 (4 Legs)/-
Fortitude: 14(21) Willpower: 14(21)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 14(21) 2d+13 12(19) 12 93 67 None (Right Evil Eye) - - 16(23) 5 50 26
None (Left Evil Eye) - - 16(23) 5 50 26
Unique Skills Bite (Head)
Claws (Body)
14(21) 2d+10
13(20) 2d+14
15(22)
13(20)
10
13
89
99
55
53
◯Poison, Disease Immunity
Sections: 4 (Right Evil Eye/Left Evil Eye/Body/Head) Main Section: Head
►Truespeech Magic 10 Level/Magic Power 13 (20) Unique Skills
●All Sections
🗨►Magic Aptitude ◯Poison, Disease Immunity
Can use the Combat Feats [Multi-Action], [Universal Metamagic] and
[Wordbreak].
◯Poisonous Blood/14 (21)/Fortitude/Neg
This is the same as the Glass Basilisk (Human Form), except for the
⏩Glass Gaze/13 (20)/Willpower/Neg difference in Resistance value.
With “Range/Area: 2 (50m)/Target” the Glass Basilisk gazes at a “Target:
1 Character”, afflicting them with petrification (Dexterity / Agility -6) (see ●Right Evil Eye
CR II, p. 329, ML, p. 71). This effect eventually turns the target into a clear
glass statue instead of a stone statue, but can be countered with [Cure ⏩Glass Gaze/14 (21)/Willpower/Neg
Stone]. This is the same as the Glass Basilisk (Human Form), except for the
If the victim is holding a mirror is targeted with this ability, if the Success difference in Resistance value.
Value of the Willpower check is 4 or more points greater than the target
value, the gaze can be reflected and its effect applied to the Glass Basilisk, ●Left Evil Eye
which does not get its own Willpower check. ⏩Paralyzing Gaze/14 (21)/Willpower/Neg
This effect occurs even if the Glass Basilisk is blindfolded, etc. and is This is the same as the Glass Basilisk (Human Form), except for the
treated as a curse effect. difference in Resistance value.
This ability can only be used once a round.
●Head
⏩Paralyzing Gaze/12 (19)/Willpower/Neg ►Truespeech Magic 10 Level/Magic Power 11 (18)
With “Range/Area: 2 (50m)/Target,” the Glass Basilisk gazes at the target,
restricting its movement. If affected, the target cannot make a Full Move 🗨►Magic Aptitude
for 10 seconds (1 round). This also prevents special movement due to the Can use the Combat Feats [Multi-Action], [Universal Metamagic] and
effects of magic or items. The victim can only walk and fly using its own [Wordbreak].
innate physical abilities. The ability to use the combat Feat [Shadow Sneak]
is also lost, as is the case with other movement-assisting effects. ●Body
This ability can only be used once a round.
◯Standing Upright
If the HP of [Section: Body] is reduced to 0 or less, all other Sections
◯Poisonous Blood/13 (20)/Fortitude/Neg
receive a -2 penalty to their Evasion.
Anyone within the same Skirmish area who deals damage to this monster
receives 2d+4 poison magic damage at the end of their turn.
⏩△Instant Humanization
►Monstrous Form It instantly transforms into Human form. Refer to Glass Basilisk (Human
The monster transforms into its monstrous form. For data on this form, Form) for data on the Human form. If the Body section has suffered HP
see Glass Basilisk (Monstrous Form). Its HP and MP are restored to their or MP damage or has been affected by magic or other effects, these are
maximum values, and all effects of spells and the like are removed. When carried over to the Human form. If its HP is less than 0, it immediately
[►Monstrous Form] is activated, the new Body section is treated as if it falls unconscious.
took a Major Action. The Head section may take Major Action on this [⏩△Instant Humanification] cannot be used for 1 hour immediately after
turn. Also, [Evil Left Eye] and [Evil Right Eye] sections can use their gaze using [►Monstrous Form].
abilities on their turn if the Basilisk has not already used it for its turn.
[⏩△Instant Humanification] cannot be used for 1 hour immediately after Loot
using [►Monstrous Form]. Always Basilisk Pureblood (1000G / Red S)
2 – 11 Glass Eye (2400G / Gold Red S)
Loot 12 – 13 Glazed Eye (6000G / Gold Red S)
Always Basilisk Pureblood (1000G / Red S) 14+ Glass Eye (12000G / Gold Red SS)
2-8 None
9 - 12
13+
Glass Eye (2400G / Gold Red S)
Glazed Eye (6000G / Gold Red S)
Description
A Glass Basilisk that is shown its true form: A large lizard about 5m
long, with one eye milky-white and cloudy and the other colorless and
Description transparent. In this form, unlike its rational human form, the Glass Basilisk
Glass Basilisk are a higher species of Basilisk (see CR II, p. 342 or is driven by emotion and tramples all those before it.
ML, p. 88) possessed of glass evil eye. Their petrification gaze turns the
victim into a translucent glass statue. This variant of Basilisk prefers cold
climates, and bears a weakness to fire and high heat.
Its second evil eye possesses the power of paralyzation, which, once
seen, is difficult to escape from.

115
12 Areigo Daved New 13 High Goblin Maiden New
Intelligence: Average Perception: Five Senses (Darkvision) Intelligence: High Perception: Five Senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Barbaric, Youma, Drakish Habitat: Plains, Ruins Language: Barbaric, Youma, Drakish Habitat: Forests, Mountains, Caves
Rep/Weak: 18/21 Weak Point: Physical Damage +2 Rep/Weak: 15/20 Weak Point: Physical Damage +2
Initiative: 21 Movement Speed: 20/- Fortitude: 15 (22) Willpower: 15 (22) Initiative: 20 Movement Speed: 12/- Fortitude: 15 (22) Willpower: 18 (25)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Battle Flag 15(22) 2d+16 15(22) 10 116 49 Weapon 11(18) 2d+10 10(17) 8 118 27

Unique Skills Unique Skills


⏩Stratagem & Maneuvers/All Areas (50m Radius) ►Frenzy Aroma
Can use [Surging Offense IV: Blaze] (+3 Physical Damage). It releases a frenzied scent from its entire body that disperses over a wide
Every third turn uses [Maneuver: Unexpected Blow II] (Accuracy +4, area, making the High Goblins go into a frenzy. This ability costs 5 HP for
Damage +4). If there are no characters eligible to be effected by a this monster.
Stratagem, these abilities will not be used. For 10 seconds (1 round), within “Range: Caster” “Target: All Areas
(20m Radius)/All” all High Goblins (of any type) receive a +1 bonus on
►Life in Death/15(22)/Fortitude/Half Accuracy checks and +4 to damage. At the same time, it gives a -4 penalty
At “Range: Caster” and “Target: 1 area (6m Radius)/20” deals 2d+12 to Evasion checks.
bludgeoning magic damage. This ability can be used only once, and Areigo This effect is of the psychic type and is not cumulative.
Daved HP is reduced to 1 point after it is used.
►Healing Aroma
Loot The entire body releases a scent that activates High Goblin's resilience
Always Noble Barbarous’ Banner (5500G Red Green S) and disperses it over a wide area. When using this ability, the High Goblin
2-6 None Maiden consumes its own HP in any range from 1 to 25 points (chosen by
7 - 10 Explosive Reactant Crystal Debris (600G / Red Black A) this monster). At the same time, all High Goblins (all species except High
Fragment of Explosive Reactant Crystal (1600G / Red Goblin Maiden) within “Range: Caster” and “Target: All Areas (20m
11+ Radius)/All” will regain the same number of points of HP.
Black S)
⏩Blood Offering/Can’t
Description High Goblin Maiden instantly kills within “Range: Touch” one High
An Areigo tactician. Areigo rarely command from the vanguard of the Goblin (except High Goblin Maiden). At the same time, it’s own HP is
army, so it is considered to be the de facto highest rank amongst them. restored to the same number of points as the High Goblin's HP had
immediately before dying from this effect.
This effect can only be used once per round and before the Maiden takes
a Major Action.

◯Advanced Anti-Magic Enchantment


When this monster performs a Willpower check against magic, if
Willpower succeeds, the result is treated as Negated regardless of the type
of magic. Furthermore, even if the Willpower check fails, the effect of the
magic is still Negated and costs 10 MP to the High Goblin. This effect does
not occur if no MP is consumed.
This ability does apply to effects other than spells, even if they require a
Resistance Check.

◯Psychic Resistance
High Goblin is immune to psychic (weak) effects.
High Goblin also gains a +4 bonus when it makes a Willpower roll against
any psychic type spell or unique skill.

Loot
2-4 Beautiful Necklace (300G/Gold White A)
5-7 Luxury Ornaments (500G/Gold White A) x 1d
8 - 11 Glittering Necklace (2,000G/Gold White S)
12+ Heraldic Ring (3,000G/Gold White S) x 1d

Description
Created as the leader of High Goblins (see p. 107), she is almost always
followed by another species of High Goblin, especially High Goblin
Fanatics (see p. 114).
Although she is stunningly beautiful and pretty, she is no different
from other High Goblins with her pale skin, huge red eyes, and the Anti-
Magic Enchantment that covers her entire body. Although she is not a
powerful fighter, she can make High Goblins go crazy with her body and
can emit an aroma that heals wounds. This strengthens the High Goblins
around her and protects her, thus ensuring her own safety. They also have
the ability to regenerate her own strength by being bathed in the blood of
those who have been offered to her.
They are arrogant, selfish, brutal, and cunning. However, it is said that
she instinctively feels strong affection for the strong Drakes (see CR I, p.
408 or ML, p. 83) and is willing to obey their commands. For this purpose,
she will expend the lives of any number of High Goblins under her
command.

116
Part 3 Monsters And Arena

13 Forest Giant New 14 Gian Fomor New


Intelligence: Average Perception: Five Senses Disposition: Neutral Intelligence: Average Perception: Five Senses Disposition: Hostile
Soulscars: 4 Language: Giant Habitat: Forests Soulscars: 4 Language: Barbaric, Giant Habitat: Various
Rep/Weak: 15/20 Weak Point: Physical Damage +2 Rep/Weak: 19/23 Weak Point: Accuracy +1
Initiative: 18 Movement Speed: 19/- Fortitude: 18(25) Willpower: 15(22) Initiative: 25 Movement Speed: 24/- Fortitude: 20 (27) Willpower: 17(24)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist (Upper Body) 16(23) 2d+18 14(21) 13 128 31 Fist (Upper Body) 18(25) 2d+17 17(24) 12 136 54
Kick (Lower Body) 17(24) 2d+16 13(20) 13 116 18 Kick (Lower Body) 17(24) 2d+18 17(24) 12 126 54
Sections: 2 (Upper Body/Lower Body) Main Section: Upper Body Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills Unique Skills
●Upper Body
●All Sections
⏩△Techniques ◯Chain Attack
A Forest Giant can use the [Gazelle Feet], [Strong Blood], [Cat's Eyes], After an attack, Gian Fomor can attack the same target again, regardless
[Bear Muscle] and [Recovery (5 HP)] Techniques. of its success or failure. This ability can add only one additional attack per
round.
►War Cry/15 (22)/Willpower/Neg
The Forest Giant unleashes a mighty yell, causing fear in those who fail ◯Counter
to resist within “Range: Caster” and “Target: 2-3 areas (10m Radius)/All” Identical effect as the Combat Feat [Counter] (see p. 40).
around Forest Giant for 30 seconds (3 rounds) and causes a -2 penalty to
all Action Checks. ●Upper Body
This is a psychic effect.
⏩△Technique & ◯Muscle Mystery
●Lower Body Can use [Cat’s Eye], [Beetleskin], [Bear Muscle], [Giant Arms], [Titan's
Foot ], [Troll Vitals], [Recovery (14 points)]. These Techniques have twice
◯Attack Obstacle = +4 • None
the normal duration.
The Forest Giant’s height prevents enemies from attacking it. The Upper
Body receives a +4 bonus to Evasion checks against melee attacks. When
the Lower Body falls to 0 HP or lower, this effect disappears. ⏩Stratagem and Maneuver/All Areas (50m Radius)
Can use [Surging Offense IV: Radiant Strikes] (Accuracy +1, Physical
Loot Damage +1).
Every third turn, they can use [Maneuver: Unexpected Blow II] (+4
Always Massive Weapon (300G / Black White A)
Accuracy, +4 Damage). Cannot use Stratagems if no other allies will be
2 - 11 Gold Bracelet (2500G / Gold White S)
affected it.
12+ Giant’s Treasure (10,000G / Gold SS)
●Lower Body
Description ◯Attack Obstacle +4/None
It is a giant about 6 meters tall that lives in the forest. It is usually found Fomor height prevents enemies from attacking it.
deep in the forest, living with nature, and is rarely seen. They are usually The Upper Body receives a +4 bonus to Evasion checks against melee
calm and quiet among giants, but once it considers someone an enemy, it attacks. When the Lower Body falls to 0 HP or lower, this effect
has no mercy for them and will crush them with its well-trained strikes and disappears.
techniques.
They are by no means stupid and can negotiate. However, they are Loot
very territorial and will not tolerate intrusion by others. They usually live 2-6 Bag of Silver (100G / - ) x 2d
alone, but rarely can travel in search of mates. They have no concept of 7 - 11 Bag of Silver (300G / -) x 2d
money and consider everything as their own, so they sometimes get into 12+ General's Insignia (7,300G/Gold White S)
trouble by eating livestock without permission.
Description
Gian Fomors are incredibly powerful Fomor (see p. 110) generals who
once led entire legions of Barbarous. At present, however, no Gian
Fomors in command, as the higher-level Drakes are very wary of rebellion
and are keeping them subdued.
Usually, Gian Fomors are given nominal assignments and relegated to
the far reaches and frontiers of the Barbarous territories. Their
subordinates, too, are merely watchdogs, whose movements are constantly
reported to the higher Drakes. Gian Fomors, however, have not lost their
former vigor. They spend their long years in hiding, believing that one day
Fomor's legions will sweep the earth.

117
3 Giant Bat New
Intelligence: Animal Perception: Five Senses (Hearing)
1 Filthy Rat New Disposition: Hostile Language: None Habitat: Forests, Caves
Rep/Weak: 8/12 Weak Point: Accuracy +1
Intelligence: Animal Perception: Five Senses Disposition: Hostile
Initiative: 12 Movement Speed: -/20 (Flying)
Language: None Habitat: Ruins
Fortitude: 4(11) Willpower: 4 (11)
Rep/Weak: 6/9 Weak Point: Accuracy +1
Initiative: 9 Movement Speed: 12 (4 Legs)/-
Fortitude: 3 (10) Willpower: 2 (9) F Style Accuracy Damage Evasion Def. HP MP
Bite 4(11) 2d+2 4(11) 0 24 10
F Style Accuracy Damage Evasion Def. HP MP
Bite 2(9) 2d-1 2(9) 0 10 1 Unique Skills
◯Flight
Unique Skills A Giant Bat receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
◯Disease Bite/2(9)/Fortitude/Neg
If a character is hit with a Bite attack that inflicts 1 or more applied
damage, this character gains a -1 penalty to their Fortitude. This effect is of ◯Bloodsucking
the disease type, it is permanent unless healed and it is not cumulative. If a Bite attack hits, the monster's HP is restored by a value equal to the
applied damage.
◯Nimble
Loot
Filthy Rat gains a +2 bonus to the Evasion check against ranged attacks.
Always Bat Wing (30G / Red B)
Loot 2-6 None
2 - 10 None 7+ Purple Jewel (120G / Gold A)
11+ Dirty Teeth (50G / Red B)
Description
Description Giant Bats are flying mammals that suck blood from animals. Using
These rodents are about 40 cm long and are found in abandoned ultrasonic waves inaudible to humans, the Bat can find its prey by hearing
buildings and ruins. They propagate in sewer systems and catacombs and how the waves echo back to it (echolocation), allowing it to fly around and
are hated by people because they make their homes unsanitary and spread search for prey in darkness.
diseases.
They breed prolifically, and if you see one, it is safe to assume that
there are many more around.
3 Hammerhead GR
Intelligence: Animal Perception: Five Senses Disposition: Hungry
Language: None Habitat: Various
2 Poison Toad New Rep/Weak: 9/12 Weak Point: Magic Damage +2
Intelligence: None Perception: Five Senses Disposition: Hungry Initiative: 9 Movement Speed: 11 (4 Legs)/-
Language: None Habitat: Various Fortitude: 4(11) Willpower: 4(11)
Rep/Weak: 9/12 Weak Point: Earth Damage +3 F Style Accuracy Damage Evasion Def. HP MP
Initiative: 8 Movement Speed: 10 (4 Legs)/20 (Swimming) Headbutt (Head) 4(11) 2d+5 3(10) 4 20 8
Fortitude: 5(12) Willpower: 4 (11) Kick (Body) 5(12) 2d+2 4(11) 3 17 10
Sections: 2 (Head / Body) Main Section: Head
F Style Accuracy Damage Evasion Def. HP MP
Slam 3(10) 2d-1 2(9) 2 20 5 Unique Skills
●Head
Unique Skills ◯Painful Strike
◯Poison/3 (10)/Fortitude/Neg If the 2d roll of the damage roll is 10 or more, the damage is increased
If the Slam attack inflicts 1 or more applied damage, it inflicts 6 poison by an additional +6 points.
magic damage to the target.
Loot
Loot 2-7 None
2-6 None 8 - 10 Rocky Hide (120G / Red A)
7 - 10 Toad Oil/(20G/Red B) 11+ Fine Quality Rocky Skin (320G / Red A)
11+ Clarified Toad Oil (100G/Red A)

Description Description
A quadrupedal animal with a large and rigid head, resembling that of
A giant poisonous toad that has grown to around 1m long. These a small rhinoceros in overall shape. These creatures are gentle and live in
Poison Toads inhabit a variety of areas, with those in the forests and herds in different locations. They have an omnivorous diet and will
grasslands taking on a deep green hue, while those who dwell in wetlands consume almost anything. During territorial disputes, they surround their
and ruins have a color ranging from dark blue to near purple. Numerous enemies and use headbutts as a form of attack.
warts that cover their body constantly ooze toxins, which can be dangerous However, they are not physically strong and are not suitable for
to those who wish to prey on these toads. However, pharmacists will buy domestic tasks such as pulling carts.
these toxins and oils for a decent price.

118
Part 3 Monsters And Arena

3 Rushpecker CO 5 Warble Crow New


Intelligence: Animal Perception: Five Senses Disposition: Neutral Intelligence: Animal Perception: Five Senses Disposition: Hungry
Language: None Habitat: Forests Language: None Habitat: Grasslands, Mountains
Rep/Weak: 9/12 Weak Point: Magic Damage +2 Rep/Weak: 11/14 Weak Point: Fire Damage +3
Initiative: 12 Movement Speed: 3/19 (Flying) Initiative: 13 Movement Speed: - / 20 (Flying)
Fortitude: 4(11) Willpower: 3(10) Fortitude: 7 (14) Willpower: 6(13)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Beak 4(11) 2d+1 4(11) 3 20 6 Beak 7(14) 2d+5 6(13) 2 34 6

Unique Skills Unique Skills


◯Flight ◯Flight
A Rushpecker receives a +1 bonus to Accuracy and Evasion only for A Warble Crow receives a +1 bonus to Accuracy and Evasion only for
melee attacks. melee attacks.

►Triple Attack ◯Tear Off


Thrusts its beak forward at high speed, attacking one character three If the result of the damage roll is 4 or less, discard the result and reroll 2d
times. to determine damage again. This effect is only valid once per damage roll.
This ability has no effect on characters equipped with metal armor or
Loot characters with special abilities such as [Stone Body] that prevent critical
Always Hard Beak (60G / Red Black B) hits with edged weapons.
2-8 None
9 Flight Feathers (100G / Red A) Loot
2-9 Nothing
10+ Gouging Beak (220G / Red A)
Description
With a wingspan of about 50 cm, this bird resembles a woodpecker.
It is known for its carnivorous nature, pecking at anything and everything Description
it sees as food. A large crow-like bird with a height of 50 cm and a wingspan of 1m
50cm. They are highly intelligent for animals and have been tamed by the
Bolg (see CR I, p. 401 or ML, p. 75). In addition to being used as a combat
4 Giant Ice Crab GR force, they can be given courier missions or conduct simple
Intelligence: Animal Perception: Five Senses Disposition: Hungry reconnaissance.
Language: None Habitat: Cold regions, Rivers, Coasts When it finds a Humanoid, it makes “Caw, caw” sounds to alert
Rep/Weak: 12/15 Weak Point: Fire Damage +3 Barbarous at a distance.
Initiative: 10 Movement Speed: 13 (Many Legs)/13 (Swimming)
Fortitude: 5(12) Willpower: 5(12)
5 Capture Beetle CO
Intelligence: Animal Perception: Five Senses Disposition: Hungry
F Style Accuracy Damage Evasion Def. HP MP
Language: None Habitat: Mountains, Forests
Claws 5(12) 2d+5 3(10) 5 25 6
Rep/Weak: 12/14 Weak Point: Physical Damage +2
Initiative: 13 Movement Speed: 5 (5 Legs)/20 (Flying)
Unique Skills Fortitude: 8(15) Willpower: 5(12)
◯Underwater Aptitude
F Style Accuracy Damage Evasion Def. HP MP
►Icebubble Breath/6 (13)/Fortitude/Half
Legs 7(14) 2d+6 6(13) 6 42 8
Within “Range: Touch” it sprays icy bubbles at up to three targets, dealing
2d+3 points of water/ice magic damage. This ability cannot be used on
consecutive turns. Unique Skills
◯Flight
Loot A Capture Beetle receives a +1 bonus to Accuracy and Evasion only for
Always Icy Claw (100G / Red Gold A) melee attacks.
2-6 Nothing
7 - 11 Icy Shell (200G / Red Gold A) ►Rock Throwing/4 (11)/Evasion/Neg
12+ Snow White Shell (600G / Red Gold A) The Beetle grabs a nearby rock and hurls it as an attack. This is treated
as a Thrown Weapon attack, and has a “Range: 1 (10m)” and a “Target: 1
Character”, and deals 2d+9 of physical damage.
Description This ability cannot be used on consecutive turns.
This subspecies of giant crabs has adapted to life in cold regions,
specifically dwelling in riverbanks and shoals. It is characterized by its white
shell and measures approximately 1.5 meters in length. While the shell Loot
itself is not very durable, the entire exterior of the crab's body is covered in 2-5 Beetle Shell (30G / Red B)
hair that contains sensory organs. This hairy covering is believed to provide 6-9 Good Quality Shell (150G / Red A)
protection against the cold as well. 10+ Superior Shell (750G / Red A)

Description
A beetle of over 2m in length. Though they lack horns or pincers, they
possess long legs capable of dexterous action. It is possible for them to fly
while gripping a human child, and there have been rare incidents where
livestock have been abducted.

119
Loot
5 Lion New Always Broken Horn (80G / Red B)
Intelligence: Animal Perception: Five Senses Disposition: Hostile 2-4 None
Language: None Habitat: Grasslands 5-8 Spotted Skin (190G / Red A)
Rep/Weak: 10/14 Weak Point: Physical Damage +2 9+ Fine Spotted Skin (780G/ Red A)
Initiative: 15 Movement Speed: 20 (4 Legs)/-
Fortitude: 8 (15) Willpower: 6(13)
Description
F Style Accuracy Damage Evasion Def. HP MP This unusual rhinoceros with speckled skin appears in rivers and
Bite 7(14) 2d+7 7(14) 4 40 11 swamps. The speckled skin is not as hard as that of the common
rhinoceros, and it is said that its preference for diving in the water is
probably to avoid predators on the ground.
Unique Skills They are peaceful and will not attack unless there is a reason, but once
◯Continuous Attack angered, they can be extremely destructive.
If a Lion successfully hits a target in melee, it may make a second attack
against the same target.
8 Liger New
◯Coordination Intelligence: Animal Perception: Five Senses Disposition: Hostile
A Lion gains a bonus to their Accuracy equal to the number of other Language: None Habitat: Grasslands
Lions in the same skirmish area, up to a maximum of +4. Rep/Weak: 13/17 Weak Point: Physical Damage +2
Initiative: 18 Movement Speed: 20 (4 Legs)/-
Loot Fortitude: 11(18) Willpower: 11(18)
Always Large Fang (100G / Red A)
2-9 None
10 - 12 Lion’s Mane (150G / Red A) F Style Accuracy Damage Evasion Def. HP MP
13+ Golden Mane (900G / Gold Red A) Bite and Claws 10(17) 2d+12 10(17) 7 76 17

Unique Skills
Description ◯Fast Action
This fierce four-legged feline carnivore is known as the king of all During the first round of combat, if the Liger won the initiative, it may
beasts. They hunt in small groups, setting up territories in grasslands and take two Major Actions that round.
plains. The males have a magnificent mane, which is highly prized.
►Triple Attack

6 Spotted Rhino
The Liger can bite and attack twice with its claws making 3 attacks per
New round with Bite and Claws.
Intelligence: Animal Perception: Five Senses Disposition: Neutral
Language: None Habitat: Riverbanks, Swamps Loot
Rep/Weak: 13/16 Weak Point: Fire Damage +3 Always Large Fang (100G / Red A) x2
Initiative: 12 Movement Speed: 10 (4 Legs)/15 (Swimming) 2-7 None
Fortitude: 9(16) Willpower: 7(14) 8 - 10 Lion’s Mane (150G / Red A)
11+ Golden Mane (900 G / Gold Red A)
F Style Accuracy Damage Evasion Def. HP MP
Horn (Head) 7(14) 2d+8 6(13) 8 48 10
Trample (Body) 8(5) 2d+6 7(14) 4 60 14 Description
Sections: 2 (Head / Body) Main Section: Head It is a crossbred born from the mating of a Lion (see before) and a
Tiger (see CR III, p. 345 or ML, p. 111). They have the stripes of a tiger
Unique Skills and the mane of a Lion and are so large that they can weigh twice as much
●All Sections as their parents.
Ligers are rarely fertile and rarely have offspring with lions, tigers, or
◯Underwater Aptitude
even with other ligers. It is also unlikely that Lions and Tigers will naturally
mate, and they are usually never seen together.
►Charge/7 (14)/Evasion/Neg However, there are constant reports of Ligers being seen in the
The Spotted Rhino runs forward with “Range/Area: Barbarous territories. Apparently, the Barbarous are conducting various
2(30m)/Breakthrough” dealing 2d+14 physical damage and knocking them breeding experiments, and Liger seems to be one of such experiments. It
prone. is also considered a sighting report because the work of creating Liger is
To use this ability, the Spotted Rhino must be able to make a Full still being carried out.
Move, and all Sections of its body must be capable of making Major
Actions. The use of this ability is declared before the movement, and once
it has taken place, all Sections are considered to have taken their Major
Actions and the Rhino suffers a -4 penalty to its Evasion for the next 10
seconds (1 round).

●Body
►Kick Away/7 (14)/Evasion/Neg
Kicks “Target: 1 Character” at “Range: Touch”. The target will be
moved one area to the rear of the Rhino (Simplified Combat) or 10m in
an arbitrarily determined direction (Standard/Advanced Combat). The
victim receives 10 falling damage and will be knocked prone.

◯Attack Obstacle = +4 • None


Spotted Rhino’s height prevents enemies from attacking it. Head
receives a +4 bonus to Evasion checks against melee attacks. When the
Body section HP falls to 0 or lower, this effect disappears.

120
Part 3 Monsters And Arena

9 Triblade Mantis New 10 White Gold Liger New


Intelligence: Animal Perception: Five Senses Disposition: Hostile Intelligence: Animal Perception: Five Senses Disposition: Hostile
Language: None Habitat: Grasslands Language: None Habitat: Grasslands
Rep/Weak: 16/19 Weak Point: Wind Damage +3 Rep/Weak: 16/19 Weak Point: Physical Damage +2
Initiative: 17 Movement Speed: 20 (4 Legs)/25 (Flying) Initiative: 19 Movement Speed: 20 (4 Legs)/-
Fortitude: 12(19) Willpower: 12(18) Fortitude: 13(20) Willpower: 12(19)
F Style Accuracy Damage Evasion Def. HP MP
Scythe (Right Scythe) 12(19) 2d+15 11(18) 11 60 9 F Style Accuracy Damage Evasion Def. HP MP
Scythe (Left Scythe) 12(19) 2d+15 11(18) 11 60 9 Bite and Claws 13(20) 2d+14 13(20) 9 95 20
Trample (Body) 12(19) 2d+15 10(17) 8 83 13
Sections: 3 (Right Scythe / Left Scythe / Body) Main Section: Body Unique Skills
◯Fast Action
Unique Skills During the first round of combat, if the Liger won the initiative, it may
●Right Scythe/Left Scythe take two Major Actions that round.
►Cross Strike/14 (21)/Evasion/Neg
The Mantis makes a melee attack on 1 Character with both its Left ►Triple Attack
and Right Scythe sections simultaneously, dealing 2d+22 physical damage The Liger can bite and attack twice with its claws making 3 attacks per
if successful. round with Bite and Claws.
This ability cannot be used if either the Left or Right Scythe has
already taken a Major Action, and when this ability is used, the Major ►On Guard
Action for both Sections is considered to be completed. The White Gold Liger stays low and prepares to be attacked by the
enemy, gaining a +2 bonus to Evasion checks for 10 seconds (1 round). In
◯Deflect addition, on its next turn, it gains a +2 bonus to Accuracy.
If the Body section is the target of a melee or ranged attack, the Right
Scythe or Left Scythe section can defend by repelling the attack. Instead of Loot
the Evasion check of the Body, each section performs an Accuracy check Always Large Fang (100G / Red A) x2
and compares the Success Values. If the Success Value is equal to or higher 2 – 10 Lion’s Mane (150G / Red A)
than the opponent's Accuracy check, the section takes no damage. If it fails, 11+ White Gold Mane (1900G / Gold Red S)
the Body section receives a hit without making an Evasion check.
This ability can only be attempted once per round per section.
Description
●Body It is a mutant of the Liger (see p. 120) with a white gold mane. With a
►Disturbing Buzz/12 (19)/Willpower/Neg light step that does not match its huge body, it looks for a gap between the
The Mantis flutters its wings violently and produces an unpleasant enemies and pounces at once to kill its prey.
sound “Range: Caster” and “Target: All Areas (30m Radius)/All”,
disrupting the concentration of all the characters there. This inflicts a -1
penalty to all Skill Checks for those who are affected, and lasts for 10
seconds (1 round). This effect of a psychic type.

Loot
Always Glittering Wing Membrane (340/G / Gold Red A)
2-9 Nothing
10 - 12 Three-bladed Scythe (840G / Red A)
13+ Hard Three Bladed Scythe (2500G / Red Black S)

Description
This mantis has grown abnormally long, up to about 7 meters in
length. Its scythe, with its tip, split into three parts, is hard enough to cut
through rocks. The wings on its body not only allow it to fly but also weaken
its prey by vibrating them.
They can fly, but only for very short periods of time, and they are also
not as flexible and maneuverable as on the ground. Therefore, when
hunting prey, they descend to the ground to fight.

121
11 Blade Storm New 12 Spotted Bog Rhino New
Intelligence: Animal Perception: Five senses Disposition: Hostile Intelligence: Animal Perception: Five senses Disposition: Neutral
Language: None Habitat: Grasslands, Hills Language: None Habitat: Swamps
Rep/Weak: 17/20 Weak Point: Earth Damage + 3 points Rep/Weak: 18/21 Weak Point: Fire damage +3 points
Initiative: 22 Movement Speed: 40(4 Legs)/- Initiative: 18 Movement Speed: 15(4 Legs)/20(Swimming)
Fortitude: 14(21) Willpower: 13(20) Fortitude: 15(22) Willpower: 13(20)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Horn (Head) 14(21) 2d+13 13(20) 15 102 24
Paw Blade 14(21) 2d+14 13(20) 10 90 34 Trample (Right Side) 15(22) 2d+11 14(21) 9 118 15
Trample (Left Side) 15(22) 2d+11 14(21) 9 118 15
Unique Skills Sections: 3 (Head / Right Side / Left Side) Main Section: Head
►3 Attacks (Flexible)
The monster uses multiple weapons and makes three attacks in one Unique Skills
round. After making one attack the monster can choose whether to make ●All Sections
the next attack on the same target or on a different target of their choice. ◯Underwater Aptitude

◯Sleeping Poison/13 (20)/Fortitude/Neg ►Charge/14 (21)/Evasion/Neg


If the Paw Blade attack hits, the target is put to sleep. This effect is of the The Spotted Bog Rhino runs forward with “Range/Area:
poison type, and countermeasures against poison are effective. 2(45m)/Breakthrough” dealing 2d+22 physical damage and knocking them
After falling asleep, it is also treated as a psychic type. It is possible to prone.
bring the target back to consciousness with the [Sanity] spell. However, To use this ability, the Spotted Bog Rhino must be able to make a Full
since it is not a psychic type (weak), it cannot be simply woken up using Move, and all Sections of its body must be capable of making Major
Major Action. Actions. The use of this ability is declared before the movement, and once
it has taken place, all Sections are considered to have taken their Major
Loot Actions and the Rhino suffers a -4 penalty to its Evasion for the next 10
Always Broken Paw Blade (400G/Red A) seconds (1 round).
2–8 None
9 – 11 Wired Hair (870G/Red Black A) ●Head
12+ Sharp Wired Hair (2,880G/Red Black S) ►Stinky Breath/14 (21)/Fortitude/Half
Spotted Bog Rhino exhales a strong odor with "Range/Area:
2(20m)/Shot" in “Target: 1 area (3m Radius)/5”, dealing 2d+16 poison
Description magic damage to the target. In addition, the target who fails the resistance
It is a small ferret whose entire body is covered with steel gray body is prevented from thinking by the smell for 1 day and suffers a -2 penalty
hair. The fur is as sharp as a blade, and you can cut it just by touching it. for all Skill Checks that use the Intelligence modifier for Standard Value
The ferret's front paws are covered with stiff hairs that resemble blades. calculation. This effect is lost if the target washes their entire body with
The ferret will attack its prey as it passes by, capturing it when it is water for 1 hour.
vulnerable. This ability cannot be used on consecutive turns.
They are ferocious for their size and will attack large opponents
without regard to their size in order to protect their territory. ●Body
►Kick Away/14 (21)/Evasion/Neg
Kicks “Target: 1 Character” at “Range: Touch”. The target will be
moved one area to the rear of the Rhino (Simplified Combat) or 20m in
an arbitrarily determined direction (Standard/Advanced Combat). The
victim receives 20 falling damage and will be knocked prone.

◯Attack Obstacle = +4 • None


Spotted Rhino’s height prevents enemies from attacking it. Head
receives a +4 bonus to Evasion checks against melee attacks. When the
Body section HP falls to 0 or lower, this effect disappears.

Loot
Always Broken Big Horn (630G/Red A)
2-6 Spotted Skin (190G/Red A)
7+ Slimy Skin (680G/Red A)

Description
Subspecies of Spotted Rhino (see p. 120), this is a very large aquatic
rhinoceros that can grow up to 7 meters in length. The skin is still spotted,
but the shading is more distinct.
They prefer to live in places where the flow is stagnant. When they
digest food in their bodies, they produce a foul-smelling gas that they
disperse and contaminate their surroundings.

122
Part 3 Monsters And Arena

Description
This plant is named after the arrow-like needles that grow from it. It
1 Alraune New
shoots these needles at prey that enter its network of vines. The vines are
concealed on the forest floor by dirt and dead leaves. Once unsuspecting
Intelligence: Low Perception: Five Senses Disposition: Neutral prey walks into the area, they are violently attacked as the needles are shot
Language: Trade Common Habitat: Plains, Forests at their feet and lower legs.
Rep/Weak: 9/12 Weak Point: Physical Damage +2
Initiative: 7 Movement Speed: 10/- Fortitude: 2(9) Willpower: 4(11)
3 Giant Balloon Seed New
F Style Accuracy Damage Evasion Def. HP MP Intelligence: None Perception: Magic Disposition: Neutral
Slam 1(8) 2d-2 3(10) 0 11 3 Language: None Habitat: Forests, Swamps
Rep/Weak: 10/13 Weak Point: Fire Damage +3
Unique Skills Initiative: 10 Movement Speed: 8 (4 Legs)/-
►Piercing Scream/3 (10)/Willpower/Neg Fortitude: 4(11) Willpower: 3(10)
The Alraune lets out a high-pitched scream and stuns “Target: All Area F Style Accuracy Damage Evasion Def. HP MP
(20m Radius)/All” within “Range: Caster”. This effect is treated as a psychic Seed (Flower) 4(11) 2d+5 3(10) 1 28 10
type (weak). Vine (Vine) 5(12) 2d+2 2(9) 2 22 10
The target will fall prone as soon as it is stunned. Vine (Vine) 5(12) 2d+2 2(9) 2 22 10
Sections: 3 (Flower / Vine x 2) Main Section: None
Loot
2-8 None Unique Skills
9+ Mysterious Seeds (100G / Green A) ●All Sections
◯Psychic Immunity
Description
Alraunes are plant monsters that look like small children, around 80 ●Vine
cm tall, with large white flowers blooming out of their heads. Very timid, ◯Substitution
they will attempt to escape immediately when startled, but are curious and When the Flower section suffers damage from a melee or ranged
will watch from a distance if possible. Alraunes have a child-like attack, either Vine section can take the damage instead. The damage
personality, and if treated appropriately can be made to be fond of humans. applied to the Flower applied as-is to the Vine (without recalculation). This
unique skill can only be used once per round for each Vine.
Giant Balloon Seed cannot use this unique skill against ranged or
2 Needle Archer New melee with multiple targets or wide-area attacks.
Intelligence: None Perception: Magic Disposition: Hostile
Loot
Language: None Habitat: Forests
Always Hard Seed (30G / Green B)
Rep/Weak: 7/11 Weak Point: Fire damage +3
Initiative: 4 (11) Movement Speed: -/- Fortitude: 4(11) Willpower: 3(10) 2-9 None
10+ Beautiful Bulb (300G / Green A)

F Style Accuracy Damage Evasion Def. HP MP


Needle 4(11) 2d 2(9) 0 24 12 Description
Giant Balloon Seeds were first cultivated during the Magitech
Unique Skills Civilization but have since begun to grow wild. They resemble flowering
◯Psychic Immunity plants of about 3 meters in length and attack by firing fist-sized seeds from
their flower. They are capable of using their roots as legs to move about
◯Vine Network and these extended vines to protect their flowers from attack. Some
A Needle Archer has thin vines stretching out in “2-3 Areas (10m individual Giant Balloon Seeds have grown in size and possess a greater
Radius)” around itself. If characters don't successfully make a Danger number of flowers.
Sense check against Target Number of 12, they will step into it
unknowingly and become surprised by Needle Archer.
In the event of a Surprise attack, the Needle Archer is placed in the
Frontline Area in Simplified Combat. In Standard and Advanced Combat,
all PCs are placed within a 10m radius of the monster.

◯Light Needles
The Needle Archer can fire its Needle attack as a ranged attack with
“Range: 2(20m)”, though any attacks made at targets outside the [◯Vine
Network] receive a -1 penalty to Accuracy.

◯No Blind Spot


Within the [◯Vine Network], Needle Archer can ignore shielding
(Standard/Advanced combat) with Needle attacks, and will not suffer Stray
Shots if it shoots into the skirmish.

🗨Million Needles
A Needle Archer may attack all characters (enemies and allies) within
range of the [◯Vine Network] simultaneously during its turn.

Loot
Always Thorn Arrow (150G / Green B)
2 - 10 None
11+ Strong Vine (300G / Green A)

123
Loot
3 Poison Pollen New Always Vitality Root (100G / Green A)
Intelligence: None Perception: Magic Disposition: Hostile 2 - 11 None
Language: None Habitat: Forests, Lakesides, Caves 12+ Mandrake Seed (1500G / Green S)
Rep/Weak: 10/13 Weak Point: Fire damage +3
Initiative: 8 Movement Speed: -/10(Floating)
Fortitude: 6(13) Willpower: 4(11)
Description
A plant whose roots are shaped like a human. The root is about 60cm
F Style Accuracy Damage Evasion Def. HP MP
in length and is typically buried in soil most of the year, with only the head,
None - - 4(11) 0 20 3 from which a small amount of leaves grow, exposed. Under normal
circumstances, a Mandrake will prefer to grow in dimly-lit sections of deep
Unique Skills forests, and have distinctive pale, pink flowers.
◯Poison, Disease, and Psychic Immunity As winter grows near, the Mandrake will uproot itself and wander in
search of a mate, looking to create a new batch of seeds.
◯Powder Body Due to their purported uses in medicines and other concoctions,
The Poison Pollen is immune to critical hits from all weapon attacks. Mandrakes have been overhunted by both Humanoids and Barbarous,
and so hold grudges against both groups. A Mandrake can call upon Fairy
►Pollen Attack/Can’t magic in order to help protect itself, as well as the signature screaming, they
The Pollen sticks itself to the target’s mucous membranes, causing are known for. It's said that those who hear the scream and live will still be
damage. This has “Range: Touch” and deals 1d+1 poison magic damage afflicted with any number of mental disorders.
to “Target: 1 Character”.

