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Sword World 2.5 - Raxia Life

This document serves as a comprehensive guide for playing 'Sword World 2.5', featuring sample characters, work skills, and generic NPCs to enhance gameplay. It includes detailed descriptions and rules for character creation, work skills, and simple scenarios that can be played without a GM. The book is designed to be used alongside the Core Rulebooks of 'Sword World 2.5' for a complete gaming experience.

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Locasonatto
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100% found this document useful (1 vote)
380 views147 pages

Sword World 2.5 - Raxia Life

This document serves as a comprehensive guide for playing 'Sword World 2.5', featuring sample characters, work skills, and generic NPCs to enhance gameplay. It includes detailed descriptions and rules for character creation, work skills, and simple scenarios that can be played without a GM. The book is designed to be used alongside the Core Rulebooks of 'Sword World 2.5' for a complete gaming experience.

Uploaded by

Locasonatto
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction ..................................................................... 4 Towns and Villages ....................................................... 53
Part 1 Characters .............................................................. 5 Craftsmen and Workshops ......................................... 69
Sample Characters ........................................................... 6 Knowledge, Research, and Arts .................................... 79
Character Type Diagnostic Flowchart ........................... 8 Castles, Temples, Courts, and Military ........................ 94
Human Gunner ............................................................. 10 Suburbs (Countryside, Mountains, and Highways) ... 100
Elf Fairy Tamer ............................................................. 16 Suburbs (Rivers and Seas) .......................................... 106
Dwarf Magic Warrior .................................................... 22 Part 3 Generic NPC Collection ....................................109
Runefolk Heavy Warrior .............................................. 28 Generic NPC Collection ............................................. 110
Abyssborn Boxer ........................................................... 34 Part 4 Simple Scenarios ................................................123
Newman Priest ............................................................... 40 Simple Scenario .......................................................... 124
Part 2 Expansion of Work Skills .................................. 47 Designer's Notebook ................................................... 146
Work Skills .................................................................... 48

3
This book is a one-stop resource for playing "Sword
World 2.5" (hereafter SW2.5). It provides sample
characters for popular level ranges, allowing you to quickly You Are Going to Need Rulebooks
start playing any scenario. This book introduces additional rules and data to
In addition to the sample characters, the addition of “Sword World 2.5”. This book cannot be played
work skills allows for the creation of unique personalities. standalone, and the Core Rulebooks of “Sword World 2.5”
Detailed descriptions are added to the work skills, helping are required to make full use of it.
to delve deeper into the world view. In principle, new data, items, and rules assume you have
For the game master (hereafter GM), we have included all three “Sword World 2.5 Core Rulebooks I-III”.
a collection of generic non-player characters (hereafter However, TTRPG is a game where you can choose and
NPCs) and simple scenario rules for random adventures. If discard rules and data, and with the GM's understanding
you have the Core Rulebook and this book, you can start and ingenuity, you can use the contents of this book even if
playing immediately. The simple scenario rules can be you use only “Core Rulebook I” or only “Core Rulebooks
played without a GM, making it the perfect supplement for I-II”. GM and players should consult with each other and
when you want to play "SW2.5" on the spot. decide whether or not to introduce the rulebook.
The races Abyssborn and Newman included in the
In the first part, "Characters", we have prepared 6 types sample characters are described in detail in the supplement
of sample characters. Each character has data for initial "Arcane Relic: Races and Treasures". You can play the game
creation, 3 levels, 5 levels, 7 levels, and 9 levels, which are with this book alone, but if you are interested in them,
convenient levels for the character. please refer to that supplement as well.
In the second part, "Expansion of Work Skills", we
describe the work skills that people who are not adventurers About References
acquire or the jobs they do when they are not adventuring. In this book, references to some terms are given in the
Detailed descriptions, rules for checking, growth rules, and form of (see XX, p. YY). These should be handled as
bonuses according to levels are described. There are as follows.
many as 81 types, which will greatly help to characterize the (see p. YY): If there is no abbreviation and only the page
character. is indicated, it is a reference within this book.
In the third part, "Generic NPC Collection", we have (see XX, p. YY): where XX might be an abbreviation
listed a large number of unique NPCs who are likely to be for:
in any town. They are reliable people who give advice to the
player character (hereinafter referred to as PC) or help the “CR I”: “Core Rulebook I”
PC. GMs can freely arrange these NPCs, introduce them in “CR II”: “Core Rulebook II”
their scenarios, or use them as helpful characters in “CR III”: “Core Rulebook III”
emergencies. “ET”: “Epic Treasury”
In the fourth part, "Simple Scenarios", we have listed “AR”: “Arcane Relic: Races and Treasures”
simple scenarios and their rules that can be completed in as “MA”: “Magus Arts”
short as 30 minutes or even within 2 hours at most. They
can be played without a GM, so it is convenient when you
want to casually start "SW2.5" or when you want to play in
your spare time. It is also perfect for beginners to practice
being a GM.

There is nothing difficult in this book.


Please use it to start your adventure easily.

4
Part 1 Characters

5
In this section, we introduce 6 new sample characters the 9th level. Please read the description for each level and
with different classes and roles from the very beginning to use them according to your purpose.

The six types of sample characters each have five level


bands prepared: "initial creation (2 level)", "3 level", "5 level",
"7 level", and "9 level". Each sample character was created based on the
In scenarios, when it is noted as "a scenario following experience points, number of growth, and money.
corresponding to the X level character", it is recommended Basically, it is excerpted from the "High-level character
to choose from these sample characters one with an Creation Table" (see CR III, p. 73), but some adjustments
adventurer level that is close. Depending on the case, you have been made during the creation of these sample
may add a little experience points or money to adjust to the characters.
appropriate level. Please utilize it for confirming a number of growth and
Please note that each character has strengths and money.
weaknesses. Please check the character data and description
and use them accordingly. Number Additional Abyss
Adventurer Current
of Experience Money Shards in
Level Reputation
Growth Points Possession
2 0 3,000 1,200 0 0
3 2 5,500 2,500 30 1
There are six types of sample characters, and you might 5 9 16,500 14,000 150 3
be unsure or confused about which one to choose. In such 7 17 30,000 36,000 350 7
9 28 50, 80,000 700 12
cases, please try the "Character Type Diagnostic Flowchart"
on page 8.
By simply choosing "Yes/No", you can know the About the Equipment and Accessories of Characters
recommended sample character. Please refer to it when During Growth
choosing a sample character. Immediately after creation, the character is based on the
Of course, this is just an example, and you don't need to data published in CR I, II, III, but some of the sample
stick to the result. Also, there are characters that are not characters of level 3 and above may be wearing equipment
suitable for small-group play. In that case, please refer to the and accessories published in the supplement “Epic
next section. Treasury (ET)”. Please refer to "ET" for the description of
these items.

Most sample characters possess their earned Reputation


The following is a recommended configuration for a without consuming it, growing over time. The Reputation of
party of these sample characters, depending on the number these sample characters can be freely consumed before a
of PCs. session or spent to gain an adventurer rank (see CR II, p.
This is not an absolute rule, but it should be used as a 114).
reference when selecting a sample character. Please obtain GM's permission when consuming
Reputation.
Number of PCs (Players) 1 2 3 4 5 6
Human Gunner - - - - - O
Elf Fairy Tamer - O - O O O
Dwarf Magic Warrior - - - O O O
Runefolk Heavy Warrior - O O O O O
Abyssborn Boxer O - O - O O For the sample characters, it is acceptable to acquire the
Newman Priest - - O O O O work skill introduced in this book (see p. 48).
About the Lifespan and Racial abilities of Abyssborn Acquisition of Work Skills
Newman When letting the sample character acquire work skills,
In the sample characters, "Abyssborn Boxer" and the number of levels and classes should be decided in
"Newman Priest" are races added and reprinted in the consultation with the GM and other players. You may also
supplement "Arcane Relic (AR)". Their description is on decide by discussing what the character has done so far, why
page 46, but if you want more detailed information, please he acquired the work skills, etc.
refer to pages 18 and 20 of "AR". For adventurers who make adventures their main
occupation, there is little room to grow their work skills. The
sum of the upper limit of one class level and the level of

6
Part 1 Characters

work skill that can be acquired should be guided by the Consumables


following table. If the character has a special background You may wish to revert the money spent on
and the GM allows that they would have acquired a high- consumables as if you did not purchase them or replenish
level work skill, it may exceed the limit. consumables with the remaining money, as appropriate.

Highest Level of Work Skill and Level Total Illustrations and Radar Chart of Sample Characters
Adventurer Level Highest Level/Level Total The illustration of the sample character is drawn,
2–3 5/10 imagining the equipment and items owned at level 7.
5 6/12 Also, regarding the radar chart, the dark color represents
7 8/15 the abilities at the time of creation (level 2), and the light
9 10/18 color represents the abilities after growth (level 9).

Income and Expenditure During Sessions by Work


Skills
If PC acquire work skills, they may earn rewards and
experience points between sessions based on the "Income
and Experience" rules (see p. 49).
The number of times these can be attempted is limited
to the "Number of Growth" in "Growth of Each Sample
Character" (previous section).
If you earn income or experience points, you can
increase them and use them immediately. However, if you
earn these rewards or experience points with a sample
character, you will not earn "Work XP". In the case of a
sample character, work skills are treated as having grown
through previous adventures, etc.
However, you cannot earn "Work XP" in this way
(because they are already treated as being consumed for
growth).

Sample characters can be used as they are, but if players


wish, some degree of arrangement is possible.

Change to Rare Species


You can change the race of 'Elf Fairy Tamer' and
'Runefolk Heavy Warrior' characters to their respective
'Rare Species' (see AR, p. 34, 38). The only thing that will
change is racial abilities.

Elements That can be Arranged and Points to Note


The following items list elements of the arrangement
that can be easily changed in a relatively short time.
Please note that if you want to add an arrangement to
the sample character, it will take some time to rewrite the
sheet, etc.

Some Active Combat Feats


It is relatively easy to rearrange the active combat feats
you have learned into something else. Since passive combat
feats affect equipment and ability scores, it is not
recommended that they be changed.

Accessories
You may wish to sell some of the accessories equipped
in any section. In that case, you can add it as money at the
base price. If there is another accessory you want, you can
purchase a new accessory with that money.

7
When you are playing "Sword World 2.5" for the first time or when you are unsure about which character to choose, this
flowchart can help you find a sample character that matches your character's idea.
The rules are simple: just choose 'Yes' or 'No'. If you get a result from 'A-F', take a look at the diagnostic results on the next
page.

8
Part 1 Characters

You Have Arrived At A... You Have Arrived At D...


Newman Priest is recommended. Abyssborn Boxer is recommended.
As a type A, are somewhat introverted and passive, but As a D type, you are an aggressive and fearless type who
that doesn't mean you are just a shut-in. doesn't hesitate to take action.
You prepare thoroughly in case of a crisis and can act You don't overthink things and are good at pushing
quickly when needed. Especially when someone is injured, forward with a heavy volume of attacks. You are always
it's your turn. As an excellent healer, you save your pushing, and your light footwork is a big advantage and a
comrades in a pinch, maintain the front line, and will be a strength.
key to victory. Even if it seems like you're not doing In a fight, you are the type to jump in first, and you are
anything, you're doing more than enough just by watching not afraid to explore dangerous places like dungeons
over your comrades. actively. In fact, you may even have the potential to
challenge a dungeon alone and return safely.
However, you might experience loneliness from time to
time. But if people see your actions, they will surely join you.

You Have Arrived At B... You Have Arrived At E...


Elf Fairy Tamer is recommended. Runefolk Heavy Warrior is recommended.
As a type B, you are good at preparing, not missing As a type E, you love to tackle things with all your might
opportunities, and maximizing your power. rather than thinking hard.
You like flashy things, but you are the exact opposite of You believe that most problems can be solved by
the type who just wants to rampage around. In fact, you hate training your body relentlessly, becoming stronger and
waste and prioritize efficiency. Therefore, the Fairy Tamer, tougher, rather than making detailed calculations or plans.
who uses a variety of magic, can be said to be the perfect You are the type who shows your thoughts through
character for you. actions rather than words, and you are good at calmly getting
Prepare fairies according to the purpose of the your job done. In battle, you can stand on the front lines,
adventure, unleash maximum firepower when necessary, withstand enemy attacks, and use your trained body to crush
and heal the injured. You can expect versatile performance. the enemy. Your robust and practical back should be able
You're not good at close combat, but you're also proficient to provide a great sense of security to your allies.
in traps, mechanisms, and Monster Knowledge, so you can You, who are truly a reliable big brother type, are the
demonstrate your skills in any situation. key to the front line. Believe in the support of your allies,
and crush your enemies head-on at any time.

You Have Arrived At C... You Have Arrived At F...


Human Gunner is recommended. Dwarf Magic Warrior is recommended.
As a type C, you are a person with a clear and strong will. As a type F, you are a well-prepared type who thinks
You can wait for your chance without doing anything about many things and anticipates all situations.
unnecessary or wasteful in order to make the most of your Furthermore, you feel joy in being relied upon, and you
expertise, knowing your own role. Your judgment is indeed love to help others. On top of that, you can be called an all-
calm and composed, and you are hardly swayed by the rounder who also performs well on your own.
emotions of the moment. You may be seen as a jack-of-all-trades, but by acting
In a battle, you can accurately take down the enemy and calmly and accurately, you can become versatile. And that's
steadily lead your team to victory. The powerful weapon of exactly what you excel at.
a gun can be effectively and accurately used by you. Supporting your allies, giving a sure strike if enemies are
As you grow, you'll be able to handle a wider range of to be defeated, and healing if there are injured people. You
attacks and support your teammates. Your way of fighting is have the toughness to handle it all while standing on the
appropriate for the ruler of the battlefield. front lines.
You're truly a splendid supporting role. Because of you,
your companions can shine even more.

9
10
Part 1 Characters

This is a Human Gunner who has mastered the Artificer However, since fired bullets are consumed, it's a good idea
class and Marksman class. You create bullets using to replenish them regularly, such as at the end of an
Magitech [Solid Bullet], [Critical Bullet], aim with the adventure or before a long journey.
Marksman class's Accuracy check, and strive for high One magisphere is sufficient for casting Magitech, but
damage. there are spells whose area of effect or content changes
depending on the size of the magisphere used. Please note
Racial Abilities and Classes that for now, you can only use magitech requiring small
The racial ability [Sword's Grace/Change Fate] allows magisphere.
them to flip two dice rolled for checks or power table
determinations and refer to the opposite side's numbers. It Compatibility with Teammates
can be used after rolling the dice and can be applied to any The Human Gunner, having mastered the Sage class,
skill check. It's useful when you want to succeed on a can excel in situations requiring knowledge such as "Insight
"Monster Knowledge check," when you roll low on an checks" and "Monster Knowledge checks". Furthermore,
"Accuracy check" against a boss monster with high evasion, with proficiency in multiple languages, you can effectively
or when you roll low (generally 4 or below) on a "power table communicate with different races and decipher enemy
determination" for damage. Just be mindful that it can only conversations and texts.
be used once per in-game day (24 hours), so use it boldly. Moreover, in combat situations, you are the most adept
at dealing "magic damage" among the six. Unlike spells, as
Handling Equipment long as you hit, you can deal significant damage, making
When handling guns, one important point to remember them effective against enemies with high HP or high
is to "always be aware of the number of bullets loaded in the Defense.
gun." The Toradar is an easy-to-handle two-handed gun, but Additionally, by using [Healing Bullet], it's possible to
because its magazine is 3, you must spend a Major Action recover HP by shooting allies. Let the "Runefolk Heavy
to reload after firing three shots. Warrior" or "Abyssborn Boxer" stand in front of the enemy,
During non-combat situations, reloading takes only 10 while you focus on attacking and healing from the rear.
seconds, so there's no need to be particularly concerned.

11
Growth Changes Evasion checks, it's recommended to use [Targeting Sight]
The growth in ability scores is minimal, with no changes by spending excess MP.
to ability modifiers. There's a slight increase in spirit,
resulting in increased maximum MP and easier use of New Equipment
Magitech. By acquiring the Combat Feat [Weapon Proficiency
The Artificer class has reached level 3, and a new A/Gun], you are now able to equip 'Tempest', a high-
Combat Feat [Weapon Proficiency A/Gun] has been performance two-handed gun. Due to its high magazine
acquired. While still dealing high damage with ranged capacity, the number of reloads during combat will be
attacks as before, the range of Magitech applications has reduced. While the weapon and Combat Feat effects have
expanded. Notably, there are two types: [Element Bullet] increased the Extra Damage, please note that compared to
and [Effect Weapon], which enhance gun attacks and add a the 'Toradar' used at creation, it's more difficult for the bullet
chosen type to allies' melee weapons, respectively. These damage to be critical.
are particularly effective against monsters with weak points In addition to the magazine count, you've purchased a
to specific types. However, to apply weak points, either you 'Gun Belt' to carry more bullets, which were somewhat
or an ally must achieve a Success Value equal to or greater limited at creation.
than the monster's weakness with a "Monster Knowledge There are no changes to armor or other items. While
check" using the Sage class. As this character hasn't leveled HP recovery can be made with [Healing Bullet], it's
up the Sage class yet, cooperation with allies will be important to note that you don't have items like 'Awake
necessary to fully utilize these abilities. Potions' to revive unconscious allies or 'Magic Herbs' to
The growth in the Marksman class doesn't reflect in recover their own MP. If you receive additional funds at the
damage, but is increased to achieve high Success Values in start of a session, it might be good to purchase these.
Accuracy checks. When aiming to hit enemies with high

12
Part 1 Characters

Growth Changes New Equipment


You have 5 adventurer levels, and you've also acquired The weapon remains Tempest, and its guidelines are
the Combat Feat [Hawk Eye]. This allows to see-through unchanged from level 3. With the armor becoming Soft
shielding and target characters with low evasion, such as Leather, durability has slightly increased.
magicians in the enemy's rearguard. Make full use of the The accessory Hunter's Eyes allow them to roughly
long-range to steadily accumulate damage. gauge the opponent's strength even if you fail a "Monster
The class levels for Artificer and Marksman are Knowledge check", and if successful, it gives you a +1 to their
progressing in parallel. This has significantly increased the Accuracy check against that monster. We've changed the
Accuracy check, but there are also newly acquired Magitech Gun Belt to a Bullet Pouch for bullet storage to make it
spells. While all of these are distinctive spells, [Quick more efficient.
Loader] is particularly special, allowing to reload bullets as You’ve also purchased a magisphere (large), enhancing
a Minor Action instead of the Major Action. This enables the effectiveness and versatility of Magitech. Remember that
continuous gunfire even in battles against formidable the effects of [Mana Search] and [Jump Boots] vary based
enemies with multiple sections or high HP. on the size of the magisphere.
Furthermore, the Sage class level has rapidly grown to By level 5, you’ve gained enough Reputation to spend
level 4, allowing Knowledge check package checks to be on Reputation items or acquire connections. For acquiring
attempted with high Standard Values. With the increased connections, refer to "NPC Connections" (see CR III, p.
number of languages learned, there are more opportunities 125) or "Generic NPC Collection" (see p. 110).
to utilize them within sessions. If you don't acquire connections, you can make Hunter's
Eyes a "Personal Accessory" under "Personal Equipment"
(see CR II, p. 112), increasing either their maximum HP or
MP by 2 points, allowing for better performance.

