Sword World 2.5 - Battle Mastery
Sword World 2.5 - Battle Mastery
2
3
4
5
6
7
8
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.
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.
    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
14
                                                                                                  Part 1 Characters
    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
   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.
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.
                                                                                                                        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
                                                                  25
Combat Feat Acquisition Table Movement/Special Feats
26
                                                         Part 1 Characters
                                                                             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
                                                                            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.
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.
                                                                                                                                                        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).
32
                                                                                                                       Part 1 Characters
                                                                               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
                                                                                 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.
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.
                                                                                                                                                         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.
                                                                                                                                                         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.
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
                                                                                                                                                        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
                                                                                                                                         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.
44
                                                                                                    Part 1 Characters
                                                                                                                                 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
                                                                                                                                                                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)
                                                                                                                                                                49
     Initiation Requirements: 50 Reputation
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
                                                                                                                                                                  51
     Initiation Requirements: 50 Reputation
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
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.
                                                                                                                                                                 53
     Initiation Requirements: 50 Reputation
54
                                                                                                                         Part 1 Characters
                                                                                                                                                           55
     Initiation Requirements: 50 Reputation
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
                                                                                                                                                             57
     Initiation Requirements: 50 Reputation
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.
                                                                                                                                                         59
     Initiation Requirements: 50 Reputation
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.
                                                                                                                                                          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
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)
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)
                                                                                                                                                                 63
        Initiation Requirements: 50 Reputation
64
                                                                                                                       Part 1 Characters
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)
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)
                                                                                                                                                         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
Accessory: Hand
      Name            Price                     Notes
                                Ring/Bracelet of Ability Enhancement
         Ring of 750/1500       (Dexterity and Agility only). (Details p.
 Field Fellowship                                90)
                                                                                                                                                             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.
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.
                                                                                                                             69
Initiation Requirements: 50 Reputation                                            School Items
                                                                                     Scale Guard (see p. 88)
70
                                                                                                                          Part 1 Characters
                                                                                                                                                            71
Initiation Requirements: 50 Reputation, Combat Feat                               School Items
[Dual Wielding]                                                                         Crescent Epic (see p. 86)
72
                                                                                                                              Part 1 Characters
                                                                                                                                                                73
Initiation Requirements: 50 Reputation                                            School Items
                                                                                     Wald Gauntlet (see p. 90)
74
                                                                                                                         Part 1 Characters
                                                                                                                                                          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)
76
                                                                                                                     Part 1 Characters
                                                                                                                                                     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
                                                                                                                             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
80
                                                                                                Part 1 Characters
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.
82
                                                                                                  Part 1 Characters
                                                                                                                                 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.
     See p. 76.
                                                                School Secret [Guard Impact]
                                                                   Note about [Cover] (see p. 78) applies.
84
                                                                                                     Part 1 Characters
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.
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.
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).
86
                                                                                                                                            Part 1 Characters
 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.
  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.
                                                                                                                                                                             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.
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.
88
                                                                                                                           Part 1 Characters
                                                                                                                                                             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.
90
               Part 2 World
Part 2 World
                              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.
92
                                                                                                        Part 2 World
                                                                                                                             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,
94
                                                                                                          Part 2 World
   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.”
96
                                                                                                             Part 2 World
    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
98
                                                                                                         Part 2 World
    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.
                                                                                                                            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.
104
                            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
                                                                    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
                                                                                 ◯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
                                                                                                                                                          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).
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.
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)
                                                                                  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)
  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
     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.
                                                                                  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
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
                                                                            ◯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
                                                                                                                                                                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
     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
                                                                                        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.
120
                                                                                                         Part 3 Monsters And Arena
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
                                                                                    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)
◯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.
🗨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”.
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
                                                                                     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.
                                                                                 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
                                                                                      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
 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)
  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
                                                                                 ●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.
                                                                                 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
                                                                                                                                                           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)
  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
     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
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).
◯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
                                                                                                                                                        135
                                                                                        F Style       Accuracy      Damage       Evasion Def.      HP MP
                                                                                        Weapon         6(13)         2d+2         5(12)   4        32 10
      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
                                                                                                                                                        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.
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
         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
        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
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
      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
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)
                                                                                                                                                       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
                                                                                 ◯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
     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
                                                                                                                                                            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
                                                                                   ◯🗨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.
◯🗨Magic Aptitude
 They can use the Combat Feats [Targeting], [Metamagic/Targets], [Multi-
Action].
146
                                                                                                       Part 3 Monsters And Arena
🗨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.
     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
                                                                                                                                                         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.
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
◯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
🗨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.
◯🗨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
    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
    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.
156
                                                                                       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)".
                                                                                                                                       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.
158
                                                                                          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.
162
                                                                                           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.
164
                                                                                           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.
                                                                                                                                            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.
166
                                                                                            Part 3 Monsters And Arena
                                                                                                                                           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.
168
                                                                                                          Part 3 Monsters And Arena
                                                                                                                                                            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
                                                                                                                                                        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
                                                                                                                                                       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
                                                                      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
                                                                      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
                                                                                                                                                       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.
                                                                   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
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.
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.
   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
                                                                  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.
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
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
                                                                                                                                                                               189
   Here are tables to determine the opposing bosses and
minions.
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
                                                                                                                                        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.
192
                                                                                           Part 3 Monsters And Arena
                                                                                                                                      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.
194
Part 3 Monsters And Arena
195