◯Pollen Poison/5 (12)/Fortitude/Neg 6 Big Archer New


Characters who suffer 1 or more points of damage from [►Pollen Intelligence: None Perception: Magic Disposition: Hostile
Attack] receive a -1 penalty to their Action Checks for 3 minutes (18 Language: None Habitat: Forests
rounds). This effect can stack up to two times (for a total penalty of -2) and Rep/Weak: 10/15 Weak Point: Fire Damage +3
is the poison type. Initiative: 7 Movement Speed: -/- Fortitude: 8(15) Willpower: 6(13)
F Style Accuracy Damage Evasion Def. HP MP
Loot
Needle 7(14) 2d+8 4(11) 2 60 14
2-7 None
8+ Pollen Ball (60G / Green B)
Unique Skills
◯Psychic Immunity

Description ◯Vine Network


A monster made of toxic pollen that has solidified into a floating ball A Big Archer has thin vines stretching out in “2-3 Areas (10m Radius)”.
with a diameter of approximately 50cm. They are said to have almost no If characters don't successfully make a Danger Sense check against a Target
will of their own, and respond to attacks by external threats by scattering Number of 16, they will step into it unknowingly and become surprised by
poison and poisoning them. the Big Archer.
They can be found floating in windy places, and also within caves In the event of a Surprise attack, the Big Archer is placed in the Frontline
populated by other plants. Area in Simplified Combat. In Standard and Advanced Combat, all PCs
are placed within a 10m radius of the monster.

5 Mandrake New ◯Flying Needles


A Needle attack can also be performed as a shooting attack with "Range:
Intelligence: Low Perception: Magic Disposition: Hostile 1(10m)".
Language: None Habitat: Forests
Rep/Weak: 11/16 Weak Point: Physical Damage +2
◯No Blind Spot
Initiative: 8 Movement Speed: 7 Fortitude: 7(14) Willpower: 8(15)
Within the [◯Vine Network], Big Archer can ignore shielding
(Standard/Advanced Combat) with Needle attacks, and will not suffer Stray
F Style Accuracy Damage Evasion Def. HP MP Shots if it shoots into the skirmish.
Arm 7(14) 2d+5 4(11) 2 46 36
◯Poison Needles/8 (15)/Fortitude/Neg
Unique Skills The Big Archer has two possible poisons it can use with its Needles. If
►Fairy Magic 4 Level/Magic Power 6 (13) the Big Archer deals 1 or more applied damage with their Needle attack,
The types used are Earth, ‘Water/Ice’, Light’ and ‘Dark’. This does not the target must immediately make a Fortitude check.
change even if the contract pattern is adopted (see MA, p. 136). Rotting Poison: If the target fails to resist, they receive an extra 7 Poison-
type damage.
Paralyzing Poison: If the target fails to resist, they receive a -2 penalty to
◯Scream/10 & 14/Fortitude & Willpower/Neg
Accuracy and Evasion checks for 10 seconds (1 round). This effect is not
Once per day, when it suffers HP damage, the Mandrake can unleash a
cumulative.
terrifying, deadly scream.
Character in “Range: Caster” and “Target: All Areas (30m Radius)/All”
around Mandrake must immediately make both a Fortitude and 🗨Million Needles
Willpower check. The target must immediately perform a Fortitude check With Needle attacks all characters in the [◯Vine Network] (without
with a Target Number of 10. If the target fails to do so, it is immediately distinguishing between friend and foe).
unconscious and remains unconscious for 1 hour unless it is restored by a
spell such as [Awaken]. Loot
If the Fortitude succeeds, the next must be Willpower with a Target 2-4 None
Number of 14. Characters that fail the subsequent Willpower check cannot 5-8 Poisonous Needle (50G / Green B)
perform any Major or Minor Actions and receive a -4 penalty to Evasion 9+ Strong Vine
for 10 seconds (1 round).
Description
This plant hides on the ground, similar to the Needle Archers (see p.
123). However, the needles launched by Big Archers are much more
resilient and can carry a couple of different debilitating poisons as well.

124
Part 3 Monsters And Arena

●Leaf
7 Killer Cedar New ◯Entangling Leaves
Intelligence: None Perception: Magic Disposition: Hostile A successful hit from a Wrap entangles the target. Each round, the
Language: None Habitat: Forests, Lakesides, Caves entangled target is unable to move, is hit automatically by the Wrap and
Rep/Weak: 13/16 Weak Point: Fire Damage +3 makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is
Initiative: 12 Movement Speed: 10 (Multiple Legs/-) not cumulative.
Fortitude: 10(17) Willpower: 8(15) When the target tries to escape, use de-bonding (see ML, p. 71).
F Style Accuracy Damage Evasion Def. HP MP While entangled by this unique skill, the Leaf section cannot attack other
Root (Trunk) 9(16) 2d+10 8(15) 7 83 11 characters. If the monster itself wants to release the target, it can do so with
Branch (Branch) 10(17) 2d+7 7(14) 5 58 9 a Minor Action.
Branch (Branch) 10(17) 2d+7 7(14) 5 58 9
Branch (Branch) 10(17) 2d+7 7(14) 5 58 9 ●Root
◯Attitude Control
Sections: 4 (Trunk / Branch x 3) Main Section: Trunk
Tentacle Kelp cannot fall prone.
Unique Skills If the Root section falls to 0 HP or lower, this unique skill cannot be used.
●All Sections
◯Standing Firm
◯Poison, Disease, Psychic Immunity If the Leaves section attempts to use de-bonding, its success value is given
a +2 bonus.
●Trunk If the Root section falls to 0 HP or lower, this unique skill cannot be used.
►Twin Strike & Double Action
The Killer Cedar attacks twice with countless roots. After the results of Loot
the first attack are determined, the target for the second attack can be 2-8 None
decided. 9+ Fresh Seaweed (240G / Green A) x1d

●Branch
◯Painful Strike Description
If the 2d roll of the damage roll is 10 or more, the damage is increased Tentacle Kelp is a mobile form of seagrass, about 5 meters long. It
by an additional +6 points. entangles and preys on animals and boats mainly in shallow water, but it
can also walk by its roots and may come up to beaches and other areas
►Poison Pollen Production when there is no prey.
The Killer Cedar shakes its branches and spawns a Poison Pollen (see p.
124). Once created, the Poison Pollen can immediately take its turn.
This ability cannot be used by the same Branch section in consecutive 8 Big Archer New
turns, nor can it be used by more than one Branch section on the same Intelligence: None Perception: Magic Disposition: Hostile
turn. Language: None Habitat: Forests, Swamps
When this ability is used, the Branch section that uses it loses 10 HP. Rep/Weak: 15/18 Weak Point: Fire Damage +3
Initiative: 14 Movement Speed: 10 (Dependence)/-
Loot Fortitude: 12(19) Willpower: 11(18)
Always Hard Tree Bark (330G / Green A)
F Style Accuracy Damage Evasion Def. HP MP
2-8 Pollen Ball (60G / Green B) x 1d Vine 11(18) 2d+8 10(17) 4 78 14
9+ Pollen Ball (60G / Green B) x 2d
Unique Skills
Description ◯Psychic Immunity
A huge coniferous tree that can reach up to 10 meters in length. They
posses the ability to walk on their roots and can appear in places beyond ◯2 Actions
just forests. They indiscriminately attack enemies that come within its Marionette Ivy can perform two Major Actions in one round.
branches, and they further defend themselves by scattering pollen to create
Poison Pollen. ►Snaring Vines/12 (19)/Fortitude/Neg
The Marionette Ivy can use its Vine to ensnare a target within “Range:
Touch” and “Target: 1 Character”. If the target fails to resist, they are
7 Tentacle Kelp New ensnared, unable to move, and receive a -4 penalty to Evasion checks. This
Intelligence: Animal Perception: Magic Disposition: Hostile effect is not cumulative. When the target tries to escape, use de-bonding
Language: None Habitat: Oceans, Shores (see ML, p. 71).
Rep/Weak: 14/17 Weak Point: Slashing type damage +3 points Because of its countless number of vines, Marionette Ivy can attack or
Initiative: 15 Movement Speed: 10 (Many Legs)/10 (Swimming) use [►Snaring Vines] even if it is already ensnared another target.
Fortitude: 11(18) Willpower: 10(17)
Loot
F Style Accuracy Damage Evasion Def. HP MP Always Magical Vine (80G / Green B) x 1d
Wrap (Leaf) 10(17) 2d+7 9(16) 5 58 6 2 - 11 None
Wrap (Leaf) 10(17) 2d+7 9(16) 5 58 6
12+ Remains of the Dead (500G / White A)
None (Root) - - 8(15) 8 70 9
Sections: 3 (Leaf x 2 / Root) Main Section: None
Description
Unique Skills A parasitic, mobile plant whose ivy is usually tangled around the
●All Sections carcass of an animal. At first glance, it looks as if the tentacle and flowers
◯Water/Ice Immunity, ◯Psychic Immunity are growing out of a moving corpse, and as a result, it is sometimes
confused with the undead. However, this corpse is simply a corpse, and
◯Underwater Aptitude the plant that it is moving it about is the real body.
It wanders through forests and swamps in search of its next host. They
are overly aggressive and attack by entangling and otherwise blocking
movement.

125
9 Medusa Head New 13 Gravity Root New
Intelligence: None Perception: Magic Disposition: Hostile Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Rivers, Lakes, Seas Language: None
Rep/Weak: 16/19 Weak Point: Bludgeoning Damage +3 Habitat: Forests, Swamps
Initiative: 14 Movement Speed: -/10 (Swimming) Rep/Weak: 17/20 Weak Point: Wind Damage +3
Fortitude: 13(20) Willpower: 10(17) Initiative: 17 Movement Speed: -/20 (Floating)
F Style Accuracy Damage Evasion Def. HP MP Fortitude: 15(22) Willpower: 15(22)
Tentacle 12(19) 2d+10 10(17) 6 84 21 F Style Accuracy Damage Evasion Def. HP MP
None (Root) - - 14(21) 12 105 20
Unique Skills Bladed Leaf (Leaf) 16(23) 2d+14 15(22) 4 68 11
Bladed Leaf (Leaf) 16(23) 2d+14 15(22) 4 68 11
◯Underwater
Bladed Leaf (Leaf) 16(23) 2d+14 15(22) 4 68 11
The Medusa Head doesn't receive penalties for moving or taking Action
in water. However, it can't perform any Action without water. Sections: 4 (Root / Leaf x 3) Main Section: None

◯2 Actions Unique Skills


Medusa Head can perform two Major Actions in one round. ●All Sections
◯Psychic Immunity
◯Counter
A Medusa Head can use [Counter] Combat Feat (see p. 40). ●Root
◯Gravity Wedge/16 (23)/Willpower/Neg
◯Petrifying Tentacle/12 (19)/Fortitude/Neg It alters gravity, increasing weight and burden and interfering with the
If a tentacle attack hits and this Resistance Check fails, the target becomes actions of creatures. Within “Ranger: Caster” and “Target: All Areas (30m
Petrified (Agility –12) (see CR II, p. 329, ML, p. 71). Radius)/Space” must perform Willpower at the start of each turn, and if
This effect is poison type. they fail, their movement is halved (rounded up) for 10 seconds (1 round)
and they cannot fly.
Loot Furthermore, if the success value of the resistance for this unique skill is
Always Slimy Tentacles (300G / Green A) 4 or more points lower than the Target Number, the character will fall
2-7 Petrifying Poison Gland (100G / Green A) prone and will not be able to perform any movement, Minor Actions or
8 - 11 Deadly Petrifying Poison Gland (500G / Green A) declare Combat Feats for the same duration.
12+ Petrifying Poison Crystal (200G / Green S)
●Leaf
Description ◯Swarm
When targeting the Gravity Root or another character in the same
Drifting in the water, this dangerous seaweed gets its name from the skirmish with a ranged attack or magic, the Combat Feats [Targeting] and
fact that it looks at first glance like the head of a medusa, with snakelike [Magic Control] cannot be used.
hair flowing. If all Leaf sections fall to 0 HP or lower, this unique skill cannot be used.
The part that looks like the hair is a transformed root originally
intended to stick to rocks and other objects. The roots are covered with ►Throw Leaves
numerous fine thorns, which petrify the victim of their wounds. This ability The Bladed Leaf attack can be performed as a thrown attack with “Range:
is one of the reasons for its name. 30m”. Accuracy check and damage are the same as for normal attacks, and
Medusa Heads often drift through the water in groups and attack their the number of leaves is infinite.
prey. They then sink to the seafloor with their petrified prey, gradually
chipping away at their poor, stoned victims for sustenance. Loot
This fearsome seaweed is found mainly in the ocean, but there are
Always Heavy Root (2300G / Gold Green Black S)
also subspecies present in freshwater and rarely in rivers and lakes, where
2-8 None
it is intentionally cultivated by Gilman and Merman to protect their
territories. In such cases, they are roped and wired together to prevent 9 - 12 Keenly Sharpened Leaves (500G / Green A)
them from becoming adrift. 13+ Keenly Sharpened Leaves (500G / Green A) x 1d

Description
It is a plant that floats by its roots and absorbs nutrients from the
atmosphere. The total height of the plant is about 3 meters, but the root
part is heavier than a piece of iron of the same size. How it floats is a
mystery, and the wise men who are trying to figure it out are eagerly waiting
for the roots to be brought back.
Gravity Roots can control gravity around itself, preventing flight and
movement, and send leaves flying like arrows to finish off prey.

126
Part 3 Monsters And Arena

3 Restirigeist New
Intelligence: Low Perception: Magic Disposition: Hostile
1 Zombie Dog New Language: Trade Common Habitat: Various
Rep/Weak: 10/13 Weak Point: Magic Damage +2
Intelligence: Animal Perception: Magic Disposition: Hostile
Initiative: 12 Movement Speed: -/10 (Floating)
Language: None Habitat: Labyrinths, Ruins
Fortitude: 6(13) Willpower: 5(12)
Rep/Weak: 6/11 Weak Point: HP Recovery Damage (when deals damage)
+3 Initiative: 8 Movement Speed: 10 (4 Legs)/- F Style Accuracy Damage Evasion Def. HP MP
Fortitude: 3(10) Willpower: 3(10) Smash 4(11) 22 4(11) 0 25 -
F Style Accuracy Damage Evasion Def. HP MP
Bite 3(10) 2d+1 2(9) 1 14 - Unique Skills
◯Normal Weapon Immunity
Unique Skills
◯Psychic Immunity ⏩Binding Chains of Hatred/10 (17)/Willpower/Neg
Within “Range/Area: 2 (50m)/Target” curses “Target: 1 Area (5m
Loot radius/All)”. The targets receive a -1 penalty to all Action Checks. The area
2-3 None (Simplified Combat) and center coordinate (Standard and Advanced
Combat) of this effect can only be targeted from the exact location where
4-7 Zombie Eye (30G / Red B)
the monster itself died.
8+ Zombie Eye (30G / Red B) x2
This ability has the Curse type and can only be used once a round.

Description ◯Binding Grudge


These wolves and dogs have been animated with mana. They have lost If a monster moves more than one area (Simplified Combat) or 5m
their natural agility and are smaller than humanoids, so they are not a (Standard and Advanced Combat) from the point where this undead
serious opponent even for novice adventurers. previously died, it will receive a -2 penalty to all action checks.

Loot
2 Plague Zombie New None
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Various Description
Rep/Weak: 8/13 Weak Point: HP Recovery Damage (when deals damage) This undead is the result of hatred and refusal to die. At the moment
+3 Initiative: 8 Movement Speed: 12 Fortitude: 5(12) Willpower: 5(12) of its demise, the inability to accept its own death resonates with the
F Style Accuracy Damage Evasion Def. HP MP surrounding mana, transforming it into a pseudo-monster.
Bite 3(10) 2d+1 2(9) 1 14 - Unlike ordinary Ghosts (see CR I, p. 417 or ML, p. 134), it has no
clear purpose and is filled only with resentment toward the cause of its
Unique Skills death and full of denying one's death. Since it loses its power when it leaves
the place where it died, it does not travel but continues to spread its hatred
◯Psychic Immunity
and spill its “truth” on the spot, which is said to transform the mana around
it and create a hatred-filled space.
◯Plague Claws/4 (11)/Fortitude/Neg As with the Ghost, the power of the Restirigist depends on the power
If the target is hit by a Claws attack, the target falls victim to a disease of the person in the previous life (the values here are for regular Restirigist),
called Wight Plague. If the target fails the Fortitude Check, the target's but its intellect is reduced, so it cannot cast spells.
randomly selected ability score is reduced by one point at the moment of They might vanish if you make them aware of their death, but you can
the attack and every full day thereafter. This effect is cumulative. When always just destroy them instead.
any ability score becomes 0, the target dies and becomes a new Plague
Zombie.
This effect is of the disease type and lasts until the victim is healed by
some means or becomes a Plague Zombie. Even if the target dies from an
4 Skeleton Fighter DA
effect other than this disease, the progression of the disease does not stop, Intelligence: Low Perception: Magical Disposition: Hostile
and in some cases, the target may become a Plague Zombie long after Language: None Habitat: Ruins
death. Rep/Weak: 6/13 Weak Point: HP Recovery Damage (when deals damage)
+3 Initiative: 8 Movement Speed: 18/-
Loot Fortitude: 5 (12) Willpower: 6 (13)
2-3 None
4-5 Zombie Eye (30G / Red B) F Style Accuracy Damage Evasion Def. HP MP
6+ Zombie Eye (30G / Red B) x2 Weapon 6(13) 2d+6 5(12) 5 28 -

Description Unique Skills


◯Psychic Immunity
It is a Zombie carrying a plague in its body. Its claws can make their
victim catch their plague. The disease turns its victims into new Zombies.
◯Bone Body
In some cases, entire villages have been turned into Zombies because of a
It is immune to criticals from edged weapons.
lack of proper response.
Loot
2–8 Sturdy Bones (30G / Red B)
9+ Magical Bones (250G / Gold Red A)

Description
Skeletons (see CR I, p. 416 or ML, p. 133) are undead creatures that
arise when mana inhabits bones after death. Skeleton fighters are armed
with weapons, shields, and armor and possess higher combat abilities than
regular skeletons.

127
4 Wight New 5 Suicide Sword New
Intelligence: None Perception: Magic Disposition: Hostile Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Various Language: None Habitat: Wilderness, Underground Labyrinths
Rep/Weak: 11/14 Weak Point: Silver Weapon Damage +3 Rep/Weak: 11 /14 Weak Point: Magic Damage +2
Initiative: 11 Movement Speed: 12/- Fortitude: 5(12) Willpower: 5(12) Initiative: 7/14 Movement Speed: 15/- Fortitude: 7(14) Willpower: 7(14)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claw 6(13) 2d+4 4(11) 4 31 10 Sacred Sword 7(14) 2d+6 6(13) 4 40 18

Unique Skills Unique Skills


◯Poison Claw/5(12)/Fortitude/Neg ►Sacred Blade Rampage/6 (13)/Evasion/Neg
If a Claw attack hits and deals at least 1 point of applied damage, it deals Flourishes its blade like a raging tempest, at “Range: Caster”, “Target: 1
an additional 3 poison magic damage to both the target's HP and MP. Area (3m radius/5)” dealing 2d+1 energy magic damage.

◯Wight Curse ⏩Draw Forth Power


Anyone reduced to 0 HP or below by the Wight’s attack is automatically Calls forth power from the sacred blade without regard for itself.
cursed without any Resistance Check. For 10 seconds (1 round), the Resistance Check for [►Sacred Blade
The victim can recover from its unconscious state only after the curse is Rampage] changes from Evasion/Neg to Fortitude/Half, and the damage
lifted. If left attended, one Soulscar will be accumulated for every three becomes 2d+4.
days (72 hours) that pass. If the fifth Soulscar is acquired by this fact, the When it uses this effect, it immediately receives 5 points of fixed damage
character immediately becomes a Wight. to its HP and its Evasion is penalized by -1 for 10 seconds (1 round).
A Success Value of 14 or more is required to remove this curse by magic This ability cannot be used on consecutive turns.
or other means. The character does not lose any Soulscars accumulated by
this effect when the curse is removed. Loot
Always Sword Shard x 1d
Loot 2-8 None
Always Wight Claw (50G / Red B) 9+ Sacred Sword Hilt (1000G / White A)
2-9 None
10+ Cursed Claw (400G / Red A)
Description
These undead wield powerful magic swords imbued with holy power.
Description Most of the weapons these creatures bear have been found to be swords,
A Wight is a vile thing, an undead whose extremities have rotted to but some also wield axes, spears, and fist weapons. When defeated, their
the bone. Its signature red eyes and bloated, discolored body are telltale holy swords shatter and are lost, but leave behind Sword Shards as loot.
signs of a foul creature.
Originally thought to be the risen bodies of those who died in the
water, the bony claws of a Wight don't just poison the body but curse the
soul of those they rend through. It's said that a powerful Wight's claws may
be used as ritual tools, though what rituals are better left unsaid.

5 Vampire Hound GR
Intelligence: Animal Perception: Magic Disposition: Hostile
Language: None Habitat: Various
Rep/Weak: 11/14 Weak Point: HP Recovery Damage (when deals
damage), +3 Initiative: 12 Movement Speed: 18 (4 Legs)/-
Fortitude: 6(13) Willpower: 7(14)

F Style Accuracy Damage Evasion Def. HP MP


Bite 6(13) 2d+9 7(14) 4 42 15

Unique Skills
◯Vampiric Madness/7 (14)/Fortitude/Neg
When attacking, the Vampire Hound drains blood from its target, the
smell of which causes it to become frenzied.
If an attack hits, the target makes a Fortitude Check immediately after
damage is dealt. If it fails, the Vampire Hound gains a +1 to its Accuracy
and damage, as well as a -1 penalty to its Evasion, for 3 minutes (18 rounds).
This effect is cumulative and can stack up to four times.

Loot
Always Beast Skeleton (60G / Red B)
2-7 Nothing
8+ Corrupted Ash (300G / Gold A)

Description
A ferocious undead dog under the influence of a vampire. Drinking
the fresh blood of others causes them to attack with greater frenzy.

128
Part 3 Monsters And Arena

6 Grudge Wight New 8 Poltergeist New


Intelligence: None Perception: Magic Disposition: Hostile Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Various Language: None Habitat: Various
Rep/Weak: 13/15 Weak Point: Silver Weapon Damage +3 Rep/Weak: 11/17 Weak Point: Magic Damage +2
Initiative: 13 Movement Speed: 13/- Fortitude: 8(15) Willpower: 8(15) Initiative: 18 Movement Speed: -/16 (Floating)
Fortitude: 8(15) Willpower: 8(15)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claw 8(15) 2d+8 7(14) 8 50 15 Slam (Core) 11(18) 2d+8 11(18) 8 75 51
Slam (Object) 11(18) 2d+5 11(18) 8 60 11
Unique Skills Slam (Object)
Slam (Object)
11(18)
11(18)
2d+5
2d+5
11(18)
11(18)
8
8
60
60
11
11
◯Poison Claw/8(15)/Fortitude/Neg Slam (Object) 11(18) 2d+5 11(18) 8 60 11
If a Claw attack hits and deals at least 1 point of applied damage, it deals
an additional 5 poison magic damage to both the target's HP and MP. Sections: 5 (Core / Object x 4) Main Section: Core

◯Grudge Wight’s Curse Unique Skills


Anyone reduced to 0 HP or below by the Grudge Wight’s attack is ●All Sections
automatically cursed, without any Resistance Check. ◯Object Camouflage
Only after the curse is lifted can the victim recover from its unconscious A Poltergeist's Core is indistinguishable from the other Object sections it
state. If left attended, one Soulscar will be accumulated for every three days is using at the start of combat. At the beginning of the combat, the GM
(72 hours) that pass. If the fifth Soulscar is acquired by this fact, the keeps secret which of the 5 sections is a Core section and which is an
character immediately becomes a Grudge Wight. Object section.
A Success Value of 16 or more is required to remove this curse by magic However, once the Core uses any spells, or either the [►Command
or other means. The character does not lose any Soulscars accumulated by Weapon] or [►Rush] unique skills are used, the Core can be easily
this effect when the curse is removed. identified.
Melee attacks don't directly identify the Core, but knowledgeable
►Grudge Return/7(14)/Willpower/Half characters are able to make conclusions based on the damage received.
At "Target: 1 Character" with "Range/Area: 2(30m)/Target," it expresses
its resentment for hurting him. The target will be dealt "20 - the monster's ●Core
current HP" (minimum 1) curse magic damage (just 20, not Power 20). ►Spiritualism Magic 8 Level/Magic Power 10 (17)
Loot
◯🗨►Magic Aptitude
Always Wight Claw (50G / Red B) A Poltergeist can use the Combat Feats [Targeting], [Magic
2-6 None Convergence], [Magic Control], [Metamagic/Area] and [Wordbreak].
7 - 10 Cursed Claw (400G / Red A)
11+ Sinister Cursed Claw (1070G / Red S) ►Command Weapon/Can’t
At “Range/Area: 2 (20m)/Target” and “Target: 1”, Poltergeist possesses
Description a weapon. The target is attacked with the weapon it has equipped and
automatically suffers damage. The damage is “Weapon's Power + 8”
A Wight born with a stronger grudge than a normal Wight (see p. 128). points. Characteristics such as Power, Critical Threshold, type, etc.,
Although it looks indistinguishable from a wight, it possesses enlarged depend on the individual weapon. It is applied if the weapon has a constant
claws that have the ability to bestow curses on the target they strike. effect, but special effects activated by a password, MP consumption, etc.,
do not occur.
This unique skill cannot command any gun category weapon. If the
controlled weapon is of the Bow or Crossbow category, the ammunition
used will be one randomly chosen from those that the person holding the
weapon has available in their quiver.

●Object
►Rush/Can’t
Within “Range: Touch,” all remaining Object sections simultaneously
rush at a “Target: 1 Character”, “dealing 2d x (Remaining Objects)”
physical damage to the target.
All remaining Objects must be able to take a Major Action to use this
unique skill, and using this ability counts as a Main Action for all Objects
once completed.

Loot
2-6 Broken Mementos (500G / White A)
7 - 12 Mementos (1000G / White S)
13+ Enchanted Object (2000G / Gold White S)

Description
Poltergeists are entities that form when an individual dies while
holding an unnaturally strong attachment to a particular object. This object
becomes the core of the Poltergeist, regardless of its nature, and allows the
spirit to manipulate other objects to affect the living world.
Common Poltergeist cores (Main Section) include various pieces of
jewelry, favored items of the original owner, or other innocuous mementos,
such as toys and dolls. The commonality of these objects facilitates the
Poltergeist's ability to hide its core among other objects it manipulates.
However, only the core of the Poltergeist can cast spells or manipulate
other objects, so it becomes apparent where the core is when combat
begins.

129
Loot
10 Implicit Grudge Wight New Always Ghoul Toxin Extract (20G / Gold Red B) x 2
Intelligence: Human Perception: Magic Disposition: Hostile 2-8 Ghoul Coin (500G / Gold A)
Language: None Habitat: Various 9+ Rare Ghoul Coin (350G / Gold A) x 1d
Rep/Weak: 17/20 Weak Point: Silver Weapon Damage +3
Initiative: 13 (20) Movement Speed: 16/-
Fortitude: 13(20) Willpower: 13(20) Description
It is a Ghoul (see ML, p. 134) that can fly at night with bat-like wings on
its back. The wings are thought to have soulscar mutation from feeding on
F Style Accuracy Damage Evasion Def. HP MP
corpses.
Claw 13(20) 2d+14 13(20) 12 90 55 Flying in the darkness of the night, they find their poor victims and snatch
them away.
Unique Skills
◯Poison Claw/12(19)/Fortitude/Neg
If a Claw attack hits and deals at least 1 point of applied damage, it deals 11 Poisonous Wight New
an additional 9 poison magic damage to both the target's HP and MP. Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Various
◯Grudge Wight’s Curse Rep/Weak: 15/20 Weak Point: Silver Weapon Damage +3
Anyone reduced to 0 HP or below by the Grudge Wight’s attack is Initiative: 15 Movement Speed: 17 Fortitude: 12(19) Willpower: 12(19)
automatically cursed, without any Resistance Check.
Only after the curse is lifted can the victim recover from its unconscious
state. If left attended, one Soulscar will be accumulated for every three days F Style Accuracy Damage Evasion Def. HP MP
(72 hours) that pass. If the fifth Soulscar is acquired by this fact, the Claw 13(20) 2d+15 12(19) 11 99 -
character immediately becomes a Grudge Wight (see p. 129).
A Success Value of 20 or more is required to remove this curse by magic Unique Skills
or other means. The character does not lose any Soulscars accumulated by ◯Robe of Poisonous Fog/Can’t
this effect when the curse is removed. A Poisonous Wight constantly releases a green poison fog from its mouth
and nose and covers “Target: 1 area (3m Radius)/ Space” within “Range:
►Grudge Return/11(18)/Willpower/Half Caster”. Anyone in the area suffers 2d poison magic damage at the start of
At "Target: 1 Character" with "Range/Area: 2(30m)/Target" expresses its their turns.
resentment for hurting him. The target will be dealt "36 - the monster's
current HP" (minimum 1) curse magic damage (just 36, not Power 36). ◯Paralyzing Poison/14(21)/Fortitude/Neg
If a Claw attack hits and deals at least 1 applied damage, the target has a -
►Limited Divine Magic/Magic Power 12 (17) 2 penalty to Evasion checks for 30 seconds (3 rounds). This effect is not
Can use the Divine magic spell [Fist of God] (see CR II, p. 141, MA, p. cumulative.
106). This effect is of a poison type.

🗨Magic Aptitude ◯Poison Claw/14 (21)/Fortitude/Neg


The Grudge Wight can use the Combat Feat [Multi-Action]. If the Poisonous Wight hits with a claw attack and inflicts one or more
points of applied damage, the target suffers an additional 7 points of poison
Loot attribute damage to its HP and MP.
Always Strange Holy Symbol (3300G / White S)
2-7 Cursed Claw (400G / Red A) ◯Wight’s Curse/Can’t
8 - 12 Sinister Cursed Claw (1070G / Red S) Anyone reduced to 0 HP or below by the Wight’s attack is automatically
13+ Corrupted Claw (4800G / Red S) cursed, without any Resistance Check.
Only after the curse is lifted can the victim recover from its unconscious
state. If left attended, one Soulscar will be accumulated for every three days
Description (72 hours) that pass. If the fifth Soulscar is acquired by this fact, the
Some Grudge Wights (see p. 129), upon their resurrection, receive the character immediately becomes a Wight (see p. 128).
blessing of Zeides the Immortal Queen or other deities closely associated A Success Value of 20 or more is required to remove this curse by magic
with the undead. These more powerful individuals are termed ‘Implicit or other means. The character does not lose any Soulscars accumulated by
Grudge Wights’. They gain intelligence and the ability to plan and move this effect when the curse is removed.
deliberately, and even wield a limited form of Divine Magic.

Loot
10 Night Ghoul New 2-4 Wight Claw (50G / Red B)
Intelligence: Low Perception: Magic Disposition: Hostile 5-7 Cursed Claw (400G / Red A)
Language: None Habitat: Ruins 8+ Poisonous Claws (1600G / Red S)
Rep/Weak: 14/15 Weak Point: Silver Weapon Damage +3
Initiative: 18 Movement Speed: -/24 (Flight)
Fortitude: 12(19) Willpower: 12(19) Description
A type of Wight (see p. 128), a corpse in a state of total decomposition.
In addition to the paralytic power of its rotten claws, the poisonous gas
F Style Accuracy Damage Evasion Def. HP MP stored within its body damages anything in its vicinity. Poisonous Wights
Bite 13(20) 2d+10 13(20) 10 88 25 are mindless and attack living creatures to try to increase the number of its
allies. Because it has no feelings or logic, its behavior is unpredictable.
Unique Skills
◯Paralyzing Poison/12 (19)/Fortitude/Neg
If a Claw attack hits and deals at least 1 applied damage, the target has a
-2 penalty to Evasion checks for 30 seconds (3 rounds). This effect is not
cumulative.
This effect is of a poison type.

◯Flight
A Night Ghoul receives a +1 bonus to Accuracy and Evasion only for
melee attacks.

130
Part 3 Monsters And Arena

12 Iron Maiden New 15 Ancient Ghost New


Intelligence: Low Perception: Magic Disposition: Hostile Intelligence: High Perception: Five Senses Disposition: Hostile
Language: None Habitat: Labyrinths, Ruins Language: Trade Common, Regional Dialect, Arcana
Rep/Weak: 12/19 Weak Point: Magic Damage +2 Habitat: Various
Initiative: 16 Movement Speed: -/15(Floating) Rep/Weak: 16/22 Weak Point: Magic Damage +2
Fortitude: 16(23) Willpower: 15(22) Initiative: 22 Movement Speed: -/16 (Floating)
Fortitude: 19(26) Willpower: 18(25)
F Style Accuracy Damage Evasion Def. HP MP
Slam 16(23) 2d+12 14(21) 15 113 36 F Style Accuracy Damage Evasion Def. HP MP
Slam 17(24) 2d+15 17(24) 0 184 184
Unique Skills
◯Iron Body Unique Skills
The Iron Maiden is immune to criticals from edged weapons. ◯Normal Weapon Immunity

►Lock Up/15 (22)/Evasion/Neg ◯2 Actions


Traps a “Target: 1 Character” at “Range: Touch” inside its own body. The Ancient Ghost can perform 2 Major Actions in one round.
The Iron Maiden cannot attempt to [►Lock Up] a new target while one
is trapped inside. The Iron Maiden may release the imprisoned character ►Tempting Lure/17 (24)/Willpower/Neg
with a Minor Action. Unless it declares [🗨Hold On], the trapped Whispers temptation to “Target: 1 Entire Character” in “Range/Area: 1
character automatically escapes on its turn. (10m)/Target”. If the target fails the Willpower check, the Ancient Ghost
may have that character move according to its own whim. If no instructions
🗨Hold On are given, the target will just stand there. A target under this effect moves
Closes its own lid for 10 seconds (1 round). By doing so, the Iron Maiden slowly and cannot make any attack or cast a spell.
gains +5 points to its Defense. This effect is treated as a psychic type (weak) and lasts for one day.
If this declaration is made first, [►Lock Up] cannot be used later. It is
possible to use [►Lock Up] first and declare this ability immediately after ⏩Fear Aura/18 (25)/Willpower/Neg
the first use of [🗨Hold On]. Whispers sinisterly to “Target: All Areas (50m Radius)/All” within
When this declaration is made, [🗨Hold On] deals 2d+14 points of “Range: Caster”, causing them to cower in fear. Targets that fail the
physical damage to the trapped character, if any, and heals its HP by the Willpower check take a -2 penalty to its Success Value when making melee,
same amount as the applied damage. shooting attacks or casting a spell against this monster or while in a skirmish
With this ability declared, a character trapped inside can escape only by containing this monster against any other character inside. If a character
de-bonding (see ML, p. 71) (if no declaration of [🗨Hold On] has been fails the Willpower check with a Success Value of 21 or less, they must
made, the character can escape automatically at the beginning of its turn). move as far as possible to get out of range of this unique skill (If the
If de-bonding causes the character to escape from the inside, the effect of movement is blocked by a skirmish area they need to prepare to withdraw).
the Defense increase is also lost. This effect is treated as a psychic type, and lasts for 10 seconds (1 round).
This unique skill can be used only once per round.
Loot
Loot
Always Magic Iron Ingot (680G / Gold Black A)
None
2-5 None
6 - 10 Binding Chain (500G / Black A)
11+ Jet-black Binding Chain (3000G / Black S) Description
This monster is a powerful undead that was created with magic from the
Description grudges of the dead from before the Magic Civilization Period. It is really
hard to encounter them as they are few and buried inside deep dungeons
The Iron Maiden is a torture device in the shape of a woman’s body, and ruins.
affected by mana and granted sentience. Its entire body is made of iron Like the Ghost (see CR I, p. 417 or ML, p. 134), some of them have past
and is hollow inside. The hollowed-out body is covered with countless knowledge and memories, but their memories are from so long ago that
thorns, which lock up people and squeeze out their blood, causing them even the source of their hatred is often unclear. Their goals are fuzzy and
to suffer and bleed. may appear and disappear from time to time. It is said that if their true
desire is identified and fulfilled, their memories will return, and they will
disappear.

131
3 Chest Mimic New
Intelligence: Servant Perception: Magic Disposition: Instructed
2 Creeping Coin New Language: None Habitat: Ruins
Rep/Weak: 10/14 Weak Point: Accuracy +1
Intelligence: None Perception: Magic Disposition: Hostile
Initiative: 10 Movement Speed: -/- Fortitude: 5(12) Willpower: 5(12)
Language: None Habitat: Ruins
Rep/Weak: 10/13 Weak Point: Magic damage +2 points
Initiative: 9 Movement Speed: -/10(Flying) Fortitude: 2(9) Willpower: 2(9) F Style Accuracy Damage Evasion Def. HP MP
Arm 4(11) 2d+4 3(10) 4 25 -
F Style Accuracy Damage Evasion Def. HP MP
Slam 3(10) 2d-1 2(9) 2 16 - Unique Skills
◯Mimicry/12/Danger Sense/Neg
Unique Skills It disguises itself as a treasure chest. While mimicking, characters cannot
perform a Monster Knowledge check on this monster. If a character
◯Mimicry/12/Danger Sense/Neg
approaches it unintentionally, they need to make a Danger check with
It disguises itself as gold coins. While mimicking, characters cannot
Target Number 12, and if it fails, they will be surprised. Mimicry will
perform a Monster Knowledge check on this monster. If a character
automatically end once the monster starts to act.
approaches it unintentionally, they need to make a Danger check with
This monster can be detected with [Sense Magic].
Target Number 12, and if it fails, they will be surprised. Mimicry will
automatically end once the monster starts to act.
This monster can be detected with [Sense Magic]. ►Double Attack
Attacks twice with Arms the same target.
►Flame Breath /3(10)/Fortitude/Half
Within “Range/Area:1(5m)/Shot" spits fire at "Target: 1 Character", ◯Capture
dealing "2d+2" fire type magic damage. If both [►Double Attack] hit the target, the target is entangled. The target
cannot move, and from the next round, attacks from this monster to the
Loot target will automatically hit the target.
When the target attempts to escape, it should follow the de-bonding (see
2-9 None
ML, p. 71).
10+ Old Gold Coin (100G/Gold A)
Loot
Description 2-6 None
This Construct is similar to a gold coin, about 20 gold coins make up one 7 – 11 Magical Wood (200G/Red Green A)
Creeping Coin. If any of them is unintentionally approached, it will jump 12+ Premium Magical Wood (500G/Red Green A)
up and spit fire. There is no end to the number of new adventurers who
are burned to death, believing that they are large gold coins. Rarely real
gold coins are mixed in.
Description
It resembles a treasure chest and has the ability to move its powerful arms
and small legs in and out as it pleases. There is speculation that it may be
3 Dungeon Keeper GR a type of golem that was created in the past, but there is no certainty.
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins, Abandoned Buildings
Rep/Weak: 10/14 Weak Point: Physical damage +2 points
Initiative: 10 Movement Speed: 10/- Fortitude: 4(11) Willpower: 4(11)

F Style Accuracy Damage Evasion Def. HP MP


Broom 4(11) 2d+3 4(11) 4 24 -

Unique Skills
◯Attitude Control
It does not fall prone under any effect.

►Detergent Spray/Can’t
The detergent is sprayed in "Target: 1 area (3m Radius)/Space" within
"Range: Caster". All targets within this range, if they are on their feet, must
make an Acrobatics check with Target Number of 10 at the beginning of
their turn, failing which they will fall prone immediately. If the character
falls, they cannot get up during their turn.
This effect lasts for 3 minutes (18 rounds).

Loot
2–6 None
7 – 10 Magical Wood (200G/Red Green A)
11+ Premium Magical Wood (500G/Red Green A)

Description
This is a cleaning construct probably made in the Magic Civilization
Period. Inside the humanoid body, cleaning tools such as brooms,
dustpans, and cloths are stored. Detergent can be sprayed from the base of
the two legs and is sprayed on the floor or low places.
The appearance of many of them reflects the taste and aesthetic sense of
their makers, and there is little uniformity in their design, ranging from
those that are utilitarian to those that are highly valued as works of art.