13
Growth Changes area effects that are common at this level range. With the
Level 7 characters have many changes and additions increase in Magitech useful in combat and exploration, your
compared to level 5. role expands beyond just firing guns for attacks, offering
First, the racial ability [Sword's Grace/Change Fate] has more opportunities to shine as an explorer and magician.
been strengthened, allowing you to add +1 after flipping the
result of 2d. While this makes achieving even higher New Equipment
Success Values easier, it's also important to note that it With the Combat Feat [Weapon Proficiency S/Gun]
becomes easier to aim for critical hits by increasing the roll acquired at level 7, you are now equipped with a new
on the power table. The frequency of use remains weapon, the Lancaster. Although it has a low magazine of 2,
unchanged, but don't hesitate to aim for higher rolls when it boasts high Accuracy checks, damage, and long-range,
the moment is right. making it top-tier performance for this level range. Please
Furthermore, the ability modifiers, which hadn't note that you cannot use the Magitech [Burst Shot], which
changed significantly until now, have improved. The consumes 3 bullets simultaneously.
Dexterity modifier, which enhances Accuracy checks, and Accessories have been added to other equipment. As a
the Intelligence modifier, which increases Magic Power, supplement to ability scores, you are equipped with the
have both increased. "Master's Bracelet" and "Ring of Intelligence". However, if
At this class level, the Artificer class has once again these are broken, your ability modifiers will decrease, so it
surpassed the Marksman class, allowing for mastery of more is recommended to keep them equipped until you obtain
Magitech. Among these, [Shotgun Bullet] stands out, spares.
enabling the creation of an extremely powerful bullet that The "Ring of the Mind" is an accessory that enhances
can attack multiple targets at once with a gun. As an opening Willpower. It should help prevent troublesome effects from
attack, it offers high potential in both Accuracy checks and monsters that can reach the rearguard.
power.
Additionally, [Resist Bomb] will prove invaluable in
countering wide-area attack spells and breath attacks with

14
Part 1 Characters

Growth Changes New Equipment


As a 9th-level gunner, you possess a refined ability score. The most significant change from level 7 is the
Even without the aid of the 'Ring of Ability Enhancement', enhancement of the 'Lancaster' into a Magic Weapon. The
various ability modifiers maintain sufficient values, allowing Accuracy check and damage have been improved, bringing
for high Success Values in various class checks that utilize it to peak performance.
these abilities. With a slight increase in strength, the armor has been
The Artificer class has reached the 9th level, enabling changed to “Hard Leather”. Additionally, accessories such
the use of [Laser Bullet], which boasts high power among as the “Pointed Hat” and “Smart Animal Sack”, which add
ammunition types. Additionally, Magitech items used for to Monster Knowledge checks, have been added to ensure
exploration and recovery, such as [Glider Cloak] and a more effective performance in the Sage class.
[Medical Kit], are not limited to the role of a magician but While keeping the magisphere and ammunition the
offer high versatility. This creates situations where some same, other consumables such as Mako Stones have been
form of magic is likely to be useful in any circumstance. purchased, along with Sunlight Charms and Moonlight
Furthermore, you have newly acquired the Enhancer Charms, which can be used to increase the Success Value
class, allowing the use of 3 types of Techniques. Previously, during resistance checks.
there were concerns about MP, making it difficult to As plenty of Reputation remains, it would be good to
consume MP outside of Magitech. However, with the actively use it for connections and "personal equipment".
Combat Feat [MP Save/Artificer] learned at the 9th level,
and the ability to possess items that recover and reduce MP
cost, aim to perform even more effectively using
Techniques.

15
16
Part 1 Characters

The Fairy Tamer is a magician who wields Fairy Magic. When handling this character, declaring and
They can handle many spells from the moment of creation. announcing the types of Fairy Magic you can use at the
The effects are potent, and it requires judgment on how to beginning of the session or during self-introductions will
understand and effectively use the magic at one's disposal. make it easier for both yourself and your teammates to
While they don't carry weapons, they can excel in areas understand your role.
that demand exploration and knowledge. Thus, they are If you find it difficult to choose types, you can start with
adept at taking initiative, providing information to allies, and easy-to-use ones like "fire" and "light" and decide on the
supporting with magic. remaining two types after consulting with teammates or
getting permission from the GM later.
Racial Abilities and Classes
Due to their racial ability [Darkvision], Elf characters Handling Equipment
can always see in dark places as if it were daytime, without This character doesn't carry weapons and aims to excel
concern. Not needing light allows them to excel in stealth mainly through exploration and magic use. The Fairy
and reconnaissance. Tamer's Gems filling many accessory slots represents one
Another racial ability, [Sword's Grace/Gentle Water], type per gem. You must gradually upgrade the value of the
like [Darkvision], is always in effect. It allows for continuous gems you use according to your Fairy Tamer class level (this
activity underwater for one hour and provides high is already calculated in the sample character).
resistance to poison and disease. While their ability score
alone doesn't indicate high endurance, they can withstand if Compatibility with Teammates
not directly exposed to enemy attacks. Being a magician, your combat ability is quite poor.
The use of Fairy Magic through the Fairy Tamer class, Make sure to act alongside either a "Dwarf Magic Warrior",
coupled with high intelligence, allows for the effective use of "Runefolk Heavy Warrior", or "Abyssborn Boxer," who can
any magic. However, Fairy Magic has six branches: "earth", stand in front of the enemy for you.
"water/ice", "fire", "wind", "light", and "darkness", from which On the flip side, the only real drawback is the difficulty
you must choose four to use (if adopting the "Additions and of acting alone. Having acquired both Scout and Sage
Changes to Core Rules" (see MA, p. 135), there are more classes, you can actively engage in exploration and
options available). investigation in any situation.

17
Growth Changes New Equipment
Due to the growth of an already high intelligence, the The Wisdom Bracelet equipped to increase the
Intelligence modifier has increased. With the Fairy Tamer Intelligence modifier can provide a momentarily high
class also reaching level 3, it can be said that this character Success Value if broken, but it's not recommended to use it
possesses the highest Magic Power in this level range. in this way as it will subsequently lower the Intelligence
As the Sage class has also grown, there's no doubt about modifier.
excelling in knowledge-based checks. The Magic Herb purchased as a consumable item is
For Combat Feats, in addition to [Targeting], which is more effective when given to and used by someone like the
used on targets of ranged magic, the character has acquired "Runefolk Heavy Warrior," who has acquired the Ranger
[Metamagic/Targets], which allows magic to be cast on class, rather than using it yourself. The Mako Stone can be
multiple targets simultaneously. This enables flashy consumed as MP regardless of class, but it's somewhat
techniques such as unleashing Fire Bolt on multiple expensive for a level 3 character, so it's best to keep it as a
enemies to wipe them out at once or using Basic Healing on last resort when you're desperately short on MP.
multiple allies to quickly restore their condition. Also, while Fairy Magic can heal allies' HP if you've
As this consumes MP intensively, always be mindful of chosen the "light" type, it doesn't have the effect of awakening
your current MP and opportunities for recovery. unconscious allies, which is why we've purchased the Awake
Potion. When the need arises, rush to your ally's side and
use it. Be aware that you may put yourself in danger when
doing so and that using it is a Major Action, meaning you
can't use it simultaneously with magic.

18
Part 1 Characters

Growth Changes New Equipment


It is a straightforward upgrade of the Fairy Tamer class, Since this character doesn't use weapons, you have the
Scout class, and Sage class that she has acquired so far. As opportunity to purchase decorative items and expensive
the ability scores used for checks are all at a high level, their consumables from an early stage. This character is equipped
Standard Values are generally high as well. with a Pointed Hat, which provides a bonus to Monster
For Combat Feat, we have acquired [Magic Knowledge checks, and a Ring of the Mind, which gives a
Convergence], which allows us to use wide-area magic only bonus to Willpower.
on 1 character. While this effect alone doesn't offer many The rest are items and consumables necessary for the
opportunities for utilization, it is designed with future growth class, but if you have the means, you might consider
in mind. purchasing additional Mako Stones (5 points) and
The main magic used in this level range hasn't changed attempting to summon a fairy using [Summon Fairy II] of
much since creation. Fairy Magic has many excellent and the "Basic Fairy Magic". Fairy summoning is powerful, but
easy-to-use spells at lower ranks, and as the rank increases, there are some points to keep in mind: you can only
it includes more unusual effects and magic used for summon fairies corresponding to the type you're currently
exploration. Among these, the most useful at ranks 4-5 are contracted with, and it requires 5 or more points Mako
the high-powered fire attack spell [Flame Arrow] and the Stones; once summoned, the fairy will act according to the
light-based [Virtual Toughness] that temporarily increases Fairy Tamer's wishes, but it only exists for a short time (30
allies' maximum HP. seconds).
Furthermore, as the Sage class level has reached 5, you Also, while MP is quite abundant if you want to increase
have automatically acquired [Keen Eyes], which makes it it even further, it would be good to use Reputation to create
easier to obtain high-value loot. a "personalized accessory" that increases maximum MP. Of
Continue to actively participate in exploration and course, you're free to use it in other ways as well.
knowledge checks as before while being mindful of your
remaining MP when using Fairy Magic.

19
Growth Changes The Scout class, having grown to level 6, also adds
The major change at level 7 (actually level 6) is that all [Treasure Hunt]. Its effect is almost the same as [Keen
characters first experience an "enhancement of racial Eyes], and since their effects stack, the possibility of
abilities". obtaining higher-value loot has increased.
Elves' [Sword's Grace/Gentle Water] is enhanced,
allowing them to extend the effect of this racial ability to one New Equipment
ally they are touching with one hand. Although The equipment hasn't changed significantly. The
opportunities to utilize this are limited as they must be in the character is equipped with a Mana Ring to increase magic
same location, it's rare for this character to have both hands damage, and has purchased consumable items such as
occupied with weapons or items. It's possible to move Sunlight Charms and Moonlight Charms to temporarily
underwater for extended periods or enhance resistance boost resistance.
effects when "Human Gunner" and others are participating Additionally, by consolidating several Gems into a Gem
in combat from the rearguard. Case, they can now be collectively owned in one accessory
For classes, as the Fairy Tamer class and Sage class reach slot. If you want to consolidate further, you might consider
level 7, formidable tactics can be used. Wide-area type purchasing the "Reputation item" Ornate Jewelry. Of course,
attack spells like water's [Chill Rain] and fire's [Fire Blast] like other characters, you can also use "personalized
can now target only enemies, excluding allies, thanks to the accessories" to increase maximum HP, maximum MP, or
Combat Feat [Magic Control]. Conversely, although the gain connections.
healing amount isn't high, it's now possible to selectively heal When summoning a level 7 fairy with [Summon Fairy
only allies with light [Whisper Heal]. III], you must be mindful of your own MP and the
Furthermore, if one achieves a high Success Value on a remaining Mako Stones. Whether it's for attack, recovery,
"Monster Knowledge check", the automatically acquired support, or exploration, having MP is never a disadvantage
Combat Feat [Weakness Exploit] further enhances the in any situation. Therefore, at this level range, where
effect. When a monster's weak point matches the type one consumption becomes intense, always pay attention to your
can manifest, it should produce damage unimaginably high current values.
for this level range.

20
Part 1 Characters

Growth Changes two area-of-effect spells or provide solid support to allies


The most important ability score for this character, twice.
"Intelligence," has finally reached 30, resulting in an ability The remaining experience points were used to learn
modifier of 5. Both the Fairy Tamer class and Sage class about the Alchemist class. Since Fairy Magic magicians don't
have reached level 9, and you gain a high level of Fairy have many options for Minor Actions, it can be said that
Magic and Knowledge checks. The chosen feat at level 9 is Evocation, which can produce reliable effects even with a
[MP Save/Fairy Tamer], and the automatically acquired feat Minor Action, is a good fit.
for the Sage class at level 9 is [Mana Save], which reduces
the MP consumption of all Fairy Magic by 2 points. The New Equipment
maximum MP has also increased, so it can be said that we You have purchased a new piece of armor, the shield
are now in a position to cast spells repeatedly to a surprising "Asteria's Defense" (see ET, p. 135). This will be the first
degree. equipment item you hold in your hand, but please refer to
Furthermore, as the Scout class has reached level 7, you the details below for its effects.
have automatically acquired [Fast Action]. In combat, if you Additionally, you have purchased "Material Cards" to
can take the initiative with your "Initiative check," you can use Evocation. Since the effects of Evocation vary
perform two Major Actions of spell casting in the first round, depending on the value of the cards, please carefully
allowing you to either devastate the enemy's vanguard with consider when to use them and utilize them effectively.

Asteria's Defense Base Price: 40,000


Popularity 19 App. Small disk-shaped shield Category (Rank) Shield B
Summary Reduce type damage by -3 points Era Ancient Magic Civilization
While equipped, the user receives -3 applied damage from Fire-, Water/Ice, Wind- and Earth-type sources, whether physical
Effect
or magical.

21
22
Part 1 Characters

This is a Dwarf Magic Warrior. Their goal is to support Handling Equipment


and enhance allies and oneself with Spiritualism Magic and The weapon equipped is a high-performance Heavy
defeat enemies with close-range attacks. Mace, which also serves as a magical implement. The armor
As this character simultaneously learns and develops consists of leather armor and a shield, with the full set of
Warrior-Type Classes and Wizard-Type Classes, initially, armor not being available due to money constraints. Note
the ability scores, class balance, and equipment aspects are that the current defensive capability is not very high, and
undeveloped. However, this allows the character to be when equipped with a shield to compensate for this, the
helpful to allies in any situation and have many action weapon can only be used one-handed.
options. The shield must be dropped when wielding the weapon
with both hands to increase attack power, which lowers
Racial Abilities and Classes Defense. Since Evasion is relatively low, keeping the shield
The racial ability [Darkvision] is a useful feature that up is better unless you're in a situation where you strongly
allows vision in darkness, similar to that of Elves and prefer to focus on offense.
Runefolk. Also, be aware that picking up a dropped shield requires
[Sword's Grace/Body Of Flame] is a powerful ability that a Major Action.
completely negates fire-type effects. While you can't choose
when to use it yourself, there will be many situations where Compatibility with Teammates
it proves useful. As it's possible to both stand at the front to defeat
You prioritize the Conjurer class, which is a Wizard- enemies and provide magical support from the rear, there
Type Class, while the Fighter class, a Warrior-Type Class, are no teammates with poor compatibility. Adjust your
remains at level 1. However, due to high ability scores and position flexibly based on the number and composition of
equipment performance, this character is not inferior your allies.
compared to others at this level.
Moving to the front lines to demonstrate warrior abilities
will most of the time be done with a Normal Move, so be
aware that magic cannot be used during that turn.

23
Growth Changes New Equipment
The ability score, combined with accessories, increases While there are no changes to the weapons, switching
the Intelligence modifier. The class level is now prioritizing the armor to the metal armor Splint Armor has significantly
the Fighter class, enhancing performance as a frontline increased the Defense.
character. The accessory Wisdom Bracelet is equipped to increase
By acquiring the Combat Feat [Weapon Proficiency the Intelligence modifier, so it's better to keep it equipped
A/Maces], we plan to switch to a weapon with a high attack without breaking it unless absolutely necessary.
power in the future, but currently, we are prioritizing For consumables, you have a small amount of Magic
gathering armor. Herb. If you have a companion who has learned the Ranger
Casting magic as a Conjurer class is the same as the initial class, such as a "Runefolk Heavy Warrior", have them use it
creation but can be used just as effectively. It's possible to to restore your MP. Additionally, we've purchased a stuffed
expand [Protection] to use on all allies, heal injured toy with [Command Doll] for use. Their usage requires
companions with [Earth Heal], and so on. When facing a some ingenuity, but try to utilize them by discussing them
strong enemy, if you choose to forgo evasion and rely on with your companions.
armor performance to endure, you can cast [Fanaticism] on
yourself to increase your Accuracy check. This is
particularly beneficial for rearguard "Human Gunner" and
"Newman Priest" who can receive the Accuracy check
increase without any drawbacks, so if you have MP to spare,
actively support them.

24
Part 1 Characters

Growth Changes Recommended Golem Recipes • 5 Level


Although there is little change in the ability score Bone Animal
bonuses, you have obtained the necessary ability scores to Materials for Strong Enchanted Animal Bones
acquire new equipment, finally allowing you to be called a Crafting
full-fledged magic warrior. Enhancing Tiger's Eye Rivet (Small), Amber Eye
The acquisition of the Combat Feat [Multi-Action] is Items (Small), Garnet of Vitality (Small)
particularly significant, boasting the exceptional effect of
being able to perform a melee attack and cast a spell with New Equipment
one major action. Please note that as it is an active combat You switched your weapon to the A-rank Shellbreaker.
feat, it cannot be declared simultaneously with Since it's been processed as an implement, you can use it as
[Metamagic/Targets]. the previous Heavy Mace. You’ve changed your shield to a
Furthermore, as the Conjurer class has reached level 5, Tower Shield, increasing your Defense.
a new tactic becomes available: creating golems with [Create You've also increased your Defense with a Black Belt
Golem] for use in combat and reconnaissance. While there and your Willpower with a Ring Of The Mind for
is a limit to the level of golems that can be created, making accessories.
it rare for them to contribute as much as an additional party The stuffed toy now has an additional use of gaining
member, following the "Recommended Golem Recipes" to vision with [Doll Sight]. Also, if the golem doesn't break, the
the right will make it easier for them to fulfill their roles. For materials used to create it can be recovered for reuse or sale.
golem creation and instructions, please refer to "Conjurer
Additions: Golems and Undead" (see CR II, p. 87).
Additionally, having acquired the Ranger class, you can
now handle the use of medicinal herbs and potions on your
own.

25
Growth Changes Recommended Golem Recipes • 7 Level
The ability scores for strength and vitality have Stone Servant
increased, significantly improving the character's capabilities Materials for Strong Enchanted Stone
as a warrior. While their prowess as magicians isn't Crafting
particularly high, this is sufficient as high magic power isn't Enhancing Cat's Eye Rivet (Medium), Obsidian
crucial for supporting allies. Items Shield (Medium), Amber Eye
The racial abilities [Sword's Grace/Body Of Flame] have (Medium), Garnet of Vitality (Medium),
been enhanced, allowing one touched ally to also gain this Focused Garnet of Vitality (Medium)
effect. However, as this character often holds weapons and
a shield in both hands, it might only be useful in limited New Equipment
situations, such as navigating through flames or fire walls The weapon 'Shellbreaker' has been enhanced as a
during non-combat scenarios. Magic Weapon. Additionally, having acquired the combat
Fighter and Conjurer classes have reached level 7, feat [Armor Proficiency A/Shield], you are equipped with
making them primary classes. Spells like [Earth Shield] can the A-rank shield Great Wall. While Defense has become
be effectively utilized when providing magical support. considerably robust, a minimum level of evasion ability is
Golems up to level 6 can now be created, making them maintained. If magical support is applied to oneself,
somewhat reliable as frontline forces. durability can sometimes surpass that of a dedicated warrior,
The newly acquired Enhancer class should be used making you quite a reliable tank.
appropriately when there's no time for magical support or
when there's excess MP available.

26
Part 1 Characters

Growth Changes New Equipment


Various ability modifiers have increased, reaching a high Switching to the S-rank Power Capper weapon allows
level. While the Fighter class has taken the lead, magical you to exert high power tailored to the minimum strength.
support from the Conjurer class is possible with abilities like It's possible to consistently produce stable Accuracy checks
[Icicle Weapon]. Enhancing the accompanying golem with and damage output every time.
abilities such as [Intense Control] may also become a viable For armor, you've changed the breastplate to Plate
option at this level range. Armor and enhanced it as magical armor. With shield
The Combat Feat [Weapon Proficiency S/Maces] has reinforcement and the full utilization of other magic,
been acquired, allowing for the equipping of S-rank Techniques, and Evocation, you can achieve durability that
weapons. The Enhancer class has also rapidly grown, can be described as truly unsinkable.
enabling the simultaneous use of multiple Techniques. As Since you've spent a lot on equipment and prepared
these can be used as Minor Actions, you can gain numerous golem materials and material cards, there's little change in
instantaneous enhancements while being mindful of MP accessories. Focus on using magic, Techniques, and
consumption. Evocation while also making good use of the golem.
Furthermore, one level of the Alchemist class has been
newly acquired, allowing for the use of Evocation that
enhances Defense.

Recommended Golem Recipes • 9 Level


Scale Flipper
Materials for Strongly Enchanted Rock Slag
Crafting
Enhancing Blue Lotus Jade (Medium), Calcite
Items Compound Eyes (Medium),
Anisotropic Anorthite (Medium) x 2

27
28
Part 1 Characters

This is Runefolk Heavy Warrior, armed with spears, The Combat Feat learned is [Power Strike I], which
shields, and metal armor. Their main role in combat is to adds 4 points of damage to your attacks when declared. Feel
stand in front of their allies, enduring with their durability free to use it aggressively when aiming for high damage, but
while defeating enemies with spear attacks. be aware that it reduces your Evasion by 2 until your next
Their ability scores are high for warriors, but their low turn.
spirit is a weakness, resulting in poor resistance against
magic and similar effects. Handling Equipment
The equipment consists of a Long Spear that can be
Racial Abilities and Classes wielded with one or two hands, a Round Shield that
The racial abilities include [Darkvision], which allows increases Defense, and Splint Armor metal armor.
for vision in dark places, and [HP Conversion], which Basically, you stand in front of the enemy and attack with
decreases your HP to recover an equal amount of MP as a the spear. If you drop the shield and wield the spear with
Major Action and can only be used once per day. both hands, your Accuracy checks and power increase, but
Additionally, as a warrior, lowering your HP exposes a weak your Defense decreases. Note that the shield becomes
point. It's generally best to use this ability during non-combat unusable until you pick it up again with a Major Action.
situations when you can quickly recover, aiming to keep The consumable item Lifegrass is good to use on
your MP at maximum. yourself after using [HP Conversion] or on injured
While the character is primarily a Fighter class, the companions.
Ranger class excels in outdoor exploration and the use of
herbs and potions. Note that for exploration, wearing metal Compatibility with Teammates
armor, Splint Armor imposes penalty modifiers on certain Since you are not good at exploration or knowledge
checks, such as Hide. checks and cannot use magic, it's advisable to partner with
Furthermore, the Enhancer class can use Techniques those who excel in these areas, such as an "Elf Fairy Tamer"
that consume MP to temporarily boost their abilities. Due or a "Newman Priest" when in small groups. In larger groups,
to the low maximum MP, it's advisable to use these you may not be able to hold the frontline alone, so having
techniques at crucial moments and recover MP with [HP allies which can also stand at the front, like a "Dwarf Magic
Conversion] after battles. Warrior" or an "Abyssborn Boxer," can be reassuring.

29
Growth Changes New Equipment
The Spirit ability score has increased to 9, allowing the The equipment has only changed from a Round Shield
use of Techniques that consume 3 MP points one additional to a more powerful and effective Kite Shield, but with the
time. acquisition of [Cleave I], it's necessary to use the shield more
The Fighter class and Ranger class have slightly strategically.
improved, and a new active combat feat [Cleave I] has been You must drop the shield on the spot to wield the Long
acquired, which allows attacking multiple enemies Spear with both hands. However, if you try to hold the
simultaneously. Combat Feats can generally only be weapon with both hands from the start, you'll have to place
declared one at a time, and [Cleave I] can only be declared the shield at a distance or have someone pick it up for you.
when wielding a weapon with both hands, so caution is A good approach would be to move with both weapon
needed when using it. and shield at the beginning of combat, then drop the shield
and declare [Cleave] when you reach a place where enemies
are gathered. If the number of enemies decreases or you
anticipate a powerful attack, you may need to prioritize
defense over [Cleave], wielding the weapon one-handed
while simultaneously using the shield. This requires good
judgment. While a two-handed Long Spear increases in
power, making it viable to aim for a strong hit with [Power
Strike], you'll need to assess the situation to decide whether
to accept the Evasion check penalty that comes with lowered
Defense.
The Accuracy check for a one-handed Long Spear is
lower than when wielded with both hands, but this can be
compensated for with the Technique [Cat's Eye].
For consumables, you've restocked medicinal herbs and
newly purchased Mako Stones for using Techniques in
emergencies.

30
Part 1 Characters

Growth Changes New Equipment


The warrior character has many useful ability scores By enhancing the Long Spear to Magic Weapon, we've
when they are high, and any increase in ability scores tends eliminated the concern of lower Accuracy checks when
to be beneficial. At level 5, by applying the "Super Strong wielding it one-handed. The usage remains the same as at
Bracelet" modification to strength and setting the ability level 3: use a two-handed grip with [Cleave] against multiple
modifier to 4, you can equip heavier armor and weapons, enemies and either one-handed or two-handed [Power
resulting in higher damage output. Strike] against strong foes or when you want to reduce
Upon reaching level 5 in the Ranger class, you’ve numbers, adapting to the situation.
automatically acquired the Combat Feat [Survivability], For other equipment, you have accessories like the
which allows for one automatic success on resistance checks Super Strong Bracelet, which increases strength, and the
per day when in a natural environment. The effectiveness of Black Belt, which boosts Defense. As these characters often
herbs and potions has also increased, significantly find themselves in the line of fire, it's advisable to keep
enhancing recovery capabilities when using these items. defense as high as possible.
Additionally, as the Enhancer class level has risen to 4, If the GM allows, it would be beneficial to add "Max
it's now possible to use multiple Techniques simultaneously. HP+2" and "Max MP+2" effects to these accessories as
However, there isn't enough MP to consume all of them at "personalized accessories". Both of these stats are crucial for
once, so it's necessary to strategically use them according to this character.
the situation. For consumables, you only have Magic Herb, but when
The Combat Feat [Weapon Proficiency A/Spears] has you need to recover HP, it's best to restore MP for your
been acquired, allowing the use of A-rank weapons, but magician companions and have them use healing spells. Of
such weapons haven't been purchased yet. Currently, only course, you can always purchase additional Lifegrass if
the benefit of Extra Damage +1 point is being utilized. needed.

31
Growth Changes New Equipment
The ability score has increased not only in strength but At level 5, you acquired the [Weapon Proficiency
also in dexterity, and the Accuracy check has reached a level A/Spears], allowing you to purchase an A-rank Pike and
that can be considered high. Since the spirit has also reached enhance it as a Magic Weapon. While your minimum
the +2 modifier, it can be said that there is no longer a clear strength is just barely met with the effect of a ring that boosts
weak point. ability scores, the spear's tendency to land critical hits
At level 7, the racial ability [HP Conversion] is combined with its other characteristics gives you
enhanced. Previously, this effect could only be used as a considerable offensive power.
Major Action, but now it can be used as a Minor Action or Furthermore, at level 7, you learn [Armor Proficiency
during Combat Preparation. This allows for decreasing HP A/Metal Armor], enabling you to equip the A-rank metal
and recovering MP even during battle. With an increased armor Coat of Plates. Along with the proficiency effect, this
variety of Techniques, it's now possible to use multiple allows you to maintain high Defense, but there's a penalty
Techniques simultaneously and, after using [HP that reduces Evasion, so you need to be careful.
Conversion], immediately have other allies collectively For accessories, you're equipped with the Ring Of The
restore HP. Mind to increase Willpower, and you're wearing a ring that
Additionally, as the Fighter class reached level 7, the boosts ability scores to maintain your ability modifier and
automatically acquired Combat Feat [Toughness] was minimum strength.
learned, significantly increasing the maximum HP. A unique accessory you have is the Weapon Holder.
Furthermore, as the Ranger class reached level 7, the This is a holder that allows you to store or retrieve one
Combat Feat [Indomitable] was acquired, which prevents weapon you're holding as a Minor Action. Previously, to
becoming unconscious even when HP falls to 0 or less. hold a weapon with both hands, you had to drop your shield
Including the fact that it has become easier to maintain a on the ground and pick it up again, but with this accessory,
stance that allows for the continuous use of new you can now store the shield on your back. This enables you
Techniques, the character has become considerably more to start combat with a two-handed weapon grip while
resilient than the actual numerical values might suggest. keeping the shield on your back, use «Cleave» to reduce the
number of monsters on the frontline, and then ready the
shield from your back to bolster your defense when facing a
strong enemy.

32
Part 1 Characters

Growth Changes [Cleave] are replaced at level 9, and since their effects have
Compared to level 7, the vitality ability score has been enhanced, the overall attack power has increased
increased, and the maximum HP has become higher. The significantly.
Fighter and Ranger classes have reached level 9, and the For armor, you're equipped with the S-rank Mithril
Combat Feat [Potion Master] has been acquired, allowing Plate. In terms of simple Defense, it boasts a value
the use of potions as a Minor Action. The ability to recover unmatched by others in this level range.
HP without the need for healing magic has improved. If Other accessories include Bear Claws, which enhance
used in conjunction with [Recovery] from the Enhancer the effect of the Technique [Bear Muscle], and Light Boots,
class, the possibility of avoiding critical situations will which quickly recover from falls and are consciously
dramatically increase. designed to avoid situations the character is weak against.
Although the Sage class has been learned to level 2, this For consumables, you’re mainly stocking up on potions
is mainly to acquire additional languages and high Success for use with [Potion Master] and Mako Stones for the
Values cannot be expected in checks. simultaneous use of multiple Techniques. Also, you’re
The Combat Feat [Armor Proficiency S/Metal Armor] preparing items to compensate for low resistance when it
has been learned, preparing to further strengthen Defense. becomes a concern.
While this isn't a character that dramatically changes in
New Equipment capabilities from creation, it allows for stable performance
The weapons remain unchanged, and you can continue across all level ranges, likely becoming a reliable character
to use them as before. However, both [Power Strike] and for maintaining the front line.

33
34
Part 1 Characters

This is an Abyssborn Boxer of a new race added in "AR". Both increase the number of punching or kicking attacks,
Please refer to page 46 for the race description and other enabling 3 melee attacks in one round.
details.
This character’s concept is to stand on the front lines Handling Equipment
using fists and kicks as weapons and accumulate effective For equipment, you have purchased Iron Knuckles and
attacks through many strikes. It also has high aptitude as a Shin Plate, which enhance punches and kicks. The
scout, making it the most agile character to move around. Accuracy check and power differ, so you'll need to use them
according to the situation, but please note that when
Racial Abilities and Classes applying the [Dual Wielding] effect to attack three times,
The racial ability of Abyssborn [Abyssal Bastard] is a bit only Iron Knuckles can be used.
unusual, allowing you to choose and apply one of three The Point Guard armor has no Defense and is
characteristics. In this case, it's set as "Abyssal Eye," a feature equipment that increases evasion, so it's armor designed
that grants a bonus to Accuracy checks for 1 minute (6 with the assumption that you'll be dodging attacks from
rounds) when declared. opponents.
When choosing to play this character, you must select
and apply one of the negative effects called "Abyss Curse" Compatibility with Teammates
due to [Abyssal Bastard]. Remember to randomly select 3 This is a charging warrior known for its high number of
options from the "Abyss Curse table" (see CR II, p. 253, AR, attacks. There's a risk of immediately dying if you don't
p. 54) and apply one of them. dodge or resist enemy attacks. As for allies, a "Newman
In addition to being a Grappler, this character has Priest" would feel reliable. If you're thinking of taking down
acquired the Scout class for scouting activities and the enemies quickly without giving them a chance to
Enhancer class for learning Techniques that support attacks. counterattack, a high-attack "Human Gunner" or "Elf Fairy
Combat Feats include two types from the start: [Dual Tamer" would also be a good combination.
Wielding] and the automatically acquired [Chain Attack].

35
Growth Changes [Chain Attack] doesn't receive the [Dual Wielding]
There are no notable changes in ability scores, and the penalty)", "Double attack on the same target with Iron
class has simply increased for the Grappler and Scout Knuckles while maintaining high Accuracy checks", "Double
classes without adding any new capabilities. attack with high power using Shin Plate", and "1 attack with
The racial ability [Abyssal Bastard/Abyssal Eye] is a Throw to knock the opponent prone". Explore the most
racial ability that can be declared for use every 10 seconds, effective attacks for this character while carefully checking
so the timing of use requires careful consideration. By the enemy's Evasion, Defense, and other factors.
stacking the effects of Techniques, you can effectively negate
the penalty of [Dual Wielding]. When high Accuracy New Equipment
checks are required, it's possible to fight in a way that By acquiring [Armor Proficiency A/Nonmetallic armor]
consistently accumulates damage by using racial abilities and and equipping the A-rank armor Aramid Coat, concerns
Techniques while limiting the number of attacks to just 2 about Defense have been considerably alleviated.
with [Chain Attack]. As for other consumables, you have purchased Mako
The attack options are very diverse, including "3 attacks Stones (3 points) for using Technique in emergency
on the same target with Iron Knuckles (only the 3rd hit of situations.

36
Part 1 Characters

Growth Changes which adds +1 to Willpower. It's advisable to maintain


Dexterity and strength have grown, and by equipping the ability scores without breaking the Ring of Skill and Super
Ability-Enhancing Bracelets and Rings, you have increased Strong Bracelet, which enhance ability scores. If you're in a
the ability modifier. All classes have become higher, and situation where you can use Reputation, after getting
through the Scout class, you have acquired a new permission from the GM, you might consider acquiring
automatically acquired Combat Feat [Treasure Hunt]. "personalized accessories" to increase maximum HP,
In addition to excelling as a scout, it has become possible maximum MP, or gain connections.
to obtain loot and increase rewards. The Enhancer class has Additionally, when using all four newly acquired
also reached level 4, and it seems that all the main Techniques simultaneously, your momentary combat
Techniques are now available. power increases by one level, but your MP will quickly run
Combat Feat [Armor Piercer I] is this character's first out. To compensate for this, you've prepared extra Mako
active combat feat. By declaring it before any single melee Stones for Techniques.
attack, if the attack hits, it halves the opponent's Defense If you're utilizing leftover money, purchasing spare
(rounded up). Although there is a drawback in that the Ability-enhancing rings or Healing Potions would be good.
declared attack becomes less likely to be critical (Crit Value You've finally obtained 3 Abyss Shards at this level
+1) even if it hits, since it doesn't lower the Evasion check, range, making it possible to change the "Abyss Curse" of the
use it proactively. [Abyssal Bastard] acquired during character creation. If you
want to change those or are often finding yourself in difficult
New Equipment situations, you can spend these to reroll. However, note that
While weapons and armor remain unchanged from unlike during character creation, when you spend Abyss
level 3, we've newly equipped accessories such as the Black Shards to reroll, you'll be forcibly changed to the newly
Belt, which adds +1 to Defense, and the Ring of the Mind, decided Abyss Curse.

37
Growth Changes Wielding], allowing for all attacks to be made with high
The ability scores have increased on average, and the Accuracy checks. The Enhancer class has also leveled up,
long-awaited Agility modifier has risen, enhancing evasion increasing the number of Techniques available.
capabilities. Regarding evasion, the Combat Feat [Counter]
has been automatically acquired at Grappler class level 7, New Equipment
allowing for the possibility of nullifying an opponent's attack Although the weapons are B-rank ones that have been
with a potentially game-changing strike. used until now, both have been enhanced as Magic
The racial ability [Abyssal Bastard/Abyssal Eye] has Weapons. By layering the effects of Combat Feats and
been strengthened, further increasing the Accuracy check Techniques, you can aim for a higher Success Value that's
by +1. This enables three attacks to be executed different from before.
comfortably, even against enemies with high evasion. Additionally, you've equipped Bear Claws to further
Furthermore, as the Scout class has risen to level 7, the increase the damage boost from the Technique [Bear
Combat Feat [Fast Action] has also been automatically Muscle]. That's about it for equipment, and you've also
acquired. If the Success Value on the Initiative check in the prepared plenty of Mako Stones for unrestricted use of
first round equals or exceeds the opponent's Initiative, two Techniques and consumables to increase resistance.
Major Actions can be taken in the first round. This means If you want to add more items, purchasing some spare
there's a chance to perform up to six melee attacks, Rings of the Fleet-Footed would be good, which can be used
potentially turning the tide of battle in your favor. by breaking them for Initiative checks, Evasion checks, and
The Combat Feat acquired through selection is [Dual exploration.
Technique], which negates the penalty modifier of [Dual

38
Part 1 Characters

Growth Changes Weapon. Not only does this improve the Accuracy check,
The Grappler class and Scout class have reached level but the power has also increased accordingly, allowing for a
9, allowing for high Success Values in all checks. The fighting style that involves repeatedly delivering heavy blows.
Vitality modifier has also increased to 4, which can be At this level range, Throw is not a common option as few
considered sufficient for Fortitude. characters can use it, but the high power of Hard Kicker
The chosen Combat Feat is [Weapon Proficiency makes it worth considering.
A/Wrestling], and the automatically acquired feat due to For accessories, you have equipped Hero's Mantle,
reaching Scout class level 9 is [Shadow Sneak]. This passive which can cut damage from monster breath attacks, and
combat feat rarely has opportunities for use in Simplified True Black Belt, an enhanced version of the Black Belt.
Combat, but in Standard Combat and Advanced Combat, it True Black Belt is a "Personalized Equipment" accessory
can become a powerful movement ability that disrupts the (see CR II, p. 112) that consumes Reputation upon
opponent's formation. Additionally, [Armor Piercer] has purchase, so Reputation has been reduced in advance. Be
been replaced, providing explosive power to critical hit cautious when using Reputation to gain ranks or when
damage. consuming it elsewhere.
Furthermore, with increased Techniques, as long as With the increased number of Techniques, you possess
Mako Stone consumption is not spared, the momentary quite a number of Mako Stones, but this might still not be
accuracy and power have grown to top-class levels. enough. Fortunately, since both the Accuracy check and
damage have been significantly enhanced at their base,
New Equipment selecting Techniques that further augment these standpoints
By acquiring [Weapon Proficiency A/Wrestling], the would be advisable.
weapon becomes A-rank and further enhanced into a Magic

39
40
Part 1 Characters

This is a Newman Priest of a new race created in the can be effectively used for checks you want to succeed on,
Ancient Magic Civilization. Please refer to page 46 for the such as "Monster Knowledge checks".
race summary, lifespan, and details of racial abilities. The Priest class at level 2 is basically adept at healing and
As a race highly suited to magic, this sample character supporting companions. When using this character, it's
has mastered Divine Magic. With a high value in [Cure good to remember to use [Cure Wounds] when a
Wounds], the representative healing spell, you have the companion is injured and [Awaken] when they become
power to easily heal your companions' wounds. You also unconscious.
have a large MP pool, so you won't run out of it even when
using magic frequently. Handling Equipment
When healing is not necessary, attack from behind your Your weapon is a Long Bow, which can be used to attack
companions using a bow from the Marksman class. as a Marksman class. Since the number of arrows is not very
high, it is recommended to use them to reduce the number
Racial Abilities and Classes of weak enemies rather than attacking strong foes.
The racial ability [Child Of Magic] is simple yet The armor equipped is somewhat durable Hard
powerful, constantly increasing the Magic Power of all spells Leather.
by 1 point. Moreover, when a double 6 (automatic success)
is rolled on a Spellcasting check, it changes the MP Compatibility with Teammates
consumption of the cast spell to 0. Since you are vulnerable when exposed to enemy
Furthermore, another racial ability [Déjà Vu] allows you attacks, you should appreciate the presence of companions
to gain a bonus to your skill check when attempting a who stand in front and take on the attacks for you. "Dwarf
knowledge-seeking check if declared in advance. While this Magic Warrior" and "Runefolk Heavy Warrior" can be
requires a declaration and can only be used once daily, it considered your most supportive companions.