132
Part 3 Monsters And Arena

4 Diadema New 7 Ghost Curtain CO


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: None Perception: Magic Disposition: Hostile
Disposition: Hostile Language: Daemonic Habitat: Shallow Language: None Habitat: Ruins, Sky
Rep/Weak: 11/15 Weak Point: Accuracy +1 Rep/Weak: 16/18 Weak Point: Fire damage + 3 points
Initiative: 11 Movement Speed: -/10(Floating) Initiative: 13 Movement Speed: -/10 (Floating)
Fortitude: 5(12) Willpower: 6(13) Fortitude: 9(16) Willpower: 9(16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Arm 5(12) 2d+4 5(12) 3 28 24 Strike 10(17) 2d+10 9(16) 6 62 23

Unique Skills Unique Skills


◯Attitude Control ◯Conditional Invisibility
It does not fall prone under any effect. This monster is usually invisible (see CR II, p. 69). But it emits light when
it successfully passes its Accuracy check, fails its Evasion check, or loses 1
►Summoning Arts 4 Level/Magic Power 6(13) point of HP or MP. After emitting light, the monster becomes visible for
the next 10 seconds (1 round).
Loot The color and strength of the emitted light depend on various factors
2–8 None such as the type of attack, whether HP or MP was damaged, and so on (up
9+ Daemon's Blood (100G/Red A) to the GM).

◯Invisible Assassin/18/Danger Sense/Neg


Description If a character approaches a location where this monster is lurking, they
Diadema is a construct that resembles a small Shallow Abyss. It appears need to make a Danger Sense check with target number 18. If they fail,
as a sphere of blurred blackness, approximately 50 cm in size. they will be taken by surprise by this monster.
Using Summoning Arts to a limited extent, it attacks by temporarily
manifesting a body part, such as Daemon's arms, from its center. ►Burst Light/8(15)/Willpower/Half
Today, it is recognized as a failed or residual product of Daemon research The ability "Range: Caster" emits a burst of light and deals energy magic
during the Magic Civilization Period. damage to "Target: 1 area (3m Radius)/5". The damage inflicted is "2d+10"
if the monster was invisible just before using this ability, and "2d+4" points
otherwise. This ability costs 6 MP and cannot be used on consecutive turns.
6 Thing New
Intelligence: None Perception: Magic Disposition: Hostile Loot
Language: None Habitat: Various 2–6 Black Cloth (5G/-)
Rep/Weak: 11/15 Weak Point: Fire damage +3 points 7 – 10 Transparent Cloth (250G/Gold A)
Initiative: 12 Movement Speed: 12(Flow)/- 11+ Glowing Cloth (1,500G/Gold S)
Fortitude: 9(16) Willpower: 9(16)
Description
F Style Accuracy Damage Evasion Def. HP MP The Ghost Curtain is a fabric-like construct that was created during the
Slam 8(15) 2d+8 6(13) 8 51 - Magic Civilization Period. It moves by hanging down and floating in the
air.
Unique Skills This construct serves as a trap or a guard. Normally, it is invisible and
◯Soft Body remains vigilant of its surroundings. However, if something approaches
Blunt weapons treat the Defense of Thing as 5 points higher. And it is within a 10-meter range or if it is attacked, it immediately engages in
immune to Throw and similar attacks. combat. During combat, it either emits a dazzling light that burns its
surroundings or clenches a part of its body like a fist and strikes the enemy.
◯Acidic Body When the Ghost Curtain comes into contact with another person or
Weapons that have attacked this monster and armor that has been experiences interference, it emits light in various ways depending on its
attacked by this monster will melt away after 24 hours; cleaning with alcohol strength and type. It is said that during the Magic Civilization Period, the
such as wine within 24 hours will prevent this effect. wizard-king Lal, who lived in the rock country of Recode Floating Rocks
Country, would float this construct in the air and enjoy the sight of it
◯Mimicry/15/Danger Sense/Neg emitting light when birds and other creatures accidentally swooped down
It can mimic other living creatures. While mimicking, characters cannot on it. When Recode was attacked, they were said to have released as much
perform a Monster Knowledge check on this monster. If a character as they could into the sky as an air defense force.
approaches it unintentionally, they need to make a Danger check with Although most of the Ghost Curtains were destroyed in the battle when
Target Number 15, and if it fails, they will be surprised. Mimicry will Recode exploded, a few remain floating and invisible. The Cyrecode
automatically end once the monster starts to act. Council (see CO, p. 9) has a policy of preserving them as a tourist resource
This monster can be detected with [Sense Magic]. if they are found at a safe distance from the environment. However, if they
are found near a star or gondola cable, adventurers are to remove them.

Loot
Always Jelly-like Material (100G/Red A)
2–9 None
10+ Mini Blob (1,500G/Red S)

Description
It is a deep blue, jelly-like, amorphous creature, a subspecies of the Blobs,
and is virtually indistinguishable from it in appearance, but it has the ability
to mimic creatures and engulf the unwary approaching creatures. The
unfortunate prey will be eventually assimilated into a part of the Thing.

133
8 Magic Pot New 10 Ghast Queen New
Intelligence: Servant Perception: Magic Disposition: Instructed Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Labyrinths, Ruins Language: None Habitat: Ruins
Rep/Weak: 14/19 Weak Point: Bludgeoning damage +3 points Rep/Weak: 13/19 Weak Point: Physical damage +2 points
Initiative: 12 Movement Speed: 18(Jumping)/- Initiative: 18 Movement Speed: 30/- Fortitude: 13(20) Willpower: 11(18)
Fortitude: 11(18) Willpower: 10(17)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Arm 14(21) 2d+17 13(20) 8 107 -
Claws 11(18) 2d+12 10(17) 8 70 40
Unique Skills
Unique Skills None.
►Pot Shot
The attack is made by something radiating or being fired from the pot's Loot
mouth. 2–9 Dense Magic Jewel (700G/Gold A)
There are the following types of attacks, which are performed at random. 10+ Glittering Magic Stone (1,300G/Gold S)
The target of the attack or the target of the "Area: Line" attack is selected at
random from among the enemies within range distance.
Description
1: Fire Storm/10(17)/Willpower/Half: Within "Range: Caster" spreads fire She is a bloated queen of Ghast who has engulfed other Ghasts (see CR
over "1 area(6m Radius)/20". Targets are dealt "2d+10" fire magic damage. I, p. 420 or ML, p. 148), and although she has no unique skills, she has
2: Discharge/10(17)/Willpower/Half: Within "Range/Area: 2(20m)/Line" acquired a formidable fighting ability and is a considerable threat to any
fires a lightning bolt, dealing "2d+10" lightning magic damage to targets. visitor to her ruins.
3: Acid Spray/10(17)/Fortitude/Half: Within "Range/Area: 2(30m)/Shot"
spits acid on "Target: 1 Character", dealing target "2d+12" poison magic
damage.
4: Iron Ball Shot/9(16)/Evasion/Neg: Within "Range/Area: 2(20m)/Line"
shoots an iron ball. Deals 2d+12 physical damage is given to the target, and
the target falls prone.
5: Long Arm Attack/11(18)/Evasion/Neg: Attacks with Claws "Target: 1
Character" within "Range: 1(10m)". Long Arms jumping out of the jar can
do this, ignoring the skirmish area.
6: Claws Attack/11(18)/Evasion check/Neg: Within "Range: Touch" attacks
"Target: 1 Character" with its Claws (same as regular melee attack).

Which attack will be made is random, but predictable if the PC has


successfully completed a Monster Knowledge check. The GM should
determine immediately after the attack what the "next attack" will be and
tell the players (only the first attack is unpredictable, and they do not know
the target of each attack).

◯Ceramic Body
A Magic Pot is immune to criticals from edged weapons and all magic
damage, with the exception of Energy-type damage.

◯Mana Coating
Any magic damage the Magic Pot suffers is reduced by -3.

Loot
2–7 Magical Ceramic Shards (250G/Gold Black White A)
8 – 11 Dense Magic Jewel (700G/Gold A)
12+ Magic Stones (1,900G/Gold S)

Description
This Construct was created during the Magic Civilization Period. At first
glance, it appears to be a large urn, but inside it lives a 60-centimeter-long,
dark-skinned ogre-like construct with a gaping mouth and eyes. Inside, the
construct hides in the jar to skillfully fend off attacks.
The pot has the ability to move by bouncing and rolling.
The Construct was created to serve as a secret guardian among the
furnishings, and those that remain in the labyrinths and ruins today will
attack intruders in an attempt to fulfill that role.

134
Part 3 Monsters And Arena

12 Evil Index New 13 Ghast King New


Intelligence: Low Perception: Magic Disposition: Hostile Intelligence: Low Perception: Magic Disposition: Instructed
Language: Arcana Habitat: Ruins Language: None Habitat: Ruins
Rep/Weak: 15/18 Weak Point: Fire damage +3 points Rep/Weak: 16/22 Weak Point: Physical damage +2 points
Initiative: 18 Movement Speed: -/15(Floating) Initiative: 20 Movement Speed: 10/- Fortitude: 16(23) Willpower: 14(21)
Fortitude: 14(21) Willpower: 16(23)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP None - - 13(20) 10 127 -
Slam 14(21) 2d+11 14(21) 13 103 96
Unique Skills
Unique Skills ◯3 Actions
◯Mimicry/22/Danger Sense/Neg It can take 3 Major Actions in one round.
It mimics a book. While mimicking, characters cannot perform a
Monster Knowledge check on this monster. If a character approaches it ►Ghast Enhancing
unintentionally, they need to make a Danger check with Target Number Ghast King enhances all Ghasts including itself within “Range: Caster”
22, and if it fails, they will be surprised. Mimicry will automatically end “Target: All Areas (20m Radius)/All”. Targets gain a +1 bonus to all Skill
once the monster starts to act. Checks and +2 points to Damage and Defense for 10 seconds (1 round).
This monster can be detected with [Sense Magic]. This effect is cumulative.

◯2 Actions ►Ghast Summoning


Can perform two Major Actions in one round. Ghast King summons a Ghast within “Range: Touch”. The Ghast to be
summoned is selected from 1 x Ghast Queen (see p. 134), 2 x Ghast
►Truespeech Magic, Spiritualism Magic 10 Level/Magic Power 15(22) Bishop (see CR III, p. 375 or ML, p. 152), 3 x Ghast Knight (see CR I, p.
If you have introduced Deep Magic (see MA, p. 95), it can also cast Deep 422 or ML, p. 150), 6 x Ghast Lurker (see ML, p. 148). On the same round
Magic at the same level and Magic Power. it cannot summon the same types of Ghasts (but can summon the same
Ghasts on different rounds). Summoned Ghasts can start their actions
◯🗨►Magic Aptitude immediately.
They can use the Combat Feats [Targeting], [Magic Convergence], This ability cannot be used on the turn when [►Ghast Rampage] is used.
[Magic Control], [Hawk Eye], [Universal Metamagic], [Wordbreak].
►Ghast Rampage/Can’t
Loot The The monster causes the magic power of the Ghast it follows to go
Always Golden Bookmark (1,000G/Gold White S) out of control, creating a storm of mana. This unique skill is effective for
2–6 Spellbook (500G/White A) “Target: 1 area (5m radius)/Space" with "Range: Caster". Up to 5 Ghasts
7 – 12 Esoteric Spellbook (1,500G/White S) within the area of this unique skill die and inflict physical damage of "2d x
13+ Sophisticated Research Data (4,000G/White S) the number of Ghast species destroyed" points to all selected characters
within the area.
This ability can be used only once per round. Also, Ghast King cannot
Description use this ability on the turn it used [►Ghast Summoning].
Evil Index is a Construct known as "The Monster Encyclopedia". It is a
Mimic-type monster that was created by ancient magicians to safeguard Loot
their homes and research findings. It appears as a thick book floating in Always Glittering Magic Stone (1,200G/Gold S)
the air, with sharp fangs lining the edges of its binding. When attacking its
prey, the book opens slightly, and a shrill laugh can be heard coming from
between the fangs. Inside the book, there is a collection of magical Description
knowledge that Evil Index utilizes to launch its attacks. It is called the Ghast King and is the control point of all Ghasts (see CR
I, p. 420 or ML, p. 148). It looks like a giant Ghast without hands, and has
no offensive abilities of its own. However, it can summon an inexhaustible
number of Ghast species with its never-ending magic power, and can
strengthen them. It can also make Ghast disappear and create a storm with
its mana, making it difficult for even moderately skilled adventurers to deal
with it.

135
F Style Accuracy Damage Evasion Def. HP MP
Weapon 6(13) 2d+2 5(12) 4 32 10

1 Bit New Unique Skills


Intelligence: Servant Perception: Mechanical Disposition: Instructed ⏩Shock Baton
Language: None Habitat: Ruins For 10 seconds (1 round), attacks are treated as lightning magical weapon
Rep/Weak: 7/11 Weak Point: Bludgeoning Damage +3 attacks and deal +4 damage.
Initiative: 7 Movement Speed: -/15 (Floating) While this skill is active, a Death Check made by any character reduced
Fortitude: 2(9) Willpower: 2(9) to 0 or lower HP by a weapon attack from the Beep ARC will not fail,
except if double 1s are rolled.
F Style Accuracy Damage Evasion Def. HP MP Using this ability consumes 2 points of MP.
None - - 3(10) 1 12 -
◯Low Power Operation
Unique Skills If the Beep ARC’s MP becomes 0, both its Accuracy and Evasion receive
a -2 penalty.
►Blitz/2 (9)/Fortitude/Half
Fires an electric shock at “Target: 1 Character” within “Range: Touch”, Loot
dealing 2d-2 lightning magic damage.
Always Iron (20G / Black B)
Loot 2-5 None
6-9 Crude Magitech Components (100G / Black White A)
2 - 10 None
10+ Magitech Components (300G / Black White A)
11+ Old Recording Device (100G / Black White A)

Description Description
This magitech is a guard for important places and objects, shaped like a
It is a small magical machine, about the size of a small bag, that also serves
humanoid with a series of small and large cylindrical cans awkwardly
as an alarm beacon. Floating at low speeds, they emit a loud alarm if they
interlinked together.
detect an intruder. They come in a variety of shapes, but most are cone or
If anything approaches the place or thing it is guarding, it warns in
triangular pyramids with a tapered end.
magitech, and if the warning is not heeded, it will attack to subdue it.
There are often cases where multiple Bits accompany other Magitech
machines to provide support.
5 Insaid Barba GR
1 Renguard New Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Rep/Weak: 12/15 Weak Point: Physical Damage +2
Language: Magitech Habitat: Ruins
Initiative: 12 Movement Speed: -/12 (Floating)
Rep/Weak: 7/12 Weak Point: Lightning Damage +3
Fortitude: 7(14) Willpower: 6(13)
Initiative: 7 Movement Speed: 16 (Wheeled)/-
Fortitude: 2(9) Willpower: 2(9)
F Style Accuracy Damage Evasion Def. HP MP
Laser Blade 7(14) 2d+5 7(14) 5 64 -
F Style Accuracy Damage Evasion Def. HP MP
Electric Shock 3(10) 2d-2 2(9) 1 15 -
Unique Skills
Unique Skills ◯Laser Blade
Attacks with the Laser Blade treat the target’s Defense as being reduced
►Linking
by half (rounded up).
The Renguard connects to a fellow Renguard within “Range: Touch” and
increases its attack power. The targeted Renguard receives a +1 bonus to
Accuracy checks and +3 bonus to damage. Up to 5 Renguards can be ⏩Tracking Function
Linked together (4 Renguards to another) this way, for a 7 (14) Accuracy, Detects enemies using multiple sensors.
dealing 2d+10 damage. The Insaid Barba gains a +1 bonus to Accuracy checks for 10 seconds (1
After the boosted Renguard attacks, all Links are disconnected. round).
Using this ability consumes 4 HP. This ability can only be used once a
Loot round.
2–9 None
10+ Old Recording Device (100G / Black White A) ⏩Increase Output
Overloads its power output in an effort to defeat enemies, gaining +4
damage for 10 seconds (1 round).
Description Using this ability consumes 4 HP. This ability can only be used once a
These small robots were simple security devices designed for use during round.
the Magitech Civilization period. Sporting four short legs with wheels
coming off a flat body, these robots will first attempt to drive away intruders Loot
using a simple warning in the Magitech language but will resort to electric Always Iron (20G / Black B)
shocks (Defense still applies) if this warning is not heeded. 2-5 Nothing
Renguards, while small, often appear in large numbers and will often link 6-9 Crude Magitech Components (100G / Black White A)
to each other in order to increase the power of their electric shocks and 10+ Magitech Components (300G / Black White A)
drive away more formidable intruders.
Description
4 Beep ARC CO It is a custom model of Barba (see CR III, p. 384 or ML, p. 160) with the
Intelligence: Servant Perception: Magitech Disposition: Instructed ability to hold explosive bullets removed and replaced with a laser blade
Language: Magitech Habitat: Ruins that emits high heat and a drop tank to increase overall output.
Rep/Weak: 12/14 Weak Point: Water/Ice Damage +3 Its operating time is short when running at full power, and parts of the
Initiative: 11 Movement Speed: 12 machine itself seem to frequently break down.
Fortitude: 6(13) Willpower: 6(13)

136
Part 3 Monsters And Arena

3 Airloo New
Intelligence: Average Perception: Five senses Disposition: Hostile
1 Lemming New Language: None Habitat: Forests, Mountains, Lakeside
Rep/Weak: 8/13 Weak Point: Fire damage + 3 points
Intelligence: Animal Perception: Five senses Disposition: Neutral
Initiative: 11 Movement Speed: 15(4 Legs)/15(On the Water)
Language: None Habitat: Grassland
Fortitude: 5(12) Willpower: 5(12)
Rep/Weak: 10/13 Weak Point: Earth damage + 3 points
Initiative: 7 Movement Speed: 10(4 Legs)/-
Fortitude: 2(9) Willpower: 2(9) F Style Accuracy Damage Evasion Def. HP MP
Horns (Head) 5(12) 2d+1 5(12) 2 26 18
F Style Accuracy Damage Evasion Def. HP MP Hoofs (Body) 4(11) 2d+2 4(11) 3 30 11
Bite 2(9) 2d-2 2(9) 0 10 10 Sections: 2 (Head / Body) Main Section: Head

Unique Skills Unique Skills


◯Swarm ●Head
Lemming gains a +1 bonus to Accuracy checks and +1 to HP for each ►Loud Roar
other Lemming in the same skirmish area. The maximum bonus modifier The Airloo can let loose a loud bellowing roar.
and increase in HP due to this effect are +5. Roll 2d, and if the roll is 10 or more, a new Airloo appears on the
battlefield. The position of the new Airloo is the rearguard area of the
Loot Airloo's faction in Simplified Combat, or 15m away in any direction
2-9 None determined by the GM from the position where this ability was used in
10+ Lemming's Tooth (30G/Red B) Standard/Advanced Combat. The new Airloo will begin to act to protect
its comrades after 10 seconds (1 round).
The GM may adjust the number of Airloo appearing from this unique
Description skill (even to 0, if appropriate), according to the situation.
They are adorable mouse-like creatures, about 50 cm long. They are This unique skill cannot be used on consecutive turns.
rarely seen alone but are sometimes seen crossing grasslands in groups of
several hundred. ⏩Stratagem &Maneuver/1 Area (5m Radius)
Can use [Surging Offense I] (Physical Damage +1).
2 Al-Mi'raj New
Every third turn uses [Maneuver: Unexpected Blow I] (Accuracy +2,
Damage +2). If there are no characters eligible to be effected by a
Intelligence: Low Perception: Five senses Disposition: Hungry Stratagem, these abilities will not be used.
Language: None Habitat: Forests, Plains, Mountains
Rep/Weak: 10/13 Weak Point: Physical damage +2 points 🗨Power Strike I
Initiative: 8 Movement Speed: 15(4 Legs)/- They can deal an additional 4 damage on their next attack. However, any
Fortitude: 4(11) Willpower: 3(10) Evasion Check made by them this turn receives a -2 penalty.

F Style Accuracy Damage Evasion Def. HP MP ●Body


Horn 4(11) 2d+2 5(12) 1 20 13 🗨Taunting Strike I
A Body can make an attack with reduced damage by -2.
Unique Skills If the attack hits, the opponent must attack (with any type of attack) the
Body as much as possible within the next 10 seconds (1 round). This does
◯Lovely Eyes/4(11)/Willpower/Neg not work for characters with an Intellect score of 18 or higher or on
A character who sees Al-Mi'raj at the start of their turn must make a monsters with “Intelligence: High”.
Willpower check. If they fail, they will be less hostile and receive a -2
penalty to their Accuracy check for the next 10 seconds (1 round). Loot
A character who has received 1 or more points of applied damage from
2–7 None
Al-Mi'raj will not be affected by this unique skill for a period of one day.
Also, this effect is psychic type. 8 – 11 Fur (150G/Red A)
12+ Big Horn (1,000G/Red S)
🗨Power Strike I
They can deal an additional 4 damage on their next attack. However, any
Evasion Check made by them this turn receives a -2 penalty.
Description
It is a mythical beast that is more than 3 meters long and has the
Loot appearance of a gigantic goat. It has two large, twisted horns on its head,
and its hooves are charged with magic power, allowing it to walk on the
2–7 None
surface of the water.
8 – 10 Fur (150G/Red A)
Airloos often live in flocks around lakes deep in mountains and forests
11+ Al-Mi'raj Horn (300G/Red A) and are known to attack anything that comes near them. For this reason,
they are called lakeside guardians, and it is believed that someone may have
Description ordered them to protect the lakes in prehistoric times.
Al-Mi'raj is a mythical beast in the shape of a rabbit about 50 cm long with
a single sharp horn on its head. Using its magic power, it catches the animal
off guard, skewers it with its sharp horn, and then feeds on it. Sometimes,
the human who approaches the animal may be fooled by the animal's
charm and become a victim.

137
4 Dragon Infant New 6 Sky Wyvern CO
Intelligence: Low Perception: Five senses (Darkvision) Intelligence: Low Perception: Five senses Disposition: Neutral
Disposition: Neutral Language: Dragonic Habitat: Various Language: None Habitat: Mountains
Rep/Weak: 12/15 Weak Point: Physical damage +2 points Rep/Weak: 12/17 Weak Point: Earth damage + 3 points
Initiative: 12 Movement Speed: 10/20(Flying) Initiative: 15 Movement Speed: 9/30(Flying)
Fortitude: 6(13) Willpower: 5(12) Fortitude: 9(16) Willpower: 8(15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 5(12) 2d+6 4(11) 3 33 20 Bite (Head) 7(14) 2d+8 7(14) 6 48 18
Claws (Body) 8(15) 2d+6 6(13) 7 51 13
Unique Skills Sections: 2 (Head / Body) Main Section: Head
►Fire Breath/5(12)/Fortitude/Half
A Dragon Infant breathes fire in a “Range/Area:2(20m)/Shot” to the Unique Skills
“Target: 1 Character”, dealing 2d + 4 fire magic damage.
●All Sections
This unique skill cannot be used in consecutive rounds.
◯Delicate Loot
◯Flight Whenever an edged weapon, wind, or slashing type of damage deals 10
A Dragon Infant receives a +1 bonus to Accuracy and Evasion only for or more points of applied damage at a time, a False-dragon Scale is added
melee attacks. to the “Always” obtained loot. This effect is cumulative up to 3 times.

Loot ●Head
2 – 11 None ►Impact Breath/8(15)/Fortitude/Half
12+ Dragon Fang (1,200G/Red S) With "Range/Area: 2(30m)/Shot", the Sky Wyvern spits a wave at "Target:
1 Character", dealing "2d+6" bludgeoning magic damage and knocking it
prone.
Description This ability cannot be used in consecutive turns.
It is a baby dragon at least 30 years old and is still in its early stages of
development. At this age, they rarely leave their parents and are rarely seen ●Body
flying in the sky with others. ◯Flight
It is not as majestic as a fully-grown dragon due to its low intelligence, but All sections receive a +1 bonus to Accuracy and Evasion only for melee
it is still considered more of a threat than most monsters. Furthermore, attacks.
there is a high probability that their parents are nearby, and they will often If the Body section falls to 0 HP or lower, this unique skill cannot be
flee to them when in danger. used.

►Twin Strike & Double Attack


5 Cherub New It can make two Claws attacks each round, though each attack requires
Intelligence: Average Perception: Five senses Disposition: Neutral its accuracy check. They may choose to attack different characters with
Language: Arcana Habitat: Mountains each attack.
Rep/Weak: 12/15 Weak Point: Energy type damage +3 points
Initiative: 11 Movement Speed: 20(4 Legs)/20(Flying) Loot
Fortitude: 6(13) Willpower: 7(14) Always False-dragon Scale (350G/Red A)
2–9 Dragonic Patagium (500G/Red A)
F Style Accuracy Damage Evasion Def. HP MP 10 – 12 Blue-Purple Dragonic Patagium (1,000G/Red S)
Bite 7(14) 2d+8 7(14) 5 38 46 13+ Lazuli Dragonic Patagium (3,000G/Red S)

Unique Skills Description


►Spiritualism Magic, Divine Magic 5 Level /Magic Power 8(15) The Wyvern is a Mythical Beast with a lizard-like head and torso and
large wings composed of cortical membranes that allow it to fly. It is
◯🗨►Magic Aptitude sometimes called a false-dragon because it looks like a dragon, but unlike
They can use the Combat Feats [Targeting], [Metamagic/Time], a dragon, it does not have forelimbs. They also have a low intellect and
[Wordbreak]. cannot speak.
There are many subspecies of wyverns, differing in size, the type of breath
⏩Sacred Beast Blessing they emit, and whether or not they have a poison stinger on their tail. The
Cherub pats “Target: 1 Character” within “Range: Touch” with its Sky Wyvern, common in the Ursyla region, is the smallest of the Wyvern
feathers and gives a blessing. The target recovers 3 MP at the end of its species and is considered relatively easy to control. It is characterized by its
turn for 1 minute (6 rounds). shiny, bluish-purple body color.
This unique skill can be used only once per round.

Loot
2–5 Mythical Beast Hide (140G/Red A)
6–9 Fine Mythical Beast Hide (300G/Red A)
10+ Beautiful Mythical Beast Hide (800G/Gold Red A)

Description
It is a mythical beast in the shape of a winged dog about 1 meter long. In
some regions, it is believed to be a messenger of the gods, and it is said that
those who see it will be blessed with good fortune.

138
Part 3 Monsters And Arena

6 Lesser Manticore New 7 Phantasmal Butterfly New


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Neutral Language: Arcana, Sylvan Habitat: Labyrinths Disposition: Neutral Language: None Habitat: Forest, Lakeside
Rep/Weak: 11/16 Weak Point: Wind damage +3 points Rep/Weak: 15/18 Weak Point: Physical damage +2 points
Initiative: 14 Movement Speed: 15(4 Legs)/23(Flying) Initiative: 14 Movement Speed: -/10(Floating)
Fortitude: 8(15) Willpower: 9(16) Fortitude: 9(16) Willpower: 9(16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claw (Front) 9(16) 2d+7 8(15) 6 58 52 Proboscis (Body) 9(16) 2d+7 9(16) 5 48 48
Tail (Rear) 8(15) 2d+9 7(14) 4 52 18 Wings (Right Wing) 10(17) 2d+8 8(15) 4 52 33
Wings (Left Wing) 10(17) 2d+8 8(15) 4 52 33
Sections: 2 (Front / Rear) Main Section: Front
Sections: 3 (Body / Right Wing / Left Wing) Main Section: Body
Unique Skills Unique Skills
●Front
●Body
►Truespeech Magic, Spiritualism Magic 5 Level /Magic Power 8(15)
◯Mana Absorption Proboscis/8(15)/Fortitude/Neg
If you have introduced Deep Magic (see MA, p. 95), it can also cast Deep
A target whose HP is reduced by a Proboscis attack has its MP reduced
Magic at the same level and Magic Power.
by 1d points. At the same time, the MP of the Body section is recovered
by the same amount.
►Fairy Magic 3 Level/Magic Power 6(13)
Can use earth, water/ice, fire, and dark types.
◯🗨Magic Aptitude
This does not change even if the contract pattern is adopted (see MA, p.
They can use the Combat Feats [Targeting], [Metamagic/Targets], [Multi-
136).
Action].
⏩△Techniques
►Fairy Magic 7 Level/Magic Power 10(17)
They may use the [Cat's Eyes], [Beetleskin] Techniques. Can use earth, water/ice, wind, and light types.
This does not change even if the contract pattern is adopted (see MA, p.
●Back 136).
◯Numbing Poison/8 (15)/Fortitude/Neg
If the Tail's attack hits and deals 1 or more points of applied damage, it ●Right Wing/Left Wing
will paralyze the target and reduce its Dexterity by -6 points (to a minimum ◯Light Protection
of 0). This effect is cumulative, and when the Dexterity reaches 0, the target A Right Wing and Left Wing take -3 less magic damage, regardless of
will be unable to make any melee or ranged attacks. type.
If the character has a fixed value, its Accuracy check is reduced by -1 for
each effect of this poison, and the character cannot be attacked after three
◯Adhesive Scales
such effects.
If a melee attack with an edged weapon hits a Right Wing or Left Wing
This effect is poison type and lasts for 1 hour.
section, the physical damage dealt by the weapon is reduced by 1 point
immediately after the attack. This effect is cumulative (up to -4). This effect
Loot
lasts until the weapon is cleaned with more than 10 liters of fresh water for
2–6 None 10 minutes.
7–8 Fine Mythical Beast Hide (300G/Red A)
10+ Beautiful Mythical Beast Hide (800G/Gold Red A) ►Phantasmal Scales/9(16)/Willpower/Neg
Within “Range: Touch” confuses “Target: 1 Entire Character" and makes
it difficult to recognize the enemy. When a target uses a melee attack or
Description casts a spell targeting the Body section within the next 10 seconds (1
This is a Mythical Beast with the body of a lion, bat wings on its back, a round), roll 1d. If the result is "1-3", the target will be automatically switched
scorpion tail, and an old man's face. The Lesser species is approximately to the section that used this unique skill. If the result is "4-6", the target will
3 meters long. remain in the Body section without any change.
Highly intelligent, Lesser Manticores possess extensive knowledge of This effect does not work if the Body section is only one of multiple
magic and history. They have a deep understanding of the world, sword targets from [Metamagic/Targets].
mythology, and various civilizations. However, they are vile creatures, both This effect is treated as a psychic type.
mentally and physically twisted, and do not share their knowledge honestly.
Loot
2–7 Butterfly Scales (100G/Red A)
8 – 10 Glittering Scales (300G/Red A)
12+ Dazzling Scales (600G/Gold Red A)

Description
It is a large butterfly, about 3 meters long. Its wings are beautifully
iridescent and it flies slowly in the sky.
Although they do not speak a language, they are able to share their
thoughts with others, and may act as mediators in their territory.

139
7 Jii New 8 Hermit Manticore New
Intelligence: High Perception: Five senses Disposition: Neutral Intelligence: High Perception: Five senses (Darkvision)
Language: Trade common, Sylvan Habitat: Unknown Disposition: Neutral Language: Arcana, Sylvan Habitat: Labyrinths
Rep/Weak: 14/18 Weak Point: Accuracy +1 Rep/Weak: 13/18 Weak Point: Wind damage +3 points
Initiative: 17 Movement Speed: 12(4 Legs)/- Initiative: 16 Movement Speed: 15(4 Legs)/23(Flying)
Fortitude: 9(16) Willpower: 11(18) Fortitude: 10(17) Willpower: 11(18)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Hoof 7(14) 2d+6 8(15) 6 64 70 Claw (Front) 11(18) 2d+10 10(17) 7 77 51
Tail (Rear) 10(17) 2d+12 9(16) 5 65 29
Unique Skills Sections: 2 (Front / Rear) Main Section: Front
►Divine Magic, Fairy Magic 7 Level/Magic Power 11(18)
Can use earth, wind, dark and light types. Unique Skills
If a contract pattern is adopted (see MA, p. 136), it knows all types (5
●Front
ranks, special 2 ranks).
►Truespeech Magic, Spiritualism Magic 7 Level /Magic Power 10(17)
◯🗨►Magic Aptitude
They can use the Combat Feats [Targeting], [Metamagic/Accuracy], ►Fairy Magic 5 Level/Magic Power 8(15)
[Wordbreak]. Can use earth, fire, wind and dark types.
This does not change even if the contract pattern is adopted (see MA, p.
🗨Foresight 136).
This ability can be declared only before the Major Action.
For 10 seconds (1 round) Jii gains a +2 bonus to Evasion checks. At the ◯🗨Magic Aptitude
same time, it receives a -2 penalty to its Accuracy check. They can use the Combat Feats [Metamagic/Targets], [Targeting], [Multi-
Action].
Loot
2–6 None ⏩Aspect/All Areas (20m Radius)
7+ Sharp Hoof (950G/Red A) Knows [Heavenly Domain: Descending Thunder], [Earthly Domain:
Sinking in Muddy Float], [Spirit Domain: Terror] Aspects. The Qi Points
to be used are all 3 points.
Description
The Jii is a creature with the body of a cow and a human face. It has well- ●Back
developed hind legs that allow it to walk on two legs. According to tradition, ◯Numbing Poison/10 (17)/Fortitude/Neg
the Jii appears before major disasters and utters prophecies. In some If the Tail's attack hits and deals 1 or more points of applied damage, it
nations, the mere appearance of the Jii is considered a sign of an impending has the effect of Petrifaction (Dexterity/-6) (see CR II, p. 329, ML, p. 71).
disaster.
Although typically kind and hospitable, the Jii can become aggressive Loot
towards those with malicious intentions. The origin of the Jii is unknown, 2–7 Fine Mythical Beast Hide (300G/Red A)
but sightings have been reported in deep forests and on high mountain 8+ Beautiful Mythical Beast Hide (800G/Gold Red A)
peaks.

Description
It is one of the Manticores who has a deep prophecy about not only magic
but also Geomancy. They retreat deep into the mountains and refuse to
contact with Humanoids and others.

140
Part 3 Monsters And Arena

8 Monoceros New 9 Petsuchos New


Intelligence: High Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses (Darkvision)
Language: None Habitat: Forests, Grasslands Disposition: Neutral Language: Elven, Sylvan Habitat: Rivers, Lakes
Rep/Weak: 16/19 Weak Point: Physical damage +2 points Rep/Weak: 15/21 Weak Point: Fire damage + 3 points
Initiative: 15 Movement Speed: 23(4 Legs)/- Initiative: 14 Movement Speed: 13(4 Legs)/20(Swimming)
Fortitude: 11(18) Willpower: 10(17) Fortitude: 12(19) Willpower: 12(19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Horn (Front) 10(17) 2d+12 10(17) 6 69 62 Jaw (Body) 11(18) 2d+13 10(17) 11 91 53
Hoof (Rear) 11(18) 2d+10 9(16) 8 81 36 Tail (Tail) 11(18) 2d+11 10(17) 10 76 33
Sections: 2 (Front / Rear) Main Section: Front Sections: 2 (Body / Tail) Main Section: Body

Unique Skills Unique Skills


●Front ●All Sections
►Truespeech Magic Divine Magic 8 Level /Magic Power 11(18) ◯Underwater Aptitude

◯🗨Magic Aptitude ●Body


They can use the Combat Feats [Targeting], [Hawk Eye], ►Fairy Magic 9 Level/Magic Power 11(18)
[Metamagic/Targets]. Can cast water/ice type up to 9 ranks. This does not change even if the
contract pattern is adopted (see MA, p. 136).
⏩Powerful Magic
Monoceros fills an area with mana and enhances Magic Power, gaining a ◯🗨►Magic Aptitude
+2 bonus to the Spellcasting checks for one round (10 seconds). This effect They can use the Combat Feats [Multi-Action], [Targeting], [Magic
is not cumulative and using this unique skill costs 10 MP. Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic],
[Wordbreak].
●Rear
⏩△Techniques ●Tail
They may use the [Bear Muscle], [Beetleskin], [Recovery (5 pts.)], 🗨Tail Swing II
Techniques. A Tail attack hits up to 5 targets in the skirmish Petsuchos is in.

Loot Loot
Always Monoceros Horn (1,300G/Red S) 2–5 None
2–7 None 6–7 Crocodile Skin (200G/Red A)
8+ Sharp Hoof (950G/Red A) 8–9 Superior Crocodile Skin (600G/Red A)
10+ Pure White Crocodile Skin (1,800G/Red S)
Description
It is a holy bull. The horns on his forehead enhance its Magic Power, Description
allowing it to perform powerful magic. It is highly intelligent, but it does It is a mythical beast in the shape of a giant 7-meter-long crocodile with
not speak. pure white scales.
It is calm and quiet but can defend itself. It is especially unrelenting when Despite their fearsome appearance, they are gentle and thoughtful and
it comes to those who offend its pride. are self-appointed guardians of great rivers and lakes. Together, they will
attack without mercy anyone who harms those who live in the water or who
destroy the watery places.

141
10 Afanc New 12 Elder Manticore New
Intelligence: Average Perception: Five senses Disposition: Hungry Intelligence: High Perception: Five senses (Darkvision)
Language: None Habitat: Lakes, Wetlands Disposition: Neutral Language: Arcana, Sylvan Habitat: Labyrinths
Rep/Weak: 10/17 Weak Point: Physical damage +2 points Rep/Weak: 17/22 Weak Point: Wind damage +3 points
Initiative: 15 Movement Speed: 18(4 Legs)/24(Swimming) Initiative: 20 Movement Speed: 15(4 Legs)/23(Flying)
Fortitude: 11(18) Willpower: 12(19) Fortitude: 14(21) Willpower: 16(23)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 13(20) 2d+10 12(19) 9 92 54 Claw (Front) 15(22) 2d+14 14(21) 10 124 111
Claws (Body) 14(21) 2d+8 11(18) 9 98 35 Tail (Rear) 14(21) 2d+17 13(20) 8 110 44
Sections: 2 (Head / Body) Main Section: Head Sections: 2 (Front / Rear) Main Section: Front

Unique Skills Unique Skills


●All Sections ●Front
◯Underwater Aptitude ►Truespeech Magic, Spiritualism Magic 12 Level/Magic Power 15(22)
If you have introduced Deep Magic (see MA, p. 95), it can also cast Deep
●Head Magic at the same level and Magic Power.
⏩Techniques
They may use the [Bear Muscle], [Cat's Eyes], [Recovery (7 pts.)], ►Fairy Magic 9 Level/Magic Power 12(19)
Techniques. Can cast earth, water/ice, fire and dark types. This does not change even
if the contract pattern is adopted (see MA, p. 136).
●Body
◯🗨Magic Aptitude
►Double Attack
They can use the Combat Feats [Targeting], [Magic Convergence],
An Afanc can attack the same target twice in one action with its Claws.
[Magic Control], [Metamagic/Targets].
◯Hug
⏩△Techniques
The target is grappled if both Claw attacks hit with [►Double Attack].
They may use the [Cat's Eyes], [Beetleskin], [Gazelle Feet], [Recovery (9
The target will no longer be able to move or make melee or ranged attacks.
pts.)], Techniques.
Also, starting from the next turn, the Body section automatically deals
2d+16 physical damage to the target, and Head section attacks
automatically hit the target. ●Rear
When the target tries to escape, use de-bonding (see ML, p. 71). ►Twin Strike & Double Attack
While entangled by this unique skill, the Afanc cannot attack other An Elder Manticore can make two Tail attacks each round, though each
characters. If the monster itself wants to release the target, it can do so with attack requires its own Accuracy check. They may choose to attack
a Minor Action. different characters with each attack.

◯Attack Obstacle = +4 • None ◯Numbing Poison/14 (21)/Fortitude/Neg


Afanc size prevents enemies from attacking it. The Head receives a +4 If the Tail's attack hits and deals 1 or more points of applied damage, it
bonus to Evasion checks against melee attacks. When the Body falls to 0 will paralyze the target and reduce its Dexterity by -6 points (to a minimum
HP or lower, this effect disappears. of 0). This effect is cumulative, and when the Dexterity reaches 0, the target
will be unable to make any melee or ranged attacks.
Loot If the character has a fixed value, its Accuracy check is reduced by -1 for
2–9 Water-repellent Hide (550G/Red A) each effect of this poison, and the character cannot be attacked after three
10+ Blue-gray Hide (2,200G/Gold Red S) such effects.
This effect is poison type and lasts for 1 hour.

Description ◯Flight
Afanc is a Mythical Beast that looks like a giant rodent. It is said to live An Elder Manticore receives a +1 bonus to Accuracy and Evasion only
near lakes and drag all who approach it into it. for melee attacks.
If the Rear falls to 0 HP or lower, this unique skill cannot be used.

Loot
2–6 Fine Mythical Beast Hide (300G/Red A)
7–9 Beautiful Mythical Beast Hide (800G/Gold Red A)
10+ Lustrous Mythical Beast Hide (4,400G/Gold Red S)

Description
The Mythical Beast is the superior species to the Lesser Manticore (see
p. 139). Although its size and appearance have not changed, its power and
knowledge have become awe-inspiring. And the location of the labyrinth
where a powerful magic sword is hidden. However, they are still twisted
and do not easily listen to Humanoids in normal circumstances. They
usually ask for something unreasonable to do for their vast knowledge.