41
Growth Changes used at the right moment, it can be more effective than
While there's little change in ability scores, the healing.
acquisition of the Combat Feat [Metamagic/Targets] allows The Sage class has also increased, providing more
for the simultaneous healing of multiple allies. Even when opportunities to support allies with knowledge.
enemy attacks are intense, you should be able to turn the
situation around in one turn. New Equipment
With the Priest class rising to level 3, the attack spell There are no changes to the equipment, so you can use
[Force] has become available. Since the Marksman class weapons and armor with the same feeling as at 2nd level.
hasn't grown yet, [Force] could be considered as an attack The newly purchased items are the Mako Stones. When
option. But careful MP management is necessary. acting with multiple companions, the MP's depletion of this
In addition to [Field Protection], the support magic character, who is a priest, can cause a dangerous situation.
[Field Resistance] reduces damage from specific types. If Therefore, it is crucial to maintain a state where Divine
Magic can be used at any time.

42
Part 1 Characters

Growth Changes New Equipment


The basic concept of healing and support with Divine There are no changes to the armor. As accessories,
Magic, occasional attacks with the Marksman class, and you’re equipped with a Pointed Hat that enhances "Monster
knowledge support during non-combat situations remains Knowledge check" and a Ring of the Mind that increases
unchanged. At level 5, the available Divine Magic has Willpower, straightforwardly improving your role.
increased. Particularly, [Sacred Weapon] and [Sacred If the GM allows and Reputation can be spent,
Shield], which are highly effective against Barbarous and increasing maximum HP and MP with a "personalized
Undead, can continuously demonstrate significant effects if accessory" might be good. It's also possible to gain new
used early to support allies. When an effective situation connections.
arises, use them proactively. For the new healing magic You have a small number of consumables that increase
[Cure Heart], consider whether to use it or the lower-level resistance. Since it's quite dangerous for a priest to become
magic [Cure Wounds] by considering MP consumption and incapacitated, use these as a precious means to prevent such
the number of allies with Metamagic and using them situations.
efficiently. If items are replenished with money, items like the Ring
Due to the Combat Feat [MP Save/Priest] that supports of Intelligence are recommended to increase the Success
the number of times these spells can be cast, MP efficiency Value of intelligence-related checks.
has increased to the point where spells can sometimes be
used boldly.

43
Growth Changes situations where healing magic can't target allies due to
The Intelligence modifier became 4, further increasing obstructions when they're at a distance.
the Standard Value for various checks due to Magic Power Useful spells include [Bless], which increases any ability
and Sage class. modifier, and [Remove Curse], which can dispel powerful
Upon reaching level 7, there's an enhancement to the enemy curses.
racial abilities obtained at level 6. For Newman characters,
[Child Of Magic] is strengthened, resulting in an effect New Equipment
where if a double 1s (automatic failure) occurs on a The weapon Long Bow has been enhanced to a Magic
Spellcasting check, the MP cost for that spell becomes 0. Weapon, possessing formidable Accuracy check and
Unfortunately, while the spell doesn't take effect, MP is damage as a supporting force that should not be
preserved, allowing for another attempt under the same underestimated.
conditions if the situation permits. Additionally, for accessories, we've equipped the Hero's
Furthermore, the Sage class automatically grants the Mantle, which reduces monster breath attacks and increases
[Weakness Exploit] ability. While its effectiveness is limited survivability.
to personal attacks, it's never a disadvantage. The number of Mako Stones has also increased, and
For the Combat Feat selection, we've chosen [Hawk we've prepared a modest amount of consumables that boost
Eye]. This is not only for bow attacks but also serves to avoid resistance, allowing for somewhat more relaxed usage.

44
Part 1 Characters

Growth Changes concern, they provide support for the character's Accuracy
The growth in ability scores is not flashy but steadily and resistances. It's important to use them judiciously.
increases intelligence and spirit.
For Combat Feat, [Mako Stones Master] has been New Equipment
acquired, enabling the use of magic that consumes large Weapons and armor remain unchanged and can be
amounts at once. Additionally, with the Sage class rising to used with the same feel as in previous level ranges.
level 9, [Mana Save] has also been learned, and combined For accessories, in addition to the highly effective
with the racial ability [Child Of Magic], this character boasts Pointed Hat of Wisdom, you’ve equipped items like the
unparalleled MP efficiency. Goddess's Veil, which can trigger critical hits on the healing
Effective spells include [Field Protection II], which magic power table, and the Lucky Feathers, which makes it
protects allies in an area, and the attack spell [Fist of God]. easier to escape from "Area: Line" effects, making it easier
Since the deity this character worships, Harula is a Major to fulfill your role.
Goddess, it can be used as a well-balanced attack spell. For consumables, make sure to have items like Mako
Furthermore, new Techniques were acquired through Stones, Sunlight Charms, and Moonlight Charms to ensure
the Enhancer class. While these have lower priority than you don't fall before your companions.
using Divine Magic and can be skipped when MP is a

45
Among the sample characters described in this book,
Abyssborn and Newman are races that are not included in
the "Core Rulebooks I-III". Newmen were created during the Ancient Magic
These two races are additional data from the Civilization era in an attempt to evolve humans using magic.
supplement "Arcane Relic", so please refer to it for more They were thought to have become extinct during the
details. However, when using the sample characters in this Magitech Civilization Period. However, the Diabolic
book, you can play without any issues as long as you know Triumph awakened the Newmen, who had been preserved
the basic details below, plus the "racial abilities" and their in a dormant state in underground ruins and have continued
growth. to live on generation after generation until the present day.
Because of this, Newmen are extremely rare.
But their brilliant mind and high Magic Power make
them a very useful addition to any magician's guild or
Abyssborn are rare mutants that are conceived and born adventurer’s guild. Newman's skin and hair are as white as
in the Shallow Abyss. Currently, only cases born from snow, and their eyes are a pale red or blue. They are born
humans have been confirmed. with a small magic circle somewhere on their body, which
They are large and stout, with skin and eyes that have glows faintly when they cast spells, converging with their
turned dark purple, resembling parts of a daemon's body mana.
(no special modifications have been made to the data). They are characterized by their superior intelligence and
Apart from these altered features, their figure is almost high Magic Power. They have a talent for magic but are not
identical to that of a human, and their Abyssborn very good at fighting with bullets.
appearance can be hidden by clothing and accessories. Newmen are considered adults at age 15 and have a
In the Alframe continent, Abyssborn, along with lifespan of only about 30 years. One day before they grow
Nightmares, are often subject to discrimination as they are old, their heart stops beating, and they die. They have 0
considered abominations. Consequently, they are soulscars.
sometimes raised in "Shallow Abyss" until they can stand on
their own two feet, or they are left to fend for themselves in Racial Abilities
"Shallow Abyss." (Of course, there are cases in which they [Child of Magic]: Increase all Magic Power by +1.
are raised with love by their parents and brought out into the Furthermore, if a Spellcasting check is automatically
outside world.) successful (i.e., the roll is double 6's), no MP is spent. The
Abyssborn are well-suited for both warrior and magician MP consumption of Metamagics is also reduced to 0, and
roles and can even be magic warriors. They have a lifespan the spell is still affected by Metamagics. This applies even if
of 100 years and have 0 soulscars. the MP would come from a Mako Stone or Familiar.
[Déjà Vu]: Once per day, a Newman can receive a +2 bonus
Racial Abilities to their Observation check package and Knowledge check
[Abyssal Bastard]: A character with this racial ability must package skill checks (see CR I, p.114) before rolling occurs.
first select an "Abyss Curse (see CR II, p. 251)". When
selecting a character, roll "Abyss Curse" randomly three Newman Enhanced Racial Abilities
times and choose one of them. In this case, if "2-1: Heavy" [Child Of Magic] will be enhanced.
or "6-5: Clinging" is rolled, please reroll. 6th Level: If a Spellcasting check comes up as an automatic
The whites of either eye (player's choice) will be dyed failure (double 1's), then no MP is spent.
dark purple. The tinted eye can only be open for a total of
1 minute (6 rounds) per day, and during other times, one
eye will remain closed. However, the player will not receive
any penalty due to blindness in one eye.
The character can hide the purple eye with an eye patch
or sunglasses, but if the naked eye is seen, it gives a
horrifying impression like that of a Daemon.
While the dark purple eye is open, the character gains a
+1 bonus to Accuracy checks. The duration of the open eye
is controlled in units of 10 seconds (1 round).

Abyssborn Enhanced Racial Abilities


[Abyssal Eye] will be enhanced.

[Abyssal Bastard/Abyssal Eye]


6th Level: +1 bonus to Accuracy checks (+2 total)

46
Part 2 Expansion of Work Skills

Part 2 Expansion of Work Skills

47
The basic rules for work skills were introduced in the
supplement "Epic Treasury" (hereafter ET). Therefore, the
rules contain some quotes from ET. Work skills are occupational abilities acquired through
The work skill rules covered in this book aim to expand experience in a particular profession. PCs, being
and delve deeper into them, with the purpose of enhancing adventurers, rarely have opportunities to gain such
the enjoyment of the world setting and roleplaying. experience.
For newly created PCs, the maximum level for any single
work skill is limited to 5. Multiple work skills can be
acquired, but the total level across all skills is limited to 10.
Work skills (work classes) are abilities that characters During character creation, players can freely assign work
possess separate from adventurer classes, corresponding to skills to their character within the constraints of "a total of 10
various professions. For example, there is a work skill called levels, with a maximum of 5 levels per skill". There is a list
Armorer that corresponds to the Armor Craftsman of work skills on page 51, but with GM approval, players
profession. Those who have this skill possess the abilities of may define and acquire work skills beyond this list.
an Armor Craftsman, specifically, the ability to skillfully join However, players don't need to fully determine their
metal pieces together or sew fabric and leather. It can be character's work skills during creation. In extreme cases, it's
said that they have acquired professional skills. possible to leave a character with no acquired skills.
Work skills, like adventurer classes, have levels from 1 During the game, if a player determines it appropriate
to 15. Level 1 represents a basic level of experience in that for their character to possess a certain work skill, they can
skill, while level 15 indicates mastery that puts one among request to acquire it, provided it's at level 5 or below and the
the few experts in the world. total level of all work skills, including those already acquired,
does not exceed 10.
The PC's work skill is confirmed if the GM and all other
players participating in the game agree. It's also acceptable
Work skills, like adventurer classes, are also used for to adjust the level through discussion or change to a different
various checks. In such cases, we follow a procedure similar work skill that might be more appropriate.
to the various checks performed using adventurer classes: Such mid-game acquisition of work skills should occur
"work skill level + ability modifier is set as the Standard within the game when it seems appropriate. For example,
Value, to which the result of 2d is added and compared to gaining the Waiter/Waitress skill for continuing to work
the Target Number." The rules for automatic success and part-time as Table Service at the adventurer's guild between
automatic failure are also common. For the Target Number adventures or acquiring the Merchant skill because a setting
in these cases, refer to "Choosing a Target Number (see CR of "coming from a merchant family" was added to the
I, p. 94)." character's background as sessions progressed. To
Previously, the checks that could be performed with determine the level setting, refer to the "Work Skills Level
each work skill were not clearly defined, and it was stated 1 and 5 Reference Chart" below. Following this, increasing
that the work skill level could be used for checks if it seemed the level of previously acquired work skills is acceptable.
like "something that could be done with that work skill." However, the limit of 5 levels for each individual skill and a
However, this lacked specificity and could be difficult to total of 10 levels always applies (this limit is ignored when
handle in practice. Therefore, this book provides examples growing between adventures).
of types of checks for each work skill. Also, once work skills are decided, they cannot be lost
It's important to note that this book's checks set for work or their level decreased.
skills are just examples. If the GM determines that "this work
skill could probably be used for this check," they may apply Work Skills Level 1 and 5 Reference Chart
the work skill level to checks not explicitly mentioned. Level Guideline
Players may also suggest this (although GM approval is 1 Dabbling, about 1 month's experience
necessary). 2 Not an amateur; about 3 months of experience
Additionally, work skills are meant to give characters Passively learning about a year's experience
3
individuality and broaden the scope of roleplaying. while not the main job
Therefore, please consider that they are generally not useful Can speak as an expert, a year's experience as a
4
in situations like combat (with some exceptions). primary job
5 Professional with several years of experience

48
Part 2 Expansion of Work Skills

character's individuality and enhance the situation. GMs


should also operate them in this way.
Work skills are designed to express a character's Additionally, when acquiring work skills during the
individuality and help enjoy roleplaying. However, using game, it is not recommended to learn them conveniently
them actively can also be fun to make adventures and stories because "it would be useful to have it now." Such convenient
more interesting and exciting. acquisitions are only useful for that particular moment. This
No work skills provide a significant advantage in combat is in contrast to work skills learned as part of a character's
or other situations (although some work skills offer slight personality, which help define the character's position
advantages, their effects are minimal). Rather than seeking throughout the campaign.
game-mechanical advantages, use them to express your On the other hand, it's a good idea for the GM to actively
utilize the PCs' work skills to guide the scenario.

Expanding Work Skills


In this book, we have expanded each work skill, However, unless there are special circumstances, limit it
detailing what kinds of checks they are useful for and what to just one roll before the session.
benefits come from improving them.
Additionally, during breaks in adventuring, you can earn Income Earnings Table
a little income or gain experience points through work skills 2d Acquire Work XP Flavor
(and occasionally, you might get a chance to improve a work Recently, you've had a lot of expenses,
and your earnings and payments are
skill). 2 0G +3
breaking even. However, you've learned a
lot.
Lately, your health hasn't been great.
3–5 LV x 10 -
Income is low.
6–8 LV x 20 +1 You worked hard.
PCs can earn some income by using their work skills The economy must be good because your
9 – 11 LV x 30 +1
between sessions. income is high.
This always requires the GM's permission. This is Good things happened. You gained
12 LV x 50 +2
knowledge.
because it's common for adventurers to not have time for
such work between adventures (can an adventurer searching
for their dragon nemesis in the wilderness engage in farm Experience Points Earning Table
2d Acquire Work XP Flavor
work or perform in the town square?). You had no experience that would be
Before the session starts, check with the GM to see if the 2 0 +3 useful for an adventure. On the other
PC had time to use their work skills. If approved, they can hand, your daily life was fulfilling.
gain either "income" or "experience points". 3–5 LV x 10 - Ordinary days
There were always things for you to do,
6–8 LV x 20 +1
and it was fulfilling in its own way
How to handle adventurers without work skills? Busy every day. As a result, you gained a
9 – 11 LV x 30 +1
If a PC without work skills feels dissatisfied, the GM may lot of experience
allow them to be treated as if they have acquired "Bodyguard You had valuable experiences and
12 LV x 50 +2
learned from them.
skill (Bouncer) 3 level". Armed adventurers or those using
magic can be useful to that extent just by being present.
Is the Reward too Small?
Consider the reward obtained from the Income
Reward or Experience Points
Earnings Table as "earnings minus living expenses." You are
PCs with work skills choose one work skill to use for
free to roleplay for each character, whether they lead a
labor before the session begins and select either "reward" or
wealthy life (earning a lot and spending a lot) or a modest
"experience points".
life (living frugally on a small income). Either way, think of
Then, refer to the corresponding table and roll 2d to
the money obtained from this table as disposable income,
check the result. For this 2d roll, any manipulation of the
"money that an individual can freely use."
dice, including [Sword's Grace/Change Fate], is invalid, and
no modifiers are applied.
Work Skill Growth
Note that the flavor text in the table is an example.
When growing work skills, if they are "5 levels or below
Please adjust its flavor according to the work skill.
for each skill" and "10 levels or below in total," you may
consult with the GM and acquire new work skills or improve
Time Between Sessions
the level of work skills you've already learned at any time.
While not clearly defined in the rules, it is assumed to
Furthermore, if you want to grow a single work skill to
be about one month.
level 6 or above, or if you want to grow skills so that the total
If the GM determines that the time between adventures
exceeds 10 levels, you can spend "Work XP" shown in the
is long, they may allow multiple rolls on this table.
"Income Earnings Table" or "Experience Points Earning
Conversely, if the GM considers the time spent to be
Table" equal to the "level of the work skill you want to grow"
intense, they may allow multiple rolls even for periods less
to increase it by 1 level.
than a month.

49
For example, for a PC with a Blacksmith skill at level 3 relate. Use this to help imagine how impressive those with
and a Leatherworker skill at level 5, growing the Blacksmith high-level work skills are.
skill to level 4 or 5 or acquiring a new work skill up to level
2 doesn't require Work XP. However, to grow the Work Skill Levels and Evaluation
Leatherworker skill to level 6, 5 Work XP are needed. Level Evaluation
Raxia: Minimum professional level. Works as an employee.
5
Real world: Lowest tier of a professional team's second string
Raxia: Full-fledged craftsman. Can be independent.
7 Real world: Alternates between a first and second string
For each work skill, there are existing checks that can be of a professional team
Raxia: First-class craftsman. Master.
made and new checks that are established. These represent 10 Real world: Can become a regular in the first string of a
the expertise of that work skill. professional team
Raxia: National-level expertise.
12
Monster Knowledge checks and Appraise checks are Real world: Level of being selected for all-star games
Raxia: Historical figure.
limited to specific classifications 13
Real world: Able to establish historical records
Some work skills include "Monster Knowledge check Raxia: Referred to as a god in their profession (industry).
(** limited)" which allows for Monster Knowledge checks 15 Real world: Achieves unprecedented feats and is hailed
limited to specific monster classifications. as a god
In this case, a Monster Knowledge check can be
Column: The Apprenticeship System
performed when encountering a monster that falls under the
In many artisan workshops in Raxia, an apprenticeship
specified classification. The GM should first confirm
system is adopted to secure workers and successors for the
whether the encountered monster falls under the
workshop's techniques. In workshops that employ the
classification. If it does, they should inform the player and
apprenticeship system, there are generally three positions as
prompt them to perform a Monster Knowledge check (see
follows:
CR I, p. 108).
With these checks as well, if a Success Value equal to or
Apprentice
higher than the weakness is obtained, the monster's weak
point can be applied. Children of Alframe can enter a workshop as
Similarly, there are (** limited) versions of Appraise apprentices when they are about 10-13 years old (or earlier,
checks (see CR I, p. 108). If these also fall under the depending on the race). In exchange for being provided with
classification, they are treated as if the Sage class has been food, clothing, and shelter by the workshop, apprentices are
acquired, and all data of the items that pass the check can assigned unpaid tasks such as odd jobs.
be known. For several years, while performing these tasks under the
workshop's protection and observing the work of the master
Substitution with Adventurer Class and senior craftsmen, apprentices are gradually given small
Among the checks that can be performed with work jobs. From that point, it takes at least a few years, but no
skills, if there are any that an adventurer class could more than 10 years, before they are recognized as
substitute, you can use an appropriate adventurer class level journeymen.
as a substitute (for example, most academic checks can be
substituted with the Sage class). In such cases, you may apply Journeyman
a penalty modifier of -1 to -4 for more specialized checks. Those who are recognized as Journeyman have two
During the session, please follow the GM's decision on options. One is to become independent and open their own
whether substitution is actually possible (highly specialized workshop, and the other is to remain employed craftsman
checks cannot be substituted). Basically, consider in the workshop. To open a new workshop, permission
adventurer classes as a higher-tier group of classes with more from the masters belonging to the local guild is required,
versatility than work skills. and it's often difficult to find a suitable location, so in many
cases (at least initially), they choose the latter option.
If one becomes an employed craftsman, they can sign a
contract with the master and receive a salary. However, at
the same time, they can no longer live in the workshop and
In this book, various bonuses for checks and effects have
need to find lodging elsewhere.
been established based on work skill levels. While it is
extremely difficult and rare for PCs to reach such levels,
Master
NPCs may sometimes use these bonuses to assist PCs.
Journeymen who have their own workshops are
distinguished as "masters" (also called foremen or artisans).
In most cases, not only do they need to set up a shop, but
they also need to obtain permission from other masters
Work skills represent professional abilities. Therefore, belonging to the local guild. Once one becomes a master,
those who possess a high-level skill receive corresponding they must manage their own workshop/shop.
recognition. Some guilds regulate the number of masters who can
The following table shows the general image in the world operate in a town or city, and if there are no vacancies, a
of Raxia while using examples of major professional sports new master can only open a workshop if another master
players from the real world to make it easier for players to retires.

50
Part 2 Expansion of Work Skills

Work Skill List & Random Decision Table


The following is a list of work skills detailed in this book, which can also be used for random selection.
While work skills reinforce character traits, it's not a bad approach to expand the backstory by determining them randomly.
If you want to do so, roll d66 for both the vertical and horizontal axes to select a skill.

Work Skill List & Random Decision Table


11-14 15-22 23-26 31-34 35-42 43-46 51-54 55-62 63-66
Armorer Skill Inventor Witch Doctor Waiter/Waitress Woodworker
Weaver skill Weatherman skill Weaponsmith skill Explorer skill
11- (Armor skill skill (Medicine skill (Table skill (Wood
(Weaver) (see (Meteorologist) (Weapon Craftsman) (Explorer) (see
14 Craftsman) (see (Tinkerer) Man) (see p. Service) (see p. Craftsman) (see
p. 69) (see p. 106) (see p. 70) p. 100)
p. 69) (see p. 79) 53) 53) p. 71)
Enchanter Official skill
Engineer skill Author skill Orator skill Gardener skill Cartographer skill Carpenter skill Color Man
15- skill (Government
(Engineer) (see (Writer) (see (Orator) (see p. (Groundskeeper) (Cartographer) (see (Woodworker) skill (Dyer)
22 (Enchanter) Official) (see
p. 79) p. 81) 94) (see p. 54) p. 82) (see p. 55) (see p. 71)
(see p. 80) p. 94)
Gangster Gravekeeper
Locksmith skill Gambler skill Cleric skill Carriage Driver Cook skill Composer skill
23- skill skill Courtesan skill
(Locksmith) (Gambler) (Cleric) (see p. skill (Coachman) (Chef) (see p. (Composer)
26 (Gangster) (Gravekeeper) (Escort) (see p. 96)
(see p. 72) (see p. 56) 95) (see p. 58) 59) (see p. 82)
(see p. 56) (see p. 58)
Signalman
Surgeon skill Cobbler skill Whitesmith Singer skill Scholar skill Scribe skill Storyteller skill
31- skill Sculptor skill
(Surgeon) (see (Shoemaker) skill (Jeweler) (Vocalist) (see p. (Student/Scholar) (Scrivener) (see (Storyteller)
34 (Signalman) (Sculptor) (see p. 85)
p. 83) (see p. 73) (see p. 74) 84) (see p. 84) p. 85) (see p. 86)
(see p. 100)
Towerman Tamer skill
Sailor skill Soldier skill Dancer skill Tour Guide skill Distiller skill Detective skill Tailor skill
35- skill (High- (Animal
(Sailor) (see p. (Soldier) (Dancer) (see (Tour Guide) (Distiller) (see p. (Detective) (see p. (Dressmaker)
42 Rise Laborer) Trainer) (see p.
106) (see p. 96) p. 87) (see p. 101) 74) 60) (see p. 61)
(see p. 60) 101)
Apothecary Housekeeper
Doctor skill Nurse skill Navigator skill Noble skill Shepherd skill Barber skill Butler skill
43- skill skill
(Doctor) (see p. (Nurse) (see (Navigator) (Aristocrat) (see (Shepherd) (see (Hairdresser/Barber) (Steward) (see
46 (Pharmacist) (Housekeeper)
87) p. 97) (see p. 107) p. 98) p. 102) (see p. 62) p. 98)
(see p. 88) (see p. 62)
Perfumer Performer
Hunter skill Farmer skill Fisherman skill Fortune Teller Brewer skill Prestidigitator
51- skill skill Blacksmith skill
(Hunter) (see p. (Farmhand) (Fisherman) (see skill (Psychic) (Brewer) (see skill (Magician)
54 (Perfumer) (Entertainer) (Smith) (see p. 75)
103) (see p. 104) p. 108) (see p. 63) p. 75) (see p. 89)
(see p. 89) (see p. 63)
Heraldist skill Bone Carver
Prostitute skill Painter skill Beggar skill Merchant skill Manager skill Butcher skill
55- (Heraldic skill (Bone Miner skill (Miner)
(Harlot/Gigolo) (Artist) (see (Tramp) (see (Merchant) (see (Manager) (see (Butcher) (see
62 Scholar) (see Craftsman) (see (see p. 104)
(see p. 64) p. 90) p. 65) p. 65) p. 66) p. 66)
p. 91) p. 76)
Musician Teamster skill Leatherworker
Midwife skill Mason skill Librarian skill Lumberjack skill Restorer skill Linguist skill
63- skill (Manual skill (Leather
(Midwife) (see (Stonemason) (Librarian) (Logger) (see p. (Restorer) (see p. (Interpreter) (see p.
66 (Musician) Laborer) (see Craftsman)
p. 67) (see p. 77) (see p. 92) 105) 92) 93)
(see p. 91) p. 68) (see p. 78)

Here, we provide details about the work skills that exist "Castles, Temples, Courts, and Military": A category focused
on the Alframe continent and the occupations that make use on work skills related to public and national matters such as
of them. governance, law, ceremonies, and military affairs.
The work skills listed here primarily focus on those that "Suburbs (Countryside, Mountains, and Highways)": A
form the basis of occupations familiar to adventurers. If category centered on work skills for those who work outside
desired, you may consult with the GM to establish work the city.
skills and occupations not listed here. "Suburbs (Rivers and Seas)": A category of work skills
centered on special knowledge and techniques for those
who work on rivers and seas.

Work skills are broadly classified into six categories.

"Towns and Villages": A category centered on work skills


that are closely tied to people's lives and essential for daily
living.
"Craftsmen and Workshops": A category focused on work
skills for specialized jobs requiring specific abilities.
"Knowledge, Research, and Arts": A category centered on
work skills that require special knowledge or sensibility,
which are mastered through specialized learning.

51
①Work Skill Name days based on the situation. Depending on the Success
The name of the skill and the profession that practices Value, a character may finish earlier or take extra time.
it. Note that checks for long-term tasks are performed
when the work process is completed, determining the
②Work Skill Description quality of the outcome.
A detailed description of the work skill. When retrying, if the Time Required is longer than 1
hour, it is extended to 1 week. If the initial Time Required
is longer than 1 week, the retry will require the same amount
③Additional Information
of time as the original Time Required.
Useful information to know, not just about the skill, but For checks where time can be reduced by Success
also extended knowledge related to it. Value, perform the check at the start of the work.
④List of Possible Checks ⑦Check Description
A list of representative checks can be performed with This is a detailed description of the check.
this skill. With GM permission, you may perform checks
not explicitly listed here (e.g., using "Cook skill level +
⑧Bonuses
Intelligence modifier" to check the quality of a kitchen knife,
etc.). As your skill level increases, you can gain bonuses to
checks, actions you can perform, social status, and more.
⑤Check Name Also, among the bonuses, there is one that allows you to
"always reroll a check once." This effect allows you to reroll
The name of the check.
after seeing the initial result, but note that if the reroll results
in a worse outcome, you must accept that result.
⑥Time Required Similarly, in cases where it states "for ** checks, roll
This is the time required to perform a skill check. It also twice and choose the preferred result," you can compare the
serves as a guideline when retrying checks (see CR II, p. 43). results of two rolls and select any outcome you like (there
In cases where it's indicated as "several days to several may also be cases with three rolls).
weeks," the GM should determine the specific number of Unless specifically stated otherwise, these can be applied
to every skill check.

52
Part 2 Expansion of Work Skills

The "Witch Doctor skill (Medicine Man)" is a skill for affected by negative influences and may exceed 1 hour in
dispelling misfortunes, including diseases, through spells some cases (GM's discretion).
and folk remedies. Those who have mastered this skill and
made it their profession are mainly called "Medicine Men". ④Folk Medicine check [Intelligence]
Medicine Men are not often seen in urban areas with Time Required: 3-8 hours
temples and are not relied upon much. Medicine Men are Description: The Folk Medicine check is a skill check used
primarily sought after in small settlements where there are by the Medicine Man to apply symptomatic treatment to
no priests. patients affected by a disease or poison, using knowledge
gained about that disease or poison.
Before performing a Folk Medicine check, the
Medicine Man needs to know what disease or poison is
①First Aid check [Dexterity] (see CR I, p. 102) affecting the patient, usually through a prayer judgment
②Notice check [Intelligence] (see CR I, p. 106) check or similar means.
③Prayer Judgment check [Intelligence] The Target Number for a Folk Medicine check is the
④Folk Medicine check [Intelligence] same as the Fortitude or Willpower Target Number of the
disease or poison. If Medicine Man wants to perform a Folk
③Prayer Judgment Check [Intelligence] Medicine check on multiple people, the Target Number
increases by +2 for each additional patient.
Time Required: 1 hour
If the Folk Medicine check is successful, for the next
Description: This is a skill check to perform a prayer ritual
day, the patient's "HP and MP reduction" and "skill check
on one specific person as a target to judge the diseases and
penalties" caused by the disease or poison are halved
misfortunes affecting the target person.
(rounded up), the progression speed of the disease or
Succeeding in the Prayer Judgment Check reveals the
poison is halved, and if a Fortitude or Willpower check is
negative effects the target person is suffering from, related to
required against that disease or poison, the patient receives
diseases, monsters, poisons, curses, and persistent magical
a +2 bonus.
effects. This determines what kind of negative influences the
The Time Required for a Folk Medicine check
targeted person is experiencing and from what sources.
increases the longer the target person has been continuously
For diseases, similar to a Pathology Check (see CR I, p.
affected by the negative effects, typically requiring 3-8 hours
107), Medicine Man can learn the nature of the disease, its
(GM's discretion).
progression, and treatment methods from the patient's
The Folk Medicine check includes time for gathering
condition. For rare diseases, the Target Number becomes
herbs and other materials used for treatment from the
higher.
surrounding forests, hills, and fields. If a Folk Medicine
Regarding monsters, Medicine Man gains knowledge
check is performed in an urban area with little natural
like a Monster Knowledge Check (see CR I, p. 108) about
environment, it incurs a -4 penalty, and the Time Required
monsters negatively affecting the target. However, it differs
is doubled.
in that the Prayer Judgment Check must be performed in
advance rather than during an encounter with the monster,
Bonuses Based on Witch Doctor Skill Level
and the monster's weak points cannot be discerned.
Skill
For poisons, it determines whether poison or drugs have Bonus
Level
been mixed into objects or food and drink that the target 5 +1 to Prayer Judgment checks
regularly comes into contact with. If this check succeeds and When succeeding on a Folk Medicine check, restore
poison is discovered, you also learn the antidote. 10 the target's current HP and MP by an amount equal
For identifying persistent effects such as curses or magic, to your Witch Doctor skill level
the Success Value of that effect becomes the Target 15
Ability to reroll Prayer Judgment checks or Folk
Number for the Prayer Judgment Check. Medicine checks once per attempt
The Time Required for the Prayer Judgment Check
increases the longer the target person has been continuously

The "Waiter/Waitress skill (Table Service)" is a work The basic duties of Table Service include taking food
skill for providing customer service, such as serving food and drink orders from customers, relaying the orders to the
and drinks at dining establishments, dinner parties, tea chef in the kitchen, serving the prepared food and drinks to
parties, and similar events. Those who have mastered this the customers' tables, and clearing dishes and tables after the
skill and made it their profession are mainly referred to as customers finish their meals. They often also handle the bill
"Table Service." when customers leave the establishment.

53
In small-scale dining establishments with only 1-2 chefs, sets the Target Number based on the maximum number of
Table Service may also be responsible for washing dishes customers Table Service is responsible for during any given
and cleaning. time within the required time and then conducts the skill
In the food service industry of the world of Raxia, there check.
are many situations where menus listing food and drink
options and prices are not provided. In such cases, Table ③ Rumor Knowledge check [Intelligence]
Service needs to listen to individual customers' preferences Time Required: Instant
and requests to recommend appropriate dishes and Description: The Rumor Knowledge check is a check to
alcoholic beverages. recall rumors heard from various individuals in the nearest
It's worth noting that dining establishments large enough settlement to Table Service's current location. The Rumor
to require Table Service can only be sustained in settlements Knowledge check can only be used for knowledge likely to
with a certain minimum population. Therefore, Table be obtained near a settlement (GM's discretion) where
Service is a work skill that is primarily utilized in urban Table Service has succeeded in at least one Table Service
areas. check.
Table Service positions are often favored by single With a Rumor Knowledge check, they can gain general
individuals and those looking to reduce living expenses, as knowledge about the vicinity of the settlement, similar to an
dining establishments frequently provide 1-2 free meals per Insight check (see CR I, p. 106).
day to their staff, known as "staff meals." Additionally, with a Rumor Knowledge check, they gain
knowledge about monsters seen in the vicinity of the
settlement, similar to a Monster Knowledge check (see CR
I, p. 109). However, it differs in that they cannot discern the
① Notice check [Intelligence] (see CR I, p. 106) monster's weak points.
② Table Service check [Intelligence] The Rumor Knowledge check is modified based on the
③ Rumor Knowledge check [Intelligence] duration of stay in the settlement: a -1 penalty for a "stay of
1-7 days" and no modifier for a "stay of 8 days or more."
② Table Service check [Intelligence] Also, if Table Service has not succeeded in a Table Service
Time Required: 3-8 hours check in that settlement for more than one month (30 days),
Description: This is a skill check for performing "table the duration of stay in that settlement is reset to "0 days"
service," which involves smoothly taking orders, (checks cannot be made at 0 days).
communicating, serving, and clearing tables without causing
stress to customers or the kitchen staff while maintaining a Bonuses Based on Waiter/Waitress Skill Level
proper dining environment. Skill
Bonus
Level
For Table Service, if successful on a Table Service check 5 +1 to Rumor Knowledge checks
with a Target Number of 10, Waiter/Waitress can perform For each successful Table Service check, Table
table service without issues for up to "Waiter/Waitress skill 10 Service will receive Waiter/Waitress skill level x 5
level x 4 people" simultaneously. For each additional gamel as a tip from customers.
customer beyond this, increase the Target Number of the When automatic failure occurs during a Table
Table Service check by +1. 15 Service check, it will not occur, and instead, the
The Table Service check is performed in advance after Success Value will be "Standard Value + 2".
determining the Time Required for table service. The GM

The "Gardener skill (Groundskeeper)" is a work skill for Groundskeeper as a Designer


landscaping and managing gardens, including water A Groundskeeper may sometimes design gardens upon
management and cultivating plants in gardens of upper-skill request from a patron.
estates. Those who have mastered this skill and made it their When designing such gardens, while considering the
profession are mainly called "Groundskeepers". various intentions of the patron, the Groundskeeper designs
In the world of Raxia, having a garden at home is the garden by taking into account the balance of the main
primarily common among a very limited upper class, such building, water usage, guest traffic flow, and local vegetation.
as nobility and wealthy individuals. Some rulers might They may also be responsible for transporting and
establish parks within or near cities for residents to relieve installing special stones from distant locations or ordering
stress, but Groundskeepers also manage these parks. sculptures and fountains separately.
There are also wealthy commoners who set up gardens
within their own property, but such commoners often enjoy Groundskeeper as a Manager
landscaping as a hobby without relying on Groundskeepers. Garden management is the task that most
Due to this nature, Groundskeepers mostly live with Groundskeepers engage with for the longest time. They
employers or patrons and are therefore usually found only perform tasks to keep the garden beautiful, including
near influential people or facilities with large gardens. various cleaning duties, pruning garden trees, and mowing
grass, transplanting flowers, watering, fertilizing, and
managing greenhouses.

54
Part 2 Expansion of Work Skills

It's not uncommon for wealthy patrons to provide living multiple Groundskeepers manage a vast property, the
quarters for the Groundskeeper within the mansion or Target Number for the landscaping check performed by
garden, in which case the Groundskeeper would be living each Groundskeeper decreases significantly.
on-site while managing the garden. Additionally, design or construction completion
Most Groundskeepers make their living from these requires several days to several months (determined by GM
management duties. While tasks like pruning may judgment based on scale and area).
sometimes be completed in about a day, basic tasks such as
cleaning and watering should be done at least every three ②Monster Knowledge check (limited to Plants)
days. Therefore, unless it's in an area with a winter season [Intelligence]
where plants don't grow, or unless additional staff are Time Required: Instant
employed separately, a Groundskeeper will spend most of Description: When encountering a monster classified as
the year dedicated to garden management. "Plant", this check determines whether Groundskeeper has
knowledge about that monster. It is treated the same as a
Groundskeeper as a Cultivator normal Monster Knowledge check (see CR I, p. 109),
Some Groundskeepers who manage large-scale gardens except that it is limited to valid monster classifications.
also maintain separate cultivation areas for plants, flowers,
fruit trees, and vegetables to be transplanted according to ③Herbology check (limited to Plants) [Intelligence]
the season. For Groundskeepers cultivating these plants for Time Required: 1 minute (6 rounds)
transplanting, agricultural work would be incorporated into Description: Identify the effects of medicinal herbs.
their daily routine. Alternatively, determine whether food or drink contains
plant-based poisons or herbs. If this check succeeds and a
plant-based poison is discovered, the Groundskeeper also
learns how to neutralize it.
① Landscaping check [Intelligence]
② Monster Knowledge check (limited to Plants) Bonuses Based on Gardener Skill Level
[Intelligence] Skill
Bonus
③ Herbology check (limited to plants) [Intelligence] Level
5 Landscaping check Time Required is halved
① Landscaping check [Intelligence] When the Groundskeeper uses Lifegrass on themself
10
or another person, they gain +3 HP recovery.
Time Required: Several days to several months When a Landscaping check is about to result in an
Description: This skill check determines whether you can automatic failure, the Groundskeeper can change it to
make appropriate judgments regarding garden design, 15 automatic success (double 6s) at their discretion.
construction, and management. However, they cannot use this effect again for 90 days
As the garden space expands and the cost increases, the after the check.
Target Number for the landscaping check also increases. If

The "Carpenter skill (Woodworker)" is a work skill Carpentry Skills in Villages and Remote Areas
primarily used for constructing houses, bridges, and other In small rural villages and remote settlements where
structures using wood. Those who use this skill there are no professional woodworkers, it's not uncommon
professionally are called "Woodworkers." On the other for all residents to have some degree of Carpentry skills.
hand, those who have acquired carpentry skills as a hobby This is because in such settlements, it's typical for villagers
are referred to as "DIY woodworkers." to gather and build houses and barns together.
People who specialize in woodwork often work in
skilled groups led by a master carpenter and employ an
apprenticeship system. This is because many of their tasks,
such as building houses and creating and maintaining urban ①Acrobatics check [Agility] (see CR I, p. 104)
and town infrastructure, are inefficient to perform alone. ②Construction check (Wood) [Dexterity]
These skilled groups have been deeply rooted in their ③Drafting check [Intelligence]
localities for a long time. In cities and towns, they are often
④Wood Knowledge check [Intelligence]
directly licensed by the ruling class, such as feudal lords.
Therefore, it can cause conflicts if woodworkers from other
②Construction check (Wood) [Dexterity]
areas try to work without permission. In large cities, multiple
woodworker groups have their own territories, with guilds Time Required: Several days to 1 year
acting as mediators between them. However, in smaller Description: This is a check for constructing buildings,
towns, it's not uncommon for a single woodworker group to bridges, etc., using wood. Drafting is required to perform
cover the entire area. this check. Cooperation among multiple people can shorten
the Time Required.