142
Part 3 Monsters And Arena

14 Golden Ash New Unique Skills


●Head
Intelligence: Animal Perception: Five senses (Darkvision)
►Summoning Arts 15 Level /Magic Power 18(25)
Disposition: Hostile Language: None Habitat: Labyrinths, Ruins
Rep/Weak: 18/22 Weak Point: Bludgeoning damage +3 points
Initiative: 0 Movement Speed: 30(Fluid)/- ◯🗨►Magic Aptitude
Fortitude: 17(24) Willpower: 17(24) They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic],
[Wordbreak].
F Style Accuracy Damage Evasion Def. HP MP
None - - 16(23) 14 120 33 ►Shockwave Breath/20 (27)/Fortitude/Half
Jabberwock breathes a mighty wave with “Range/Area: 2(30m)/Shot” in a
Unique Skills “Target: 1 Area (6m Radius)/20”, dealing 2d+30 bludgeoning magic
◯Mimicry/25/Danger Sense/Neg damage to the targets and causing them to fall prone.
It mimics gold sand. While mimicking, characters cannot perform a This ability cannot be used on consecutive turns.
Monster Knowledge check on this monster. If a character approaches it
unintentionally, they need to make a Danger check with Target Number ●Body
25, and if it fails, they will be surprised. Mimicry will automatically end ◯Attack Obstacle = +4 • None
once the monster starts to act. Jabberwock height prevents enemies from attacking it. Head receives a
This monster can be detected with [Sense Magic]. +4 bonus to Evasion checks against melee attacks. When the Body falls to
0 HP or lower, this effect disappears.
►Devouring Swarm/Can’t
Countless swarms of golden dust crawl up and attack the target. It deals ●Wing
2d + 1/5 of Golden Ash remaining HP (rounded down) magic damage to 🗨All-Out Attack
a character within a Melee Attack range. A Wing can deal an additional 8 damage on its next attack. However, any
Evasion check made by this section this turn receives a -3 penalty.
◯Wriggling Swarm
It is immune from criticals from any weapon attacks. ◯Flight
It cannot be the target of Throw or similar attacks. A Jabberwock receives a +1 bonus to Accuracy and Evasion only for
It can receive only 1 applied magic damage from “Area: Target” and melee attacks.
“Target: 1 Character” magic and effects. If two Wings fall to 0 HP or lower, this unique skill cannot be used.
Characters cannot use Combat Feats [Targeting], or [Magic Control] in
the skirmish areas where this monster resides on any character within ●Tail
including Golden Ash.
🗨Tail Sweep
A Jabberwock can use its Tail to attack up to 5 targets with a Melee
Loot
Attack. This attack cannot be used in consecutive rounds.
Always Bag of Silver (100G/-) x 2d
2–6 Gems (150G/Gold A) x 2d Loot
7 – 10 Gems (300G/Gold A) x 2d Always Shining Red Eyes (5,000G/Gold Red S) x 2
11+ Gems (500G/Gold A) x 2d 2–6 Mysterious Scales (1,000G/Red White S)
7 – 10 Mysterious Scales (1,000G/Red White S) x 2
Description 11+ Mysterious Scales (1,000G/Red White S) x 1d
Golden Ash is a swarm of very small insects with golden shells. The entire
swarm shares a single consciousness and acts as a single organism.
Golden Ash inhabits ruins and underground labyrinths and usually
Description
remains still and calm. In this state, Golden Ash looks like a pile of gold The Jabberwock is a mythical beast with a dragon-like head, long neck,
dust, and adventurers dazzled by its treasures may carelessly approach it four wings, and a long tail, and its total length exceeds 20 meters.
and become its victims. The Golden Ash devours the bones of its poor They are extremely vicious and aggressive. They are also relentless in the
victims, and then once again mimics gold dust as it waits for the next victim pursuit of their prey.
to come along. When the Golden Ash is defeated, the silver coins and Because of these characteristics and its use of the Summoning Arts, some
jewelry of its former victims can be found buried among its remains. believe that Jabberwock is a type of Daemon, while others believe that it
originated as a crossbreed between a Daemon and a Dragon.
Jabberwocks are found primarily in forests and mountains but may also
occur in deserts, wildernesses, and archaeological sites. Often, the habitat
of the Jabberwock is oddly tranquil, as there are few other animals.

15 Jabberwock New
Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Language: Barbaric, Youma, Daemonic, Arcana
Habitat: Forests, Mountains
Rep/Weak: 19/22 Weak Point: Silver weapon damage +3 points
Initiative: 24 Movement Speed: 20(4 Legs)/35(Flying)
Fortitude: 21(28) Willpower: 19(26)

F Style Accuracy Damage Evasion Def. HP MP


Bite (Head) 18(25) 2d+18 20(27) 15 147 84
Claws (Body) 20(27) 2d+16 16(23) 16 158 46
Wing (Wing) 19(26) 2d+12 17(24) 12 91 23
Wing (Wing) 19(26) 2d+12 17(24) 12 91 23
Wing (Wing) 19(26) 2d+12 17(24) 12 91 23
Wing (Wing) 19(26) 2d+12 17(24) 12 91 23
Tail (Tail) 21(28) 2d+13 18(25) 14 142 32
Sections: 7 (Head / Body / Wing x 4 / Tail) Main Section: Head

143
3 Silky New
A 1st monster level fairies can be summoned by using [Summon Fairy] Intelligence: Average Perception: Magic Disposition: Friendly
(see CR II, p. 160, MA, p. 138) 2nd level Basic Fairy Magic. In this case, Language: Sylvan, Trade Common Habitat: Ruins, Mountains
there is no change in MP consumption, or Mako Stone needed. Rep/Weak: 10/13 Weak Point: Earth damage + 3 points
Initiative: 10 Movement Speed: 13/13(Flying)
Fortitude: 5(12) Willpower: 6(13)
1 Knocker New
Intelligence: Average Perception: Five senses Disposition: Friendly F Style Accuracy Damage Evasion Def. HP MP
Language: Sylvan Habitat: Secluded Regions Slam 4(11) 2d+2 4(11) 2 26 24
Rep/Weak: 9/14 Weak Point: Wind type damage +3 points
Initiative: 7 Movement Speed: 11/- Fortitude: 3(10) Willpower: 2(9) Unique Skills
◯Type: Wind/Magic Power 5(12)
F Style Accuracy Damage Evasion Def. HP MP
Pickaxe 0(7) 2d 2(9) 2 13 10 ◯Flight
A Silky receives a +1 bonus to Accuracy and Evasion only for melee
Unique Skills attacks.
◯Olden/Type: Earth & Light/Magic Power 3(10)
◯Unexpected Clues
While organizing and scattering books and documents, the chance to get
Description clues by chance is increased. If a character attempts a Search check, Track
It is an olden fairy looking like a small fat boy of about 1 meter in height. check, or Literature check within a 10m radius of Silky, they get a +1 bonus
They live in tunnels and caves and are always busy mining. to those checks.

1 Pixie New
Description
Silky is a wind fairy, approximately 50 cm in length, who takes the form
Intelligence: Average Perception: Five senses Disposition: Friendly of a beautiful human female wearing a light robe. She enjoys creating chilly
Language: Sylvan Habitat: Secluded Regions winds, organizing books and documents, and playfully disrupting the order
Rep/Weak: 9/14 Weak Point: Earth damage + 3 points she creates. Silky particularly delights in teasing those who are in search of
Initiative: 9 Movement Speed: -/14(Flying) Fortitude: 2(9) Willpower: 2(9) knowledge.
You may encounter Silky in the storerooms of ancient ruins, the
F Style Accuracy Damage Evasion Def. HP MP laboratories of the city, or the warehouses of the king's castle.
Dagger 2(9) 2d-2 2(9) 1 12 12

Unique Skills 3 Sparaci New


◯Olden/Type: Wind & Light/Magic Power 3(10) Intelligence: Average Perception: Magic Disposition: Friendly
Language: Sylvan Habitat: Volcanoes, Cities
◯Flight Rep/Weak: 10/13 Weak Point: Water/Ice damage + 3 points
A Pixie receives a +1 bonus to Accuracy and Evasion only for melee Initiative: 9 Movement Speed: -/10(Floating)
attacks. Fortitude: 5(12) Willpower: 5(12)

F Style Accuracy Damage Evasion Def. HP MP


Description Slam 5(12) 2d+4 5(12) 2 24 16
Pixie is an olden fairy with the appearance of a small girl. It has pointy
ears and beautiful butterfly-like wings on its back. When Pixie encounters
travelers, it approaches them in a friendly manner, often rolling up flower Unique Skills
petals while engaging in conversation. Pixies are generally kind to strangers ◯Type: Fire/Magic Power 5(12)
and willingly answer their questions. However, they can occasionally play
adorable pranks on them. ◯Illumination
“1 area (5m radius)/Space” centered on this monster is treated as
illuminated.

◯Spark Burst
If the Sparaci’s roll of the damage decision is a double 1s, the damage is
increased by +5 points. If damage is increased by this ability, the monster's
HP becomes 0 after the damage is dealt, and Sparaci dies.

Description
Sparaci is a fairy looks like a popping firework about 20cm long. It has a
strong ego and cannot speak on its own, but it can understand the sylvan
speak by others. When it hits, the force may be too strong and cause it to
explode and disappear.

144
Part 3 Monsters And Arena

3 Dunae New 5 Flamme New


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: Average Perception: Magic Disposition: Friendly
Disposition: Friendly Language: Sylvan Habitat: Secluded Regions Language: Sylvan Habitat: Humanoid villages, Volcanoes
Rep/Weak: 10/15 Weak Point: Physical damage +2 points Rep/Weak: 11/14 Weak Point: Water/Ice damage + 3 points
Initiative: 11 Movement Speed: -/10(Floating) Initiative: 11 Movement Speed: -/5(Floating)
Fortitude: 4(11) Willpower: 5(12) Fortitude: 7(14) Willpower: 7(14)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Slam 4(11) 2d+2 5(12) 2 18 24 Slam 7(14) 2d+5 7(14) 5 40 28

Unique Skills Unique Skills


◯Olden/Type: Light & Dark/Magic Power 5(12) ◯Type: Fire/Magic Power 7(14)

◯Moonlight ◯🗨Magic Aptitude


When Dunae is in the moonlight its HP and MP are increased by 5 and They can use the Combat Feats [Targeting] and [Metamagic/Targets].
Magic Power by 2.
◯Skillful/7(14)
►Moon Dance/Optional Can perform various checks in the "Technique check package" (see CR
Target: 1 Entire Character” within “Range: Touch” of Dunae receives the I, p. 114) can be performed with Standard Value 7 (Success Value 14).
blessing. Target can re-roll once 2d on skill check for 1 day. Target can
decide if they want to use re-roll or not. After the re-roll, the second roll
must be used as a result. It also disappears after a day has passed without Description
being used. About one meter in length, this fairy is shaped like a bonfire flame. It has
This effect is treated as a curse type with Success Value 12. eyes and a mouth in the middle of the flame, and long, slender limbs
The same target can receive this blessing only once per day. extending from the outer edge of the flame.
They are skilled in using their own flame for cooking and excel at turning
raw ingredients into delicious dishes with perfect heat control. In some
Description regions, they are spoken of as a being that resides in stoves and hearths,
This is a humanoid-looking olden fairy, standing at about 1 meter in granting household safety and food security.
height. It has a faint luminescence and lacks any gender characteristics.
Dunae's luminescence resonates and shines brightly under the moonlight.
While friendly towards humanoids and animals, it is very fragile and 7 Black Hound New
rarely causes harm to others, unless it is forced to defend itself in direct Intelligence: Average Perception: Magic Disposition: Neutral
danger. Language: Sylvan Habitat: Swamps, Caves
Rep/Weak: 14/17 Weak Point: Accuracy +1
5 Cluricaun New
Initiative: 15 Movement Speed: 20(4 Legs)/-
Fortitude: 10(17) Willpower: 10(17)
Intelligence: Average Perception: Magic Disposition: Friendly
Language: Sylvan Habitat: Forests, Caves
F Style Accuracy Damage Evasion Def. HP MP
Rep/Weak: 12/15 Weak Point: Wind type damage +3 points
Initiative: 11 Movement Speed: 14/1 Fortitude: 7(14) Willpower: 7(14) Bite 10(17) 2d+8 9(16) 6 60 44

F Style Accuracy Damage Evasion Def. HP MP


Unique Skills
◯Type: Dark/Magic Power 10(17)
Hammer 7(14) 2d+7 6(13) 6 41 26
►Twin Strike & Double Attack
Unique Skills Can make two Bite attacks each round, though each attack requires its
◯Type: Earth/Magic Power 7(14) own Accuracy check. They may choose to attack different characters with
each attack.
◯🗨Magic Aptitude
They can use the Combat Feats [Targeting] and [Metamagic/Targets]. ◯🗨Magic Aptitude
They can use the Combat Feats [Targeting] and [Metamagic/Targets].
◯Little One’s Luck
Upon leaving, the summoner and their companions are granted good ◯Painful Strike
luck. If the 2d roll of the damage roll is 10 or more, the damage is increased
If present at the end of the combat, all characters in the summoner's by an additional +7 points.
faction gain +1 on the 2d Loot Determination roll for 10 minutes (60
rounds).
This effect is automatically applied at the end of the battle, but it will not Description
be applied unless the current value of this monster's MP is 15 points or This fairy has a shadowy texture and takes the form of a hound. It stands
more. about 2m tall and is more proficient in melee attacks than Fairy Magic.
It can communicate with others in sylvan, but it prefers to make others
uncomfortable with sarcastic remarks.
Description
This fairy is approximately 30cm tall and resembles a human child
wearing a pointy hat. They have a cheerful and friendly demeanor and
excel at using a hammer that is larger than their own body length to build
and break things.
They have a fondness for searching for treasures, often found in caves.

145
9 Duergar New Description
Intelligence: Average Perception: Magic Disposition: Friendly They are approximately 2 meters tall and resemble a wall of swirling
Language: Sylvan Habitat: Lakesides, Mountains flames. Their fire is intensely hot and possesses the ability to harden metal.
Rep/Weak: 16/19 Weak Point: Accuracy +1 Although they are unable to speak in sylvan, they comprehend the
Initiative: 15 Movement Speed: 16/- Fortitude: 12(19) Willpower: 11(18) languages of others and actively assist the summoner and their companions
in combat.
These fairies serve as barriers in ruins and volcanoes, preventing animals
F Style Accuracy Damage Evasion Def. HP MP and other creatures from accessing hazardous areas.
Weapon 12(19) 2d+15 11(18) 10 68 52

Unique Skills 11 Cailleach New


◯Type: Dark/Magic Power 12(19) Intelligence: Average Perception: Magic Disposition: Neutral
Language: Sylvan, Trade common Habitat: Swamps, Snowy Mountains
◯🗨Magic Aptitude Rep/Weak: 18/21 Weak Point: Fire damage +3 points
They can use the Combat Feats [Targeting], [Metamagic/Targets], [Multi- Initiative: 17 Movement Speed: 15/- Fortitude: 13(20) Willpower: 15(22)
Action].
F Style Accuracy Damage Evasion Def. HP MP
►Garden of Illusion/11(18)/Willpower/Neg Hammer 12(18) 2d+10 13(20) 9 88 106
Within “Range: Caster” causes “Target: All areas (30m Radius)/All" to be
affected by the illusion, making the targets unable to attack, cast spells, or
perform any other action that targets other than itself during its turn for 30 Unique Skills
seconds (3 rounds). It is possible to use effects that affect the range of the ◯Type: Water/Ice/Magic Power 14(21)
target, starting from the position (area, coordinate) where the target itself is
or where it is located. ◯Ice Hammer
This effect is of psychic type. Hammer attacks deal water/ice physical damage.

◯🗨Magic Aptitude
Description They can use the Combat Feats [Targeting], [Metamagic/Targets], [Magic
This is a fairy with a long, twisted beard and an appearance similar to Convergence], [Magic Control], [Multi-Action].
Dwarf. They create mansions and other structures in remote places using
illusions to lure travelers and wanderers. However, the structures created ►Ice Breath/13(20)/Fortitude/Half
by illusions sometimes fail to serve their purpose, and when they wake up, It exhales cold air from its mouth causing a long chill.
visitors are left out in the open. Within "Range/Area: 2(30m)/Shot" deals to the "Target: 1 Area(5m
Radius)/15" 2d+14 magic damage, with the effect of Petrifaction (Dexterity
or Agility/-6) (see CR II, p. 329, ML, p. 71).
9 Lasebara New Using this effect consumes 10 MP.
Intelligence: Average Perception: Magic Disposition: Friendly Both damage and petrifaction effects are water/ice and disease type.
Language: Sylvan Habitat: Volcanoes, Ruins
Rep/Weak: 16/19 Weak Point: Water/Ice damage + 3 points
Initiative: 15 Movement Speed: -/5(Floating)
Description
Fortitude: 12(19) Willpower: 12(19) This ice fairy takes the form of a small, ugly old woman. She is known
with awe as a guardian of inaccessible places in snowy and alpine
mountains.
F Style Accuracy Damage Evasion Def. HP MP
Slam 11(18) 2d+11 11(18) 11 100 46

Unique Skills
◯Type: Fire/Magic Power 12(19)

◯Flame-walled Body
It does not receive critical hits from non-water/ice type weapons, magic,
etc.

◯Flame Wall In the Way


Knows [Block] Combat Feat.

◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Metamagic/Targets], [Multi-
Action].

⏩Instant Forged Iron/Metal Armor


For 10 seconds (1 round) within "Range: Touch" gives +2 points to
Defense of "Target: 1 Character". Using this effect consumes 3 MP.
This ability can be used only up to 3 times per round, and only affects
targets equipped with the metal armor.

⏩Instant Forged Iron/Shield


For 10 seconds (1 round) within "Range: Touch" gives +1 points to
Defense of "Target: 1 Character". Using this effect consumes 3 MP.
This ability can be used only up to 3 times per round, and only affects
targets equipped with the shield. If the target changes shield during the
duration of this ability, this effect is lost immediately.

146
Part 3 Monsters And Arena

13 Asrai New Description


Intelligence: Average Perception: Magic Disposition: Friendly This fairy looks like a large fire lizard, about 3 meters long. It has flaming
Language: Sylvan, Trade common Habitat: Lakesides, Swamps fire wings on its back and can fly. Although they do not appear before
Rep/Weak: 20/23 Weak Point: Fire damage + 3 points people on their own, they are very territorial and try to eliminate those who
Initiative: 18 Movement Speed: -/18 (Swimming) enter their territory.
Fortitude: 16(23) Willpower: 16(23)
15 Zargand New
F Style Accuracy Damage Evasion Def. HP MP Intelligence: Average Perception: Magic Disposition: Friendly
Arm 15(22) 2d+14 15(22) 14 120 113 Language: Sylvan Habitat: Deserts, Wastelands
Rep/Weak: 20/23 Weak Point: Wind type damage +3 points
Unique Skills Initiative: 17 Movement Speed: 25(4 Legs)/-
◯Type: Water/Ice/Magic Power 17(24) Fortitude: 19(26) Willpower: 19(26)

◯Underwater Specialization F Style Accuracy Damage Evasion Def. HP MP


Can move in water without penalties and restrictions. Bite (Body) 18(25) 2d+16 16(23) 20 164 78
Conversely, all action checks are subject to a -2 penalty on the ground. Stomp (Leg) 19(26) 2d+19 17(24) 15 126 54
Stomp (Leg) 19(26) 2d+19 17(24) 15 126 54
◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Metamagic/Targets], [Magic Sections: 3 (Body / Leg x 2) Main Section: Body
Convergence], [Magic Control], [Multi-Action].
Unique Skills
◯Cold Skin/Can’t ◯Type: Earth/Magic Power 18(25)
A target attempting a melee attack against this monster and dealing Only the Body section can cast spells.
damage suffers 1d+4 water/ice type magic damage after the damage is
dealt. ●All Sections
◯Sand Body
Immune from criticals from blunt weapons. Also, against blunt weapons
Description treat as having 5 Defense points higher.
The upper body of this fairy resembles a beautiful human female figure,
while the lower body resembles that of a fish, similar to the mermaid in ●Body
legends. They are often mistaken for humans, as they are often seen ◯🗨Magic Aptitude
bathing in water. They can use the Combat Feats [Targeting], [Metamagic/Targets], [Magic
These fairies possess the ability to freeze or slow down the movement of Convergence], [Magic Control], [Multi-Action].
those who approach or touch them. This ability leads them to appear
primarily at night, in order to avoid encounters with people. ►Sandstorm Rush/20(27)/Evasion/Neg
It turns its whole body into a conical mass of sand and charges.
15 Vulkan New Within "Range/Area: 1(25m)/Breakthrough", it deals 2d+30 earth
physical damage to a target in the area, causing the target to be knocked
Intelligence: Average Perception: Magic Disposition: Neutral prone.
Language: Sylvan Habitat: Volcanoes, Mountains This effect can only be used when all Body and Legs sections are not yet
Rep/Weak: 19/22 Weak Point: Water/Ice damage + 3 points made Major Actions, and when used, all sections will have completed the
Initiative: 21 Movement Speed: 25(4 Legs)/25(Flying) Major Actions.
Fortitude: 20(27) Willpower: 19(26) This ability cannot be used on consecutive turns.

F Style Accuracy Damage Evasion Def. HP MP ●Leg


Tongue 19(26) 2d+20 18(25) 17 138 86 ◯Attack Obstacle = Impossible • +4
Zargand size hinders attack.
Unique Skills The Body cannot be attacked in melee. Against any ranged attacks, Body
receives a +4 bonus to Evasion checks.
◯Type: Fire/Magic Power 18(25)
If the HP of either the Leg sections falls to 0 or lower, this unique skill
vanishes.
◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Metamagic/Targets], [Magic ►Dust Storm/18(25)/Fortitude/Neg
Convergence], [Magic Control], [Multi-Action]. It turns part of its feet into dust and swirls it around itself.
The targets within "1 area (5m radius)/15" around itself are blinded by the
◯Multiple Declarations = 2 times sand in their eyes.
Target can wipe the sand with Major Action and this effect will disappear.
◯Flight
Vulcan receives a +1 bonus to Accuracy and Evasion only for melee
attacks. Description
This fairy is approximately 5 meters long and 3 meters tall, resembling a
⏩Flame Wings/18(25)/Fortitude/Half tortoise. Its entire body is composed of swirling sand, and although its
Their flame wings burst into flames. Within “Range: Caster” deals 2d+15 carapace has a similar shape, it is not hard.
fire magic damage to “Target: 1 area (5m radius)/15”, and gives a -2 penalty These fairies are harmless, but they are oblivious to the presence of
to Accuracy checks and Spellcasting checks for 10 seconds (1 round). others and may unintentionally step on something as small as a human
Both damage and penalty modifier are treated as fire type. This ability without noticing.
can be used only once per round and cannot be used on consecutive turns.

🗨Tongue Cleave
A melee attack with the tongue can be made on up to 5 targets of Vulcan’s
choice. This attack has a -1 penalty to Accuracy checks.

147
5 Dusky Grace New
Intelligence: Average Perception: Five senses (Darkvision)
3 Jarega ES Disposition: Hostile Language: Daemonic
Habitat: Underground Labyrinth, Ruins
Intelligence: Low Perception: Five Senses (Darkvision)
Rep/Weak: 12/17 Weak Point: Physical Damage +2
Disposition: Hostile Language: None Habitat: Ruins, Forests, Mountains
Initiative: 14 Movement Speed:16 Fortitude: 6(13) Willpower: 7(14)
Rep/Weak: 9/12 Weak Point: Water/Ice Damage +3
Initiative: 10 Movement Speed: -/10 (Flying)
Fortitude: 6(13) Willpower: 4(11) F Style Accuracy Damage Evasion Def. HP MP
Tail 7(14) 2d+7 8(15) 3 42 29
F Style Accuracy Damage Evasion Def. HP MP
Bite 5(12) 2d+3 4(11) 2 19 14 Unique Skills
►Spiritualism Magic 3 Level/Magic Power 6 (13)
Unique Skills
◯Flight ◯Entangling Tail
Receives a +1 bonus to Accuracy and Evasion only for melee attacks. A successful hit from a Tail entangles the target. The target is unable to
move, suffers a -2 penalty to all Accuracy and Evasion Checks with a -2
penalty (this penalty is not cumulative) and is automatically hit by the Tail
►Fireball/5 (12)/Fortitude/Half
attack each round.
Within “Range/Area: 2(20m)/Shot” and “Target: 1 Character,” a fireball
When the target tries to escape, use de-bonding (see ML, p. 71).
is spits out at the target, dealing 2d+3 of fire magic damage.
While entangled by this unique skill, the Dusky Grace cannot attack other
This ability cannot be used on consecutive turns.
characters. If the monster itself wants to release the target, it can do so with
a Minor Action.
Loot
Always Daemon’s Blood (100G/Red A) Loot
2-9 None
Always Daemon’s Blood (100G/Red A)
10+ Serpent Daemon’s Feathers (90G / Red B)
2–8 None
9 – 10 Daemon’s Earrings (260G/Gold White A)
Description 11+ Daemon's Ring (600G/Gold White A)
It is a Lesser Daemon that resembles a 1m long snake with feathered
wings. Primarily used as an aerial vanguard, it spits fire from its mouth and Description
possesses powerful fangs. They often appear in groups and prefer cunning
tactics, such as striking from above in mountainous areas. A Dusky Grace is, compared to other Daemons, rather small. It
resembles a short human, with pale grey skin and an elongated, prehensile
tail.
5 Zang ES
Intelligence: Low Perception: Five Senses (Darkvision)
Disposition: Hostile Language: Daemonic Habitat: Ruins, Shallows
6 Lilim ES
Rep/Weak: 11/15 Weak Point: Magic Damage +2 Intelligence: Average Perception: Five Senses Disposition: Hostile
Initiative: 12 Movement Speed: 14/14 (Flying) Language: Daemonic, Trade Common, Arcana
Fortitude: 7(14) Willpower: 7(14) Habitat: Ruins, Magical Areas, Cities
Rep/Weak: 13/17 Weak Point: Accuracy +1
Initiative: 15 Movement Speed: 16/- Fortitude: 8(15) Willpower: 9(16)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 7(14) 2d+8 6(13) 5 39 7
F Style Accuracy Damage Evasion Def. HP MP
Claws 8(15) 2d+9 8(15) 3 58 40
Unique Skills
◯Flight
Receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Unique Skills
►Double Attack
A Lilim can attack the same target twice in one action with its Claws.
🗨Raise Shield
Gains +2 Defense for 10 seconds (1 round). This must be declared before
►Spiritualism Magic 5 Level/Magic Power 8 (15)
performing a Major Action, and once done, the Zang receives -3 damage
from attacks.
◯Magic Aptitude
Lilim possess the Combat Feat [Metamagic/Targets].
🗨Power Strike I
They can deal an additional +4 damage on their next attack. However,
Loot
any Evasion Check made by them this turn receives a -2 penalty.
Always Daemon’s Blood (100G/Red A)
Loot 2–8 None
Always Daemon’s Blood (100G/Red A) 9+ Lovely Nails (250G/Red A)
2–6 None
7+ Piece of Flesh (30G/Red Black B) x 1d Description
A Lesser Daemon that looks like an adorable young girl at first glance.
Description They seem cute, but this is merely a disguise to throw off Humanoids, and
their true nature is that of a very dangerous Daemon. They specialize in
A Lesser Daemon that resembles a knight, clad in full-body armor that
insidious acts of corruption and destruction, deceptively tricking people
shines a deep black, with membranous wings on its back that allow it to fly.
into committing evil acts or driving a wedge between individuals.
In its right hand, it holds an axe-like weapon, and in its left what appears
Their hair and costume are both a part of their own flesh and when they
to be a medium-sized shield, but in reality, everything, including the armor
engage in combat, the nails of their hand grow long and become terrifying
that covers its entire body, is made of the Daemon’s hardened skin.
sharp claws. However, their girlish appearance remains in order to assist in
In addition to serving as guardians of ruins, they sometimes seem to be
catching their opponents off guard.
acting as bodyguards to more powerful Daemons.

148
Part 3 Monsters And Arena

2–8 None
7 Wafushu GR 9 – 11 Mako Stone (5 pts.) (250G/-)
Intelligence: Average Perception: Five Senses (Darkvision) 12+ Mako Stone (10 pts.) (1,000G/-)
Disposition: Hostile Language: Daemonic Habitat: Ruins, Shallows
Rep/Weak: 15/19 Weak Point: Physical Damage +2
Initiative: 15 Movement Speed: 20 (4 Legs)/- Description
Fortitude: 10(17) Willpower: 9(16) A humanoid-like Daemon with a lanky body shape. The front of the body
has numerous razor-like openings, and numerous tentacles sprout from
the back. Glistening organs similar to a mako stone peek out from the
F Style Accuracy Damage Evasion Def. HP MP
apertures in the body and from the tips of the tentacles.
Bite 9(16) 2d+11 9(16) 7 54 26 These organs have the ability to absorb and distribute the MP received to
others, and this daemon is also called the “Supply Soldier of Daemon
Unique Skills World”.
◯Hound’s Scent
A Wafushu relentlessly pursues prey, much like a hunting dog. If it
successfully hits with a Bite attack, it gains a +1 bonus to Accuracy checks 9 Tikira New
against the target for 3 minutes (18 rounds), as well as a +1 bonus to Evasion Intelligence: Average Perception: Five Senses (Darkvision)
checks against attacks made by the target. Disposition: Hostile Language: Daemonic
Habitat: Underground Labyrinth, Ruins
◯Abrasive Spikes Rep/Weak: 15/20 Weak Point: Physical Damage +2
Merely brushing against the Wafushu’s spiky protrusions causes damage. Initiative: 13 Movement Speed: -/40(Flying)
Any target of the Wafushu’s Bite attack suffers 4 points of fixed damage, Fortitude: 12(19) Willpower: 13(20)
whether or not the attack is successful.

Loot F Style Accuracy Damage Evasion Def. HP MP


Always Daemon’s Blood (100G/Red A) Slam 12(19) 2d+9 12(19) 9 80 78
2–9 Black Spike (440G/Red A)
10+ Jet Black Spike (990G/Red A) Unique Skills
►Divine Magic 9 Level/Magic Power 13 (20)

Description ►Paradox
A Daemon shaped like a wolf, with black spike-like protrusions growing The Tikira can cause spells that would recover HP to deal Magic damage
from its entire body. They are about 3m in length and stand 1m and 50 cm instead by spending twice as much MP to cast those spells.
tall at the shoulder. Brutal and cunning in battle, they strike with great agility
and can enlarge the spikes that grow from their body. 🗨►Magic Aptitude
Their special ability, [Hound’s Scent] is easier to handle, if the individuals They can use the Combat Feats [Multi-Action], [Universal Metamagic],
keep track of who is struck by their attacks. [Wordbreak].

◯Flight
8 Quezardus New Receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Intelligence: Average Perception: Five Senses (Darkvision)
Disposition: Hostile Language: Daemonic ◯Mockery
Habitat: Underground Labyrinth, Ruins The Tikira find failure hilarious and will begin uncontrollably laughing
Rep/Weak: 16/18 Weak Point: Bludgeoning Damage +3 when anyone, friend, or foe, Automatically Fails on a roll. While laughing,
Initiative: 13 Movement Speed: 15/- Fortitude: 10(17) Willpower: 11(18) the Tikira cannot use magic until the end of their next turn.

◯Unluck
F Style Accuracy Damage Evasion Def. HP MP
The first time any character would roll double 6s (other than the Tikira),
Bite 10(17) 2d+7 10(17) 5 65 30
that roll gets changed to double 1's instead (which triggers the Tikira’s
[◯Mockery] unique skill). It is possible to change the roll back to double
Unique Skills 6's using [Sword’s Grace/Change Fate], however, this unique skill would
◯Magic Damage Halved then affect the next roll of double 6's that occurs. If there are multiple
If this monster is subjected to magic damage, the total damage is first Tikira’s on the battlefield, each one of them can use this unique skill for
halved; if it is halved by resistance, it becomes 0. different double 6s.
This unique skill does not affect anything except damage - Effects will still
happen based on the result of the resistance check. Loot
Always Crystallized Daemon’s Blood (800G/Red A)
◯MP Absorption 2–6 None
If the Quezardus becomes a target of a spell, it restores its own MP for 7 – 12 Daemon Wings (350G/Red A)
the magic's base MP cost. 13+ Rainbow Daemon Wings (1,500G/Gold Red S)
This effect appears only when the Quezardus is targeted by a spell cast at
it and does not affect similar but non-magical abilities or effects performed
from items. Even if the MP cost of the caster who cast the spell is increased Description
or decreased by various abilities or effects, the MP recovered by this 20cm high, the Tikira is a small daemon that looks similar to a Human
monster is calculated based on the base MP cost. Also, whether the spell but has the compound eyes and membranous wings of a dragonfly. They
is friendly or hostile and whether or not the resistance to the magic was love to fly around and cause mischief, taking pleasure in someone else's
made should not be taken into account. misfortunes.

⏩MP Transfer/Optional
The Quezardus transfers any amount of its MP to ‘Target: 1 Character’
within ‘Range/Area 1 (10m/)Shot’. The number of MP that can be
transferred is an arbitrary number from 1 to its current MP. The
Quezardus receives fixed damage to its MP and the target's MP is restored
by the amount of the MP.

Loot
Always Daemon’s Blood (100G/Red A)

149
10 Bugaradre New 11 Ergacleo New
Intelligence: Average Perception: Five Senses (Darkvision) Intelligence: High Perception: Five Senses (Darkvision)
Disposition: Hostile Language: Daemonic Habitat: Swamps, Ruins Disposition: Neutral Language: Daemonic, Arcana Habitat: Ruins
Rep/Weak: 16/20 Weak Point: Fire Damage +3 Rep/Weak: 17/20 Weak Point: Physical Damage +2
Initiative: 16 Movement Speed: 10/- Fortitude: 14(21) Willpower: 13(20) Initiative: 16 Movement Speed: 15/- Fortitude: 13(20) Willpower: 15(22)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
None (Body) - - 12(19) 11 101 47 Tentacle 13(20) 2d+8 11(18) 6 90 112
Claw (Arm) 13(20) 2d+12 11(18) 13 92 20
Claw (Arm) 13(20) 2d+12 11(18) 13 92 20 Unique Skills
Sections: 3 (Body / Arm x 2) Main Section: Body ►Truespeech Magic, Spiritualism Magic, Divine Magic 10 Level/Magic
Power 14(21)
Unique Skills
●All Sections ◯🗨Magical Aptitude
◯Poison & Disease Immunity They can use the Combat Feats [Targeting], [Magic Convergence],
[Magic Control], [Hawk Eye], [Universal Metamagic], [Mana Save].
●Body
►Spiritualism Magic 8 Level/Magic Power 10(17) ◯Magic Immunity
This monster is immune to magic. An Ergacleo’s HP cannot be reduced
◯🗨►Magical Aptitude by magic damage.
The Bugaradre can use the Combat Feats [Targeting], [Universal Items, unique skills of the monsters, and other non-magic effects
Metamagic] and [Wordbreak]. obtained by other-type classes are effective, but they do not cause magic
damage.
◯Noxious Gas/13(20)/Fortitude/Neg
Within “Range: Caster” and “Target: 1 area (3m Radius/Space)” ◯Anesthetic Poison/Can’t
Bugaradre is surrounded by pale purple poisonous gas. Characters within A target hit by a Tentacle attack will be unable to perform any movement
the above range receive 3 poison magic damage at the start of their turn. action for 30 seconds (3 rounds). Also, during this period, the target gains
a -2 penalty for any Action Checks.
This effect is a poison type. If the method of removing poison is used, it
►Putrid Poison Shell/13 (20)/Fortitude/Neg
succeeds automatically without the need to compare the Success Value.
Fires projectiles filled with deadly poison from the humps on both its
shoulders within “Range/Area: 2 (30m/Shot)”, scattering poisonous liquid
Loot
in “Target: 1 Area (6m radius / 20)”. A struck target receives 2d+5 points
of poison magic damage for every Normal Move, Full Move, and Major Always Crystallized Daemon’s Blood (800G/Red A)
Action it performs thereafter (without Fortitude checks). This effect is of 2 – 12 Ordinary Grimoire (500G/White A)
the poison type, permanent, and is not cumulative. 13+ Rare Grimoire (3,000G/White S) x 2
The Demon’s Detoxification Gland loot received from this monster
automatically removes the effect of the poison (one gland per person).
Description
●Arm Ergacleo is a forward-leaning Daemon with numerous tentacles sprouting
from its head. When fully extended, Ergacleo can reach a height of 4
◯Substitution
meters, but it usually bends its body to a height of fewer than 2 meters.
When the Body suffers damage from a melee or ranged attack, an Arm
This daemon is a fearsome magician who has created many spells, and
can take the damage instead. The applied damage to the Body applied as-
conversely, has a unique skill that renders its body impervious to any magic.
is to the Arm (without recalculation). This unique skill can only be used
Its long, slender limbs and torso are weak, and it tries to protect them from
once per round for each Arm.
enemy attacks as much as possible.
Bugaradre cannot be used against melee attacks or ranged attacks that
Perhaps because of their high intelligence, they are sometimes sealed in
have multiple targets at the same time. ancient archives and other places as guardians or librarians, or used as
servants. Naturally, however, it is not their intention to live there forever,
🗨Cleave I and they will try to break free by lies. If this is impossible, they will kill the
It can attack up to 3 characters that can be reached with melee attacks, intruder (even if the seal is released, they will still try to kill them). They
but the damage will be reduced by -3. seem to take pleasure in accumulating magical knowledge and may possess
several rare grimoires.
◯Regeneration = 5 Points
At the end of each round, an Arm recovers 5 HP. This has no effect if
this Arm section has 0 HP or lower.

Loot
Always Crystallized Daemon’s Blood (800G/Red A)
Always Daemon’s Detoxification Gland (300G / Red A) x 1d
2–8 Daemon’s Horn (600G/Red A)
9+ Large Daemon’s Horn (1,400G/Red S)

Description
This Daemon has long arms. It has a burly body, large horns on its head.
They are as tall as 5 meters, and their arms are as thick and sturdy as logs.
Bugaradre's poisons, which are released from his shoulders, have the
power to destroy anything and everything. Almost anything except stone
and metal will melt away and turn into a swamp. This swamp will have the
same poisonous gas as Bugaradre itself.
Bugaradre feels compelled to expand the swamp, moving about it and
corrupting its surroundings. One unchecked Bugaradre can destroy a
nation.
Once a swamp has been created, it can only be patiently purified with
[Cure Poison] or [Purification], or it will recover naturally in decades or
centuries.

150
Part 3 Monsters And Arena

12 Jahgrad New 13 Tiki Tiki New


Intelligence: Average Perception: Five Senses (Darkvision) Intelligence: High Perception: Five Senses (Darkvision)
Disposition: Hostile Language: Daemonic Habitat: Rivers, Sea Disposition: Hostile Language: Daemonic
Rep/Weak: 19/22 Weak Point: Earth Damage +3 Habitat: Underground Labyrinth, Ruins
Initiative: 21 Movement Speed: 15/30 (Swimming) Rep/Weak: 17/22 Weak Point: Physical Damage +2
Fortitude: 15(22) Willpower: 15(22) Initiative: 20 Movement Speed: –/50 (Flying)
Fortitude: 16(23) Willpower: 18(25)
F Style Accuracy Damage Evasion Def. HP MP
Bite (Body) 13(20) 2d+17 14(21) 12 121 53 F Style Accuracy Damage Evasion Def. HP MP
Fin (Dorsal Fine) 16(23) 2d+12 15(22) 10 89 21 Slam 16(23) 2d+12 16(23) 14 125 113
Fin (Pectoral Fin) 16(23) 2d+12 15(22) 10 89 21
Fin (Pectoral Fin) 16(23) 2d+12 15(22) 10 89 21 Unique Skills
Sections: 4 (Body / Dorsal Fine / Pectoral Fin x 2) Main Section: Body ►Divine Magic 12 Level/Magic Power 16 (23)

Unique Skills ►Paradox


●All Sections The Tiki Tiki can cause spells that would recover HP to deal Magic
◯Underwater Aptitude damage instead by spending twice as much MP to cast those spells.

●Body 🗨►Magic Aptitude


►Divine Magic 9 Level/Magic Power 11(18) They can use the Combat Feats [Multi-Action], [Universal Metamagic],
[Wordbreak].
◯🗨►Magical Aptitude
Jahgrad can use the combat feats [Multi-Action], [Targeting], [Universal ◯Flight
Metamagic] and [Wordbreak]. Receives a +1 bonus to Accuracy and Evasion only for melee attacks.

🗨All-out Attack ◯Mockery


The Tiki Tiki finds failure hilarious and will begin uncontrollably
A Bite attack can deal an additional 8 damage on its next attack. However,
laughing when anyone, friend, or foe, Automatically Fails on a roll. While
any Evasion check made by this section this turn receives a -3 penalty.
laughing, the Tikira cannot use magic until the end of their next turn.
◯Catch and Hold
◯Super Unluck
If a Bite attack hits, the target is caught and held in the Jahgrad’s jaws.
In battles where the Tiki Tiki is present, when any character, friend or
The target cannot move, and will be automatically hit by further Bite attacks
foe, other than the Tiki Tiki rolls double 6's, that roll gets changed to
from the next round onwards.
When the target attempts to escape, it follows the de-bonding rules (see double 1's instead (which triggers the Tiki Tiki’s [◯Mockery] unique
ML, p. 71). The Jahgrad can automatically release the target it holds in its skill). It is possible to change the roll back to double 6s using [Sword’s
mouth with a Minor Action. Grace/Change Fate]. This ability is not triggered if double 1s are changed
While Catch and Hold is in use, the Body Section cannot attack other to double 6s using [Sword’s Grace/Change Fate] normally.
characters or use magic. Likewise, the Fin sections cannot attack the
character being held by Catch and Hold in the Jahgrad’s mouth. ⏩Split/Reform
The Tiki Tiki can split itself into a swarm of smaller Daemons or reform
●Dorsal Fin into one large Daemon. When split, the Tiki Tiki cannot make melee
◯Continuous Attack II attacks or cast spells but gains the [◯Swarm] unique skill. If the effect of
If the Dorsal Fin successfully hits a target in Melee, it may make a second [◯Mockery] is active, the ability [►Destructive Cacophony] is also
attack against the same target. If the second attack also hits, it may then triggered. Splitting or Reforming requires a Minor Action, but the Tiki Tiki
make a third attack. cannot Split and Reform during the same turn.

●Pectoral Fin ◯Swarm


This unique skill is only available when the Tiki Tiki has used
►Pull/16 (23)/Evasion/Neg
[⏩Split/Reform] to become a group of smaller Daemons. When targeting
Extends its fins and wraps them around “Target: 1 Character” with
“Range/Area: 2(20m)/Shot”. This deals 2d+12 physical damage to the the Tiki Tiki or another character in the Tiki Tiki’s skirmish area, the
target and moves it into the same area or coordinates as the Jahgrad. Combat Feats [Targeting] and [Magic Control] cannot be used.

Loot ►Destructive Cacophony/20 (27)/Fortitude/Neg


Always Crystalized Daemon’s Blood This ability can only be used when [◯Mockery] is active and when the
Always Jagged Tooth (30G/Red B) x 2 Tiki Tiki has split itself into a group using [⏩Split/Reform].
2–6 Fresh Fins (1000G/Red S) The Tiki Tiki surrounds a “Target: 1 Character” within “Range: Touch”
7+ Fresh Fins (1000G/Red S) x 2 and bombards them with loud laughter. The target receives 2d+16 of
bludgeoning magic damage and is unable to declare Combat Feats for 10
seconds (1 round).
Description
Jahgrad is a strange-looking Daemon with a shark-like upper body and a
Loot
human-like lower body with two legs.
Although they are over 5 meters tall, they rarely seen in full size, as they Always Crystallized Daemon’s Blood (800G/Red A)
are mainly live in the water. In the water, they move with amazing speed as Always Daemon Wings (350G/Red A) x 2d
they hunt down their prey. 2 – 12 None
Despite their strange appearance, they are cunning and brutal, never 13+ Rainbow Daemon Wings (1500G/Gold Red S) x 1d
letting their prey escape. Its back and chest fins are flexible and become
sharp blades that slice through the enemy.
They may lurk in the vicinity of underwater ruins and will attack
Description
approaching creatures. They can also walk on land if necessary but rarely The Tiki Tiki Daemon is actually a multitude of smaller Tikiras (see p.
leave the water. 149) that move in concert as a single creature. The combined Tiki Tiki has
the appearance of a human-sized Tikira. All Tikira in the colony share
both thoughts and perceptions.

151
3 Black-Clad Archer GR
Intelligence: Average Perception: Five Senses Disposition: Neutral
1 Armed Merchant GR Language: Trade Common, Regional Dialect, Learned Magic Language
Habitat: Various Rep/Weak: 6/– Weak Point: None
Intelligence: Average Perception: Five Senses Disposition: Neutral
Initiative: 12 Movement Speed: 13/– Fortitude: 4(11) Willpower: 5(12)
Language: Trade Common, Regional Dialect Habitat: Various
Rep/Weak: 4/– Weak Point: None
Initiative: 8 Movement Speed: 11/– Fortitude: 3(10) Willpower: 2(9) F Style Accuracy Damage Evasion Def. HP MP
Bow 5(12) 2d+4 4(11) 2 21 12
F Style Accuracy Damage Evasion Def. HP MP
Weapon 3(10) 2d+1 2(9) 2 13 10 Unique Skills
◯Sword's Grace/Change Fate
Unique Skills Once per day, they may choose to change the result of a Skill Check or
Damage roll, by switching the faces of the rolled 2d to the opposite sides.
◯Sword's Grace/Change Fate
Once per day, they may choose to change the result of a Skill Check or
Damage roll, by switching the faces of the rolled 2d to the opposite sides. ◯Bow
Attacks with a Bow are treated as Ranged Attacks with Range 2(30m).
►Barricade
Places an improvised obstacle in front of the merchant to hide for 10 ◯Targeting
seconds (1 round), granting +4 Defense, and rendering them unable to be Stray shots cannot occur.
targeted by ranged attacks or magic from a different area (Simplified
Combat) or from a distance of 10m or greater (Standard/Advanced ⏩Technique
Combat). This improvised obstacle is treated as a Wooden Fence Can use the Techniques [Cat’s Eye] and [Bear Muscle].
(thickness: 2cm) (see CR III, p. 122)
This ability can only be used once. Loot
2-6 None
7 - 11 Bag of Silver (100G/–) x 1d
Loot 12+ Gem (150G/Gold A) x 1d
2-5 None
6-9 Bag of Silver (30G/–)
10+ Bag of Silver (50G/–) Description
A Humanoid archer who prefers black clothing in order to fade into the
shadows of the night. They have some experience in combat and are quite
Description threatening when firing from the rearguard. If precautions are not taken,
An arms-bearing merchant. They have learned a number of self-defense adventurers could find themselves facing unexpected difficulties in dealing
techniques to use against opponents, and make use of their wits to protect with them.
themselves when in danger.

3 Apprentice Assassin GR
3 Fallen Wizard GR Intelligence: Average Perception: Five Senses Disposition: Neutral
Intelligence: Average Perception: Five Senses Disposition: Neutral Language: Trade Common, Regional Dialect, Learned Magic Language
Language: Trade Common, Regional Dialect, Learned Magic Language Habitat: Various Rep/Weak: 6/– Weak Point: None
Habitat: Various Rep/Weak: 6/– Weak Point: None Initiative: 11 Movement Speed: 15/– Fortitude: 5(12) Willpower: 4(11)
Initiative: 11 Movement Speed: 14/– Fortitude: 4(11) Willpower: 5(12)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Weapon 4(11) 2d+2 4(11) 2 19 9
Weapon 4(11) 2d+2 4(11) 3 17 23
Unique Skills
Unique Skills ◯Sword's Grace/Change Fate
◯Sword's Grace/Change Fate Once per day, they may choose to change the result of a Skill Check or
Once per day, they may choose to change the result of a Skill Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Damage roll, by switching the faces of the rolled 2d to the opposite sides.
🗨Desperate Strike I
►Magic (1 System) Level 3 / Magic Power 5 (12) Add +5 damage to a successful Weapon attack. At the same time, the
The Wizard has mastered one of the following: Truespeech Magic, Apprentice Assassin receives 5 points of fixed damage to HP.
Spiritualism Magic, Fairy Magic, Magitech, Nature Magic or Summoning If the attack is not successful, the Assassin does not receive any fixed
Arts up to Level 3. damage.

◯🗨Magical Aptitude Loot


The Wizard has learned the Combat Feats [Targeting] and 2-6 None
[Metamagic/Targets]. 7-9 Bag of Silver (50G/–)
10+ Gem (150G/Gold A)

Loot
2-9 None Description
10+ Bag of Silver (50G/–) x 1d A young person who has just started taking on assassination work.
They have little experience in actual combat, and try their best to eliminate
enemies outside of combat.
Description
A Humanoid magician who has lost sight of the true purpose of magic
and uses their power for selfish gain. The GM should decide on their
specific magic type in advance. If this monster appears in solo play, it
should be treated as having learned Truespeech Magic, unless otherwise
specified.

152
Part 3 Monsters And Arena

5 Evil Knight GR Description


Intelligence: Average Perception: Five Senses Disposition: Neutral Humans wielding longbows that are taller than their own body. Boasting
Language: Trade Common, Regional Dialect Habitat: Various considerable range and Strength that can be further enhanced through
Rep/Weak: 8/– Weak Point: None Techniques, they become a formidable foe that cannot be ignored.
Initiative: 12 Movement Speed: 13/– Fortitude: 7(14) Willpower: 8(15)

F Style Accuracy Damage Evasion Def. HP MP


5 Runaway Carriage Robbers New
Intelligence: Average Perception: Five Senses (Darkvision)
Weapon 7(14) 2d+7 7(14) 7 44 18 Disposition: Hostile Language: Trade Common, Regional Dialect
Habitat: Various
Unique Skills Rep/Weak: 11/- Weak Point: None
◯Sword's Grace/Change Fate Initiative: 13 Movement Speed: 18 (4 Legs and Wheeled)/–
Once per day, they may choose to change the result of a Skill Check or Fortitude: 7(14) Willpower: 6(13)
Damage roll, by switching the faces of the rolled 2d to the opposite sides.
F Style Accuracy Damage Evasion Def. HP MP
◯Knight’s Fundamentals Weapon (Driver) 7(14) 2d+5 6(13) 4 36 11
The Knight has learned the Combat Feats [Decoy Attack I] and [Cover Hoof (Horse) 6(13) 2d+3 5(12) 4 34 11
I]. None (Cart) - - 4(11) 5 40 -

⏩△Techniques Sections: 3 (Driver / Horse / Cart) Main Section: Driver


The Knight can use Techniques [Beetle Skin] and [Bear Muscle].
Unique Skills
Loot ●Driver
2-6 None ◯Sword's Grace/Change Fate
7 - 11 Bag of Silver (100G/– ) x 1d Once per day, they may choose to change the result of a Skill Check or
Damage roll, by switching the faces of the rolled 2d to the opposite sides.
12+ Gems (150G/Gold A) x1d
●Horse
Description ◯Downswing
A knight clad in metal armor who uses their strength not to protect a The Rider section deals an extra +2 Damage.
country or people, but for evil. They are highly durable and well prepared When the Horse section falls to 0 HP or lower, this unique skill is lost.
to guard against magic, so when challenged head-on, can be a difficult
opponent to deal with. ●Cart
◯Poison Immunity, Disease Immunity, Psychic Immunity, Curse
Immunity
5 Longbowman GR
Intelligence: Average Perception: Five Senses Disposition: Neutral ◯Mounted = 4 Characters
Language: Trade Common, Regional Dialect Habitat: Various The cart can carry up to four characters. (See CR III, p. 91).
Rep/Weak: 8/– Weak Point: None
Initiative: 12 Movement Speed: 16/– Fortitude: 6(13) Willpower: 7(14) Loot
Always Empty Wooden Chest (30G/Green White B)
F Style Accuracy Damage Evasion Def. HP MP 2 - 10 None
Bow 7(14) 2d+8 5(12) 5 33 15 11+ Gems (150G/Gold A) x 1d

Unique Skills Description


◯Sword's Grace/Change Fate These are Humanoid robbers who drive a horse-drawn cart. They often
Once per day, they may choose to change the result of a Skill Check or attack peddlers and other travelers along the roads.
Damage roll, by switching the faces of the rolled 2d to the opposite sides.

◯Bow
Bow attacks are treated as Ranged attacks with Range 2(50m).

◯Targeting
Stray shots cannot occur.

⏩△Techniques
Can use the techniques [Gazelle Feet], [Cat’s Eye], [Strong Blood], [Bear
Muscle] and [Beetle Skin].

◯Mako Stone
The Longbowman possesses 5 Mako Stones with 3 MP remaining each,
which can be consumed when using skills or transferred to other
characters. Mako Stones that are not consumed before the Longbowman’s
HP falls below 0 are automatically acquired when determining loot.

Loot
Always Remaining Mako Stones (See above)
2-6 None
7 - 11 Bag of Silver (100G/–) x 1d
12+ Gems (150G/Gold A ) x 1d

153
Loot
6 Skilled Assassin GR Always Remaining Mako Stones (See Above)
Intelligence: Average Perception: Five Senses Disposition: Neutral 2-3 None
Language: Trade Common, Regional Dialect Habitat: Various 4-7 Bag of Silver (50G/– ) x1d
Rep/Weak: 9/– Weak Point: None 8 - 11 Bag of Silver (100G/– ) x 1d
Initiative: 13 Movement Speed: 18/– Fortitude: 9(16) Willpower: 8(15) 12 Gems (300G/Gold A) x 1d

F Style Accuracy Damage Evasion Def. HP MP Description


Weapon 9(16) 2d+8 8(15) 6 43 15
A Humanoid who has achieved moderate skill as a magician. Their
abilities outside of their magic are not a threat, but as long as they have MP
Unique Skills and Mako Stones, they can use powerful magic to eliminate enemies and
◯Sword's Grace/Change Fate support allies. The GM should decide on their specific magic type in
Once per day, they may choose to change the result of a Skill Check or advance. If this monster appears in solo play, it should be treated as having
Damage roll, by switching the faces of the rolled 2d to the opposite sides. learned Truespeech Magic, unless otherwise specified.

🗨Desperate Strike I
Add +5 damage to a successful Weapon attack. At the same time, the 8 Evil God’s Apostle GR
Apprentice Assassin receives 5 points of fixed damage to HP. Intelligence: Average Perception: Five Senses Disposition: Hostile
If the attack is not successful, the Assassin does not receive any fixed Language: Trade Common, Daemonic, Regional Dialect Habitat: Various
damage. Rep/Weak: 11/– Weak Point: None
Initiative: 14 Movement Speed: 14/– Fortitude: 10(17) Willpower: 11(18)
⏩△Techniques
The Skilled Assassin can use the [Cat’s Eye], [Gazelle Feet] and [Bear
F Style Accuracy Damage Evasion Def. HP MP
Muscle] Techniques.
Weapon 9(16) 2d+8 9(16) 6 56 57
Loot
2-6 None Unique Skills
7 - 11 Bag of Silver (100G/–) x 1d ◯Sword's Grace/Change Fate
12+ Gems (150G/Gold A ) x 1d Once per day, they may choose to change the result of a Skill Check or
Damage roll, by switching the faces of the rolled 2d to the opposite sides.

Description ►Divine Magic 8 Level / Magic Power 11 (18)


Humanoids who have fulfilled enough assassination contracts for their
abilities to have grown to the point where they can be called ‘skilled’. Their ◯🗨Magic Aptitude
strikes, while risky, are more powerful than that of an average warrior, and The Apostle has learned the Combat Feats [Targeting],
the danger of their chosen victim being struck down with a single blow is [Metamagic/Targets], [Multi-Action] and [Cheat Cast I].
real.
🗨Mana Strike = +11 Damage
May deal an additional +11 Damage on their next melee attack. As a risk,
6 Sorcerer New the Apostle suffers a -2 penalty to Fortitude and Willpower checks.
Intelligence: Average Perception: Five Senses Disposition: Neutral
Language: Trade Common, Regional Dialect, Learned Magic Language ◯Mako Stone
Habitat: Various The Apostle possesses 3 Mako Stones with 5 MP remaining each, which
Rep/Weak: 9/– Weak Point: None can be consumed when using skills or transferred to other characters.
Initiative: 12 Movement Speed: 14/– Fortitude: 7(14) Willpower: 9(16) Mako Stones that are not consumed before the Apostle’s HP falls below
0 are automatically acquired when determining loot.
F Style Accuracy Damage Evasion Def. HP MP Loot
Weapon 5(12) 2d+3 5(12) 5 34 39
Always Remaining Mako Stones
Always Holy Symbol of Evil God (600G/Black/White A)
Unique Skills 2-6 Bag of Silver (100G/–) x2d
◯Sword's Grace/Change Fate 7 - 12 Bag of Silver (200G/–) x2d
Once per day, they may choose to change the result of a Skill Check or 13+ Strange Holy Symbol (3300G/White S)
Damage roll, by switching the faces of the rolled 2d to the opposite sides.

►Magic (1 System) Level 6/Magic Power 9 (16) Description


The Wizard has mastered one of the following: Truespeech Magic, A group of humanoid heretics who are recognized by their followers as
Spiritualism Magic, Fairy Magic, Magitech, Nature Magic or Summoning the embodiment of their doctrine. They excel at trickery and theatrics, and
Arts up to Level 6. will rarely allow an opportunity for a head on confrontation.

◯🗨Magical Aptitude
The Sorcerer has learned the [Targeting], [Metamagic/Targets] and
[Cheat Cast I] Combat Feats.

◯Mako Stone
The Sorcerer possesses 3 Mako Stones with 5 MP remaining each, which
can be consumed when using skills or transferred to other characters.
Mako Stones that are not consumed before the Sorcerer’s HP falls below
0 are automatically acquired when determining loot.

154
Part 3 Monsters And Arena

12 Artificer Sniper New 13 Evil Bishop New


Intelligence: Average Perception: Five Senses Disposition: Neutral Intelligence: High Perception: Five Senses Disposition: Hostile
Language: Trade Common, Regional Dialect, Magitech Habitat: Various Language: Trade Common, Regional Dialect Habitat: Various
Rep/Weak: 15/– Weak Point: None Rep/Weak: 16/– Weak Point: None
Initiative: 19 Movement Speed: 16/– Initiative: 17 Movement Speed: 18/–
Fortitude: 15(22) Willpower: 15(22) Fortitude: 15(22) Willpower: 17(242)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 16(23) 2d+15 14(21) 5 85 76 Weapon 14(21) 2d+8 15(22) 12 92 87

Unique Skills Unique Skills


◯Sword's Grace/Change Fate ◯Sword's Grace/Change Fate
Once per day, they may choose to change the result of a Skill Check or Once per day, they may choose to change the result of a Skill Check or
Damage roll, by switching the faces of the rolled 2d to the opposite sides. Damage roll, by switching the faces of the rolled 2d to the opposite sides.

►Magitech 10 Level/Magic Power 14 (21) ►Divine Magic 13 Level/Magic Power 17(24)

◯🗨Magic/Gunfire Aptitude ◯🗨►Magic Aptitude


Knows [Targeting], [Magic Convergence], [Magic Control], [Hawk Eye] The Bishop can use the Combat Feats [Targeting], [Magic Convergence],
Combat Feats. [Magic Control], [Hawk Eye], [Universal Metamagic], [Double Cast] and
[Wordbreak].
►Gunfire/16 (23)/Evasion/Neg
Performs a Ranged Attack using a gun with the following data (Name, ◯Multiple Declarations = 2 times
req. Strength, etc. are omitted).
Loot
Stance Max Magazine Accuracy C Value Addl. Damage Range Always Strange Holy Symbol (3300G / White S)
2H 2 – 10 +4 2 (60m) 2-8 None
9+ Large Gem (400G / Gold S)
Loot
Always Magisphere (Large) (500G/–)
2-5 None
Description
6-8 Bag of Silver (300G/–) x2d A priest that serves as the head of a large temple. Although they are
9 - 12 Bag of Silver (400G/–) x2d Humanoid, they follow the teachings of the god of the second sword and
13+ Customized Weapon (5000G/Black White S) lead Barbarous and others of the same faith to invade Humanoid lands.

Description
A high level marksman and Magitech user, with enough skill and attack
power to slay foes with a preemptive strike. In combat, they prefer to split
away from their allies and strike down their opponents from hidden
vantage position.

155
They lack the characteristic tails of the Androscorpion,
and consequently, cannot attack with a venomous stingers.
Members of the Androscorpion race possess the upper Instead, they make use of their quick, wheeled movements
body of a human and the lower body of a scorpion. Among to toy with their enemies and run them over in large
them, however, the Mortar Scorpion is a particularly bizarre numbers. One arm of the Humanoid upper body has been
specimen. replaced from the elbow with a large-caliber gun, furthering
It is unclear whether their legs were lost in battle or if its unusual appearance. They also frequently wear metal
they removed them themselves, but in place of their original armor and, at first glance, often appear to be Magitech
legs, they have wheels constructed using Magitech, which soldiers themselves.
allow them to move with surprising smoothness and
stability.
Unsurprisingly, they also demonstrate a formidable
understanding of Magitech and have replaced one of their Amongst Androscorpions, who value knowledge of
arms with a large-caliber gun, granting them significant Magitech, they are considered to be a particularly learned
firepower and fearsome combat prowess. social class.
Their goal is thought to be to eventually replace their For this reason, they are generally found deep in the
entire body with Magitech, and some individuals may recesses of their tribe’s villages, engaging in the study and
possess additional Magitech augmentations to their form. practice of magical arts. When it comes to warfare, they take
on the role of a commander, leading their companions and
clan members into battle. As is typical of Androscorpions,
who value rationality, their strategies lack the recklessness
Their appearance is distinctly different from that of often seen in other Barbarous and are instead terrifyingly
other Androscorpions. merciless.
The scorpion-like lower body is absent from its original They have a keen interest in Magitech research and
form, having been replaced by a boxlike metal section that often attack Humanoid settlements that are built amongst
houses four pairs of eight wheels and a power supply for the ruins of Magitech Civilization Ruins or where Magitech
those wheels. The internal contents are thought to be research is popular. They sometimes kidnap researchers
equivalent to those of a large Magisphere and are, curiously and magic users who are skilled with Magitech and force
enough, fused to the creature’s original body. them to cooperate with their research (and then kill them
once they have obtained satisfactory results).
Because Androscorpions are highly tolerant of aridity,
they are often found in urban ruins that have undergone
desertification due to the Diabolic Triumph, and thus
sometimes attack travelers wandering in search of an oasis.
In the desert, where there are few places to take shelter, they
are usually active at night, and as such, care must be taken
when choosing to camp.

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Part 3 Monsters And Arena

6 Mortar Scorpion
Mortar Scorpion prefers to command and fight from the Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4
rearguard of the battle, utilizing ranged attacks and Language: Barbaric, Androscorpion, Magitech Habitat: Deserts, Ruins
Magitech. However, they are no slouches in melee combat, Rep/Weak: 13/16 Weak Point: Physical Damage +2
and depending on the situation, they may rush forward into Initiative: 13 Movement Speed: 15 (Wheeled)/-
melee combat and attempt to crush multiple opponents Fortitude: 8(15) Willpower: 8(15)
beneath their spinning wheels. They often choose to move
to the front lines once they have run out of ammunition and F Style Accuracy Damage Evasion Def. HP MP
Weapon (Upper
need to reload. Body)
8(15) 2d+6 8(15) 6 37 30
If there are many spellcasters at the enemy’s rearguard, Wheel (Lower Body) 9(16) 2d+7 7(14) 6 44 15
Mortar Scorpions will move to the front line early and Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
attempt to eliminate them with Magitech abilities such as
[Shotgun Bullet] and [Grenade]. They are likewise quite Unique Skills
good at using [Wire Anchor] to draw spellcasters into melee ●All Sections
or to deploy a [Smoke Bomb] to block the view from the ◯Attitude Control
Mortar Scorpion cannot be knocked prone, regardless of any effect.
rear.
In general, the wide variety of Magitech options available ●Upper Body
to them makes Mortar Scorpions extremely dangerous. ►Magitech 5 Level/Magic Power 7(14)

►Gunfire/7(14)/Evasion/Neg
The max magazine is 3 with "Range: 2(20m)".

In the Ward of Magic Giant in the Burlight Region, ◯Targeting


incidents occurred in which powerful Magitech researchers Ranged Attacks and “Area: Shot” do not cause stray shots.
began to go missing one after another. ●Lower Body
Given that the Ward of Magic Giant is a slum and its ◯Mechanical Body
residents are largely displaced individuals without families, It is immune to criticals from edged weapons.
missing persons places are common enough that this was
not viewed as a significant problem. However, the problem ◯Slalom Drive
The Mortar Scorpion attacks two targets at once with its Wheel attack.
drew attention when a Magitech researcher from the Eusiz Accuracy Check is rolled only once for both attacks, but Damage is
Magic Principality who was visiting the Ward was abducted. determined individually.
Immediately after, a search and request were sent to the
Adventurer’s Guild, and the decision was made to pursue ◯Standing Upright
the abductor's trail. If the HP of the Lower Body section is reduced to 0, the Upper Body
receives a -2 penalty to Evasion.
Adventurers searched all over the Ward of Magic
Giant, but the investigation proved extremely difficult, and Loot
a sense of hopelessness grew within the expedition. Always Rare Magitech Parts (900G/Black White A)
However, the situation took a sudden turn when a new 2-9 Nothing
7-9 Magitech Parts (300G/Black White A)
Magitech researcher was abducted, and Androscorpions
10+ Rare Magitech Parts (900G/Black White A)
were spotted in the wilderness outside the city. The
abductors were not residents of the Ward but henchmen of
the Androscorpions.
The leader, a Mortar Scorpion, contacted the human-
run Ruins Guild and offered to cooperate in the abduction
in exchange for valuable magical parts. People were
shocked to discover the Androscorpions, who previously
did not show any signs of emotion, were capable of such a
negotiation.
After rounding up the villains in the Ruins Guild and
following the trail of the Androscorpions, the adventurers
finally discovered the underground ruins of the Magitech
Civilization in which they were hiding, and a fierce battle
ensued, resulting in the Mortar Scorpion’s defeat.
In the aftermath of the battle, it was discovered that a
dormant Magitech Colossus lay within these ruins and that
the captured researchers, over a dozen in number, had been
forced to attempt to rebuild it. Had this goal been
accomplished, there is no doubt the resurrected Magitech
soldier would have posed a tremendous threat to nearby
settlements and nations.

157
Their greed and desire to steal the jewelry and
ornaments of others is strong, and their attachment to their
The Polished are a new Barbarous species believed to own is highly unusual. As such, the combat style is both
have arisen as a mutation from the interbreeding of various brave and extremely dangerous.
Barbarous tribes. The Polished are obsessed with wearing
ornaments and use their own egg-white blood fluids to
polish and beautify them, hence their names. The type of
ornament they fixated on differs from individual to Polished are born as mixed offspring from different
individual, and members of the tribe are given the name Barbarous tribes, primarily Bolg, Ogres, Rumblefists, and
Polished [Item] according to the different adornments. others. Though they inherit some of their outward
The most common type is the Polished Ring, who appearance from their parents, all Polished possess a vulgar
decorate themselves with countless rings. These rings often facial expression that highlights their greed, avarice, and
include Ability-Enhancing Ring’s, which they use to corpulent bodies. In particular, their bellies are especially
strengthen themselves in emergencies. In this fashion, the obese. Upon their navel is a hole with a pentagram drawn
ornaments worn by the Polished were not merely for upon it, from which viscous bodily fluids can be spewed
decoration but often possessed some form of magical effect. forth. This fluid has been called several names: [Polished
Polished Crown are especially powerful members of the Fluid], [Magic Wax], and [Grotesquely Beautiful Blob].
Polished tribe, each wearing a golden crown. This crown Somewhere upon their body is worn their chosen
possesses a 1:1 spell, which strengthens the body of its ornament, and it is often not just one: A Polished Ring will
wearer, and is also a symbol of their ability to deal with often wear several rings (ranging from inexpensive to
strong foes and difficult situations, highlighting their magical), whereas a Polished Boot will not only wear shoes
superior combat prowess over other members of the on both feet but small pairs of Grass Runner shoes upon its
Polished tribe. fingers or human shoes sewn into its vest, or a Polished
Cloak will wear several layers of cloaks.
As a mutant species, their height varies significantly,
ranging from Humanoid size to that of giants the size of a
small house. The weakest of the Polished Ring are among
2m tall, while individuals exceeding 3m in height have been
confirmed to be Polished among Polished Crowns.

The Polished are known for their exceptional ability to


adapt to their environment. It is not strange to find them
living virtually everywhere, from snowy mountains to deserts
to floating rock formations and underground labyrinths.
The fluids exuded from their bodies remain at an
appropriate temperature until just before they are exuded,
and the heat retention properties of these fluids themselves
keep them useful in most environments.
However, the Polished are generally lazy. Even though
they exhibit a high level of adaptability, they are motivated
only to pursue the objects they desire, and their goal is to
obtain them as easily as possible.
As a result, they commonly make their home near urban
areas, trade routes, or ruins where treasured Polished can
be hidden. Though the Polished are lazy by nature, they are
proactive in obtaining their chosen ornaments and will often
invade the mansions of innocent wealthy individuals,
massacre the inhabitants, and make a home there for
themselves.

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Part 3 Monsters And Arena

7 Polished Crown
As previously mentioned, Polished are lazy, and thus Intelligence: Average Perception: Five Senses (Darkvision)
Disposition: Hostile Soulscars: 4
prefer to have their subordinates Polished for them rather Language: Barbaric, Youma Habitat: Forest, Mountain, Ruins
than take to the frontlines themselves. Slow-moving due to Rep/Weak: 13/16 Weak Point: Physical Damage +2
their obesity, they do their best to provide support from the Initiative: 14 Movement Speed: 10
rear of a battle. Fortitude: 10(17) Willpower: 9(16)
The bodily fluids exuded by the Polished are usually
only used on their chosen ornaments, but during battle, they F Style Accuracy Damage Evasion Def. HP MP
Golden
can be used to ‘Polish’ the weapons and armor of their Weapon
10(17) 2d+6 8(15) 6 67 25
minions and improve their performance. However,
Polished do not do this out of concern for their allies – It is Unique Skills
a purely selfish act done for their own preservation. For this ⏩△Golden Enhancement
reason, individual Polished can be found with magical Strengthens one’s own golden armor with magic. This adds +2 to the
beasts or Magitech machines under their control (the latter Polished Crown’s Damage and Defense for 10 seconds (1 round).
This ability costs 5 MP to use. Use of this ability also incurs a -1 penalty
of which are also ‘Polished’ and ‘shiny’ by the Polished to Fortitude and Willpower checks for the duration as a risk.
bodily fluids.) The Polished prefers to use this ability during either Combat Preparation
When cornered, Polished make full use of their golden or the start of its turn.
equipment and their rings, displaying incredible battle
►Shining Bodily Fluid
prowess that is hard to imagine, given their slovenly Sprays fluid from its navel to strengthen equipment. In “Range/Area:
physique. All Polished will Polished to death rather than 1(10m)/ Shot” gives a +1 bonus to the Accuracy checks, Damage, and
risk having their chosen objects taken away from them. Defense of one target. This effect is “Resistance: Optional,” lasting 3
minutes (18 rounds). This ability only effects Humanoid, Barbarous,
Magical Beast, Construct, or Magitech creatures, and costs 3 MP to use.

◯Painful Strike
The ‘Count Krist’s Manor Incident’ is responsible for If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +6 points.
making the Polished tribe suddenly famous.
Count Polished was a man of vast wealth who retired to ◯Break Ring
a secluded villa on a remote hillside after leaving his family Breaks the Ability-Enhancing Ring to strengthen itself. This can be used
business and social responsibilities to his son. Count to grant a +2 bonus to either Accuracy or Evasion checks after the result
Polished lived like a hermit, purchasing only the bare has been rolled. This ability can be used up to 3 times in a single battle.
necessities from the occasional trader. One day, however, ◯Delicate Loot
he began purchasing jewelry from the merchants, The number of Ring of Ability-Enhancement acquired is reduced by the
squandering much of his wealth in the process. When number of times [◯Break Ring] has been used. The type of ring that is
family members became suspicious and attempted to acquired is [Ring of Skill] or [Ring of the Fleet-Footed], determined at
random.
Polished, they were simply turned away at the door, barred
from finding out the truth. Loot
Later, when a group of adventurers were summoned to Always [Ability-Enhancing Ring) (250G/A) x 3
investigate, they discovered that the mansion had fallen into 2-7 None
the hands of a band of Barbarous led by a Polished Crown. 8 - 10 Golden Scabbard (440G/Black White A)
11+ Elegant Golden Scabbard (1,050G/Black White S)
Count Polished was held hostage within, forced to buy
various treasures for the Polished, and kept alive to ward
away any suspicious visitors.
This gang was a powerful enemy because they were
armed not only with rings but also with various magical
items, and it is said that the rewards given to the adventurers
were lavish.

159
A Philadelphus has an appearance reminiscent of a Philadelphus have the appearance of a beautiful human,
Nosferatu (a high ranking type of Vampire), and shares along with deathly pale skin, bright red eyes, and sharp
several special abilities with them, such as an extremely long fangs. For this reason, it is difficult for an average sage to
lifespan, ageless appearance, and the ability to fly. In reality, discern that it is a false Nosferatu. It is also not possible to
however, they are a completely different type of Barbarous identify what Nosferatu clan a Philadelphus is by looking at
– Despite their resemblance, they, for example, have no it – Which is unsurprising, of course, given that they are not
regeneration, are not damaged by sunlight, and cannot be Nosferatu.
resurrected from their ashes. However, Philadelphus are aware of this fact, and often
A Philadelphus knows that it is not as strong as it might will disguise themselves as a member of a clan most similar
seem, so it disguises itself as a Nosferatu, keeps many to its appearance and abilities. Since it is not damaged by
followers, forming an organization to protect itself. In most the sun, you can easily tell that it is not Nosferatu by
cases, its subordinates believe they are following a semi- exposing its skin to the sun (even after it has been defeated).
powerful Nosferatu, but when battle breaks out and the
Philadelphus feels its life to be in danger, it presents an
excuse, such as “I’ve lost interest”, or “I’m feeling generous
tonight, so I’ll let them go” and abandons its followers to Philadelphus can be found anywhere, but since it is
flee. Then, after relocating to a new area, it will create an more convenient to have a large number of Humanoids and
entirely new organization and resume its masquerade as a Barbarous around to work with, they often hide in the
Nosferatu. underworld of Barbarous villages and Humanoid cities.
Philadelphus’ organizations are largely criminal ones, but in
some Humanoid cities, they create groups that pretend to
be charitable organizations.
The number of Philadelphus is relatively small, and they
dislike invading the territory of others of their kind. Thus,
they will leave an area where another Philadelphus is
already present, making it so that one city contains only a
single Philadelphus. They will also attempt to completely
avoid entering areas controlled by an actual Nosferatu,
shunning confrontation with them at all costs. Should the
Nosferatu become hostile, the Philadelphus will flee
without hesitation.
Philadelphus tend toward forming medium-size
organizations of followers to protect themselves. They don’t
require a very large group in order to do so, and allowing
their organization to become too large would more likely
draw the attention and interest of powerful individuals.
However, subordinates who believe the Philadelphus to be
a true Nosferatu may use its power and reputation to enlarge
the organization. In these cases, the Philadelphus allows the
organization to grow unless it feels it represents a danger to
itself, whereupon it will not hesitate to sever ties if it senses
a threat.

160
Part 3 Monsters And Arena

8 Philadelphus
When a foe presents itself, a Philadelphus attempts to Intelligence: Average Perception: Five Senses Disposition: Hostile
Soulscars: 3 Language: Barbaric, Nosferatu Habitat: Cities, Ruins
avoid engaging them directly, preferring to let its followers Rep/Weak: 16/19 Weak Point: Accuracy +1
eliminate its adversaries whenever possible. Among its Initiative: 15 Movement Speed: 18/18 (Flying)
subordinates are often many powerful humans and Fortitude: 10(17) Willpower: 11(18)
Barbarous who believe the Philadelphus to be an actual
Nosferatu, and thus, these servitors present an extremely F Style Accuracy Damage Evasion Def. HP MP
dangerous obstacle for its opponents. A Philadelphus Claws 10(17) 2d+8 10(17) 8 66 55
knows well the strength of its subordinates, and when it sees
one of its followers whose strength is equal to or greater than
Unique Skills
►Divine Magic Level 8/Magic Power 10 (17)
its own defeat, the Philadelphus immediately abandons
everything else and flees. ◯🗨►Magic Aptitude
In general, a Philadelphus strongly prioritizes self- The Philadelphus possesses the Combat Feats [Targeting], [Hawk Eye],
preservation and will retreat as soon as it senses danger, so [Metamagic/Target], [Multi-Action] and [Wordbreak].
defeating one often requires taking measures to prevent its
⏩Intimidating Gaze/10 (17)/Willpower/Neg
escape and force it into direct confrontation. Glares within “Range/Area: 2(30m)/Target”. The target suffers a -1
If forced to battle, Philadelphus will use [Multi-Action] penalty to Evasion for 10 seconds (1 round). This ability can only be used
to quickly end the battle through a mixture of magic and once per round.
melee attacks. In its mind, if it fails to do so, it risks the
◯Noble Mimicry/16/Monster Knowledge/Neg
possibility of facing reinforcements or an ambush. No Philadelphus mislead others into thinking they are vampires through their
matter the advantage it may possess in the fight, the behavior and manner of speech. Anyone who fails the Monster Knowledge
Philadelphus will flee without hesitation if an opening to check will misidentify the Philadelphus as a Lesser Vampire (see CR II, p.
escape presents itself. 353 or ML, p. 96).
After that, if the character finds any behavior, word or action that makes
them suspect that this monster is not a Lesser Vampire, they can try Detect
check with Target Number of 16, and if it succeeds, they can be sure that
this monster is not a Lesser Vampire. After that, they can try Monster
Knowledge check for this monster again.
For a period of time a century ago, there was suspicion
that the Nosferatu Touka, who had expanded his influence ◯Flight
over Morganthine, a city in the Korgana Region also known The Philadelphus receives a +1 bonus to Accuracy and Evasion for melee
as ‘The City of Vice’, was actually a Philadelphus. attacks.
Additionally, the Nosferatu, known as Azaril Mordir, Loot
‘The Holy Apostle of Death’ and a high-ranking priest of Always Long Fang (100G/Red A)
the ‘Immortal Queen’ Zeides, is suspected to have been a 2-5 None
Philadelphus. Azaril had a large number of women under 6 - 10 Red Cloak (200G/White A)
her command, and she manipulated men through their 11+ Vampire Cloak (1000G/White S)
skills. Eventually, Azaril’s network expanded to include
prostitutes, and at its peak, it is said to have surpassed the
power of ‘Naguzabara of the Crimson Mist’, one of the
rulers of Vice City. Because of this, Naguzabara planned to
coordinate with other rules to crush Azaril’s organization.
However, Azaril and many of her female followers suddenly
disappeared just as Naguzabara planned their move.
Although no evidence exists to definitively prove Azaril
was Philadelphus, her keen sense of danger and speed in
abandoning everything she had built to flee are core traits of
a Philadelphus.

161
This is a type of creature that dedicates itself to intense Bolg Challengers have been confirmed to be found in
training in order to attain physical perfection. They places with harsh environments for other living beings, such
primarily inhabit the remote areas of the Diggad mountains. as the Diggad Mountains.
They take great pride in their physical abilities and possess There, they train their bodies by striking at rock crags or
brutal fighting techniques that can wreak havoc on an entire waterfalls or challenging foes opponents they look to be a
party of adventurers. good match.
One of their most notable characteristics is their In contrast, they overlook and disregard opponents who
unwavering pride in their fighting skills. Naturally aggressive, appear weaker and even have been observed to provide
they eagerly seek out opponents, be they Humanoids or medicinal herbs to those injured.
monsters, who they deem to be equal or stronger in Due to its habitat and population numbers, Bolg
strength. Challengers have rarely been encountered by Humanoids,
They prefer not to fight as a group, preferring to take on and there are still many mysteries surrounding them.
challenges individually and not rely on their companions. They are not considered mutants, as their build and
Due to these traits, it is believed that the Bolg Challenger skeletal structure are unchanged from others of their
will continuously enhance their abilities and eventually species, and they are normal Bolg in search of strength.
reach the level of Bolg Suppressor (refer to CR III, p. 337 It is thought that their numbers are relatively small
or ML, p. 101). because many have challenged and lost their lives to
stronger, higher-ranking individuals before having gained
sufficient strength to do so themselves. A Bolg who finds a
worthy opponent is said to become a Bolg Suppressor, but
A Bolg Challenger’s physique is not that much different since Bolg Challengers never fight with each other, it is
from a Bolg, about equal to that of a large human. They necessary that they find such a match among members of a
differ from other Bolgs, however, in that they carry no different species.
weapons with them, specializing instead in fighting with their Bolg tusks are hard and straight, making them suitable
bare hands. for processing and fetching a high price in trades with
Their body hair is kept short, exposing both their blue artisans. These are only obtained by those who meet a Bolg
skin and scars that crisscross their entire body as a testament Challenger in a fair fight and are recognized for their combat
to their harsh training regimen. ability – This is because, when faced with a cowardly
opponent who backstabs them before surrendering, they
bite down on tusks and shatter them to avoid loss of pride.
Because of their nature, Bolg Challengers generally
prefer to act alone but occasionally form groups with other
Bolg and Barbarous who admire their strength.
Additionally, when it becomes too challenging to find
opponents in the outskirts, Bolg Challengers may appear in
Humanoid cities in search of strong foes, resulting in great
damage.