55
③Drafting check [Intelligence] Description: This is a check to determine if the
Time Required: 1 hour to 1 day Woodworker has knowledge about the target wood. If
Description: This is a check for drawing blueprints of successful, they understand the characteristics, processing
structures. If successful, Woodworkers can create methods, and prices of wood.
structurally sound blueprints. It can also be used as a
building-specific version of the Cartography check (see CR Bonuses Based on Carpenter Skill Level
I, p. 107) and Engineering check (see CR I, p. 108). Skill
Bonus
Level
④Wood Knowledge check [Intelligence] 5 +1 damage to structures
10 +1 to Construction checks
Time Required: Instant 15 Time Required for Construction checks is halved

Gangster skill is a work skill that represents the


techniques of villains belonging to illegal organizations.
Those who excel at exploiting others' weaknesses, hinting at ①Detect check [Intelligence] (see CR I, p. 111)
violence, making high profits through the sale of illegal ②Appraise check [Intelligence] (see CR I, p.108)
goods or the operation of illegal events, and who do these ③Herbology check [Intelligence] (see CR I, p.108)
things routinely to make a living are called Gangsters.
④Monster Knowledge check (limited to Humanoids)
The public safety in cities existing in the current world
[Intelligence]
of Raxia can hardly be called good. There are many places
⑤Intimidation check [Spirit]
beyond the reach of law enforcement and guards, and it's
impossible to monitor and control all logistics and events. ②Appraise check [Intelligence]
Therefore, in downtown areas and slums, it's common for Time Required: 10 minutes (60 rounds)
Gangsters to establish their own order, securing their own Description: When performing this check as a Gangster
interests while maintaining a certain stability. To maintain skill, similar to the Scout class, the Gangster can only
and continue this, intimidation and violence are essential, determine the treasure's value (base price).
and skilled Gangsters cleverly use these to maximize their
profits (although they themselves may not necessarily be ④Monster Knowledge check (limited to Humanoids)
experts in violence). [Intelligence]
While Gangsters are fundamentally villains, they Time Required: Instant
sometimes protect the order of the area so they can be allies Description: While the target is limited to Humanoids, it is
of the common people. There are also, albeit rarely, tough the same as the Monster Knowledge check (see CR I, p.
Gangsters who are rich in chivalry, value loyalty, and human 108).
relationships, and stick to their principles.
⑤Intimidation check [Spirit]
Is Violence the Last Resort? Time Required: 10 seconds (1 round)
Although Gangsters have a rough image, it's rare for Description: This is a check to intimidate the opponent and
them to actually engage in fights. Basically, wise Gangsters break their will by using voice volume and tone. It basically
avoid actual combat by projecting an image of being "violent becomes a comparison of Success Values against the
and strong" to intimidate others. opponent's Willpower (see CR I, p. 110).
However, if they turn out to be "weak as a result of actual If they fail the Willpower check, they will feel that the
fighting," they can't maintain that image, so hiring separate intimidator is stronger (regardless of actual game data
Bouncers who specialize in violence (those who excel in strength). There are no restrictions on how they react after
Fighter class or Grappler class) is common. Of course, that.
Gangsters themselves are usually more accustomed to Bonuses Based on Gangster Skill Level
fighting and better at violence than ordinary people, and it's Skill Level Bonus
not uncommon for some to be masters of combat. 5 Can use a nickname (within a small village)
10 Can use a nickname (within a city)
15 Can use a nickname (within a country)

Gambler skill (Gambler)


The Gambler skill is a work skill that involves mastering playing cards (similar to modern playing cards) that became
the rules and tactics of gambling to achieve victory. Those popular during the Magitech Civilization Period, as well as
who frequent gambling dens and casinos, living off the dice and coin flips (in some regions, countries, or cultures,
money earned from gambling, or those who work in such more complex games may be used for gambling).
places and compete against customers are called Gamblers. Horse racing, dog racing, cockfighting, and gladiatorial
In any city of considerable size, gambling dens, and battles in the Arena are also famous forms of gambling.
casinos are almost certain to exist. Even without them, it's However, this skill is ineffective against gambling, where the
commonplace for travelers and adventurers to start "betting side" cannot influence the competition. It's primarily
gambling in taverns. The tools typically used are simple

56
Part 2 Expansion of Work Skills

effective in games where one's own fingertips, reading Description: This is a check for manipulating cards, dice,
abilities, words, expressions, and tactics can be applied. coins, etc., with quick finger, hand, or arm movements.
Skilled Gamblers are well-versed in how to win games At a simple level, Gambler can perform impressive card
and adept at obtaining winnings without trouble. Some shuffles or coin tosses.
Gamblers team up with specific taverns or establishments to More difficult tasks include cheating actions during a
fleece customers, while others work as dealers under game, such as swapping cards or tiles or manipulating dice
contract with casinos. rolls right in front of their opponent.
Skilled Gamblers rarely stay in one place for long, Cheating is basically a comparison of Success Values
moving on to another location before they win too much against the opponent's Notice check (see CR I, p. 111). If
and incur resentment. As a result, many of them are the check succeeds, the cheating goes undetected.
constantly on the move. ⑤Gambling Knowledge check [Intelligence]
Time Required: Instant
Description: This is a check to determine whether the
Gambler is familiar with the rules, winning strategies, and
①Pickpocket check [Dexterity] (see CR I, p. 103) key tactics of the gambling game being played. Unless it's a
②Notice check [Intelligence] (see CR I, p. 196) game of pure chance, if they're not cheating, it becomes a
③Expression Manipulation check [Dexterity] comparison of Success Values between Gambler and their
④Sleight of Hand check [Dexterity] opponent's Gambling Knowledge check.
⑤Gambling Knowledge check [Intelligence] If the GM prepares an actual mini-game to recreate a
③Expression Manipulation check [dexterity] gambling scene, it's advisable to set a Target Number and
provide strategy tips or apply favorable modifiers based on
Time Required: Instant
the Success Value of Gambling Knowledge.
Description: This is a check to hide true emotions and
create any desired expression. It basically becomes a
Bonuses Based on Gambler Skill Level
comparison of Success Values with the opponent's Detect
Skill
check (see CR I, p. 111). Level
Bonus
If the check is successful, Gambler can hide their true 5 +1 to Detect checks
feelings and make others believe they have different 10 +1 to Notice checks
emotions. If they fail, their true emotions will be read. When checking with the Gambler skill, the
④Sleight of Hand check [Dexterity] 15 Gambler can roll twice and choose the result they
want.
Time Required: Instant

57
The "Gravekeeper skill (Gravekeeper)" is a work skill for ① Gravedigger check [Strength]
monitoring and cleaning graveyards, as well as assisting with Time Required: 1 hour
funerals. Those who have mastered this skill and make it Description: This is a check for digging a hole to completely
their livelihood are mainly called Gravekeepers. bury the corpse (coffin). A depth of about 1.6 to 2m is
Gravekeeper is a work skill typically found in urban required, and it takes about an hour using a two-handed
areas with large populations where funerals are held shovel. The Target Number increases depending on the
regularly and is rarely present in small settlements with only hardness of the soil.
narrow graveyards.
② Gravekeeper Funeral check [Intelligence]
Funeral and Cemetery Management Time Required: 8 hours-3 days
Most Humanoid remains are buried in the ground. In Description: This is a skill check for overseeing funerals,
regions with large burial grounds, many remains are placed arranging tombstones and coffins, assisting with priestly
in coffins and buried in graves. rituals, and properly burying the deceased.
In most cases, cemeteries are managed by temples or It can also be used for managing cemeteries or planning
rulers, and Gravekeepers are typically employed to work in expansions of underground burial sites.
these burial grounds. During funerals, a Gravekeeper's job The Target Number for the Gravekeeper Funeral check
includes arranging tombstones and coffins, digging graves, increases when conducting multiple funerals simultaneously
and guiding mourners. or when there are many funeral attendees. The Target
It's not uncommon for families to place grave goods in Number decreases when multiple Gravekeepers perform
the coffins, and the upper classes may dress the deceased in the funeral or burial.
luxurious clothing, which can lead to frequent grave Time Required varies depending on the scale of the
robbing. As a result, Gravekeepers may also be required to funeral (determined by GM's judgment). It includes time for
work night shifts, taking turns to watch for intruders negotiating with priests and preparing the funeral according
attempting to rob graves. to the wishes of the deceased and their family, as well as in
Cities and Underground Cemeteries accordance with their faith.
In urban areas, where it's often difficult to establish large
③ Monster Knowledge check (limited to Undead)
burial grounds on the surface and burial spaces are limited,
[Intelligence]
underground cemeteries are not uncommon.
Temples or rulers may contract Gravekeepers to Time Required: Instant
construct and manage these underground cemeteries. The Description: This is a check to determine if Gravekeeper
construction and management of underground cemeteries has knowledge about a monster encountered that falls under
require multiple Gravekeepers, so they may be organized the "Category: Undead". It is treated the same as a normal
into groups. Monster Knowledge check (see CR I, p. 108), except that
If temples or rulers do not employ Gravekeepers and the effective monster categories are limited.
abandon the management of underground cemeteries,
criminals may appear to loot the graves, or those who Bonuses Based on Gravekeeper Skill Level
Skill
manipulate corpses might create Undead. Bonus
Level
5 +1 to Gravekeeper Funeral checks
When the Gravekeeper or any of their allies make a
10 loot check against a monster with the Undead
① Gravedigger check [Strength] category, gain +2 to that check
② Gravekeeper Funeral check [Intelligence] When making a Monster Knowledge check against
15 an Undead monster, treat it as if it has learned
③ Monster Knowledge check (limited to Undead) [Weakness Exploit] (see CR II, p. 210).
[Intelligence]

The "Carriage Driver skill (Coachman)" is a work skill Types of Carriages and How to Handle Them
for operating a carriage pulled by horses or other animals, There are various types of carriages, which are the tools
which can carry passengers or cargo. Those who have of a Coachman's trade. Those commonly used by the
mastered this skill and made it their profession are primarily general public are wagons and stagecoaches. Many wagons
called Coachmen. and stagecoaches do not have roofs, and canvas covers are
A Coachman's duties include operating the carriage, used to protect against rain and wind.
managing the draft animals such as horses that pull the A wagon is the simplest type of carriage in the area,
carriage, and maintaining and cleaning the carriage. consisting of nothing more than a large box-like chassis with
The animals used to pull carriages, such as horses, are two or four wheels attached, except for the seat where the
trained individuals, typically through the Tamer skill (see p. Coachman sits.
101). (The Carriage Driver skill cannot train animals A stagecoach is a carriage designed to transport many
themselves). people, with simple wooden box-like seats placed on both
sides of a four-wheeled wagon chassis, facing sideways in the

58
Part 2 Expansion of Work Skills

direction of travel. Stagecoaches primarily operate in urban The Time Required varies depending on the duration
areas, quickly transporting passengers within the city and to of the carriage's journey (GM's discretion). This Time
nearby areas at affordable fares. Required includes the management of draft animals before
The operation of regular freight wagons used by the carriage's departure.
merchants and stagecoaches is often organized Furthermore, the GM can request a Carriage Operation
systematically, and in some regions, part of the business may check from the Coachman when they determine that the
be coordinated with the Rider's Guild (see CR III, p. 267). Coachman needs to perform a sudden start, sudden stop,
Carriages with doors, windows, decorations, and well- or any other special maneuver with the carriage.
appointed interiors with roofs are primarily owned by the
upper class. These carriages are very luxurious, and their ③Monster Knowledge check (limited to Animals)
Coachmen are expected to wear attire and display manners [Intelligence]
befitting the upper class. For high-end carriages, Coachmen Time Required: Instant
may also be required to assist passengers with boarding and Description: This is a check to determine if Coachmen has
alighting, such as opening and closing doors. knowledge about a monster when the encountered monster
falls under the "Category: Animal" classification. It is treated
similarly to a normal Monster Knowledge check (see CR I,
p. 108), except that the valid monster categories are limited.
①Cartography check [Intelligence] (see CR I, p. 107) Bonuses Based on Coachmen Skill Level
②Carriage Operation check [Dexterity] Skill
③Monster Knowledge check (limited to Animals) Level
Bonus
[Intelligence] 5 +1 to Carriage Operation checks
Draft animals can pull carriages for 1,5 times the
②Carriage Operation check [Dexterity] 10
amount of time per day
Time Required: 4 hours - 12 hours When automatic failure occurs during a Carriage
Description: This is a skill check for giving appropriate 15 Operation check, it will not occur, and instead, the
commands to draft animals such as horses and maneuvering Success Value will be "Standard Value + 2".
the carriage according to the Coachman's intentions.
The Target Number increases as the size of the carriage
grows larger, the number of draft animals increases, or the
amount of cargo or passengers increases.

The "Cook skill (Chef)" is a work skill for creating dishes and unique textures. Apart from Humans, you're most likely
by combining various ingredients and seasonings. While to encounter Chefs from these three races.
home cooking also uses this work skill, only those who wield
it professionally are called "Chefs".
Such Chefs have existed since ancient times, but in the
past, they were limited to those exclusively serving nobles in ①Cooking check [Dexterity]
mansions or as court Chefs. They adopted a complete ②Ingredient Appraisal check [Intelligence]
division of labor system, with specialized craftsmen for ①Cooking check [Dexterity]
meat, fish, vegetable preparation, cutting, grilling, plating,
Time Required: 10 minutes - 1 day
etc., while the head chef oversaw, directed, and tasted while
Description: This is a check for combining ingredients and
observing. This structure remains largely unchanged,
seasonings, cooking, and creating dishes. The higher the
especially in court kitchens.
Success Value, the more delicious the dish becomes.
In the past, common Chefs could only offer one or two
simple dishes in taverns or run food stalls selling a single ②Ingredient Appraisal check [Intelligence]
dish. However, during the late Magitech Civilization Period, Time Required: Instant
the concept of "restaurants" developed, and even after the Description: This is a check to judge the quality of
Diabolic Triumph, it's not uncommon to find places where ingredients, cooking methods, etc. If successful, the Chef
you can choose from a wide menu, not just in high-end can determine whether plants and animals are suitable as
establishments but also in popular eateries. ingredients and if they're delicious and edible sections,
The Three Great Cuisines of Raxia appropriate cooking methods, medicinal effects, and food
In the world of Raxia, including the Alframe continent, compatibility. It can also be used as a "food and cooking
there's a tendency to recognize Dwarf cuisine, Kobold version" of the Herbology check (see CR I, p. 108).
cuisine, and Lildraken cuisine as the three major cuisines, Bonuses Based on Cook Skill Level
regardless of location. Skill
Bonus
Dwarf cuisine is an art of fire and oil utilizing [Body Of Level
5 +1 to Cooking checks
Flame], Kobold cuisine heavily uses rich sauces and spices 10 +1 to Ingredient Appraisal checks
(to mask poor-quality ingredients in Barbarous territories), When making a Cooking check, Chefs can roll
while Lildraken cuisine is characterized by raw or lightly 15
twice and choose the desired result.
cooked dishes that emphasize the freshness of ingredients

59
The "Towerman skill (High-Rise Laborer)" is a work
skill necessary for working at heights on multi-story
structures and large bridges. These specialists work in ①Tumble check [Agility] (see CR I, p. 104)
dangerous locations such as tower and fortress construction ②Acrobatics check [Agility] (see CR I, p. 104)
and painting, roof tile installation, and suspension bridge ③Jump check [Agility] (see CR I, p. 112)
construction. Those who have mastered this skill are called
④Climb check [Agility] [Strength] (see CR I, p. 104, 113)
High-Rise Laborers.
Due to the Diabolic Triumph, civilization was
Bonuses Based on Towerman Skill Level
destroyed, and extremely tall high-rise buildings decreased
Skill
in number or disappeared altogether. Nevertheless, High- Bonus
Level
Rise Laborers are essential for tasks such as installing roof 5 +1 to Acrobatics checks
tiles on two-story houses, building suspension bridges over The distance in the Climb check is changed from
valleys, and performing repairs and maintenance on them. 10
5m to 10m.
In particular, castles and towers where kings reside are When making Towerman skill checks, High-Rise
sufficiently tall, and their repair and painting are specialized 15 Laborers can roll twice and choose the result they
tasks that would be difficult without High-Rise Laborers. want.

Detective skill (Detective)


The Detective skill is a work skill necessary for uncovering
hidden secrets and solving mysteries. Those who utilize this
skill to accept requests for problem-solving are called ①Disable Device check [Dexterity] (see CR I, p. 102)
Detectives. ②Disguise check [Dexterity] (see CR I, p. 103)
In the current world of Raxia, the profession of Detective ③Hide check [Agility] (see CR I, p. 104)
is not very common. This is due to the poor public safety and
④Follow check [Agility] (see CR I, p. 105)
inadequate legal system, which allows for rampant criminal
⑤Track check [Intelligence] (see CR I, p. 106)
activities and vigilante problem-solving. Nevertheless, there is
a demand for actions such as surveillance and tailing specific ⑥Notice check [Intelligence] (see CR I, p. 106)
individuals, gathering physical evidence to prove crimes and ⑦Detect check [Intelligence] (see CR I, p. 111)
deducing methods of murder or theft to corner culprits. ⑧Search check [Intelligence] (see CR I, p. 108)
There are those who seek skilled Detectives. Most requests
come from nobles, people in power, or the wealthy, and if one Bonuses Based on Detective Skill Level
can gain the trust of such clients, high rewards can be Skill
Bonus
expected. On the other hand, there are also many small and Level
5 Get one general reliable information source
mundane jobs, such as searching for runaway cats or lost items 10 Get one underworld reliable information source
or staking out to investigate infidelity. Notice check and Detect check always succeed
Active adventurers or former adventurers who have 15
automatically
retired from adventures outside the city sometimes start
Detective work, and their skills and specialties vary. As they Reliable Information Sources
may have to directly enter crime scenes or be attacked by These are individuals who provide valuable and
villains trying to cover up crimes, some acquire combat skills trustworthy information to Detectives, such as informants,
to protect themselves. However, combat abilities are not fellow professionals, or well-connected figures in political and
included in the Detective skill, so they need to acquire a financial circles. Consult with the GM to establish such a
separate adventurer class for that purpose. character. While they may demand money or equivalent
Additionally, what's important for a Detective is having compensation, the information obtained from these sources
connections that can be relied upon for information sources is reliable.
and evidence examination. The more experienced a Adventurers with Detective skill of level 5 or higher can
Detective is, the wider their network of connections, enabling acquire new information sources within a few days when
them to solve cases quickly and accurately. moving to a different city. Their experience as a Detective
allows them to swiftly establish reliable information networks,
regardless of location.
GMs should utilize these information sources to provide
useful information to PCs or help when adventures or
investigations reach a deadlock.