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Part 3 Monsters And Arena

9 Bolg Challenger
Bolg Challengers prefer fair fights and tend to meet Intelligence: Average Perception: Five Senses (Darkvision)
Disposition: Hostile Soulscars: 3
opponents, strengthening themselves with [Solitary Pride]. Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
This ability accumulates in strength and can become Rep/Weak: 14/17 Weak Point: Physical Damage +2
difficult to deal with in a prolonged battle, so it is best to Initiative: 12 (19) Movement Speed: 18
attempt to quickly end the battle with the Bolg Challenger. Fortitude: 12(19) Willpower: 11(18)
They will aggressively attack the vanguard with [Double
Attack] and target the rearguard with [Far Strike], so F Style Accuracy Damage Evasion Def. HP MP
Fist 12(19) 2d+8 12(19) 6 84 20
opponents must be wary of both abilities. When their HP
is reduced to less than half, they will launch an even deadlier Unique Skills
attack with their [Mortal Attack], so foes must keep their ►Double Attack
guard up until the very end of the fight. Can make two First attacks against the same target.

►Far Strike
Performs a ranged attack on “Target: 1 Character” at “Range: 1(10m)”.
Accuracy and Damage are the same as a normal Fist attack.
Once upon a time, a Bolg Challenger went on a rampage Using this ability consumes 5 MP.
through the Diggad Mountains, and when there were no
◯Disregard
foes left for it to defeat, it descended the mountain in a On a successful Evasion Check, the Bolg Challenger will not be able to
violent rage. select the attacking target as a target of its own melee attacks, ranged attacks,
Being only interested in facing strong opponents, the or special abilities.
Bolg Challenger toured nearby Humanoid towns in search
◯Solitary Pride
of such foes. However, once all those defending those towns At the start of the Bolg Challenger’s turn, if there are no other characters
were defeated, the neighboring hordes of Barbarous from the same faction in your area, its Damage and Defense increase by
descended upon these settlements, destroying many of +1 for 3 minutes (18 rounds).
them. Though the Bolg Challenger itself had no intention This effect accumulates each time it begins a turn, to a maximum of +4.
of attacking the town, the local Barbarous could not ◯Mortal Strike
overlook such an opportunity. When the Bolg Challenger’s HP falls below half, it gets serious. It is then
Eventually, the Bolg Challenger was defeated by an treated as having gained the [Armor Piercer II] and [Shadow Sneak]
adventurer defending one such town. However, the Combat Feats, and loses the ability [Disregard].
adventurers themselves were left nearly dead at the end of
◯Delicate Loot
their battle, nearly rendering the situation a draw. It is said Splendid Fang loot can only be obtained if the Bolg Challenger’s HP has
that after the Bolg Challenger was satisfied with its defeat been reduced to 0 or less by a Melee Attack.
and prepared itself to receive a mortal blow, the Barbarous
launched an assault, realizing that the only adventurer Loot
Always Splendid Fang (500G/Red A) x 2
defending the town had collapsed in exhaustion. 2–8 Forged Iron Fist (500G/Red A)
The Bolg Challenger, who given itself wholly to this 9+ Well-Forged Iron Fist (1,000G/Red S)
battle, had developed a great respect for those who had
defeated it and felt a powerful anger at the Barbarous who
sought to take advantage of the situation and overrun the
town with their superior numbers.
Thus, the Bolg Challenger rose up and fought shoulder-
to-shoulder with the adventurer to repel the other
Barbarous. Afterward, it is said the Bolg Challenger broke
off its fangs, gave them to the adventurer, and then perished.

163
This is a rare variant species of Wolf, found in deep A Rampage Wolf can reach up to two meters in length.
forests and mountains. Its large build and distinctive white Despite its size, its agility greatly exceeds that of a typical
fur immediately mark it as different from other wolves. Its wolf, and it is even capable of kicking off walls and trees to
physical ability also exceeds that of a typical wolf, and even launch attacks in all three dimensions.
on its own, it is a match for an entire party of novice Its white fur makes for excellent camouflage in snowy
adventurers. mountains and foggy forests and allows it to launch surprise
However, what makes it truly frightening is its superior attacks.
intelligence, ability to command a pack and adaptive fighting Due to the Rampage Wolf’s rarity, this fur is often sold
style. for high prices.
A wolf pack led by a Rampage Wolf is a fighting force
in its own right, and the power of their bite is increased
significantly by a single howl from the creature.
Additionally, thanks to its high intelligence, a Rampage Rampage Wolves are usually found in colder regions'
Wolf is able to sense Humanoid intention, avoid traps and forests and snow-covered mountains.
poisonous baits, and assault livestock with efficiency and They generally lead packs of five-ten wolves and survive
cunning. by hunting large herbivores. However, when prey becomes
In large packs, they can devour entire farms and sparse, they expand their range of activity and are known to
ranches. Thus, packs of wolves, led by an elusive Rampage hunt humans and Barbarous.
Wolf, are formidable foes for adventurers. As mentioned previously, wolf packs led by Rampage
Wolves have no fear of Humanoid and Barbarous alike,
and thus packs that roam near settlements pose a severe
threat. This threat is worsened by the fact that the
intelligence of Rampage Wolves is comparable to that of a
Humanoid, and records exist of them utilizing
reconnaissance and diversion tactics and delayed attacks.
The Rampage Wolf is a Wolf mutation, born from a
normal Wolf. These exceptional abilities are obvious from
birth, and as they grow to adulthood, they inevitably become
leaders of a pack. Although it is rare, Rampage Wolves may
mate with one another, forming even larger packs capable
of even more sophisticated tactics in attacking their prey.
However, the offspring of two Rampage Wolves is not
guaranteed to be born a Rampage Wolf themselves.
Rampage Wolves mate for life and are known to lash out
and attack when their partner is slain, seemingly motivated
by a desire for revenge.
Though Rampage Wolves mainly live in colder regions,
they have the ability to adapt to warmer environments and
sometimes move to more mild climates in pursuit of prey.
For those in the region unfamiliar with Rampage Wolves,
its cunning can deceive them and lead to great damage.

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Part 3 Monsters And Arena

4 Rampage Wolf
A Rampage Wolf’s basic approach to combat is to Intelligence: Average Perception: Five Senses (Darkvision)
Disposition: Hostile Language: None Habitat: Forests, Mountains
surround its prey with its pack, finishing it off in one fell Rep/Weak: 10/13 Weak Point: Physical Damage +2
swoop through strength of numbers. Initiative: 11 Movement Speed: 20 (4 Legs)/-
To do so, the Rampage Wolf leads the battle itself, Fortitude: 6(13) Willpower: 5(12)
inspiring its packmates. If the pack outnumbers its
adversaries and the Rampage Wolf judges them to be F Style Accuracy Damage Evasion Def. HP MP
weaker, it tries to thin their numbers one after another by Bite 6(13) 2d+4 5(12) 3 26 5
using [Wall Kick]. However, when facing stronger
opponents, it will use [Howling Roar] to scare them, and
Unique Skills
◯Pack Command
once their Evasion is lowered, it will have its packmates Grants a +1 bonus to the Accuracy and Evasion of all wolves in the same
attack. skirmish area as the Rampage Wolf. This ability does not overlap with
The Rampage Wolf’s [Wall Kick] is thought to have unique skills of the same name, such as of a Pack Leader (see CR I, p. 412
been developed in forest habitats but is terrifying and or ML, p. 108).
effective in attacks on villages and frontier towns. Such 🗨Wall Kick
attacks on towns occur when packs grow larger, and they can The Rampage Wolf uses walls, cliffs, trees, and similar objects as
skillfully use the walls of houses and roadside trees to jumping-off points to launch itself at multiple targets.
execute this ability just as well as trees found in their native When this ability is declared, it performs a Melee Attack on up to three
targets, suffering a -2 penalty on the Accuracy Check of each attack.
forests. When fighting a pack led by a Rampage Wolf, This ability is only effective indoors or in areas with suitable
defeating the leader Rampage Wolf should discourage the terrain/obstacles, such as forests. In such a case, it is necessary that the
other wolves from fighting. players be notified of their presence at the beginning of the battle.

►Howling Roar/5 (12)/Fortitude/Neg


Lets out a roar that intimidates its enemies and inspires its allies.
This effects within “Range: Caster” and “Target: 1 Area (6m Radius)/All”.
Approximately 200 years after the Diabolic Triumph, a All of the Rampage Wolf’s foes suffer a -1 penalty to Evasion Checks.
However, for any Wolves (see CR I, p. 410 or ML, p. 106) in the area of
pack of over 100 wolves descended from the Korgana effect, this is treated as “Resistance: Can’t”, and the affected Wolves gain a
region in the north of Alframe to the northern reaches of +2 bonus to their Damage.
the Dorden region. Five Rampage Wolves were among the In both cases, this is a Psychic (weak) effect) and lasts for 10 seconds (1
pack, with one rising to become leader of the entire group. round).
This ability cannot be used on consecutive turns.
The villages in northern Dorden were unfamiliar with
the threat of Rampage Wolves and were quickly overrun. Loot
As the pack grew ever larger, even fortified cities were Always White Wolf Tail (300G/Gold Red A)
attacked. The lord of the territory and his soldiers 2-6 None
attempted countermeasures, setting out traps and 7 - 11 White Wolf Pelt (200G/Gold Red A)
12+ Glossy White Wolf Pelt (650G/Gold Red A)
poisonous bait. Still, the pack did not fall for them at all –
Instead, they exposed the hidden traps and left them in the
open to mock the humans before leaving.
The soldiers sent out to subjugate the wolf pack also
found themselves at their mercy. The wolves attacked when
they were camping or when their movements had slowed,
and fatigue had set in from a long day of marching, resulting
in heavy casualties. The Adventurer’s Guild was eventually
petitioned for aid, and the soldiers withdrew. However,
many of the adventurers made light of the threat posed by
the pack, seeing them as ‘just wolves’, and also suffered great
harm when the pack counterattacked.
Eventually, the guild dispatched more highly-skilled
adventurers to deal with the problem. The Rampage
Wolves, however, were aware that they possessed superior
numbers. Instead of aggressively confronting the smaller
number of stronger adventurers, they created a diversion to
lure them out and then used the opportunity to attack other
villages and towns. After this, the adventurers and the
Rampage Wolves became locked in a battle of wits, with the
adventurers finally succeeding in capturing the female mate
of the pack leader, Rampage Wolf, and then using her as a
decoy to lure out and defeat him in a direct confrontation.
Afterward, the pack, lacking in leadership, was easily
destroyed. Eventually, the captured female Rampage Wolf
was also slain, though the screams of rage and resentment it
let forth are said to have deeply scarred the spirits of all
those involved.

165
Although their legs are not as strong as their arms, they are
still powerful and possess agile toes, allowing them to grasp
Great Silverback is Forest Kong (see CR II, p. 357 or and throw objects.
ML, p. 114), who is older, experienced and intelligent. Becoming a Great Silverback is a rarity among Forest
As Forest Kongs age, the fur on their backs turns white, Kongs, and their fur, particularly the white fur on their back,
and they take on the leadership role within their pack. is highly sought after and sold at a premium price.
These leaders are called Silverbacks. Due to their advanced
age, Silverbacks are not as aggressive as other Forest Kongs,
but they possess excellent judgment.
However, there are rare individuals whose strength does Although their fearsome and intimidating appearance
not decline even after they become Silverbacks. Instead, may come as a surprise, Great Silverbacks and other Forest
they continue to grow larger in size. These exceptional Kongs are primarily herbivores.
individuals are known as Great Silverbacks and they reign They have a fondness for nuts and mushrooms, which
as the "Great Kings" over multiple herds of Forest Kongs. is why they inhabit the deep forests and dense jungles of the
While the Great Silverback surpasses ordinary Forest Alframe Continent. The only animal-based food they
Kongs in physical strength, its greatest attribute is regularly consume are insects. It has been observed that
intelligence. Although not as intelligent as a Human, it is they insert a thin branch into an ant's nest and relish the ants
capable of primitive strategic and tactical thinking. It can that cling to it.
calculate gains and losses, making a herd of Forest Kongs Forest Kong herds, led by Great Silverbacks, are known
led by a Great Silverback a formidable enemy. to utilize primitive tools such as stones to crack hard nuts.
Additionally, the Great Silverback employs stones as
projectiles against enemies, often piling them up in different
areas of its territory for this purpose. However, this behavior
The Great Silverback is slightly larger than a normal is solely for defensive purposes.
Forest Kong, standing at nearly 3 meters tall. However, what Despite their appearance, they are relatively docile and
sets it apart is the snow-white fur on its back. do not actively seek out aggression. Recent studies by
Their arms are long and robust compared to their legs, experts have revealed that the chest-beating, often mistaken
enabling them to move quickly while hanging from trees in for aggression, is actually a demonstration to avoid conflict
the forest. When on the ground, they utilize a "knuckle or express frustration.
walking" technique, where the backs of their lightly clenched On the other hand, due to their territorial nature, they
fists touch the ground, resembling a pseudo quadrupedal may attack Humanoids who trespass into their territory or
gait. scavenge for preserved food carried by adventurers when
other food sources are scarce. However, if you demonstrate
through gestures or other means that you pose no harm,
they may cease their attack.

The Great Silverback has a unique fighting style. It


approaches forests with sturdy branches, leading a herd
hanging from the branches to surprise enemies on the
ground. However, it avoids fighting in grasslands or areas
without anything to hang on to. If it encounters enemies in
such areas, it tries to lure them into its advantageous field.
In areas with many branches, the Great Silverback fights
by moving from branch to branch and throwing rocks at its
opponents. When accompanied by friends, it employs
various tactics. For example, it may fiercely jump down
from a hanging position, attacking with earth and sand
scattered by hitting the ground. It can also uplift its friends
by drumming after landing on the ground.
Forest Kongs uplifted by the Great Silverback's
drumming pose a significant threat, so it is advisable to target
the Great Silverbacks first. In particular, if they repeatedly
throw rocks toward the rear guard, attackers may lose rear
support and struggle to maintain the front line.
However, it is important to note that the Great
Silverbacks are generally peaceful and can even be

166
Part 3 Monsters And Arena

negotiated with if they are shown no harm. Therefore, if


handled correctly, they can be considered relatively low risk. 9 Great Silverback
Intelligence: Low Perception: Five senses Disposition: Hungry
Language: None Habitat: Forests
Rep/Weak: 15/18 Weak Point: Fire damage +3 points
Initiative: 16 Movement Speed: 18(4 Legs)/-
Fortitude: 12(19) Willpower: 10(17)
A folk tale based on a true story from the Burlight region
is called "The Bride of Kong."
F Style Accuracy Damage Evasion Def. HP MP
One day, a 16-year-old girl went into the forest to pick Arm 12(19) 2d+15 11(18) 8 81 22
up wild vegetables and suddenly disappeared. When she
did not return at night, her worried parents asked Unique Skills
adventurers to find her. ◯Limited 2 Actions
The adventurers, who were searching deep into the In one turn, the monster may use one Melee Attack and one of the three
forest, soon found the girl among a herd of Forest Kongs. abilities: [►Rock Throwing], [►Jumping and Slamming], or [►Uplifting
Drumming]. monster's discretion.
They saw a nearly three-meter-long giant monkey with
snow-white fur on its back carefully grooming the girl's hair. ►Rock Throwing/10(17)/Evasion check/Neg
In front of her was a pile of various fruits, which she ate Pick up a rock, throw it and attack.
while being groomed. Although she was a little dirty, she did The target area is "Range/Area: 1(10m)/Shot" and the target is "Target: 1
not seem to be injured. Area (3m radius)/5" with "2d+13" physical damage. This ability cannot be
used on consecutive turns.
The adventurers planned to secretly rescue the girl in
the middle of the night but realized it was impossible to do ►Jumping and Slamming/11(18)/Fortitude/Half
so unnoticed because she was sleeping in the arms of the From a midair position, it jumps down and strikes the ground in front of
giant monkey. itself, attacking with flying fists.
Within “Range: Caster” deals “Target: 1 Area (3m Radius)/5” 2d+10
The next day, while the Kongs, including the Great earth magic damage.
Silverback, went out to gather food, the adventurers decided A target that fails to resist will fall prone.
to defeat the remaining Kongs and escape from the forest The target is excluded from this effect if the character is not on the
with the girl. Initially, The girl was hesitant but decided to ground, e.g., if the target is under the effect of [⏩△Swinging]. Also, this
follow the adventurers because she wanted to see her effect can be used only if Great Silverback is under the effect of
[⏩△Swinging] at the beginning of its turn, and it loses the effect of
parents.
[⏩△Swinging] after using this unique skill. Also, it cannot use
However, just as the adventurers were about to leave the [⏩△Swinging] on the turn when you use this unique skill.
forest, the sound of drumming echoed around them, and a
large number of Forest Kongs fell from the trees and ►Uplifting Drumming
attacked them. The adventurers were quickly overpowered, It performs drumming to inspire its surrounding kin.
but they barely made it home alive, thanks to the girl, who Great Silverbacks, Forest Kongs (see CR II, p. 357 or ML, p. 114) and
all other characters in the same area as itself, as determined by the GM to
protected them from the Silverback's attempt to kill them. be similar, gain a +1 bonus to Evasion and +2 points to damage for 10
Since then, a party of adventurers has been sent into the seconds (1 round).
forest multiple times to rescue the girl. However, each time, This ability cannot be used while under the effect of [⏩△Swinging].
they have barely managed to escape back home, half-dead.
A year had passed since her disappearance, and her ⏩△Swinging
It hangs from a branch or other object above its head. The monster
parents had given up hope. The daughter suddenly receives no penalty due to poor footing for 10 seconds (1 round). It also
returned to the village from the forest. She explained that gains a +1 bonus to Accuracy checks and has its Damage reduced by -2
she had developed a communication method similar to sign points.
language with the Kongs during that year. When she This ability can only be used in environments with something to hang
overhead, such as a forest.
expressed her longing for her parents and her desire to go
home, the Kongs took pity on her and allowed her to return. Loot
Since then, the girl has been regularly going into the Always A Tuft of White Fur (920G/Red A)
forest and returning with numerous gifts. There is a theory 2-8 Fine Fur (450G/Red A)
that she eventually gave birth to a baby with snow-like hair 9+ Sparkling Fur (1,500G/Red S)
on its back, but the general consensus is that this is a fictional
addition made by later storytellers.

167
Considering these characteristic events and the similarity
of Erinnerungen's victims - victims who have suffered great
An undead person wearing a tattered cloak that covers tragedy and have painful or sad memories that they would
its entire body. Beneath the cloak, its body is that of a thin, like to forget - it may not be too difficult to identify those
old man whose form resembles that of a withered tree who are haunted by Erinnerungen.
branch. Those who have glimpsed its face beneath the hood In any case, the memory taken by Erinnerungen returns
say that all they remember are the sight of its two eyes, as to the original owner when Erinnerungen, who took the
empty as the hollows of an old tree. memory, is defeated. If the original owner is dead, the
Erinnerungen appears to those who possess painful or memory will be passed on to the person to whom the owner
sorrowful memories who grieve in an effort to forget them wished to pass it on, the person who was especially close to
and gradually steal away their memories. However, it is not the owner, or the person who was nearby when the
only difficult and bitter memories it steals away, but all the Erinnerungen was defeated. Therefore, those who wish to
memories of their victim’s life. As a result of this, those who defeat Erinnerungen must be prepared to face the painful
have their memories taken away by Erinnerungen become and sad memories that Erinnerungen has stored up.
like empty husks. Memories stolen in this way return once
the creature is defeated.

Erinnerungen weaken their opponents by robbing them


of their memories – Some of those who have fought
Resembles an old man, as withered and thin as a dead Erinnerungen have found themselves temporarily forgetting
branch, wearing a torn and tattered hooded cloak. Its face, the combat techniques they have learned through
which is always hidden beneath its hooded, has two gaping experience, such as Combat Feats, Magic, Stunts, and
eye sockets resembling an old tree's hollows and a cracked Techniques.
mouth like a chasm, giving it an appearance so eerie that it Additionally, as Erinnerungen are spirits, they cannot be
causes those who see it to shudder in terror. harmed by ordinary weapons. For this reason, anyone
Its cloak is typically black or gray in color, though it is unprepared for encountering an Erinnerungen risks having
said that rare Erinnerungen exists whose cloaks are white to stand by helplessly as their memories are stolen from
instead. Though it is not known what the different colors of them and they are left crippled.
the creature’s cloak symbolize, some believe it reflects the However, some say that unless first attacked, an
individual creature’s nature. Erinnerungen will not take away the memories of those who
The Erinnerungen is a spiritual entity, and the cloak do not seek to forget their pain and grief.
itself is also a part of its form. It, too, disappears when it is
defeated. Some people believe that the color of the mantle
represents the nature of the individual.
Sightings of Erinnerungen increase after major battles, a
testament to the number of tragedies that are caused by war.
In particular, they seem to appear more frequently in the
Erinnerungen usually appears alone. This is not to say Korgana and Ursyla regions, which are on the front lines of
there are no cases of them appearing in groups, but such an the ongoing battle against Daemons, rather than other
event is extremely rare. It is likewise believed that they hide regions.
in or near cities or large villages where a large number of When the Great Abyss Erosion occurred in the western
inhabitants can be found. part of Korgana, many people in cities such as Kurtzholm
However, Erinnerungen are only seen in the presence and Oxsilda fell victim to the Erinnerungen. As a huge
of their victims, usually at night. Moreover, there are no number of Daemons flooded in from the Abyss, people lost
records or legends of sightings of Erinnerungen in places family, friends, and other loved ones and came face to face
where they seem to live. For this reason, they are believed with the imminent fear of death, robbing them of the
to be invisible or lurking in the shadows in places where peaceful lives they lived just moments before. They may
sunlight doesn’t reach, such as underground dark alleys have called upon the Erinnerungen in hopes of forgetting
between buildings. They search for those who wish to forget the painful and sad memories that emerged from their
their painful or sad memories there. When they find a despair. However, the authenticity of this incident is
person who is grieving and wants to forget their memories, questionable given the chaos that followed the Daemon
they possess the victim and take their memories little by attack, but it was said that Erinnerungen was indeed present
little while they are sleeping. at this time.
One piece of evidence of this is the appearance of a
shadowy figure behind the victim of Erinnerungen. In
particular, it is said that the shadow is often visible during
the daytime when the victims are in the shade or indoors.
In addition, victims gradually lose their memories as if they
were dying leaves.

168
Part 3 Monsters And Arena

►Muddy Stream of Memory/10 (17)/Willpower/Neg


7 Erinnerungen Implants memories stolen from others within the target, overwhelming
Intelligence: Average Perception: Magic Disposition: Hostile their mind past anything an individual can tolerate.
Language: None Habitat: Caves, Forests Confuses “Target: 1 Character” in “Range/Area: 1 (10m)/Target”, dealing
Rep/Weak: 15 / 18 Weak Point: HP Recovery Damage (when deals 2d+2 of magic damage to HP and MP. Additionally, if the Success Value
damage), +3 of the Willpower check is 14 or lower and the check fails, the target is
Initiative: 13 Movement Speed: 14/- Fortitude: 10(17) Willpower: 10(17) unable to move or perform any actions for 10 seconds (1 round).
This effect is treated as a curse+psychic type effect.
F Style Accuracy Damage Evasion Def. HP MP ◯Staring Staff/9 (16)/Willpower/Neg
Staff 9(16) 2d+6 9(16) 5 59 67 Fixes the target’s line of sight upon the wielder of this staff. Targets who
perform any action against this monster, such as a Melee Attack or casting
Unique Skills of magic, must make a Willpower check at the start of their next turn. If
◯Psychic, Poison, Disease, Curse Immunity they fail, they must include the monster as a target in any action they take
on that turn – If the monster is not an eligible target for that action, the
◯Normal Weapon Immunity action cannot be performed.
At the start of each turn, the target can attempt a Willpower check to
◯🗨Magical Aptitude resist this effect. Once a check is successful, the target will not be affected
The Erinnerungen has learned the Combat Feats [Metamagic/Targets], thereafter.
[Targeting], [Magic Convergence] and [Magic Control].
◯Memory Theft/Can’t
⏩Swift Memory Theft/9 (16)/Willpower/Neg Anyone who looks upon this monster for more than an hour loses the
Forces “Target: 1 Character” within “Range: Touch” to gaze into its eyes, memory of the previous hour before meeting the creature. This ability is
temporarily robbing them of memories. For 3 minutes (18 Rounds), the cumulative, and the amount of time lost increases with each hour (If one
target’s highest-level class (If there is a tie, one is chosen at random) is has been in the presence of the creature for 5 hours, they will lose 5 hours
treated as one level lower. As a result of this, the Standard Value for Action of memory up to the point where they met the creature).
Checks using that class decreases by -1. Also, Extra Damage by Magic While under the effect of this unique skill, the character looking at this
Power and from Weapon Attack is reduced. Class abilities such as monster does not need to eat and is treated as resting but cannot actively
Spellsongs, Finales, Evocations, Stunts are also affected by reduction, and move or depart of their own free will. Characters may freely depart the
cannot be used if not available at the reduced level. creature’s presence if it has been less than an hour.
This unique skill does not change Adventurer Level, HP or MP
maximum, or acquired Combat Feats. Some Combat Feats have a required Loot
level for learning them, but they can be used if there are no other Always Staring Staff (12000G/–)
restrictions on their use. If a character that uses Monster Data is the target 2-6 None
of this ability, the GM decides how it is resolved – Either by reducing the 7 - 11 Memento (1000G/White S)
Accuracy, Evasion and Damage of the creature by -1, or by reducing the 12+ Enchanted Object (2000G/Gold White S)
Standard Value of any unique skill (one or more, depending on the GM’s
judgment), or the level of available magic, or so forth.
This is treated as a curse+psychic type effect, and is not cumulative. It can
only be used once a turn, and consumes 5 MP points per use.

169
The Undertaker is a terrifying undead creature with the The Skeleton, which is the main body, primarily
power to manipulate spirits, despite being undead itself. defends itself using a coffin as a shield. The material of the
True to its name, the Undertaker wields a massive spear, shield is unknown, but according to one theory, it is made
using it to summon spirits of different types and perform from a material soaked in the blood of those cursed with
enigmatic rituals. soulscars. It is said to have strong blocking capabilities,
Always in search of new corpses, if the Undertaker especially against holy attacks.
encounters any adventurers, it shows no hesitation in adding The Skeleton, as the main body, summons various
them to its collection. spirits from within every time it opens and closes the coffin
lid to attack its enemies. The effects can vary, such as
damage from curses, ailments from poison or disease,
mental contamination, or the spirits of the deceased calling
It has the appearance of a Skeleton wielding a massive forth fire through a fire, or freezing spirits drastically
spear. The bones of the Skeleton are mostly not from lowering the surrounding temperature.
humans. Many of them have horns and tails, which are The abilities of the Undertaker's main body vary
believed to have originally belonged to Barbarous. depending on the individuality of the spirits it possesses (the
The inside of the coffin appears empty at first glance, data in this book is just an example). Therefore, unless you
but there are spells and magic circles drawn on the interior, are a Sage with extensive Monster Knowledge, accurately
and it is said that people are sent to a different space when assessing them is difficult, and you will likely face significant
they touch it. challenges.
Due to the effect of the spell, numerous souls
summoned from various places float around the coffin and
the Skeletons, becoming a faint source of light, which is
characteristic. The tragedy occurred after a group of adventurers,
consisting of more than 10 people, had finished subjugating
a large band of bandits. The cause of the tragedy was trivial.
Exhausted from their battle, the adventurers noticed a figure
Undertaker is a special Undead that was created when a resembling a character emerging from the smoke on the
wicked conjurer from Barbarous thought about reusing the battlefield.
deceased remains of the Barbarous as a fighting force. As one of the adventurers squinted, they saw that several
Therefore, despite not being a mage, Undertaker has similar shadows surrounded them. It was a group of undead
the ability to manipulate souls to a limited extent. The carrying a large coffin. Despite their numbers, there were
behavior pattern depends on the orders of the conjurer who only 3 or 4 of them. They were not particularly tall and did
created it, but in many cases, it wanders in search of new not seem to possess any sinister magic. The 10 adventurers,
souls and swiftly kills any living beings it encounters. despite their fatigue, did not consider them to be unbeatable
In this way, it increases its power by collecting souls. opponents.
Places where Undertakers have been discovered include However, as soon as the Undead opened the coffin lid,
graveyards, underground ruins, and battlefields. After spirits rose from the corpses of their fallen comrades, whom
adventurers have defeated monsters or in villages destroyed the adventurers had just defeated, and were absorbed into
by Barbarous, you may also come across Undertakers the coffin. In an instant, these souls returned to the world
wandering around for the purpose of collecting souls. with fresh grudges against the adventurers who had killed
If you defeat such individuals, you might possibly obtain them. Now tireless thought-bodies, their high-pitched voices
fragmentary information about what happened on the resonated with the joy of seeking vengeance.
battlefield from one of the liberated souls. Several survivors, who were saved by another group of
adventurers concerned about the late return of their
comrades, shared the details of the incident and helped
spread the horror of the Undertaker.

170
Part 3 Monsters And Arena

◯Attack Obstacle = +2 • None


10 Undertaker Coffin size prevents it from attacking Undead Bodies.
Intelligence: Average Perception: Magic Disposition: Hostile The Undead Bodies section receives a +2 bonus to Evasion checks
Language: Arcana Habitat: Cemetery, Ruins against melee attacks. When the Coffin section falls to 0 HP or lower, this
Rep/Weak: 14/17 Weak Point: Bludgeoning type damage +3 points effect disappears.
Initiative: 16 Movement Speed: 15/15(Floating)
Fortitude: 12(19) Willpower: 13(20) ►Open the Coffin/12(19)/Willpower/Special
It opens its own lid and releases the evil spirits that have been sealed
inside. The effect is "Range/Area: 1(10m)/Shot" and "Target: 1 area(3m
F Style Accuracy Damage Evasion Def. HP MP Radius)/5".
Scythe (Undead Roll 1d when the ability is used, and determine the type and effect of the
14(21) 2d+13 12(19) 8 69 20
Bodies) evil spirits that pop up from the table below. The type and effect of
Slam (Coffin) 13(20) 2d+9 11(18) 12 100 - resistance varies depending on the effect.
Sections: 2 (Undead Bodies / Coffin) Main Section: Undead Bodies Once this ability is used, the lid is "open" and cannot be used again unless
the Undead Bodies section uses the [⏩△Close the Coffin] to close the lid.
Unique Skills 1d Evil Spirit Resist. Effect
●All Sections Raging
1–
◯Normal Weapon Immunity Animal Can’t 2d+13 curse physical damage
2
Spirits
●Undead Bodies 3– Countless
Half 2d+8 fire magic damage
◯Soul Hunting 4 Evil Flames
A character whose HP is reduced to 0 or less by a scythe attack receives For 3 minutes (18 rounds), the attacker takes a
a -10 penalty on its Death Check. 5– Moaning penalty of -1 to Accuracy, Evasion, and use
Neg
6 People magic. This effect is curse type and cumulative
►Curse of the Magic Lamp/13(20)/Fortitude/Neg (max -4).
Within “Range: Touch" steals HP of "Target: 1 Character". Target
receives "2d+8" points of magic damage, and the HP of Undead Bodies ►Spirit Absorption
section is restored by the same amount as the applied damage. Within “Range: Caster” absorbs souls from corpses in "Target: 2-3 areas
This effect is treated as a curse type. (10m radius)/Space" into the coffin. If there is a Humanoid, Barbarous,
Animal or Mythical Beast corpse in the effect area, its spirit is absorbed
⏩△Close the Coffin into the coffin. The Undead Bodies section regains 5 MP per character for
Closes an open Coffin section’s lid and makes it usable again. Using this each absorbed soul.
ability costs 5 MP of Undead Bodies section. Only one spirit can be absorbed from one corpse. Even if a corpse that
has already absorbed a spirit is within the effect area, it cannot be affected.
[Resurrection] is possible even for a corpse whose spirit has been
●Coffin
absorbed. However, its soulscar is automatically increased by an additional
◯Inorganic Body 1 point. This effect can only be used when the Coffin is open.
It is immune to criticals from edged weapons.
Loot
Always Unmoving Coffin (2,000G/Black White S)
2–7 None
8 – 11 Memento (1,000G/White S)
12+ Enchanted Object (2,000G/Gold White S)

171
This giant-spider-shaped Construct, occasionally also Due to the nature of its habitat and ecology, battles with
known as a ‘Crystal Spider’, was originally created by mages a Crystal Weaver will likely take place on or near its crystal
as a guardian who would build and defend simple storage web. This means that, in most cases, adventurers are forced
facilities at their destination. to confront a Crystal Weaver in disadvantageous territory.
For the purpose of protecting their charge, Crystal The crystal web is extremely slippery, requires constant
Weavers spin a huge crystalline web and position caution, and causes adventurers to suffer penalties to their
themselves atop it. The thickness of each thread that makes attacks and defenses, as well as the use of magic. However,
up this web is approximately 1 to 3cm in diameter and is flying or floating will allow someone to circumvent the
woven and twisted in the manner of a spider web – disadvantages of the Crystal Weaver. However, if the
constructed to be not only flat but semispherical. The creator of the ruins plans carefully, the Weaver may also be
crystalline web looks like translucent glass but is hard and accompanied by other Constructs that can fly or float.
flexible like steel wire, and its surface is slippery enough to Crystal Weavers also possess the ability to spit forth
cause anyone except the Crystal Weaver to attempt to move crystal webs from their mouths. Using this ability to restrain
on it to slip and fall. adventurers and put them in a position where they cannot
The crystal web maintains its shape and glassy move is a key element of Crystal Weaver’s battle tactics.
smoothness through magical energy supplied by the Crystal Crystal Weavers rarely leave their crystal web, so dealing
Weaver, so if the Crystal Weaver is destroyed or is more damage with magic or ranged attacks from outside the web
than approximately 100 meters distant from the web, it will itself is generally an effective tactic against them.
disintegrate rapidly.
Crystal Weavers can also emit a thin web of crystals to
weaken and demoralize their enemies – This is not as strong
as the one with which they cover their charge, but it is
Many years ago, vast ruins from the Magic Civilization
enough to slow down the target.
were discovered near the Eusiz Magical Principality in the
Burlight region. The Adventuring party who discovered
these ruins was captured by a giant crystal spider that
awaited them in the innermost depths of the ruins and was
The overall appearance of a Crystal Weaver is that of a subsequently wiped out, leaving only a single wizard as a
spider with a shiny, purple-black exoskeleton that is survivor.
translucent like crystal. The body of a Crystal Weaver is just Immediately after discovering these ruins, constructs
under 3 meters in length, with the width of its eight legs began to pour into the nearby vicinity. Having received
reaching about 8 meters in length. information from the surviving wizard, The Adventurer’s
From a distance, it may resemble a ‘giant crystal spider Guild sent a larger number of parties to the ruins, but many
statue’ as it perches motionless atop its crystalline web, were once more captured by the Crystal Weaver’s web and
observing its surroundings. In dark places, its coloration annihilated.
blends into the shadows. Conversely, when illuminated by a Combining information from the original party’s wizard
light source, it resembles a prism, reflecting the sparkle of and other surviving adventurers, the Adventurer’s Guild
light around it. decided to entrust the battle with the Crystal Weaver to a
party that excelled at range combat. This party was then sent
to the deepest part of the ruins and finally defeated the
Crystal Weaver. The defeated Crystal Weaver was
Crystal Weavers generally guard some form of afterward discovered to be guarding a huge magic crystal
‘protection target’ deep within ruins from the Magic (Mako Stone) that formed the heart of the ruins, and it is
Civilization by covering it with a crystalline web. As said that when this crystal was crushed, the constructs that
constructs, they possess eternal life, and do not need to were released into the area surrounding the ruins also
feed, making it unlikely they will move away from their ceased moving.
charge.
As a guardian that protects important objects and
facilities, defeating the Crystal Weaver should result in
discovering some form of ‘treasure’. In addition to this, the
crystal-generating structures within its body are of rare value.

172
Part 3 Monsters And Arena

This does 2d+8 energy magic damage with “Range/Area: 2(30m/Line)”


11 Crystal Weaver and bestows a -1 penalty to targets Evasion checks for 3 minutes (18
Intelligence: Servant Perception: Magic Disposition: Instructed rounds). This effect is cumulative, and if the effect’s Evasion penalty
Language: None Habitat: Ruins modifier reaches -4, the target falls prone and is unable to move or perform
Rep/Weak: 19/22 Weak Point: Physical Damage +2 Major Actions.
Initiative: 18 Movement Speed: 12 (4 Legs)/- All characters are able to use a Major Action to ‘remove the web’ from
Fortitude: 14(21) Willpower: 14(21) one target (including themselves) affected by this unique skill. The action
to remove the web is treated as ‘Range: Touch’, and a single use of it
reduces the Evasion penalty by -2.
F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 14(21) 2d+15 13(20) 8 66 - ⏩Crystallization Venom/13 (20)/Fortitude/Neg
Leg (Body) 13(20) 2d+13 12(19) 10 88 - Transmits a crystallization poison through the crystalline web at its feet,
volatilizing it to vapor.
Sections: 2 (Head / Body) Main Section: Head
This deals 2d+6 poison magic damage in the area of the crystalline web,
Unique Skills and affects victims with petrification (Dexterity or Agility/-6).
This effect can only be used once per round, and cannot be used on
●All Sections consecutive turns.
◯Earth, Water/Ice, Fire, Wind Immunity
●Body
◯Poison, Disease and Psychic Immunity ◯Attack Obstacle = +4 / +4
The Weaver’s forelegs protect its head. It gains a +4 bonus to Evasion
◯Crystal Body Checks against melee and ranged attacks to the Head Section. This effect
The Crystal Weaver is immune to critical hits from edged weapons. is lost when the Body section falls to 0 HP or lower.
◯Crystal Web ◯Limited Triple Attack
The Crystal Weaver creates a web out of the crystal threads it spits forth, A melee attack with the Legs can be made once against three different
and can move about it freely. Other characters receive a -1 penalty to all enemies.
action checks as a result of ‘Poor footing’ when attempting to move about
the area the web occupies. ►Crystal Ball Toss/13 (20)/Evasion/Neg
At the start of combat, the Weaver is assumed to have spread a web over The Weaver rolls a network of crystal into a ball shape with its leg and
“Range: Caster” and “1 Area (6m radius)/Space”’. Crystal Webs cannot be throws it.
removed or destroyed during battle. When this monster’s HP is reduced This deals 2d+10 of energy magic damage to “Target: 1 Character” in
to 0, the web will disappear after 1 minute (6 rounds). “Range/Area: 1(10m)/Shot”. This effect cannot be used on consecutive
turns.
◯Limited Attitude Control
As long as it is atop the Crystal Web it has created, the Weaver does not Loot
fall prone, under any effect.
Always Crystal Web (800G/Black Gold A) x 1d
2–7 None
●Head
8 – 10 Crystal Venom Sac (900G/Red A)
►Crystal Web Effusion/13 (20)/Willpower/Half 11+ Hardened Crystal Venom Sac (4000G/Red S)
The Weaver emits crystal threads radially from its spinneret, restraining
the target.

173
A prototype from the Zerlay series has been found in Guardian Zerlay are machines designed for defense, so
Magitech Civilization ruins near the Haroon Magical their [Shield] and [Machine Body] strengthen and fortify
Research Kingdom. Although the Zerlay series primarily their capabilities. In combat, some stand on the front lines,
specializes in ranged attacks, the Guardian Zerlay stands as using their shield to protect their own core, while others may
an exception, showcasing its maximum power when take up a position in the rearguard and bestow their shields
defending its allies. on an ally who possesses greater skill at close combat. Since
Its most distinctive feature is a large cannon-mounted they can keep their shields up as long as they are not
center mass. From which the Guardian Zerlay can eject a destroyed, Guardian Zerlay attempts to maintain their
disk-shaped energy shield. This shield is used to protect a shield emissions as much as possible as their core strategy.
target, absorbing its intended damage. This renders any Thus, if a Guardian Zerlay’s core is not destroyed quickly,
target protected by the Guardian Zerlay extremely durable it can use its shield to block attacks almost endlessly.
and difficult to defeat, to the point where it is said that it may
be nearly impossible to bring down the target without first
dealing with the Guardian Zerlay.
Several years ago, an incident occurred in ruins near the
Haroon Magical Research Kingdom, where a number of
Magitech machines suddenly activated. When the scientist
As part of the Zerlay series, its basic shape is that of a studying the ruins first became aware of this and submitted
standard Zerlay (see CR I, p. 423 or ML, p. 159) model, a request to the Adventurer’s Guild, the request was
though it possesses additional custom parts in the form of accepted by a group of Artificers, claiming that they knew
heavy armor on its legs and no gun – In its place is its main everything was to know about Magitech units.
feature, a large emitter cannon. Its fuselage is painted blue, The party skillfully advanced through the ruins, but in
which seems to reflect popular fashion from the end of the the deepest part, they encountered an unknown machine
Magitech Civilization Era, when the Guardian Zerlay started working in conjunction with a Fixed Zerlay – This unknown
development. unit was the Guardian Zerlay.
The Artificers’ eyes lit up at having discovered a new
type of weaponry not previously encountered, and they
focused their attacks on the Fixed Zerlay positioned in the
Sightings of Guardian Zerlays are primarily rearguard to avoid damaging their new find. However, their
concentrated around the Haroon Magical Research attacks did not inflict the damage they had hoped for, and
Kingdom. This is because the development of the Guardian the part was forced to retreat, having been struck by
Zerlay began just before the Diabolic Triumph, and testing repeated bombardment from the Fixed Zerlay and having
was carried out in Haroon, which boasted superior nearly been wiped out.
technological capability at the time. However, it also seems Later, after another adventurer was hired and the ruins
that attempts were made to deploy them at fiercely made safe for visitors, the scholar who made the original
contested battlefields across Alframe, and as a result there request investigated the ruins once more and discovered a
have been cases of units lying dormant in unexpected record in the Magitech language written just before the
places. Diabolic Triumph. The contents of this record revealed
In places in which their existence has been confirmed, that the unknown weapon was a shield meant to protect the
there have also been frequent reports of the presence of machine’s ‘wingman’, and that the unknown machine itself
Fixed Zerlay (see CR II, p. 385 or ML, p. 163). Therefore, was a Guardian Zerlay.
assumptions can be made that the Fixed Zerlay, which has Thanks to the record, several more Guardian Zerlay
weaknesses in its own defensive capabilities, notably were discovered dormant, and adventurers were dispatched
durability and movement, was intended to operate in to secure their valuable components. However, their
coordination with the Guardian Zerlay. defenses proved so strong that even veteran adventurers
A Guardian Zerlay’s shield generator and heavy armor were surprised, and many gave up on the idea of defeating
allow it to protect its ‘wingman’ from attacks and help hold the Zerlays and fled.
the line, while the Fixed Zerlay’s optical laser Further research has also suggested that Guardian
bombardment, fired from behind the Guardian, can be Zerlay possesses the ability to issue orders, functioning as a
rendered more effective than before. commander for Magitech units. The fact that Magitech
Many of the Magitech components within the Guardian ruins guarded by Guardian Zerlay seem to be strangely
Zerlay remain in relatively good condition, and it is possible effective at repelling adventurers seems to stand as proof of
to recover parts without completely destroying them. this.
However, the Guardian Zerlay is not likely to be an easy
opponent to battle when confronting it with such a cautious
approach.

174
Part 3 Monsters And Arena

(18 rounds). The shield has 20 HP, and when the target suffers from
8 Guardian Zerlay physical damage, magic damage, or fixed damage, the applied damage is
Intelligence: Servant Perception: Mechanical Disposition: Instructed taken as fixed damage to the shield. If the damage exceeds the shield’s
Language: None Habitat: Ruins remaining HP, the shield is reduced to 0 HP and destroyed, with the excess
Rep/Weak: 15/18 Weak Point: Bludgeoning Damage +3 damage overflowing to the original target.
Initiative: 14 Movement Speed: 10 (4 Legs)/- Right Leg and Left Leg sections can each emit one shield, and is it
Fortitude: 10(17) Willpower: 10(17) possible for them to choose the same target for this effect. Which effect is
applied first is optional.
This ability cannot be used in the first turn if a previously shot shield is
F Style Accuracy Damage Evasion Def. HP MP protecting any target. If you use this ability, the HP of the section is
Weapon Arm (Body) 10(17) 2d+9 10(17) 8 70 - consumed by "20" points.
Kick (Right Leg) 11(18) 2d+11 9(16) 6 70 -
Kick (Left Leg) 11(18) 2d+11 9(16) 6 70 - ►Shield Detonation/10(17)/Willpower/Half
Sections: 3 (Body / Right Leg / Left Leg) Main Section: Body The Zerlay detonates the released shield, inflicting damage in the area
around it. This inflicts 2d+9 of bludgeoning magic damage on 1 target in
Unique Skills the same location (area, coordinates) as the target projected by that shield.
●All Sections This ability cannot be used unless [⏩△Shield Emission] has already been
◯Mechanical Body used and the shield still has HP with which to absorb damage to the target
It is immune from criticals from edged weapons. at the start of the Guardian Zerlay’s turn.
If this unique skill is used, the generated shield is shattered and the
●Body protected target loses the effect of [⏩△Shield Emission]. This does not
◯Twin Strike & Double Attack prevent the Zerlay from using [⏩△Shield Emission] again.
The Zerlay can make two Weapon Arm attacks each round. They can
choose to attack different characters with each attack. ◯Delicate Loot
The number of Force Shield Generators that can be acquired as Loot is
►Energy Charge based on whether the Right Leg and Left Leg sections remain when the
Right Leg and Left Leg sections each recover 20 HP. This unique skill Body section is destroyed. (One if one leg is intact, two if both).
cannot be used on consecutive turns.
Loot
●Left Leg / Right Leg Always Force Shield Generator (3800G/Gold Black A) x 2
⏩△Shield Emission 2–9 Magitech Components (300G/Black White A)
A force field is released from the Zerlay’s Shield Emitter Cannon, to serve 10+ Rare Magitech Parts (900 G/Black White A)
as a shield for its escorted target.
Guardian Zerlay selects “Target: 1 Character” in “Range/Area:
1(10m)/Target” and protects it with a shield. This effect lasts for 3 minutes

175
These are the Daemon Action Charts for the Warlock
class for Daemon monsters from this book. Please refer to 5 Zang p. 148
page 46 of ML for how to read the charts. Cost When Summoning: MP10 Cancellation Cost: MP5
Willpower: 7(14) Summoning Sacrifice: Round Shield (100G)
Banish Tribute Price: 400G
3 Jarega p. 148 1d Target Range and Action
Success
Value
Damage,
etc.
Cost When Summoning: MP6 Cancellation Cost: MP3 Random 1 Melee Attack with
Willpower: 4(11) Summoning Sacrifice: Snake Skin (20G) 1 15 2d+12
Character [Power Strike I]
Banish Tribute Price: 150G Any 1
2–3 Melee Attack 15 2d+8
Success Damage, Character
1d Target Range and Action
Value etc. Any 1
4–5 Melee Attack 16 2d+8
Random 1 [Fireball] with “Range: Character
1 13 2d+3
Character 2(20m)” Any 1 Melee Attack with
6 17 2d+12
Any 1 Character [Power Strike I]
2–3 Melee Attack 14 2d+3
Character
Any 1
Dusky Grace
4–5 Melee Attack 15 2d+3
Character
Any 1 [Fireball] with “Range:
5 p. 148
6 15 2d+3 Cost When Summoning: MP10 Cancellation Cost: MP5
Character 2(20m)”
Willpower: 7(14) Summoning Sacrifice: Gem (300G)
Banish Tribute Price: 300G
[Fireball]/Fortitude/Half Range and Success
Deals fire magic damage. 1d Target Damage, etc.
Action Value
Power 0/Crit Value
1 Random [Spark] 14
10 + 6
Any 1
2–3 Melee Attack 15 2d+7
Character
Any 1
4–5 Melee Attack 16 2d+7
Character
Any 1
6 Melee Attack 17 2d+7
Character

[Spark] (see CR I, p. 225, MA, p. 88)

6 Lilim p. 148
Cost When Summoning: MP12 Cancellation Cost: MP6
Willpower: 9(16) Summoning Sacrifice: Hair (for 50G)
Banish Tribute Price: 600G
1d Target Range and Action Success Value Damage, etc.
1 Random [Poison Cloud] 16 3
Any 1
2–3 [Double Attack] 16 (2d+9) x 2
Character
Any 1
4–5 [Double Attack] 17 (2d+9) x 2
Character
Any 1
6 [Double Attack] 18 (2d+9) x 2
Character

[Poison Cloud] (see CR I, p. 228, MA, p. 90)


[Double Attack]
Makes two melee attacks against the same target.

7 Wafushu p. 149
Cost When Summoning: MP14 Cancellation Cost: MP7
Willpower: 9(16) Summoning Sacrifice: Raw meat (for 100G)
Banish Tribute Price: 1,000G
Range and Success
1d Target Damage, etc.
Action Value
Random 1 2d+11 & [Abrasive
1 Melee Attack 17
Character Spikes]
Any 1 2d+11 & [Abrasive
2–3 Melee Attack 17
Character Spikes]
Any 1 2d+11 & [Abrasive
4–5 Melee Attack 18
Character Spikes]
Any 1 2d+11 & [Abrasive
6 Melee Attack 19
Character Spikes]

[Abrasive Spikes]
The target suffers 4 points of fixed damage regardless of the success
or failure of the hit.

176
Part 3 Monsters And Arena

8 Quezardus p. 149 11 Ergacleo p. 150


Cost When Summoning: MP16 Cancellation Cost: MP8 Cost When Summoning: MP22 Cancellation Cost: MP11
Willpower: 11(18) Summoning Sacrifice: Pile of Mako Stone Dust (300G) Willpower: 15(22) Summoning Sacrifice: Guardian Stone (3 pts.) (900G)
Banish Tribute Price: 1,000G Banish Tribute Price: 4,000G
1d Target Range and Action Success Value Damage, etc. Success
1d Target Range and Action Damage, etc.
Random 1 Value
1 Melee Attack 18 2d+7
Character Power 30/Crit
1 Random [Blizzard] 22
Any 1 Value 10 + 14
2–3 Melee Attack 18 2d+7
Character Any 1 Melee Attack &
2–3 21 2d+8
Any 1 Character [Paralyzing Poison]
4–5 Melee Attack 19 2d+7
Character Any 1 Melee Attack &
4–5 22 2d+8
Any 1 Character [Paralyzing Poison]
6 Melee Attack 20 2d+7
Character [Blizzard] with Power 30/Crit
6 Any 24
[Magic Control] Value 10 + 14

9 Tikira p. 149 [Blizzard] (see CR II, p. 133, MA, p. 83).


Cost When Summoning: MP18 Cancellation Cost: MP9 [Paralyzing Poison]
Willpower: 13(20) Summoning Sacrifice: A pile of animal ears (300G) A target hit by a melee attack receives a -2 penalty on action checks for
Banish Tribute Price: 1,700G 30 seconds (3 rounds).
Success
1d Target Range and Action Damage, etc.
Value
Power 30/Crit 12 Jahgrad p. 151
1 Random [Force Explosion] 21 Cost When Summoning: MP24 Cancellation Cost: MP12
Value 10 + 13
Any 1 Willpower: 15(22) Summoning Sacrifice: Jagged Teeth (for 500G)
2–3 Melee Attack 21 2d+9 Banish Tribute Price: 5,000G
Character
Any 1 Power 30/Crit Success Damage,
4–5 [Fist of God] 22 1d Target Range and Action
Character Value 10 + 13 Value etc.
[Multi-Action] 2d+9&Power Random 2 [Continuous Attack II]
Any 1 1 24 (2d+12)x2
6 Melee Attack & 23&23 30/Crit Value 10 + Characters x2
Character
[Fist of God] 13 Any 1
2–3 [All-Out Attack] 21 2d+25
Character
[Force Explosion] (see CR II, p. 142, MA, p. 106) Any 1
4–5 [All-Out Attack] 22 2d+25
[Fist of God] (see CR II, p. 141, MA, p. 106) Character
Any 2 [Continuous Attack II]
6 26 (2d+12)x2
Characters x2
10 Bugaradre p. 150
Cost When Summoning: MP20 Cancellation Cost: MP10 [Continuous Attack II]
Willpower: 13(20) Summoning Sacrifice: Poison Stinger with Intact Poison Performs Melee Attack, and if it hits a target, performs another Melee
Sac (1,600G) Banish Tribute Price: 2,800G Attack against the same opponent. Then again, if it hits, perform a third
Range and Success Melee Attack against the same opponent.
1d Target Damage, etc. [All-Out Attack]
Action Value
[Putrid Poison 2d+5 per move, per Same as Melee Attack.
1 Random 21
Shell] action
2–3
Any 1
Character
Melee Attack x
2
21x2 (2d+12) x 2 13 Tiki Tiki p. 151
Any 3 Cost When Summoning: MP26 Cancellation Cost: MP13
4–5 [Cleave] x 2 22x2 (2d+9) x 2 Willpower: 18(25) Summoning Sacrifice: A pile of animal ears (600G)
Characters
Any 3 Banish Tribute Price: 10,000G
6 [Cleave] x 2 23x2 (2d+9) x 2
Characters Success
1d Target Range and Action Damage, etc.
Value
[Putrid Poison Shell]/Fortitude/Neg Power 30/Crit
1 Random [Force Explosion] 24
The target is poisoned within "Range/Area: 2(30m)/Shot" and "Target: Value 10 + 16
1 area (6m radius)/20". The target that failed the resistance is dealt 2d+5 Any 1
2–3 Melee Attack 25 2d+12
poison magic damage each time it moves with Normal Move or Full Move Character
on its turn, and each time it performs a Major Action. Any 1 Power 30/Crit
4–5 [Fist of God] 25
[Cleave] Character Value 10 + 16
Makes Melee Attacks against up to 3 targeted characters. [Multi-Action] 2d+9&Power
Any 1
6 Melee Attack & 27&26 30/Crit Value 10 +
Character
[Fist of God] 16

[Force Explosion] (see CR II, p. 142, MA, p. 106)


[Fist of God] (see CR II, p. 141, MA, p. 106)

177
In this section, we describe the Arenas that exist on the points according to specific rules emerged and became
Alframe continent and how to actually play in the Arena. ingrained. People no longer learned to fight with weapons
themselves but rather enjoyed watching others display their
skills. As a result, arenas began to be referred to as stadiums,
emphasizing their role as places for spectacles.
From the past to the present, various forms of Arena Arenas, or stadiums, during the Magitech Civilization
have appeared on the Alframe continent. The participants Period, were designed as stages for these games. They were
(or objects) and the viewers have varied. typically large and equipped with magical lamps for
illumination. Interestingly, some of these arenas were built
Magic Civilization Period Arenas on former engineering sites where Magitech was developed,
Records of what are now referred to as Arenas already prototyped, tested, and produced magical weapons. The
exist from the Magic Civilization Period, and a few ruins still ability to consolidate these functions played a crucial role in
remain. It can be inferred that there were several wizard- the war against Barbarous, ensuring a steady supply of
kings who built and operated these Arenas. weapons.
During this period of wizard-king oppression, there However, with the arrival of an era of peace, these
seemed to be two main types of Arenas. One was designed arenas became obsolete. Some were repurposed for
to showcase the wizard-king's power, while the other was peaceful activities by changing their focus from the
meant to provide entertainment for their subjects and development and production of Magitech. Unfortunately,
alleviate their sorrows. most of these arenas were closed down.
In the former case, it is said that the wizard-king's Demolishing these buildings proved challenging,
Constructs, their army, and occasionally the wizard-kings especially the laboratory used for testing magical weapons.
themselves, would appear and demonstrate their unilateral Due to their sturdy construction, they could not be easily
destruction of their opponents. Most often, rebels and torn down and often remained standing alone. In some
prisoners of war were chosen as opponents to serve as a cases, they were repurposed as arenas or stadiums to
demonstration, but sometimes Mythical Beasts were used enhance the excitement of competitions.
to truly showcase their power or to experiment with new
magic or Constructs. There is also a record of a wizard-king Present Arenas
defeating a dragon. Even today, there are several Arenas on the Alframe
Arenas used gladiator slaves as a means of continent. They are not so common as to be found in every
entertainment for the subjects. These gladiatorial slaves country or municipality, but there are one or two famous
included criminals, war criminals, and those who ones in each region. In some regions, they are more densely
committed treason. They were forced to fight against each populated than in others.
other, as well as against Mythical Beasts and other predatory Thet are not as harsh as during the Magic Civilization
creatures. The slaves were enticed with the promise of Period when wizard-kings ruled oppressively, nor as
freedom if they continued to win, but this was an peaceful as during the Magitech Civilization Period when
unattainable goal, as victory always meant facing limited the people lived in comfort. In the present day, arenas take
resources and formidable enemies. Some fighters were even on various forms depending on the location.
forced to fight with empty hands, shackles, and gags. The
accounts of gladiatorial slaves who lived to be free are Entertainment by Executions
limited to anecdotes, and no records have been found that They are run as brutal spectacles reminiscent of the
can be cross-checked with multiple sources. Magic Civilization Period, in which participants are made to
The ruins of the Arenas believed to have been fight to the death. In many cases, these also have executions
constructed during that time were not very large. Even the of the guilty, and the losers are never allowed to live. A small
ones used by the wizard-kings for power demonstration and number of powerful animals and beasts of prey are
experimentation were notably sturdy but lacked any large- prepared on the river of execution, but the game is not
scale devices. It is assumed that this is because they were matched so as to lose these tiger cubs by any chance but is
used solely for simple battles. Some of these ruins have set up so that the carnage is one-sided.
been renovated and are still in use today due to their The main purpose is to provide entertainment for the
convenient size. public. There is almost no expectation of direct profit. And,
since the number of participants will surely decrease if they
Magitech Civilization Period Arenas are held, and it is not the nature to fill the vacancies rapidly,
During the peak of the Magitech Civilization, the use of they are held infrequently.
Magitech greatly improved the lives of its citizens, leading to
prosperity and affluence. Entertainment by Dueling
In this era of peace and abundance, people had the The Arena pits duelists against each other, most of
luxury to indulge in various pastimes. The "martial arts" that whom are criminals or prisoners of war. It is the master that
were once used for injuring and killing opponents controls and binds them. Duelists are not permitted to leave
transformed into "sports" focused on showcasing skills. the city where the Arena is located and are at the mercy of
Alongside martial arts, a culture of competing and scoring the Arena. Marriage is also restricted. However, they are not

178
Part 3 Monsters And Arena

treated inhumanely; they receive meals and baths, and are The arena turns into a complete spectacle during these
paid a small amount of fight money. They are also allowed fights. In most cases, the opponents are monsters prepared
to go out for personal shopping and luxuries to some extent, by Arena, and gladiators rarely fight against each other.
except on match days and a few days leading up to a match. Challenging a monster in a group is seen as an exciting
Consequently, some desperate individuals sell themselves performance. It is common for several people to sign a
and become duelists. Although rare, it is possible for some contract together, assuming they are in a party.
Barbarous to exist in the Arena under the same conditions Arena's income mainly comes from spectator fees rather
(without the freedom to leave the premises, as expected). than betting. To prioritize the safety of the gladiators, there
Fighting is the main focus of wagering. While the fighters is an agreement on abstention and surrender. In case of an
are not forced to kill each other, they are required to fight emergency, the Arena is prepared to call off the battle with
with all their might to satisfy the audience (bettors). Fights the help of an intermediary. Contracted gladiators are
are not held in public, and even a suspicion of foul play can allowed to prepare and bring their own weapons. Although
result in death for both participants. If there is a significant the possibility of fatal accidents is not zero, it is low enough
difference in ability between opponents, handicaps in to be the same or lower than that of ordinary adventurers.
armaments are given to make the bets fair. The target audience for these events is usually city-
Typically, duelists fight against each other, but dwellers who can afford to attend. The events are often held
occasionally special matches are organized with monsters in the city or its suburbs to ensure profitability. They are
such as Mystical Beasts, Animals, Constructs, and Magitech. organized on a large scale and with high frequency. The
The Arena operates independently and earns money main focus is to make the battles more exciting. In some
from wagering, resulting in a high frequency of events. To cases, the arsenal arena from the Magitech Civilization
maintain this, losers are never forced to die, but there is Period is reused, and various devices are restored.
always a risk of accidental death. If a duelist loses too many
games, they are deemed useless and condemned to death Open Participation
(as a way to emphasize the seriousness of the game, Many of the contracted gladiators participate in
occasional bloodshed is necessary). gladiatorial tournaments on a one-time contract basis. The
If a duelist achieves enough victories, they can win their promoter aims to have a larger number of contracted
freedom (except for Barbarous), which is a realistic gladiators with longer contract terms and frequent
possibility unlike in the Magic Civilization Period. appearances. This is because these gladiators are well-
known by name and have a fan base. Additionally, it is easier
Entertainment by Contracted Gladiators to arrange matches with them as they are recognized for
Skilled fighters have the opportunity to sign up with their skills and personalities.
Arena for a specific period of time and number of games to However, there is a limited number of people who enjoy
participate in this event. Adventurers and vagrants often join fighting in the Arena. To maintain the high frequency of
this event to test their skills. tournaments, organizers allow many individuals to
participate on a drop-in basis.

In this section, we will introduce how to play using


Arena as a focal point. The premise of the Arena is an
"exhibition by contracted gladiators". PCs are invited to This rule uses some of its own terminology. Here is a
participate in the Arena as "open participants" by signing a brief description of them.
new contract with each other, one at a time.
These Arena rules require the "Monstrous Lore" book. [AL] (Average level)
It takes about 1 hour to complete one game, but the time The average of all participating PCs’ adventurer levels
tends to get longer as the number of PCs increases. rounded up. If the number of participating PCs is 3, and
The Arena rules are based on the "Simplified Combat" their adventurer levels are 3, 3, and 2, [AL] is calculated as
rules of SW2.5, and the goal is to win the game. You can "3".
play the game as a mini-game or use these rules for the
combat part of a scenario you have already created, Glory Points
incorporating Arena elements. You can also replay this rule
It is a numerical value of fame, reputation, etc., which
to develop your character and enjoy it as if you are playing
can be earned by winning in the arena. You can spend the
a campaign.
earned items to exchange them for Glory Items.

Dishonor Points
They are earned when a fighter abandons a fight or
surrenders during a battle. Dishonor Points can be
refunded by Glory Points and cannot be resolved in any
other way.

179
Arena Rank
Earning specific Glory Items will increase your rank in When playing these rules, proceed according to the
the arena. The higher your rank, the more rewards and following procedures:
glory points you will earn when you win in the Arena.
Arena Rules Procedure

Various Ways to Play


These rules can be played by a single player, or by
multiple players. The GM can be present or absent.

Play Solo
These rules can be played solo. The player must handle
events and understand the rules of the arena combat, and
the player must also control the enemy in combat. The
player decides monster actions according to "Guidelines for
Monsters" (see p. 182), and if necessary, the player rolls all
the dice to determine the outcome of the game.

Without a GM, Multiple Players


When playing with multiple players, you may choose to
have a GM or not. In the case of playing without a GM, a
representative of each player decides on random tables or
events according to the rules. The representative may be a
single player or may rotate between tables and events. The
enemy's movement in combat is determined by the
"Guidelines for Monsters" (see p. 182), just as in the case of When playing with these rules: Prepare characters as
a solo player. you did when playing the "SW2.5" scenario. When
preparing a new character, you may use sample characters,
With a GM or you may take over a character used in another session or
If one person is devoted to GMing, the game is similar campaign.
to a standard TTRPG. In this case, the GM may choose the
outcome of the events, tables, etc., rather than randomly Management of Values
determining them. When playing under these rules, please make sure to
The GM describes the events according to the rules and record the "Number of Arena Participations," "Confirmation
the chart, and resolves them based on the players' choices of NPC Continuous Events," "Glory Points," and "Dishonor
and decisions. In combat, the GM decides monster tactics Points" on your own character sheet in the "Notes" field. In
and actions, and rolls dice if necessary. The "Guidelines for addition, record the "Glory Items" you’ve obtained on your
Monsters" (see p. 182) may or may not be used. character sheet.

Supported Levels For These Rules


These rules are designed to support initially created
characters up to 10 adventurer levels. If you are playing with
a GM, you may make your own higher-level tables or decide
them randomly.

Once the character is ready, check for citywide events.


The events in the city are the events that occur between
the time you enter the Arena and the time you play in the
Arena, and the people you meet.
To determine the content of the events, see the section
called "City Events Table" (see p. 189) and roll the dice to
determine the content of the event.
Depending on the event, there may be changes in
"Opponents", "Battlefield Regulations", etc. afterwards.

180
Part 3 Monsters And Arena

Event Affects All PCs classification may be specified. In addition, some numerical
Even if you are playing with multiple PCs, the event is modifications may be made to the determined boss.
checked only once, and the result is shared by all.
“Move to Others”
The Event Lasts Until End of the Battle If the result of 1d in the "Boss Classification Table" is an
The result of the city event is one subsequent Arena item marked "Move to Others", it is re-determined from the
battle until the rewards. rare classifications which are not usually selected.
If the result is "1-2", it will be classified as "Undead", if it
Occurrence of NPC Consecutive Events is "3-4", it will be classified as "Construct", and if it is "5-6", it
If the event in the town is an "NPC Event", a series of will be classified as "Daemon".
events with that NPC will occur. If the event says "You Can In addition, these classifications may be chosen
Choose Any NPC Event", you are able to choose any NPC. depending on the events in the city.
Each NPC has multiple events, and each time you meet
the conditions of an NPC's event, the event progresses. Boss Strength
When you reach the final event, you will receive a When playing with a GM, you may use "Sword Shards"
"Friendship Bonus" as a reward. (see CR I, p. 384) to enhance the strength of the boss, as
There are three levels of event progression for each described in these rules. In this case, you must inform
NPC. Completed NPC events are recorded, and the next players in advance whether or not you are going to apply the
time an "NPC Consecutive Event" occurs with that NPC, the enhancement to the boss. When the PC wins the battle, the
next event will proceed. If all NPC events are completed, Sword Shard must be given as an additional loot.
nothing happens thereafter.
Determination of Minions
Friendship Bonus After the boss is determined, the minions to be the
When an NPC event reaches the third level and is opponents are determined according to the "Minions
successfully cleared, players receive a "Friendship Bonus" in Determination Table" (see p. 190), of the same
addition to completing the event. classification as the boss. If the boss is chosen from "Others",
Friendship bonuses are given to PCs who become the minions also appear from the "Others" table. The
friends through events and problem-solving. NPCs are number of minions is "half of the number of PCs (rounding
always ready to assist or accompany PCs into the Arena. up)". Normally, if there is only one PC, minions do not
Once a Friendship Bonus is obtained, it remains valid appear, and this section should be omitted.
whenever this rule is applied. Remember to keep a record
of all received friendship bonuses, including their details. Changes Due to City Event
When determining the minions, the value of [AL] may
change, the number of minions may increase or decrease,
and the classification may be specified, just as in the case of
Next, when the PCs participate in the competition, the determining bosses.
opponents are determined by the "Opponents List" (see p. In particular, if the classification is changed, priority
190). should be given to the City Event, not the same classification
Basically, the opponents are organized as follows: "1 as that of the boss.
boss + multiple minions".
First, the boss is decided, and then the minions are Correction For Multi-Section Bosses
decided. If the boss is a multi-section monster, the number of
minions should be reduced by one. This modification may
Verify Data with Monster Knowledge Check cause no minions to appear.
When determining the monster of bosses and minions,
all PCs can make a "Monster Knowledge check" against
them. However, if you are playing with these rules without
a GM, the Monster Knowledge check is treated as a success Once the "Boss" and "minions" have been selected and
once the boss and minions' monsters are determined. But the Monster Knowledge check process has been
to determine the weak point you still need to roll equal or completed, the battlefield regulation is determined and
higher than the weakness value. confirmed.
Boss Decision Battlefield Confirmation
Decide on the boss. Refer to the "Boss Determination Roll 1d and determine the battlefield according to the
Table" (see p. 190) and roll 1d, then the classification is "Battlefield Regulation Decision Table" (see p. 191).
determined by the roll and the average of all the PCs' Depending on the ability, number, and species intelligence
adventurer levels (hereinafter referred to as [AL]). of the monsters that appear and the combination of the
battlefield regulation, the difficulty of the battle may change,
Changes Due to City Event but that’s part of the fun.
When determining the boss, the value of [AL] may
change depending on the events in town, or the

181
Glory Points Bonus Unique Skills Performed with Minor Actions
If the battlefield is a special battlefield, you will get a If the monster has unique skills that can be used as
Glory Points bonus in addition to the Glory Points you get Minor Actions instead of Major Actions, use all abilities that
as a reward for winning a battle in that battlefield. The Glory require Minor Actions. If these abilities have a duration,
Points earned are listed in the "Battlefield Regulation they can be used again on the turn when the limit is lifted or
Decision Table" for each battlefield. when the duration expires.

Refraining Guidelines for Monsters


After confirming the enemy and battlefield regulations, 1d Action
the players can decide whether to challenge the arena battle Normal Move to the nearest enemy and attack the
at this stage. 0
enemy with the strongest possible melee attack.
If they abstain at this stage, all PCs will get "Dishonor Without moving, make the most powerful ranged
Points" (see p. 183), which is a bad reputation in Arena. 1
attack possible against enemy
They will get "[AL] x 2" Dishonor Points for each Target the largest number of enemies, use unique skill
Refraining. 2
to inflict damage
They will proceed to the subsequent "Participation" if 3 Use unique skills to target the most enemies
they do not abstain. Use the magic or unique skill with the highest damage
4
to include the enemy with the highest HP
No Refraining Due to Dishonor Points Use the magic or unique skill with the highest damage
5
Dishonor Points will be accumulated over and over to include the enemy with the lowest HP
again, and after you have declared your participation in the Use magic or unique skills to enhance the most allies,
6
Arena and made went through determining opponents and including yourself.
battlefield regulation, if you have more than "50" Dishonor
Points, you may not abstain at this time (you must End of the Combat
participate). If the players win the battle, they will receive the
defeated monster's loot, the boss's Sword Shard, and other
items.

After confirming the opponents and the battlefield Surrender and Defeat
regulation, if the players indicate their willingness to The PCs may surrender at any time (even during the
participate, they will proceed to the Arena for the battle. monster's turn) if they consider the situation unfavorable. If
all PCs participating in the combat accept the surrender, the
Arena Combat combat ends as a defeat for the PCs.
Combat rules are handled with "Simplified Combat" like The PCs may declare surrender at any time (even during
normal combat. Some additional rules may be added by the opponent's turn), and the combat is stopped when all
"City Events" or "Battlefield Regulation". players agreed.
Combat ends when all characters in either faction are Even if the PC has gained some Dishonor Points, it is
incapacitated or killed or when the PCs surrender. still possible to surrender (regardless of the number of
Dishonor Points).
Monster Behavior
If there is a GM, the GM decides all actions of monsters Monster Placement
in combat; if there is no GM, the GM determines the The boss should be placed in the enemy rearguard area
actions according to the following "Guidelines for at the beginning of the battle, and the minions should be
Monsters”. “Enemies” in the table refers to the PCs. placed in the frontline area.
If the action corresponding to the 1d roll is not possible, Depending on the PC placement and the narrow
the roll is treated as if it were one lower and checked again. battlefield (see p. 191), the boss can also be placed in the
If the action is not possible, the roll is lowered by one frontline area.
more until the item becomes possible (the "0" row is for this If there is a GM, the GM decides the placement.
purpose). If the target of the monster attack or unique skills
is not specified in the Guidelines, it will be chosen at
random from among the available targets.
If you can't decide which unique skill or magic to use,
you can use your judgment to decide which action is most
beneficial to the monster or detrimental to the PCs.
If there are multiple monsters or monsters with multiple
sections, which one to act first can be decided arbitrarily,
even if the GM is not present, since it takes time to decide
indiscriminately every round.

182
Part 3 Monsters And Arena

By spending Glory Points, you can get "Glory Items" and


get various benefits (see p. 184). Even if you are playing with
If you win the battle, you will earn "Rewards" and "Glory multiple PCs, Glory Points are managed individually.
Points". The amount of each reward varies depending on
[AL] and the PC's "Arena Rank". Please refer to "Arena Earning Glory Points
Rank Rewards" below to obtain the reward Glory Points. Glory Points are mainly awarded for winning in Arena.

Arena Rank Rewards Bonuses from City Events


Rank Name Reward Glory Points Some of the city events allow you to gain Glory Points
None (first participation) [AL] x 100 [AL] x 10 instantly, or multiply your gain after the battle is over.
Sprite [AL] x 200 [AL] x 10
Flame Hound [AL] x 300 [AL] x 15 Bonus from Battlefield Regulations
Thunderbird [AL] x 500 [AL] x 15 Depending on the content of the battlefield, you may
Unicorn [AL] x 700 [AL] x 20 earn additional "Glory Points". Multipliers are combined
Eagle Lion [AL] x 1,000 [AL] x 20 with city events.
Dragon (Hall of Fame) [AL] x 1,000 [AL] x 30

No Rewards and Gaining Dishonor Points for Defeat


If all the PCs are killed in battle, or if they surrender If a PC abandons after entering the Arena or is defeated
after a battle, they are defeated. in an Arena battle, they earn Dishonor Points, which
In case of defeat, no reward or Glory Points are indicate that the PC has behaved inappropriately or
awarded. In case of defeat, the PCs receive Dishonor Points cowardly in the Arena.
equal to [AL]x5. There is no upper limit to the number of Dishonor
Points earned.
The Acquisition is per Individual
If you are playing with multiple PCs, each individual will Harmful Effects of Dishonor Points
have a different "Arena Rank". In this case, the reward is also A PC who has obtained Dishonor Points will suffer
different for each individual, so please be careful not to various adverse effects.
confuse them.
Cannot Gain Glory Items (1)
Treatment of Death, Petrification, etc. in the arena
PCs with even "1" Dishonor Point cannot get Glory
If a PC dies or receives a permanent effect like
Items (see p. 184).
petrification during a battle in Arena, it is generally their
responsibility to take measures for revival or treatment (they
Refraining is not Allowed (50)
must pay gamels).
Some "Glory Items" offer a one-time discount on the If you have 50 or more Dishonor Points, you will not be
cost of resurrection or healing. These items must be owned able to "Refrain" after confirming your opponents and
by the PC being resurrected or treated. battlefield regulation, and you will have to play.
If you are playing with multiple PCs and one of them
meets this condition, all PCs cannot Refrain from the game.

Banned (100)
The contest ends when the battle is won and the rewards
In addition, if you have 100 or more Dishonor Points,
are earned.
the PC’s reputation in the Arena will be damaged to the
limit, and the PCs will be "banned" from the Arena, which
Experience Points and Growth Notes
means that they cannot enter the Arena.
When a character grows under these rules, 500
Once a character has been "banned", they will not be
experience points will be awarded for success in defeating
able to participate in the Arena after that and will effectively
monsters, and 250 experience points will be awarded if the
be unable to play under these rules.
character abandons, surrenders, or is defeated.
If the GM is present, the PC can participate again by
Experience points can be used, and the ability score
paying back Dishonor Points with their Glory Points if the
should be increased once every two Arena battles.
GM proposes other means of earning Glory Points other
Experience points from defeated monsters and
than joining the Arena.
automatic failures are handled in the same way as in normal
scenarios.
Refund of Dishonor Points
If you have earned Dishonor Points, you must spend an
equal number of Glory Points to remove them. By spending
the same number of Glory Points immediately after earning
Glory Points earned with these rules are managed Dishonor Points, you can remove them and avoid
individually for each PC. Glory Points have no effect just by accumulating any more Dishonor Points.
possessing them. You have the option to refund only a portion of your
Dishonor Points or refund them every time you gain new
Glory Points. If no refund is made, the PC will continue

183
playing the game with Dishonor Points until they have these rules. With a few exceptions, Glory Items are not
accumulated 100 or more. transferable to others.
There are two types of Glory Items: consumables, which
are lost when used, and "others," which are always in effect
when obtained. Other items cannot be owned by more than
Glory Item is a generic term for various items that can one person with the same name.
be obtained by spending Glory Points and are useful in If you are playing with multiple PCs, please note that
these Glory Items are managed separately for each
individual.

List of Glory Items (Consumables)


Glory
Name Effect
Points
Arena Ticket 10 Front row tickets for Arena auditorium. Non-transferable.
Arena Invitation Ticket 50 Ticket to invite others to the Arena in which you appear. Exceptionally transferable.
A little string decoration that makes you feel like something good is about to happen. Only once you can reroll 2d for
Lucky Charm 10
the determining city events. Charm then loses its power.
Exclusive Tonic Drink 10 A red drink that energizes the body. Treat as a Potion. Fortitude +1 for 1 minute (6 rounds).
Star Herb 10 Smoke the star-shaped grass and enjoy the smoke. Treat as a Potion. Willpower +1 for 1 minute (6 rounds).
A charm that heals HP by “Power 10” (cannot crit) by breaking it with Minor Action. One PC can have them up to 3 at
Life-Saving Charm 30
a time.
A charm that heals MP by “Power 0” (cannot crit) by breaking it with Minor Action. One PC can have them up to 3 at
Mana Charm 30
a time.
Polishing weapon in advance increases its sharpness and power. Extra Damage +1 during Arena combat. Must be
Combat Weapon 50
bought for each PC separately.
Polishing armor in advance increases its defense and makes it easier to handle. Defense +1 during Arena combat. Must
Combat Armor 50
be bought for each PC separately.
A Private Waiting Room is required. If any of the skill checks in Arena produces double 2s, double 3s, double 4s or
Warm-up Massage 50
double 5s, the Success Value is increased by +2. This effect is automatic and is lost after only one skill check.
Resurrection Discount
50 When a PC dies in Arena combat and is resurrected, the resurrection cost is reduced by half (5,000G).
Coupon
Preferential Treatment
50 The cost of magic to remove permanent effects received in arena combat is halved (Adventurer level x 100G).
Coupon
The right to be a guest of royalty, nobility, etc. at their soirées. Gain a bonus to the next round of Arena rewards.
Guest Invitation Ticket for Royalty: 300 Glory Points required/Reward + “[AL] x 500”G
100+
Evening Party Upper Class Aristocrats: 200 Glory Points required/reward + “[AL] x 300”G
Wealthy Merchants: 100 Glory Points required/reward + “[AL] x 100”G

List of Glory Items (Other)


Glory
Name Effect
Points
Trophy of the
50 Treated as Sprite Rank.
Sprite
Trophy of the Requires Adventurer Level 3 & Trophy of the Sprite.
100
Flame Hound Treated as Flame Hound Rank. People have heard your name in the arena in that city and may remember what you look like.
Trophy of the Requires Adventurer Level 5 & Trophy of the Flame Hound.
150
Thunderbird Treated as Thunderbird Rank. Known outside of Arena in city. Will have dedicated fans.
Requires Adventurer Level 7 & Trophy of the Thunderbird.
Trophy of the
300 Treated as Unicorn Rank. More than half of the people in city know you, and you are approached by people just by staying
Unicorn
around.
Requires Adventurer Level 9 & Trophy of the Unicorn.
Trophy of the
500 Treated as Eagle Lion Rank. Not only in the city where Arena is located, but also in other cities, your name is well known, and
Eagle Lion
to the extent that the activities in Arena have become songs and stories.
Requires Trophy of the Dragon.
Trophy of the Treated as Dragon Rank and inducted into the Arena's Hall of Fame. You become so famous that everyone in the city knows
1000
Dragon you, and the royal family organizes original tournaments just for the sake of watching your battles. Visitors from other regions
flock to watch the fights.
Private Waiting
100 A place to wait while waiting for a match in the Arena. There are only simple chairs and luggage storage.
Room
Requires a Private Waiting Room & Trophy of the Flame Hound. You can display your own trophies. You will not be
Trophy Room 200
"Banned" even if your Dishonor Points is 100 or over points.
A person who takes care of you in the Arena. They will provide you with one consumable item of “Glory Item (Consumables):
Attendant 200
10 or less” of your choice for each battle in the Arena at no charge and with no Glory Points required.
A training ground is provided for testing and training one's own techniques and schools. If a PC fails a skill check while using
Dedicated
300 the School Secret ability during a battle in the Arena, only the first instance of automatic failure in that battle will be counted as
Training Ground
100 experience points instead of 50 points.
Private Waiting Room required.
Personalized attendant. They will provide you with one consumable item of “Glory Item (Consumables): 30 or less” of your
Personal Attendant 500
choice for each battle in the Arena at no charge and with no Glory Points required. Can be combined with the “Attendant”
effect.

184
Part 3 Monsters And Arena

This section contains a compilation of various tables and this event will not be completed, and "Failure" can happen
items used in Arena Rules. again.
Event 3 "Decisive Battle"
Inzol, who had been on rest due to an injury, returns
and appears in front of the PCs.
Inzol is a Human duelist who, like the PCs, is trying to "So, you fought against him. How was it?... I see...
make a name for himself in the arena. Without any Should I thank you? I can't forgive myself. I will defeat you,
companions, he has been training his sword skills by who defeated them, and prove my strength. I'm your
himself, and is now a hot rookie with a string of victories. opponent this time."
Inzol desires a direct confrontation with the PCs.
Event 1 "Declaration of War"
A man approaches a PC who is making an entry in front Combat Notes
of the Arena. Paraphrase for multiple PCs. The PCs will fight Inzol. The "Boss Determination
"Hey, are you planning to challenge the Arena? Well, Table" should be referred to in the "Humanoid" column
you better pray that you don't have to face me. I've already without rolling any dice. In this case, treat it as "[AL] + 2"
spread your name, saying that you'll become a rival to Inzol." (this selected boss will be Inzol). If [AL] is "12 or more"
The young man, who claims to be Inzol without asking, column, "Artificer Sniper" will appear as a boss in this
appears before the PC and unilaterally declares that he exceptional case. The minions are determined as usual.
intends to make a name for himself in this Arena. Then he
leaves. Additional Rewards
Later, when the PC makes an entry, they will be told, The "Rewards" and "Glory Points" will be multiplied by
"Inzol says that there will be additional rewards if you win 1.5 times (rounded up) for each victory. If PCs refrain or
this battle." The PC will then compete in the featured match. surrender during the battle, this event will not be completed,
and "Decisive Battle" can happen again.
Combat Notes
PCs cannot "Refrain" this time and must participate. PCs Inzol's Friendship Bonus
may "Surrender" to the battle, but they will receive twice as If the PCs have completed the "Decisive Battle," Inzol
many Dishonor Points as normal. will now be able to promote the PCs in many cities as the
fiercest fighters who have defeated him, and the PCs will
Additional Rewards immediately receive "[AL]x10" Glory Points for each "City
Rewards and Glory Points earned upon victory will be Event," independent of the event result.
multiplied by 1.2 (rounded up). If PCs surrender during the However, the "Dishonor Points" earned for refraining
battle, this event will not be completed, and "Declaration of and surrendering will be doubled.
War" can happen again.