60
Part 2 Expansion of Work Skills

Tailor skill is the skill to create clothing and fabric


products using cloth and thread. Those who possess this skill
and make it their livelihood are called "Dressmakers". ① Tailoring check [Dexterity]
In the world of Raxia, clothing is primarily produced by ② Fabric Appraisal check [Intelligence]
hand by Dressmakers and is not inexpensive for the average
citizen. ① Tailoring check [Dexterity]
Dressmakers work in settlements of a certain size or Time Required: 6 hours - 1 month
larger. In medium-sized or smaller settlements, tailors often Description: This is a skill check for creating clothing. For
open clothing shops, likely engaging in buying and selling custom-made items, measurements, and pattern making must
second-hand clothing and repairing fabric products. be done in advance (takes a few additional hours).
The Target Number increases as the area covering the
Custom-made Clothing body expands, using multiple types of fabric and thread. If the
In the world of Raxia, there is a thriving second-hand pattern is already determined and there are no decorations or
clothing market. Since clothing is made by Dressmakers, most pockets, the Target Number decreases.
new clothing items are custom-made to order. New clothing For simple fabric products with basic structures, such as
costs at least three times the minimum price shown in the undergarments or backpacks for ordinary citizens, production
general equipment clothing table. is possible within a few hours of the Time Required. For high-
Due to these circumstances, the minimum prices for end formal wear using multiple types of fabric and featuring
clothing shown in the general equipment clothing table (see embroidery, the Time Required for production may take up
CR I, p. 291, ET, p. 115) are basically the prices for second- to about a month.
hand or inferior-quality items. Most second-hand items have ② Fabric Appraisal check [Intelligence]
tears in the fabric patched with lining, repair cloth, or frayed
Time Required: Instant
threads disguised with similar designs.
Description: This is a skill check for estimating the price of
For the average citizen, purchasing new clothing might
fabric products.
only occur when making "formal wear" for coming-of-age
The prices of fabric products used by adventurers (e.g.,
celebrations or attending ceremonial occasions like weddings
nonmetallic armor) can also be determined if this check is
and funerals. Those who routinely have multiple custom-
successful (decided at GM's discretion).
made clothing items for personal use are likely to be
individuals who interact with the upper class, those who are Bonuses Based on Tailor Skill Level
meticulous about cleanliness, or fashion enthusiasts who are Skill
Bonus
sensitive to trends. Level
If Dressmaker possesses three or more types of clothing that
5 can cover their entire body, they gain a +2 bonus to Disguise
checks (see CR I, p. 103) and Hide checks (see CR I, p. 104)
When creating clothing, if the Success Value of the Tailoring
check is 20 or higher, the Dressmaker’s Defense is increased
10
by 1 point while wearing that clothing. However, this effect is
lost if they are equipped with nonmetallic or metal armor.
When making a Tailoring check, the Dressmaker can roll twice
15
and choose the preferred result

61
The "Barber skill (Hairdresser/Barber)" is a work skill for The HP recovery effect from the Simple Surgery check
cutting and styling hair. Those who have mastered this skill can only be applied once per day for each patient.
and made it their profession are mainly called If a Pathology check (see CR I, p. 107) is performed on
"Hairdressers/Barbers". the patient before the Simple Surgery check and is successful,
Wealthy merchants and upper classes with financial a +4 bonus is applied to the Simple Surgery check.
means request hairdressers or barbers for hair styling and
shaving. Therefore, hairdressers and barbers need to be ④Barbering check [Dexterity]
familiar with current trends, local fashions, and standard Time Required: 1 hour to 6 hours
hairstyles of the time. Description: This is a skill check for grooming clients by
Hairdressers and barbers, being skilled in handling bladed styling or cutting hair, shaving beards, trimming eyebrows,
tools like scissors and razors, may sometimes be entrusted applying makeup, and generally improving their appearance.
with simple surgical procedures such as incisions and sutures. Hair washing can also be included.
However, due to their limited medical knowledge, a separate The Target Number and Time Required for the
healthcare professional might be advisable to examine the Barbering check vary depending on the amount and quality
patient with a Pathology check (see CR I, p. 107). of the client's hair (determined by the GM). Generally, clients
with more hair will have a higher Target Number and longer
Time Required.

①First Aid check [Dexterity] (see CR I, p. 102) Bonuses Based on Barber Skill Level
②Disguise check [Dexterity] (see CR I, p. 103) Skill
Bonus
③Simple Surgery check [Dexterity] Level
5 +1 to Simple Surgery checks
④Barbering check [Dexterity]
Simple Surgery checks restore HP equal to Barber skill
10
level + Dexterity modifier.
③Simple Surgery check [Dexterity] When a Barbering check is about to result in an
Time Required: 10 minutes (60 rounds) automatic failure, Hairdresser/Barber can change it to
Description: This is a skill check for treating visible wounds 15 automatic success (double 6s) at their discretion.
through incision or suturing. However, they cannot use this effect again for 30 days
The Target Number for the Simple Surgery check is after the check.
"patient's current reduced HP + 7". If successful, the patient's
HP recovers by an amount equal to the Barber skill level. If
failed, the patient takes 1d points of fixed damage.

"Housekeeper skill" is a work skill for handling all aspects ③Etiquette check [Intelligence]
of housework, such as cleaning and cooking. In particular,
those who are employed by the wealthy or nobility to maintain ①Cooking check [Dexterity]
the condition of mansions and support the residents' Time Required: 10 minutes - 1 day
comfortable living are called Housekeepers. Some even live Description: This is a check for combining ingredients and
in the mansion and share their lives with their employers. seasonings, cooking, and creating dishes. The higher the
In the current Raxia, where water and sewage systems are Success Value, the more delicious the dish becomes.
underdeveloped, and household appliances are mostly non-
existent, efficiently handling all household chores is difficult ②Cleaning and Organizing check [Dexterity]
and labor-intensive.
Time Required: 1 hour
When employed by high-status households, there are
Description: This is a check for cleaning and organizing a
customs and taboos in handling household items and cooking
room. The higher the Success Value, the more beautiful the
methods, and the knowledge and skills that must be acquired
result. The necessary Target Number becomes higher in
are extensive. Therefore, being employed in such mansions
noble or upper-class households where discipline and beauty
without a high Housekeeper skill level would be difficult.
are required.
Conversely, excellent housekeepers are hired for high wages
The number of checks (Time Required) increases
and sometimes even become confidants to the homeowners.
depending on the area to be cleaned and the initial level of
It should be noted that housekeepers are overwhelmingly
dirtiness (messiness).
female and are sometimes called maids (in the case of males,
they are called boys).
③Etiquette check [Intelligence]
Time Required: Instant
Description: This is a check to see if the Housekeeper can
follow the appropriate etiquette for the situation. It also
①Cooking check [Dexterity] checks whether they know (and can practice) the correct
②Cleaning and Organizing check [Dexterity] behavior and taboos.

62
Part 2 Expansion of Work Skills

Bonuses Based on Housekeeper Skill Level


Skill
Bonus
Level
5 +1 to Cleaning and Organizing checks
Can attempt a Leadership check (see p. 66) against
10
other Housekeepers.
All household chores can be completed in one-third
15
the time it would normally take.

"Performer skill (Entertainer)" is a work skill used to Stand-up Comedians


entertain people by showcasing various arts. There are many These are Entertainers who stand in front of an audience
specialized fields, from physical feats centered on street and entertain them with the art of talking. This can range from
performances and circus acts to comedic storytelling eliciting solo monologues to comedy duos or trios to interactive
laughter. Those who make this their profession are called performances that involve the audience in creating laughter.
Entertainers. The variety is quite wide. They may also incorporate musical
Entertainment is extremely rare in the world of Raxia, performances or magic tricks (though these are separate
which continues to be threatened by the Barbarous after the skills).
Diabolic Triumph. Therefore, the performances showcased
by skilled Entertainers are popular everywhere. You can see
them in various forms, such as traveling Entertainers who
perform while journeying or jesters employed by nobles and ① Performance check [Various]
aristocrats to soothe their minds.
It is difficult to master multiple arts, so those who acquire ① Performance check [Various]
this skill need to learn different Performer skills for each Time Required: Various
genre of performance. Description: This is a check to showcase Entertainer talent in
their area of expertise. For juggling, ringing, etc., use
Street Performers [Dexterity] as the Standard Value; for acrobatics, use [Agility];
These are Entertainers who stand on main streets to for verbal performances, use [Intelligence]. For other types of
entertain the general public with acts such as juggling (showing performances, please consult with the GM to determine the
skills of throwing and catching multiple objects), pantomime appropriate ability.
(expressing invisible walls and such through body A higher Success Value allows a Entertainer to provide
movements), and living statues (becoming motionless statues greater satisfaction to a larger audience.
that suddenly move to surprise people). If the GM allows, Entertainer may use the Performance
Check as a substitute for other checks (such as using
Acrobats acrobatics for Acrobatics Check or Tumble Check, using
These are Entertainers who delight audiences with verbal performances for Speech Check (see p. 95), etc.).
spectacular techniques that utilize their physical abilities, such However, as it's not your specialty, please apply a penalty of
as somersaults, tightrope walking, and unicycle riding. They about -2.
also excel in team performances involving multiple people.
Bonuses Based on Performer Skill Level
Clowns Skill
Bonus
These Entertainers wear comical costumes and use Level
humorous movements or clumsy acts to make the audience 5 +1 to Performance checks
laugh. They may perform silently or sometimes act as a host When doing a Performance Check, an Entertainer
10
can roll twice and choose the result they want.
with bonus skill levels or add dialogue.
When doing a Performance Check, an Entertainer
They may also be employed by the court and have the role 15
can roll three times and choose the result they want.
of speaking frankly to the king. By mainly using irony and
satire, they can lighten the mood or advise in tense situations,
making them surprisingly influential entertainers. In this case,
they are called jesters.

The "Fortune Teller skill (Psychic)" is a work skill used to desired answers from the client's words and expressions. They
perform various types of divination, predict the future, and do not use magical powers and sometimes may employ
solve problems. Some have established shops, while others childish tricks or fraudulent methods.
serve clients by the roadside. Those who engage in such Of course, there are those who exert supernatural powers
activities daily are called "Psychics". to foretell more definitive futures. However, such individuals
Many of the divinations performed by Psychics are either are called "Mystics (Diviners)" and are distinguished from
based on chance or are psychological in nature, deriving Psychics. While there are several famous Mystics on the

63
southern continent of Terastier, they are virtually unknown bonuses. However, these are all small props for presentation
on the northern continent of Alframe. and don't need to be special materials or magical items.
Nevertheless, everyone wants to know about the future Succeeding in this check allows a Psychic to perform
and resolve their current worries. Therefore, even if a fortune-telling with credible actions and derive the answer the
Psychic's divination is baseless, there is no end to people who other person desires (how to actually convey it depends on
cling to it. Some Psychics are even employed by kings and the Psychic). It's a technique for reading the other person's
nobles, serving as advisors when doubts arise. psychology and a skill for drawing out their true feelings.
By succeeding in this check, a Psychic can resolve the
other person's worries or encourage their determination
through fortune-telling. Conversely, Psychic can also point out
①Insight check [Intelligence] (see CR I, p. 106) misfortune or mistakes to restrain or admonish their actions.
②Detect check [Intelligence] (see CR I, p. 111)
③Meteorology check [Intelligence] (see CR I, p. 107) Bonuses Based on Fortune Teller Skill Level
Skill
④Fortune-telling check [Intelligence] Bonus
Level
5 +1 to Fortune-telling checks
④Fortune-telling check [Intelligence] 10 +1 to Meteorology checks
Time Required: 10 minutes (60 rounds) If Psychics get automatic success on a fortune-telling
Description: This is a check to divine good omens using 15 check, they can actually predict the future (the GM
various instruments such as crystal balls, picture cards, turtle determines the details).
shells, animal bones, wooden sticks, and so on, with skill level

"Prostitute skill (Harlot/Gigolo)" is a work skill that utilizes


sexual appeal to please clients using one's body. Those who
primarily stand on street corners at night and regularly take ①Disguise check [Dexterity] (see CR I, p. 103)
clients are called Harlot or Gigolo. ②Sexual Technique check [Dexterity]
The profession of providing sexual pleasure using one's ③Seduction check [Spirit]
body has existed since ancient times, and this is no exception
in the current Raxia. Young and healthy individuals can earn
②Sexual Technique check [Dexterity]
money without particular skills or education, but it is a
common occupation seen in slums and remote settlements. Time Required: 10 minutes (60 rounds)
It often serves as a significant source of income for Description: This is a check to give sexual satisfaction to the
criminal organizations, and while it may be considered an target. The higher the Success Value, the higher the level of
illegal profession in some countries, it is tolerated in most. satisfaction.
There are cases where people are bought and sold in a form
of human trafficking due to debt, and many become harlots ③Seduction check [Spirit]
or gigolos unwillingly. Time Required: 10 minutes (60 rounds)
Many harlots and gigolos stand on street corners in Description: This is a check to attract the target to
downtown areas or back alleys off the main streets, waiting for Harlot/Gigolo through conversation, gestures, and sexual
clients. Some may solicit customers in bars, and with the appeal. It's basically a comparison of Success Values against
backing of criminal organizations, entire lodging facilities may the target's Willpower (see CR I, p. 110). The higher the
be operated as brothels for entertaining clients. In some cases, Success Value, the more attractive Harlot/Gigolo appear to
Harlots/Gigolos are managed collectively and dispatched to the target, and the more captivated they become. It's also
inns, rest areas, or private homes. possible to perform a quick seduction, in which case the Time
Required becomes 10 seconds (1 round), but Harlot/Gigolo
Harlot/Gigolo as a Culture receive a -4 penalty to their Success Value.
While many Harlots/Gigolos work independently, some The GM may apply bonus or penalty modifiers based on
form organizations, and in certain countries and regions, this the target's preferences, considering gender, age, status, or
profession has evolved into a cultural phenomenon. In such appearance.
cases, in addition to their skills as Harlots/Gigolos, some are
also accomplished in arts such as singing and dancing. In Bonuses Based on Prostitute Skill Level
regions where this culture exists, wealthy clients may become Skill Level Bonus
patrons, providing their favorite Harlot/Gigolo with luxurious 5 +1 to Seduction checks
10 +1 to Sexual Technique checks
clothing, education, and training in the arts, and may
15 +4 to Sexual Technique checks (total +5)
eventually personally redeem them to become their lover
(however, proficiency in education and arts requires the
acquisition of a separate skill). Additionally, when entering a
contract with a specific individual, it may be necessary to
acquire the new Courtesan skill (see p. 96).

64
Part 2 Expansion of Work Skills

"Beggar skill (Tramp)" is a work skill for living off alms ③Notice check [Intelligence] (see CR I, p. 106)
received on urban street corners. Those who have mastered ④Listen check [Intelligence] (see CR I, p. 106)
this skill and make it their livelihood are mainly called ⑤Tramp check [Spirit]
Tramps.
The Tramp lifestyle is primarily sustainable in urban areas ⑤Tramp check [Spirit]
with large populations and high circulation of goods and Time Required: 6 hours - 1 day
funds. Description: This is a skill check to maintain an attitude
In the Humanoid society of the world of Raxia, there are conducive to receiving alms while finding suitable locations or
many temples that advocate for helping the weak, so a culture routes to shops that are likely to give handouts.
of charitable giving has taken root to some extent. Tramps live The Target Number for the Tramp check becomes lower
in Humanoid cities due to this cultural background. Many in more populated urban areas (Target Number around 18
Tramps, despite being poor, have their own homes. for populations under 3,000, around 14 for populations of
Among them are Tramps who intentionally pretend to be 3,000 to 10,000, and around 10 for populations over 10,000),
injured or ill to receive more alms, Tramps who walk around and also decreases during festivals or celebrations (Target
with children to evoke sympathy, and those who become Number is reduced by -1 to -4). Additionally, the Target
Tramps due to low work motivation despite having assets. Number increases as the Time Required is shortened.
These malicious individuals tend to worsen urban security. In situations where pedestrian traffic decreases, such as
during high alert or bad weather, the Target Number
A Source of Urban Information increases (Target Number +1 to +4) and increases if another
Most Tramps stand on street corners so as not to obstruct Tramp is visible (determined and decided by the GM).
the passage of others, and they are largely unnoticed by the When performing a Tramp check, wearing accessories,
majority of urban residents. clean clothes, or expensive clothing incurs a -4 penalty.
To obtain better alms and blessings, Tramps observe Tramp can acquire "Success Value - Target Number" in
various passersby in the city, listen to rumors, and gather gamel if successful in the Tramp check. They cannot perform
information that other urban residents might not pay attention another Tramp check in the same location for the rest of the
to. day.
Due to this nature, when searching for people or lost items
in the city, Tramps' information can sometimes be a valuable Bonuses Based on Beggar Skill Level
source. Skill Level Bonus
5 +1 to Notice checks and Listen checks
If Tramp fails a Tramp check, they can reroll
10
once.
①Disguise check [Dexterity] (see CR I, p. 103) 15 Tramp checks earn 10 times more income
②Hide check [Agility] (see CR I, p. 104)

The "Merchant skill" is a skill primarily required for buying


and selling goods. From shopkeepers to peddlers, brokers,
and traders, those with this skill possess knowledge about ① Price Insight check [Intelligence]
various types of business. People who utilize this skill for ② Negotiation check [Spirit]
commerce are called "merchants".
Due to the existence of the money god Gamel, the world ① Price Insight check [Intelligence]
of Raxia has a well-established monetary economy, resulting
Time Required: 10 minutes (60 rounds)
in merchants being active all over the world. For adventurers
Description: This is a check to set an appropriate price for
who frequently purchase and replace equipment, the
purchased goods or materials and items obtained during
presence of merchants is indispensable. Moreover, there are
adventures. Similar to the Appraise check (see CR I, p. 108)
many adventurer-merchants who venture into dangerous
performed by the Scout class, the Merchant can discern the
areas in search of new products and markets.
value (base price) by looking at the item. However, they
They excel in knowledge of trading, negotiation skills for
cannot determine the specific abilities of the item (but they
pricing and procurement, and financial management abilities.
can understand what it's useful for).
Those who have mastered this skill are typically granted a
license for conducting business by the authorities of the area
where they reside. To engage in trade in other areas or ② Negotiation Check [Spirit]
countries, they need to improve their skill level further and Time Required: 10 minutes (60 rounds)
acquire additional licenses. Description: This is a check used when buying and selling
goods to buy low and sell high. Merchants perform this check
when negotiating prices with business partners or when trying
to buy below or sell above market price.