Event 2 “Failure”
At the front of the Arena, as you were registering, Inzol,
who had become exhausted, comes out from the Arena.
"So, it's you... disgraces me. I've been on a winning streak
lately, so I thought I could challenge someone strong and
ride the momentum. But it turned out like this. Since it
seems like you still intend to fight, I'll leave them to you
guys. I'm counting on you."
Saying that, Inzol goes to the waiting room inside the
Arena.

Combat Notes
The PCs will fight against opponents whom Inzol
defeated. In the "Boss Determination Table", the boss is
determined as "[AL]+1". In addition, this boss receives a +1
bonus to its Accuracy check and is treated as having +2
Damage and Defense, but its current HP is half the
maximum value (rounded up) at the beginning of the battle.

Additional Rewards
Glory Points will be multiplied by 1.2 (rounded up) for
each victory. If PCs refrain or surrender during the battle,

185
can use other non-exploded Doug’s Implements or their
own implements after one explosion.
Doug is a Dwarven blacksmith who lives in the city The PCs may also use "Doug's Weapons" in this battle
where the Arena is located, and he is always on the lookout if they wish.
for new users of his wacky weapons, which he creates with
his own unique ideas to enhance the Arena. Additional Rewards
If PC uses "Doug's Weapon" or “Doug’s Implement”
Event 1 "Test Weapons" until the end or until it explodes, they will receive a reward
When the PCs are trying to enter the Arena, they hear of "[AL] x 50" gamel for each one exploded.
a voice approaching. "My name is Doug! I am a humble If PCs refrain or surrender during the battle, this event
arena blacksmith," he says. "I am currently developing will not be completed, and "Test Implements" can happen
innovative new weapons. I would like you to try them out. again.
Of course, I will reward you."
If the PCs agree, Doug takes out numerous weapons Event 3 "Doug's Sponsorship"
from the large bag on his back and shows them to the PCs. As the PCs are trying to enter the Arena, they notice a
Doug with a troubled expression passing by. When they call
Combat Notes out to Doug, it apologizes to the PCs. "I'm sorry, guys.
The opponents will be chosen as usual, but the PCs will Actually, my weapon designs were recognized, and now I
have access to "Doug's Weapons" during the battle. One PC have been chosen to provide weapons to the noble
may carry more than one, but all of Doug's weapons have adventurers. It seems that the noble wants to challenge you
lost their sheaths, holsters, etc., so switching between them as the next opponent. Being involved in this kind of thing
will be inconvenient. feels strange, but please bear with it.”
All B-rank weapons are available from Doug (no
weapons of A-rank or higher are available). All weapons Combat Notes
have "Extra Damage +1", but they will explode if the roll of For the "Boss List", please refer to the "Barbarous"
the power table is 4 or less. If the weapon explodes, it deals column without rolling the dice. In addition, all monsters
"2d+[AL]" points of bludgeoning magic damage to the that appear are assumed to have "Doug's Weapon" (damage
wielder and the attacker after the damage is determined for +1, explodes on a damage roll of 4 or less, the damage is "2d
a melee attack. If it is a ranged weapon, only the wielder + [AL]" points). The monster's "Doug's weapon" explodes
receives this damage. only once. If it explodes, it is treated as damage is reduced
The exploded Doug’s Weapon is lost. After that PC can by -2 afterward.
use other non-exploded weapons or their own weapons
after one explosion. Additional Rewards
The "Reward" will be multiplied by 1.5 times (rounded
Additional Rewards up) for each victory.
If PC uses "Doug's Weapon" until the end or until it If PCs refrain or surrender during the battle, this event
explodes, they will receive a reward of "[AL] x 100" gamel will not be completed, and "Doug's Sponsorship" can
for each "Doug's Weapon" that exploded. happen again.
If PCs refrain or surrender during the battle, this event
will not be completed, and "Test Weapons" can happen Doug’s Friendship Bonus
again. If PCs complete Doug's Sponsorship, Doug promises to
be generous with his skills to PCs in the future.
Event 2 “Test Implements” PCs will be able to process and enhance their weapons
When the PCs are trying to enter the Arena, Doug at a price 20% lower than the original price. However, the
comes again and says, “Hey, I got some good data on those processed weapons can no longer be used outside of Arena.
test weapons. So, could you try these ones next? We have If PCs wish, they can ask for "Doug's Weapons" and
participants who use magic in Arena, and I was wondering "Doug's Implements" at any time and use them in Arena
if magic could be useful in addition to weapons.” (there is no reward for using them).

Combat Notes
The opponents will be chosen as usual, but the PCs will
be able to use “Doug's Implements”. One PC may have
more than one. Doug's Implement includes the "Implement
Ring," "Holy Symbol," "Fairy Tamer's Gem," "Magisphere
(Small)," "Staff of the Sacred Tree," and "Imp Seal," all of
which fulfill the same requirements as the original
implement.
If the roll of 2d on the Spellcasting check is "4 or more",
the implement explodes after the spell is cast. If the target
of the spell is a character other than the PC, the caster and
all the targets will dealt "2d + [AL]" bludgeoning magic
damage, and Doug’s Implement will be lost. After that, PC

186
Part 3 Monsters And Arena

Event 3 "Paying Off Debt"


Neja is a Tiens Vagrant who has recently arrived in town. When the PC tries to enter the Arena, a pale-faced Neja
She has been traveling alone and is running out of money, appears. "I'm sorry, but I need your help again. I got
so she came to Arena as a means of extra income. tempted and ended up borrowing money to buy a magical
weapon. The repayment deadline is approaching... Let's
Event 1 "The Countrygirl" defeat a strong opponent!" The event will progress
When PCs try to enter the Arena, they encounter a automatically.
Tiens woman arguing with the receptionist. "What do you
mean I can't participate? What's this about my identity being Combat Notes
unknown? Of course, I just arrived here! Hey you, are you This time, PCs cannot "Refrain" and must participate
entering Arena? Include me in your team. I may not have (they can surrender). The "Boss Determination Table" is
money for payment, but I promise I'll be useful in Arena." "[AL]+1", and two bosses should be decided. The "Minions
The event will progress automatically as Neja goes with PCs. Determination Table" should be omitted.
In combat, immediately after the end of the PCs' faction
Combat Notes turn, any one enemy character is dealt "2d+[AL]" magic
PCs cannot "Refrain" this time but must participate (you damage (this is a simplified version of Neja's attack).
can surrender). In both the "Boss Determination Table" and
"Minions Determination Table", the monster is decided as Additional Rewards
"[AL]+1". The "reward" earned upon victory will be doubled. If
In combat, immediately after the end of the PCs' faction PCs surrender during the battle, this event will not be
turn, any one enemy character is dealt "2d+[AL]" magic completed, and "Paying Off Debt" can happen again.
damage (this is a simplified version of Neja's attack).
Neja’s Friendship Bonus
Additional Rewards If PCs have completed the "Paying Off Debt", Neja can
There is no bonus for the reward. If PCs surrender ask PCs to help her in the Arena in future matches. After
during the battle, this event will not be completed, and "The deciding on the boss and minion, PCs can declare, "We will
Countrygirl" can happen again. join with Neja" to get the following effects during the battle.

Event 2 “Bonus Stage” Effect if Neja participates: In combat, immediately after


As the PCs head towards the arena, Neja calls out to the end of the PCs' faction turn, any one enemy character is
them, saying, "Hey, you saved me the other day. So, I found dealt "2d+[AL]" magic damage (this is a simplified version of
someone who is a good fighter and can bring a lot of money. Neja's attack).
I can enter the competition alone now, but I thought of
inviting you as a gesture of gratitude. What do you say?" However, the "reward" for battles in which Neja
If the PCs agree, the event will proceed. If they decline participated is halved (rounded up).
Neja’s invitation, she will say she'll approach them again If PCs declare that they will participate in the match with
later and then leave (the event will not be completed this Neja, they cannot refrain and will receive double Dishonor
time). Points if they surrender.

Combat Notes
If PCs don't want to be invited by Neja, decide the boss
and the minions as usual.
If Neja's invitation is accepted, the "Boss Determination
Table" is determined as "[AL]+2" and then minions are
determined. Minions are one more than originally.
In combat, immediately after the end of PCs' faction
turn, any one enemy character is dealt "2d+[AL]" magic
damage (this is a simplified version of Neja's attack).
In addition, PCs can "surrender" at this time, but the
number of "Dishonor Points" they gain is twice as much as
the original amount.

Additional Rewards
If PCs have refused Neja's invitation, the game continues
as usual. If they have accepted Neja's invitation, the "reward"
for winning is multiplied by 1.5 (rounded up).
If PCs refuse Neja's invitation or abstain or surrender,
this event will not be completed, and the "Bonus Stage" can
happen again.

187
Event 3 "Honor the Master"
As the PCs stand in front of the arena, Rachel appears
Rachel is a runefolk, a servant of a ducal family who has and says, "I've been waiting for you. My master is waiting for
a villa in this city. Her master, a duchess, instructed Rachel you inside the arena. Please come."
to “find a promising duelist and bring them to me”. Led by Rachel, the PCs visit the VIP room in the arena,
where a figure hidden by a veil greets them. The voice that
Event 1 "Let's See How You Do" speaks to the PCs is high-pitched, giving the impression of
As the PCs are preparing to enter the arena, a polite a woman or a child.
Runefolk woman dressed in a maid outfit approaches them. "Thank you for coming. I have a favor to ask of you,
She says, "Excuse me, would you be interested? Do you which is why I brought you here.
have the determination to face the challenge? If you do, This time, an evil entity financed by my adversary will
would you be willing to take on the trial prepared by my appear in the arena, and I want you to defeat them.
master?" I will prepare a reward for you. Also, there may be more
If the PCs agree, Rachel will inform the reception and things I would like to ask of you in the future. When that
arrange for their opponent, then bid them a brief farewell time comes, I hope you will help me."
and leave. Impressed by the person's dignified presence that
If the PCs decline, the event will end here, and the doesn't reveal their identity, the PCs accept.
normal progression of the Arena will continue.
Combat Notes
Combat Notes This time, PCs cannot "Refrain" and must participate.
The "boss determination" and "minions’ determination " They are also allowed to "surrender" during the battle, but
are performed as usual, and the battle is fought. After the they will receive twice as many Dishonor Points as they
battle is won, the "boss determination " is made immediately would normally receive in such a case. In addition, the "boss
after the end of the battle, and the battle is fought again determination" and "minions’ determination" are decided as
(starting from the Combat Preparation, but the battlefield is "[AL]+1" each.
the same). The boss is determined in this case from "Others" After the battle is won, the "boss determination " is made
in the "Boss Determination Table". immediately after the end of the battle, and the battle is
fought again (starting from the Combat Preparation, but the
Additional Rewards battlefield is the same). The boss is determined by "[AL]+1"
Rewards and Glory Points will be multiplied by 1.5 from "Others" in the "Boss Determination Table".
times (rounded up).
If PCs refuse the test, refrain or surrender during the Additional Rewards
battle, this event will not be completed, and "Let's See How Rewards and Glory Points earned in battle will be
You Do" can happen again. doubled. If PCs surrender during the battle, this event will
not be completed, and "Honor the Master" can happen
Event 2 "The Trial Before an Audience" again.
Before the PCs, Rachel appears once again and says,
"Thank you for your help last time. And you have Rachel's Friendship Bonus
impressively caught the attention of my master. This time, If PCs have completed "Honor the Master," Rachel will
she has another trial in store for you. If you can accomplish now serve as a conduit liaison between the PCs and the
this, my master will extend an invitation to you". Master, and they will be actively matched with the Master’s
If the PCs accept, Rachel will deliver a message to the adversaries.
receptionist and bow before leaving, just like last time. If the At the end of a battle in Arena, by declaring "Ask Rachel"
PCs decline, this event will end here, and the normal immediately after the battle, use "Boss Determination
progression of the Arena will continue. Table" as "[AL]+1", and PCs can perform a consecutive
battle.
Combat Notes If PCs execute "Ask Rachel", the "Reward" and "Glory
The "boss determination" and "minions’ determination " Points" will be multiplied by 1.5 times the original amount
are performed as usual, and the battle is fought. After the (rounded up).
battle is won, the "boss determination " is made immediately If they surrender in the middle of a series of battles after
after the end of the battle, and the battle is fought again "Ask Rachel," they will receive double Dishonor Points.
(starting from the Combat Preparation, but the battlefield is
the same). The boss is determined by "[AL]+1" from
"Others" in the "Boss Determination Table".

Additional Rewards
Rewards and Glory Points will be multiplied by 1.5
times (rounded up).
If PCs refuse the test, refrain or surrender during the
battle, this event will not be completed, and "The Trial
Before an Audience" can happen again.

188
Part 3 Monsters And Arena

Roll Event Name Event Details Event Effects


Capturing the The next opponent is said to be a group of boss and [AL] is +1 for both the "Boss Determination Table" and the "Minions Determination
1–1
Whole Herd minions that have been captured all at once. Table."
Reputed The opponent is a strong individual who has won
1–2 The [AL] is +1 for the "Boss Determination Table".
Individual several times in Arena.
It seems that there are excellent minions who
1–3 Combination The [AL] is +1 for the "Minions Determination Table".
understand the boss's intentions very well.
After the boss is determined, a separate 1d category of minions should be determined
1–4 Mismatch? You heard a story about a boss with an unusual crew.
(they may be a different category than the boss).
It seems that the group that had entered before PCs
Last Minute The PCs choose which of the two bosses will appear by rolling the "Boss
1–5 refrained from the event. PCs are told they can find
Cancellations Determination Table" twice.
against them.
1–6 Inzol appears! A human young man appears in front of the PC. NPC Continuous Events “Inzol” (see p. 185)
Two Enemies at It seems the mighty opponents have joined forces. It is The "Boss Determination Table" is rolled twice, and each of them appears. Minions
2–1
Once maybe too much. will not appear.
Numbers are There is a boss with numerous minions. Regardless of The minions determined by the "Minions Determination Table" are given +1
2–2
Power their numbers, they remain minions. characters (even if there is only one PC, the minions are determined).
Special Caretaker's A suspicious caretaker manages the monsters in Arena. During boss determination choose from "Other" table by rolling 1d. In addition, this
2–3
Collection 1 It seems the enemy this time is a little different. boss is determined as [AL]+1.
A suspicious caretaker controls the monsters in Arena.
Special Caretaker's
2–4 The boss has hired unusual minions to accompany During minion determination choose them from "Other" table.
Collection 2
him.
The opposing side has refused minion support. In a
2–5 One is Enough Boss is determined as [AL]+1. Minions will not appear.
battle, numbers speak louder than words.
2–6 Doug appears! A black-bearded Dwarf appeared before PCs. NPC Continuous Events “Doug” (see p. 186)
This time the opponent seems to be popular with the
3–1 Audience Favorite The Initiative of the appearing "boss" is +2.
audience. PCs feel somewhat alienated.
Suspicious The other party has been drugged and enhanced with
3–2 The maximum HP of the appearing "boss" is increased by +"[AL]x3" points.
Medicine 1 dubious drugs by the sponsor.
Suspicious The other party has been drugged and enhanced with
3–3 The Fortitude and Willpower of the appearing minions are increased by +2.
Medicine 2 dubious drugs by the sponsor.
Minions Winning The minions are on a winning streak this time, and they
3–4 The maximum HP of all appearing minions is increased by +"[AL]x3".
Streak 1 are dangerous to underestimate.
Minions Winning The minions are on a winning streak this time, and they
3–5 The Accuracy check of all appearing minions is increased by +2.
Streak 1 are dangerous to underestimate.
3–6 Neja is here! A silver-haired Tiens woman appears before the PC. NPC Continuous Events “Neja” (see p. 187)
It seems that the organizers this time do not like to play Whenever a character uses a potion-like item in combat, the character gains [AL]x2
4–1 No Tricks 1
tricks. If that is the case, let's confront them head-on. Dishonor Points.
It seems that the organizers this time do not like to play Whenever a Mako Stone is used in combat, the character gains [AL]x2 Dishonor
4–2 No Tricks 2
tricks. If that is the case, let's confront them head-on. Points.
Apparently the lunch PCs had while waiting for their
My tummy is PCs must make a Fortitude check with Target Number [AL] + 9. If they fail, their
4–3 opponent's decision was not good. “I'm feeling kind of
feeling... current HP at the start of the battle is 80% of the maximum value (rounded up).
bad...”
While waiting for their opponent's decision, PCs fell
PCs must make a Willpower check with Target Number [AL] + 9. If they fail, their
4–4 Migraines... asleep. Upon waking, they still felt sleepy and had a
current MP at the start of the battle is 80% of the maximum value (rounded up).
headache…
This reminds While waiting for the decision of the opponent, PCs Roll 1d for each PC, if the roll is "1-2" PC suffers a -2 penalty to Fortitude and
4–5
me… were reminded of a sad past moment. Willpower during the combat.
An interesting Runefolk woman appears in front of the
4–6 Rachel is here! NPC Continuous Events “Rachel” (see p. 188)
PC.
This time, it seems that the opponent will not be Instead of the usual "Determination of Opponents", the "Boss" and "Minions" are
5–1 Hidden Enemies revealed due to the organizer's intention. It's quite determined at the time of "Combat Preparation" and the "Monster Knowledge checks"
challenging for the preparation in advance. are performed after deciding whether to participate in the competition or not.
This time, a rare monster was captured. Is it an honorWhen determining the "boss," roll 1d, Undead will appear on 1-2, Construct on 3-4
5–2 Unusual Boss
to be chosen as an opponent? and Daemon on 5-6.
This time, minions are different than usual. A rare When determining minions, the minions are determined by referring to the "Others"
5–3 Unusual Minions
opportunity, you might say. column.
When determining the "boss," roll 1d, Undead will appear on 1-2, Construct on 3-4
Organizers need help to defeat unusual monsters in the
5–4 Unusual and Daemon on 5-6. When determining minions, the minions are determined by
Arena. No harm is expected to the audience.
referring to the "Others" column.
There's a guest who constantly yells and throws things at
During combat, at the end of every round, select 2 characters at random from all
5–5 Bad Customers gladiators. Usually they kick the guest out, but this time
characters on the battlefield to receive "2d+[AL]" points of physical damage.
it seems like someone invited them.
5–6 NPC is here! There is a figure calling out PCs PCs can select any character's "NPC Continuous Events" to proceed.
PCs are getting a lot of advance publicity. They need to
6–1 A Lot of Buzz The PCs immediately gain "[AL]x2" Glory Points.
make sure it lives up to expectations.
It was sent to PCs by someone who claims to be their
6–2 Off-time Income PCs immediately obtain one "Mako Stone" with [AL] points of MP.
fan. Yay!
There are many visitors today, and the organizer is
6–3 Special Rewards The "Reward" earned for battle victories is increased by 1.5 times.
willing to pay generously for their services.
PCs heard that a noble or royal family is visiting today
6–4 Special Glory The "Glory Points" earned for battle victories is increased by 1.5 times.
as a guest. If they impress, their fame will spread.
Both "Boss Determination Table" and "Minions Determination Table" are determined
On specified days challenging matches are held. The
6–5 High Returns by [AL]+1. Rewards and Glory Points obtained from winning a battle are increased by
rewards are plentiful, so make sure to participate.
1.5 times.
6–6 NPC is here! There is a figure calling out PCs PCs can select any character's "NPC Continuous Events" to proceed.

189
Here are tables to determine the opposing bosses and
minions.

Boss Determination Chart


Roll 1d, and look at the table corresponding to that roll. The boss is determined according to [AL].
※If the item says "Move to Others," roll 1d, the classification is changed to "Undead" if the roll is 1-2, "Construct" if the roll is 3-
4, and "Daemon" if the roll is 5-6.
Roll 1 2 3
[AL] Plant Ref. Page Mythical Beast Ref. Page Magitech Ref. Page
2 or less Giant Balloon Seed p. 123 Airloo p. 137 Cutting Torches ML, p. 155
3 Stepping Leaf ML, p. 125 Dragon Infant p. 138 Beep ARC p. 136
4 Mandrake p. 124 Cherub p. 138 Insaid Barba p. 136
5 Big Archer p. 124 Sky Wyvern p. 138 Scorpo ML, p. 162
6 Killer Cedar p. 125 Phantasmal Butterfly p. 139 Hibrayzan ML, p. 164
7 Marionette Ivy p. 125 Hermit Manticore p. 140 Domsva ML, p. 166
8 Medusa Head p. 126 Petsuchos p. 141 Eltrias ML, p. 167
9 Living Tree ML, p. 128 Afanc p. 142 Zerlay Dorn ML, p. 168
10 Fungal Parasite ML, p. 128 Gurangatch ML, p. 181 Maginohek ML, p. 169
11 Belladonna ML, p. 129 Elder Manticore p. 142 Material Dealer ML, p. 170
12 or more Gravity Root p. 126 Lesser Dragon ML, p. 182 Colossus: Pawn ML, p. 171
Roll 1 2 3
[AL] Animal Ref. Page Barbarous Ref. Page Humanoid Ref. Page
2 or less Hammerhead p. 118 Sabinga p. 106 Fallen Wizard p. 152
3 Giant Ice Crab p. 119 Manogaryu p. 107 Promising Magic Warrior ML, p. 216
4 Lion p. 120 Talos Soldier p. 108 Dedicated Wizard ML, p. 217
5 Spotted Rhino p. 120 Cold Medusa p. 110 Sorcerer p. 154
6 Giant Eagle ML, p. 113 Fomor p. 110 Evil Priest ML, p. 220
7 Liger p. 120 Goblin High King p. 112 Thoughtful Forest Master ML, p. 220
8 Triblade Mantis p. 121 Centaur Heavy Knight p. 112 Fairy Swordsman Expert ML, p. 221
9 White Gold Liger p. 121 Dowi Fomor p. 113 Heretic Priest ML, p. 221
10 Blade Storm p. 122 Talos Juggernaut p. 114 Heavy Shielded Guard ML, p. 221
11 Spotted Bog Rhino p. 122 Garuda ML, p. 97 Artificer Sniper p. 155
12 or more Lunoicos ML, p. 122 Forest Giant p. 117 Move to Others -
Roll 1 2 3
[AL] Undead Ref. Page Construct Ref. Page Daemon Ref. Page
2 or less Restirigist p. 127 Dungeon Keeper p. 132 Nuzumal ML, p. 200
3 Wight p. 128 Diadema p. 133 Abyss Minions ML, p. 201
4 Suicide Sword p. 128 Homunculus ML, p. 150 Dusky Grace p. 146
5 Grudge Wight p. 129 Thing p. 133 Zalbard ML, p. 203
6 Warring Ash ML, p. 140 Scarlet Stamp ML, p. 152 Wafushu p. 149
7 Blood Swamp ML, p. 141 Magic Pot p. 134 Quezardus p. 149
8 Bone Knight ML, p. 142 Phosphor Sphere ML, p. 154 Tikira p. 149
9 Implicit Grudge Wight p. 130 Alchemy Tooth ML, p. 154 Bugaradre p. 150
10 Poisonous Wight p. 130 Exceed Disaster ML, p. 155 Ergacleo p. 150
11 Iron Maiden p. 131 Evil Index p. 135 Jahgrad p. 151
12 or more Wraith ML, p. 145 Ghast King p. 135 Tiki Tiki p. 151

Minions Determination Chart


※User the classification of the boss ("Other" is assumed to be all "Other") and determine minions according to [AL].
[AL] Plant Ref. Page Mythical Beast Ref. Page Magitech Ref. Page
2 or less Needle Archer p. 123 Al-Mi'raj p. 137 Dorn ML, p. 158
3 Poison Pollen p. 124 Deela Harpy ML, p. 174 Redorn ML, p. 159
4 Coiled Ivy ML, p. 125 Hellhound ML, p. 174 Beep ARC p. 136
5 Mandrake p. 124 Ratatoskr ML, p. 175 Miga ML, p. 161
6 Gradient Plum ML, p. 126 Varg ML, p. 176 Insaid Barba p. 136
7 Move to Others - Move to Others - Lang Kagner ML, p. 164
8 Marionette Ivy p. 125 Brutal Varg ML, p. 178 Star Sniper ML, p. 165
9 Medusa Head p. 126 Catoblepas ML, p. 179 Dimateravia ML, p. 167
10 Move to Others - Cockatrice ML, p. 180 Move to Others -
11 Fungal Parasite ML, p. 128 Move to Others - Maginohek ML, p. 169
12 or more Move to Others - Kujata ML, p. 182 Material Dealer ML, p. 170

190
Part 3 Monsters And Arena

[AL] Animal Ref. Page Barbarous Ref. Page Humanoid Ref. Page
2 or less Poison Toad p. 118 Kobold Marksman p. 106 Bandit Trooper ML, p. 217
3 Giant Bat p. 118 Sabinga p. 106 Apprentice Assassin p. 152
4 Giant Ice Crab p. 119 Manogaryu p. 107 Bandit Leader ML, p. 228
5 Warble Crow p. 119 Areigo p. 107 Longbowman p. 153
6 Calvert Worm ML, p. 111 High Goblin p. 109 Skilled Assassin p. 154
7 Sabertooth Tiger ML, p. 113 Talos Warrior p. 110 Move to Others -
8 Liger p. 120 Areigo Akid p. 111 Alchemist Scholar ML, p. 220
9 Move to Others - High Goblin Raider p. 112 Lone Kick Master ML, p. 221
10 White Gold Liger p. 121 Bolg Assassinator ML, p. 93 Move to Others -
11 Murder Hornet ML, p. 121 Areigo Daved p. 116 Heavy Shielded Guard ML, p. 222
12 or more Megaloceros ML, p. 122 Quepala Chief ML, p. 97 Artificer Sniper p. 155
[AL] Other Ref. Page
2 or less Plague Zombie p. 127
3 Culvert Slime ML, p. 149
4 Skeleton Fighter p. 127
5 Vampire Hound p. 128
6 Plasma Sphere ML, p. 152
7 Wafushu p. 149
8 Terror Beast ML, p. 206
9 Shabalay ML, p. 206
10 Night Ghoul p. 130
11 Poisonous Wight p. 130
12 or more Lunzemase ML, p. 210

the monster pulls down the lever to pour water is at the


GM's discretion or in accordance with the "Monster's
This section describes the "Battlefield Regulation Guidelines".
Determination Table" to check the "Battlefield Regulation"
and its details. Narrow Battlefield
The battlefield is small, and the combat starts at a close
Battlefield Regulation Determination Table distance from the enemy.
1d Name Glory Points Bonus When using "Combat Preparation" to place characters
1 Puddle Battlefield [AL]x5 on the battlefield, only a maximum of 2 characters (2
2 Narrow Battlefield [AL]x5
3 Magic Circles Battlefield [AL]x10 sections) can be placed in both the "rearguard area" and the
4 Feverish Battlefield Special "enemy rearguard area". Any characters exceeding this limit
5-6 Normal Battlefield None must be placed in the "frontline area".
After the Combat Preparation has been completed,
Puddle Battlefield restrictions are lifted and more than 2 characters (sections)
The "frontline area" is a huge hemisphere structure that can be in those sections.
stores a large amount of water. In addition, a handle to open
and close the drainage ditch is installed at the lowest point.
In the "rearguard area" and the "enemy rearguard area",
there are levers to pour a large amount of water into the
"frontline area" from the water supply ports on the sides of
the hemisphere.
In this battlefield, the "frontline area" is either "filled with
water" or "without water". At the beginning of the battle, the
"frontline area" is filled with water.
In the water, a character standing on the ground receives
a penalty of -2 on the action checks as “Wading in waist-
deep water” (see CR I, p. 97).
If a character is in the "frontline area", any of the
characters can perform a Major Action to "open the drain
by turning the handle". By doing this action, water is
drained, and the area becomes "without water". Conversely,
it can be closed with the same Major action.
If the drainage ditch is closed, water can accumulate in
the "frontline area" by pulling down the lever in the
"rearguard area" or the "enemy rearguard area" with Major
Action. If the drain is open, the lever cannot be activated.
Water is fully accumulated or conversely drained at the
end of the turn of the character who operated the handle or
lever.
Regardless of its classification, if the monster determines
that it is at a disadvantage, it will attempt to open the drain
by opening the handle as often as possible. Whether or not

191
Magic Circles Battlefield Excitement Points Table
A huge magic circle is drawn on the ground in the Content Change of Points
"frontline area", and it causes some phenomenon and 1 Character (1 section) HP is
+1
reduced to 0 or less
activates some effect at the end of each round. Defeating the Boss +3
The effects of the magic circle are determined at the end PC uses School Secret +1 for each different
of the round by the GM or a players’ representative, who PC crits +1 per critical reroll
determines the effect by rolling 1d from the table below. Enemy attack causes PC's HP to
+1 per each time
fall to 0 or less
All effects of the magic circle are treated as "Resistance: -1 at the end of every round
Can't" and affect all characters present in the "frontline area". Combat goes 6 rounds or more.
starting at round 6.

Effects of Magic Circle Reward Table


1d Name Effect Excitement Points Reward (G) Glory Points
Erupting 5 or less [AL] x 50 [AL] x 2
1 1d fire magic damage
Flames 6–7 [AL] x 100 [AL] x 3
Gives [〇Flying] (+1 bonus to Accuracy, 8–9 [AL] x 200 [AL] x 5
2 Soaring Wind Evasion for melee attacks) for 10 seconds (1 10 – 11 [AL] x 300 [AL] x 7
round). 12 or more [AL] x 500 [AL] x 10
Freezing Action checks -1 for 10 seconds (1 round)
3
Snowstorm (this effect is water/ice type)
Towering Mud Column: Arena Rules Implementation Guide
4 Defense +2 for 10 seconds (1 round) These rules have been created by extracting the combat
Wall
5 Lifeforce Light Recovers HP by 2d. section of SW2.5 and incorporating elements of growth and
Overflowing change, allowing you to enjoy it repeatedly.
6 Recovers MP by 1d.
Mana
The book is designed to facilitate the enjoyment of "test
cutting" various Schools, Secrets, and Secret equipment
Feverish Battlefield
included in the book. You can also try out the included
There are no special factors on the battlefield, but
monster data.
"Excitement Points" are used here.
A battle using these rules typically takes about 30
Excitement Points represent the degree of excitement of
minutes to 1 hour to complete, assuming the characters are
the audience and are added or subtracted according to the
prepared. These rules can be used as an additional scenario
conditions of the "Excitement Points Table".
when a session ends early, or when you want to reward the
In this Regulation, the "Reward" and "Glory Points" are
PCs with more experience points or money.
determined by the "Excitement Points". The higher the
As a slightly different approach, you can prepare a
Excitement Points at the end of the battle, the higher the
scenario that takes place in the Arena background provided
Reward and Glory Points PCs will get.
in these rules, using these rules for the climactic battle. In
Excitement Points will increase (decrease) each time the
such cases, it is recommended to determine the monsters
conditions described in the "Excitement Points Table"
and battlefield in advance.
below are met.
If you are playing a long campaign with multiple PCs,
Please refer to the "Reward Table" for the "Rewards" and
you can incorporate visits to the Arena into the story by
"Glory Points" that can be earned on this battlefield.
stopping at cities that have an Arena.
You can use these rules to test the data on your PC or
to play "SW2.5" in a short period time.

192
Part 3 Monsters And Arena

Level 1 Level 5 Level 9


Filthy Rat Animal 118 Alkaloid Arrow Barbarous 107 Centaur Heavy Knight Barbarous 112
Alraune Plant 123 Areigo Barbarous 107 High Goblin Raider Barbarous 112
Zombie Dog Undead 127 Ira Sabinga Barbarous 108 Bolg Challenger Barbarous 162
Bit Magitech 136 Talos Soldier Barbarous 108 Manodanryu Barbarous 113
Renguard Magitech 136 Warble Crow Animal 119 Great Silverback Animal 166
Lemming Mythical Beast 137 Capture Beetle Animal 119 Triblade Mantis Animal 121
Knocker Fairy 144 Lion Animal 120 Medusa Head Plant 126
Pixie Fairy 144 Mandrake Plant 124 Petsuchos Mythical Beast 141
Armed Merchant Humanoid 152 Vampire Hound Undead 128 Duergar Fairy 146
Suicide Sword Undead 128 Lasebara Fairy 146
Insaid Barba Magitech 136 Tikira Daemon 149
Level 2 Cherub Mythical Beast 138
Kobold Marksman Barbarous 108 Cluricaun Fairy 145
Poison Toad Animal 118 Flamme Fairy 145 Level 10
Needle Archer Plant 123 Zang Daemon 148 Dowi Fomor Barbarous 113
Plague Zombie Undead 127 Dusky Grace Daemon 148 High Goblin Fanatic Barbarous 114
Creeping Coin Construct 132 Evil Knight Humanoid 153 White Gold Liger Animal 121
Al-Mi'raj Mythical Beast 137 Longbowman Humanoid 153 Undertaker Undead 172
Runaway Carriages Implicit Grudge Wight Undead 130
Humanoid 153 Night Ghoul Undead 130
Robbers
Level 3 Ghast Queen Construct 134
Sabinga Barbarous 106 Afanc Mythical Beast 142
Giant Bat Animal 118 Level 6 Bugaradre Daemon 150
Hammerhead Animal 118 Cold Medusa Barbarous 108
Rushpecker Animal 119 Goblin Lord Barbarous 109
Giant Balloon Seed Plant 123 High Goblin Barbarous 109 Level 11
Poison Pollen Plant 124 Highland Hugl Barbarous 109 Glass Basilisk (Human
Barbarous 115
Restirigist Undead 127 Manozalyu Barbarous 110 Form)
Dungeon Keeper Construct 132 Mortar Scorpion Barbarous 156 Talos Juggernaut Barbarous 116
Chest Mimic Construct 132 Spotted Rhino Animal 120 Blade Storm Animal 122
Airloo Mythical Beast 137 Big Archer Plant 124 Poisonous Wight Undead 130
Silky Fairy 144 Grudge Wight Undead 129 Crystal Weaver Construct 172
Sparaci Fairy 144 Thing Construct 133 Cailleach Fairy 146
Dunae Fairy 145 Sky Wyvern Mythical Beast 138 Ergacleo Daemon 150
Jarega Daemon 148 Lesser Manticore Mythical Beast 139
Fallen Wizard Humanoid 152 Lilim Daemon 148
Black-Clad Archer Humanoid 152 Skilled Assassin Humanoid 154 Level 12
Apprentice Assassin Humanoid 152 Sorcerer Humanoid 154 Areigo Daved Barbarous 116
Glass Basilisk
Barbarous 115
(Monstrous Form)
Level 4 Level 7 Spotted Bog Rhino Animal 122
Deep Gremlin Barbarous 107 Talos Warrior Barbarous 110 Iron Maiden Undead 131
Manogaryu Barbarous 107 Fomor Barbarous 110 Evil Index Construct 135
Giant Ice Crab Animal 119 Polished Crown Barbarous 158 Elder Manticore Mythical Beast 142
Rampage Wolf Animal 164 Killer Cedar Plant 125 Jahgrad Daemon 151
Skeleton Fighter Undead 127 Tentacle Kelp Plant 125 Artificer Sniper Humanoid 155
Wight Undead 128 Erinnerungen Undead 168
Diadema Construct 133 Ghost Curtain Construct 133
Beep ARC Magitech 136 Phantasmal Butterfly Mythical Beast 139 Level 13
Dragon Infant Mythical Beast 138 Jii Mythical Beast 140 High Goblin Maiden Barbarous 116
Black Hound Fairy 145 Forest Giant Barbarous 117
Wafushu Daemon 149 Gravity Root Plant 126
Ghast King Construct 135
Asrai Fairy 147
Level 8 Tiki Tiki Daemon 151
Areigo Akid Barbarous 111 Evil Bishop Humanoid 155
Immature Vampire Barbarous 111
Goblin High King Barbarous 112
Philadelphus Barbarous 160 Level 14
Liger Animal 120 Gian Fomor Barbarous 117
Marionette Ivy Plant 125 Golden Ash Mythical Beast 143
Poltergeist Undead 129
Magic Pot Construct 134
Guardian Zerlay Magitech 174
Level 15
Hermit Manticore Mythical Beast 140 Ancient Ghost Undead 133
Monoceros Mythical Beast 141 Jabberwock Mythical Beast 143
Quezardus Daemon 149 Vulkan Fairy 147
Evil God’s Apostle Humanoid 154 Zargand Fairy 147

193
Designer's Notebook
Kei Kitazawa Tanaka Kouji
It is a great honor for me to finally present this book, Since the era of 'SW2.0', the implementation of "Combat
Battle Mastery. Feats" as a unique fighting style for warrior characters has been
In the past, we have released several large supplements, developed. This was further expanded with the development
commonly known as "main supplements," during the summer of features like "Schools" and "Secrets".
and fall seasons. These supplements included "Epic Treasury" In "SW2.5", all of these have been summarized and
for items, "Monstrous Lore" for monsters, and "Magus Arts" compiled into a single book, which can also be referred to as
for magic. a "Tactical Guidebook". This was done in response to user
For the fourth installment, we had many discussions about requests.
what direction to take. Finally, we settled on "Combat Feat & We have introduced the first additional Warrior-Type
Schools," which offers solid and compelling content. Class called "Battle Dancer" as a new class that fully utilizes
The new class, "Battle Dancer" was also created with the these additions. We hope you enjoy the new combinations
aim of expressing a new class without imposing any rules on and expanded tactics.
the player. This is the first new Warrior-Type Major Class We have also added a significant amount of monster data
since "SW2.0." We hope you enjoy it. as new obstacles for newly created or advanced characters,
The authors of this book are Tanaka Kouji, Tadaaki including monsters converted from SW2.0, Fairies, and
Kawahito, Bethe Yuli Kurosaki, Jun Kawabata, Kiichiro Daemons for existing Fairy Tamers and Warlock classes.
Koyama, and Takeo Sugiura. They have contributed ideas Many of these monsters appear in the "Arena Rules,"
and settings for new Schools and Boss Class Monsters. which allow for enjoyable short battle sessions. Feel free to try
Tanaka Kouji and Miyuki Kiyomatsu were responsible for them out when testing your created and adjusted characters,
creating, managing, and coordinating the new class, monster or when you have extra time during your game session.
data, Combat Feats, Schools, and Secrets. Tanaka Kouji also So, we hope you thoroughly enjoy the martial arts and
developed the Arena rules while I handled the world section. dancing, and we look forward to meeting again once you have
This book aims to enrich the individuality of adventurers. mastered the studies of these new warriors.
We invite you to embark on new adventures and challenge
yourself to your heart's content.

Staff List Web Content


Supervision:…………………… Kei Kitazawa
(Group SNE site)
Writers:……..………………..… Kei Kitazawa, Tanaka Kouji,
http://www.groupsne.co.jp/
Miyuki Kiyomatsu You can find here errata and FAQ, and interviews.
Writing Tadaaki Kawahito, Takeo
Assistance:…………………..…. Sugiura, Bethe Yuli Kurosaki, (Fujimi Shobo official TRPG ONLINE Introduction page
Jun Kawabata, Kiichiro of “Sword World 2.5”)
Koyama https://fujimi-trpg-online.jp/game/sw25.html
Development: ………………… Group SNE This page contains information on downloads for various
Cover Illustration:……………. Nokito sheets and new releases.
Frontispiece Illustration:…… Kankuro, Shiroichi Ohno, Tai
Nakajima, Nokito, Morechand
Text Illustrations:……………… akisa, zunta, Usui Rina, Kanino
Nika, Kankuro, Susumu Kuroi, Original Release Date: 2022/10
Shiroichi Ohno, Toyota Saori, Translation Release Date: 2023/11
Tai Nakajima, Hayosena,
Peperon, Yukihiro Maruo,
Mikako Mikaki, Morechand
Book Binding:…………………...Atsushi Sekoguchi, Asami
This is a free, unofficial, fan-based translation.
Shimizu (coil)
Please support original creators by buying Sword
Text Design:……………………...Takahiro Sato World books and supplements.
Combat map design:………….. Koki Emoto
Original Editing: ………………. Ryosuke Takeda, Keita
Sadamatsu
Translation:…........................ obsidiancrane, Valravn,
Auquid
Translation Editing:…………. Auquid
Proofreading:…………………… MomijiLoop, Auquid

194
Part 3 Monsters And Arena

195

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