65
When pricing with a Merchant, if either party is immersive to progress the deal through conversation and
unsatisfied with the price, a Success Value comparison is roleplay rather than relying on this check.
conducted with their Negotiation checks (if tied, reroll). The
price is determined by the stated value of the party who wins Bonuses Based on Merchant Skill Level
this check. In this case, the side that declares a price that is Skill
Bonus
blatantly different from the market price will incur a penalty Level
of -1 to -4 (negotiations that would incur a greater modification 5 Can trade anywhere in the country
would likely break down without even a chance for a check). 10 Can trade anywhere within the region
In scenes involving transactions between PCs or Can do business with anyone who knows the
15
Merchant name or business name
negotiations with important NPCs, it might be more

Manager skill (Manager)


The Manager skill is a work skill that represents the This check can also be performed as an "Instant" action by
knowledge and techniques of organizing an organization, taking a -4 penalty to the Success Value.
managing personnel, and handling finances. Those who do
this type of work are called Managers. ④Management check [Intelligence]
In organizations of a certain size or larger, such Managers Time Required: 10 minutes (60 rounds)
are likely to exist and supervise various tasks. This also applies Description: This is a check to plan for the appropriate
to criminal organizations, where criminal groups with skilled allocation and operation of funds and personnel. The higher
Managers skillfully manipulate many criminals like puppets the Success Value, the more effectively the invested funds are
and generate high profits. utilized, and the more efficiently the employed personnel
The Managers themselves may be the boss of the work without waste.
organization, but it's not uncommon for them to be the boss's
right-hand person or advisor. In cases where there's a boss or ⑤Leadership check [Spirit]
other executives above them, the Manager takes on a position Time Required: 10 seconds (1 round)
like middle management and is expected to produce high Description: This is a check for giving subordinates
results. instructions or orders and executing them quickly. While
there's no need for a check when giving general instructions
to trained subordinates, an appropriate Success Value
becomes necessary in sudden situations, complex
①Insight check [Intelligence] (see CR I, p. 106) circumstances, or especially in scenarios where there's a
②Detect check [Intelligence] (see CR I, p. 111) potential risk to life.
③Appraise check [Intelligence] (see CR I, p. 108) As the number of people being led increases, the required
④Management check [Intelligence] Success Value also becomes higher.
⑤Leadership check [Spirit]
Bonuses Based on Manager Skill Level
③Appraise check [Intelligence] Skill
Bonus
Level
Time Required: 10 minutes (60 rounds)
5 May be entrusted with managing small organizations
Description: If the Manager obtains a Success Value equal to May be entrusted with managing city-scale
or higher than the Target Number set for each item, they can 10
organizations
determine the treasure's value (base price). With a Manager May be entrusted with managing national-level
skill check, they cannot learn about usages or effects. 15
organizations

Butcher skill is a work skill that encompasses techniques cuts or processed meats. As a result, it's not uncommon for
for dismembering and processing animal meat. Butchers are dairy farmers, hunters, and butchers to all possess a certain
those who use this skill to butcher and process livestock or level of Butcher skill. However, only those working in butcher
game meat to create products for sale in butcher shops. shops are typically called Butchers. Additionally, most
Meat processing traditionally involves cutting primal cuts residents possess this skill in nomadic communities or villages
into retail-ready slices, cubes, or ground meat. However, that practice animal husbandry.
Butcher skill is much broader, covering techniques from the Most Butchers operate as butcher shops with permission
initial handling of animal carcasses, skinning, creating sides of from the merchant guild. Depending on the size of the shop,
meat (skinned, beheaded, eviscerated, and split in half along some employ an apprenticeship-like system for meat
the median line), breaking down into primal cuts (separated processing workers, while others hire employees, including
by section), and then processing the meat into products like trainees.
sausages and bacon.
When meat is supplied to butcher shops from dairy
farmers or hunters, it's often already broken down into sides
or primal cuts. Butchers then further process this into retail

66
Part 2 Expansion of Work Skills

Description: This is a check for processing meat into cured


products using methods such as stuffing into casings, salt
① Meat Butchering check [Dexterity] curing, or smoking. If successful, Butcher can create foods
② Meat Processing check [Dexterity] like sausages, bacon, or ham. This check can also be used to
make preserved foods.
① Meat Butchering check [Dexterity]
Time Required: 10 minutes to 6 hours Bonuses Based on Butcher Skill Level
Description: This is a check for cutting meat into easily Skill
Bonus
cookable forms. If successful, a Butcher can cleanly and Level
5 +1 to Meat Butchering and Meat Processing checks
efficiently break down an animal carcass into primal cuts, sub-
+1 point of damage when using the Sword weapons
primal cuts, and retail cuts without waste. 10
against Animals monsters
Time Required for Meat Butchering check is
② Meat Processing check [Dexterity] 15
reduced to 10 minutes.
Time Required: 10 minutes to 1 day

Midwife skill is a work skill for assisting in childbirth and If the Childbirth Assistance check is successful, the birth
protecting the health of mothers and children after delivery. ends safely with no health effects on the mother and child. If
Those who have acquired this skill and made it their the Childbirth Assistance check fails or if no Childbirth
profession are mainly called Midwives. Assistance check was performed, the mother makes a
Midwives are relied upon in various Humanoid Fortitude check with a Target Number of 10. If this Fortitude
settlements, from sparsely populated areas without temples or check succeeds, the birth ends with both mother and child
Doctors to urban areas where, despite a large population, the healthy, but if it fails, the mother takes fixed damage equal to
health of ordinary citizens cannot be fully attended to. half her maximum HP (rounded up). On an automatic failure,
Midwives consult with pregnant women before childbirth, both mother and baby additionally take 1d6 fixed damage to
assist with delivery, and continue to provide advice on their HP.
childcare after birth, maintaining close communication with Note that if the baby is born a Nightmare, there is a -4
mothers of young children and supporting them in child- penalty to the Childbirth Assistance check. Regardless of the
rearing. success or failure of the Childbirth Assistance check or the
Midwives know the usefulness of disinfection through mother's Fortitude check, the mother takes an additional 2d
experience and pay attention to cleanliness. They are also fixed damage to her HP.
skilled in first aid and other related practices.
④Disinfection check [Intelligence]
Time Required: 1 hour
Description: Targeting up to 5 people, Midwife disinfects the
①First Aid check [Dexterity] (see CR I, p. 102) skin or affected areas with boiled and sterilized cloth, making
②Pathology check [Intelligence] (see CR I, p. 107) them less susceptible to infectious diseases and toxic
③Childbirth Assistance check [Intelligence] substances.
④Disinfection check [Intelligence] Disinfected individuals receive a +1 bonus to Fortitude
against poison type and disease, as well as for childbirth, for 6
③Childbirth Assistance check [Intelligence] hours after being disinfected.
Time Required: 6 hours to 1 day
Bonuses Based on Midwife Skill Level
Description: This is a skill level bonus check to assist pregnant
Skill
women in childbirth and deliver of the baby. Bonus
Level
The Target Number for the Childbirth Assistance check 5 +1 to Childbirth Assistance checks
is around 10 if the pregnant woman is of the same race as the 10 +1 to Fortitudes against poison and disease types
Midwife and +4 if of a different race. A Midwife can always reroll their Childbirth
15
Assistance and Disinfection checks once.

67
The "Teamster skill (Manual Laborer)" is a work skill ②Carrying check [Strength]
primarily for performing physical labor such as cargo handling Time Required: 1 minute (6 rounds)
and simple construction work. Many who work in this field Description: This is a check for efficiently carrying large,
are day laborers or work on individual contracts, and those heavy, or both cargo. It allows Manual Laborer to carry loads
who make a living doing such jobs are called Manual Laborers. that normally require 2-3 people to transport or quickly load
In the current world of Raxia, there are numerous large amounts of cargo onto ships or wagons. The higher the
opportunities for Manual Laborers to work. Cities are Success Value, the larger and greater quantities of cargo they
fortified to prepare for monster attacks, and expanding them can transport quickly.
as the population grows becomes a massive undertaking.
Besides that, there is no shortage of work, including building Bonuses Based on Teamster Skill Level
new homes, constructing infrastructure, maintaining highways, Skill
and so on. They can also be greatly useful in loading and Bonus
Level
unloading cargo for carriages and ships. In such cases, 5 +2 to Strength checks
laborers who are known for their strength and have mastered 10 +2 to Strength check (total +4)
the knack of carrying loads are highly valued. When Manual Laborer performs a Carrying check,
15
they can roll twice and choose the result they want.

①Strength check [Strength] (see CR I, p. 113)


②Carrying check [Strength]

68
Part 2 Expansion of Work Skills

The "Armorer skill (Armor Craftsman)" is the technique enhancements, "Bulletproof" and "Extra Manatite Armor" can
for processing metal, wood, and leather to create armor and be performed. It's advisable to set the Target Number
shields. Among blacksmiths, carpenters, and leatherworkers, according to the difficulty and rank of the enhancement (see
those who specialize in this skill are called Armor Craftsmen. p. 108). When performing this check, Armor Craftsmen need
Armor Craftsmen who mainly work with metal belong to to pay 70% of the price required for the enhancement as
the blacksmith guild, while those who primarily work with material cost. There's no need to pay again for subsequent
non-metals belong to the leatherworker guild. Some craft both attempts.
and belong to both guilds, but as a profession, they often
specialize in one or the other. ② Armor Crafting check [Dexterity]
However, unless it's a highly specialized workshop, Time Required: 1 day - 1 year
becoming a craftsman requires learning both techniques to Description: This is a check for crafting nonmetallic armor,
some extent. Especially when making shields, it's not metal armor, and shields (see p. 108). When performing this
uncommon for both skills to be necessary. check, Armor Craftsman needs to pay 70% of the purchase
Regardless of which guild they belong to, Armor price of the armor as material cost in gamel. They don't need
Craftsmen often produce items for weapon shops and directly to spend this again for retries.
supply goods to knightly orders and guard units.
Examples of those not belonging to a guild are limited to ③ Mineral Knowledge check [Intelligence]
those employed by nobility and royalty. Due to the vast Time Required: Instant
amount of work and materials required, as well as the Description: This is a check to determine if Armor Craftsman
complexity, there tend to be fewer freelance Armor has knowledge about minerals. If successful, they will
Craftsmen. understand the properties, processing methods, and prices of
minerals.
Leather Armor
Leather armor is made by tanning animal hides and is a
④ Leather Knowledge check [Intelligence]
typical nonmetallic armor. Particularly, armor made from
"boiled leather," which is hardened and toughened leather, is Time Required: Instant
popular among Fencers and Scouts because it's lightweight Description: This is a check to determine if Armor Craftsman
while still providing a certain level of protection. There are so has knowledge about animal hides and processed leather. If
many recipes for making this hard leather that they differ from successful, they will understand the type of animal it came
workshop to workshop, and it's not uncommon for these to from, the leather processing method, condition, and price.
be closely guarded secrets.
⑤ Appraise check (Armor only) [Intelligence]
Time Required: Instant
Description: This is limited to armor (nonmetallic armor,
metal armor, and shields), but it is treated the same as an
① Armor Enhancement check [Dexterity]
Appraise check (see CR I, p. 108).
② Armor Crafting check [Dexterity]
③ Mineral Knowledge check [Intelligence] Bonuses Based on Armorer Skill Level
④ Leather Knowledge check [Intelligence] Skill
⑤ Appraise check (Armor only) [Intelligence] Bonus
Level
5 +1 to Armor Crafting checks
① Armor Enhancement check [Dexterity] 10 +1 to Armor Enhancement checks
Time Required: 1 day - 1 week If the Armor Crafting checks is an automatic success,
15
it becomes Magic Armor +1.
Description: This is a check for adjusting armor to better suit
the wearer or applying enhancements. Among armor

"Weaver skill (Weaver)" is a work skill possessed by Weavers and Looms


craftsmen who weave fabric using thread. Those who have this Many Weavers produce fabric using a machine called a
skill and make it their livelihood are called Weavers. "loom" that efficiently weaves by alternately combining warp
In the world of Raxia, the fabric is basically produced by and weft threads.
hand by Weavers and is expensive. What Weavers do is Looms vary in shape and handling depending on the
weave fabric from large amounts of thread. thickness and material of the thread, the technical heritage
What Weavers do is produce fabric; dyeing or and culture of the area, and the resulting fabric. The looms
embroidering thread or fabric is done with other work skills. that Weavers use are mostly at least 50cm wide and over 1m

69
deep and are installed in workshops along with chairs and Description: This is a skill check for creating fabric using a
other furniture, not designed for portability. loom.
Additionally, when using thick threads, there are Weavers The Target Number for the weaving check increases as
who weave fabric by hand-knitting with knitting needles or the fabric area grows or the time to complete the fabric is
crochet hooks. Complex fabrics like lace are generally made extended.
by hand-knitting rather than using a loom. Note that as the width of the fabric increases and the
length extends, more Time Required and a large amount of
Differences Based on Thread Type thread will be needed, and a larger loom will be necessary
Weavers have types of thread they specialize in and must (determined by GM judgment based on the fabric area). Also,
decide which types of thread they will handle at the time of the finer the thread, the longer the Time Required, and the
acquisition. more expensive the fabric becomes (e.g., silk fabric).
In the world of Raxia, the most commonly distributed
threads are cotton, linen, and wool, with silk also existing as a ③Fabric Appraisal check [Intelligence]
very high-end thread. Note that the more densely woven the Time Required: Instant
thread or the finer the fabric itself, the more thread and work Description: This is a skill check for estimating the price of
processes are required to complete a single piece of fabric, fabric products.
making it more expensive (e.g., carpets and silk fabrics). The prices of fabric products used by adventurers (e.g.,
When acquiring the Weaver skill, the Weaver must nonmetallic armor) can also be determined if this check is
choose two types of thread to specialize in and master (e.g., successful (decided at GM's discretion).
"Weaver skill: cotton & wool"). For threads they are not
specialized in, they receive a -2 penalty to the Success Value Bonuses Based on Weaver Skill Level
for the "Weaving check (next section)" when weaving fabric. Skill
Bonus
Level
5 +1 to Fabric Appraisal checks
If Weaver possesses 3 or more types of clothing that
10 can cover their entire body gains +2 to Disguise check
①Disguise check [Dexterity] (see CR I, p. 103)
and Hide checks (see CR I, p. 104)
②Weaving check [Dexterity] Weaver can always reroll once for a Weaving check or
③Fabric Appraisal check [Intelligence] 15
Fabric Appraisal check.

②Weaving check [Dexterity]


Time Required: 1 day - 3 months

The "Weaponsmith skill (Weapon Craftsman)" is a work On the other hand, decorative parts such as sword guards
skill that represents the technique of processing metals and and pommels may sometimes use easier metals (like bronze),
wood to create weapons. Among blacksmiths and Wood and casting might be employed in such cases.
Craftsmen, those who specialize in this skill are called The task of wielding the hammer to shape weapons of a
Weapon Craftsmen. certain size or larger, such as swords, is the job of craftsmen
While a Blacksmith might be able to forge simple knives who have completed their apprenticeship. They must
or kitchen knives, only a Weapon Craftsman can create sharp continue to swing the hammer with appropriate force while
yet durable weapons for combat with proper balance and keenly perceiving the master's intentions. In some workshops,
weight distribution. magitech hammers exist that the master can control directly,
Weapon Craftsmen typically belong to blacksmith guilds, but these are extremely rare.
maintain workshops, and employ an apprenticeship system.
There are also itinerant Weapon Craftsmen (commonly
known as field smiths) and craftsmen who have served noble
or royal families for generations but are in the minority. ① Weapon Enhancement check [Dexterity]
Moreover, even if one is an adventurer or vagrant, one must ② Weapon Crafting check [Dexterity]
pay respects to the local guild to practice smithing within a ③ Mineral Knowledge check [Intelligence]
town or city.
④ Appraise check (Weapons only) [Intelligence]
Weapon Craftsmen who belong to guilds create items for
weapon shops and often directly supply weapons to knightly
① Weapon Enhancement check [Dexterity]
orders and guard units.
Time Required: 1 day - 1 week
Forging Description: This check is for adjusting weapons to better suit
Smithing can be broadly divided into two types: forging the user or applying enhancements. Within weapon
(hammering heated metal to shape it) and casting (pouring enhancement, "Custom-forged" and "Ignite Processing (*Dark
molten metal into molds). While casting is suitable for mass Dwarves only)" can be performed (see p. 108). When
production, steel is considered optimal for weapons, and it is performing this check, Weapon Craftsman needs to pay 70%
created through forging, making this method the more of the enhancement cost as material fees in gamel. For retries,
common choice. they don't need to spend this again.

70
Part 2 Expansion of Work Skills

② Weapon Crafting check [Dexterity] ④ Appraise check (Weapon only) [Intelligence]


Time Required: 1 day - 1 year Time Required: Instant
Description: This check is for crafting various weapons and Description: This is limited to weapons, but it is treated the
silvered weapons (see p. 108). When performing this check, same as an Appraise check (see CR I, p. 108).
Weapon Craftsman needs to pay 70% of the weapon's
purchase price as material fees in gamel. For retries, they don't Bonuses Based on Weaponsmith Skill Level
need to spend this again. Skill
Bonus
Level
③ Mineral Knowledge check [Intelligence] 5 +1 to Weapon Crafting checks
10 +1 to Weapon Enhancement checks
Time Required: Instant If the Weapon Crafting checks is an automatic
Description: This is a check to determine if Weapon 15
success, it becomes Magic Weapon +1.
Craftsman has knowledge about minerals. If successful, they
will understand the properties, processing methods, and
prices of minerals.

Woodworker skill (Wood Craftsman)


"Wood Craftsman skill" is a work skill that represents the ②Woodworking check [Dexterity]
technique of processing wood to create various items. Those ③Wood Knowledge check [Intelligence]
who set up workshops and make a living by creating items with
this skill are generally called Wood Craftsmen. ①Appraise check (limited to woodworking products)
Even among Wood Craftsmen, there are those who [Intelligence]
specialize in furniture, those who specialize in tools, those Time Required: 10 minutes (60 rounds)
who specialize in toys, and so on. Depending on the items Description: Limited to items made from wood, this is treated
they make, there may be separate guilds, or there may be cities the same as an Appraise check (see CR I, p. 108).
where a woodworking guild oversees everything. In either
case, they typically set up workshops and adopt an ②Woodworking check [Dexterity]
apprenticeship system.
Time Required: 1 hour - 1 year
On the other hand, in rural areas and small settlements,
Description: This is a check for processing wood and creating
the Wood Craftsman skill is more rooted in daily life, and it's
items. If successful, Wood Craftsman can make various
a skill that almost everyone can do to some extent. Even in
products such as furniture, tools, and toys.
such environments, there may be individuals particularly
skilled in woodworking who make furniture for others, but
they generally don't do this as their sole occupation. ③Wood Knowledge check [Intelligence]
Time Required: Instant
Wood Craftsman as an Artist Description: This is a check to determine if Wood Craftsman
Separate from woodworking as an industry, creating has knowledge about target wood. If successful, they
sculptures and other items using wood also falls within the understand the characteristics, processing methods, and
realm of the Wood Craftsman skill. Those who use this skill prices of wood.
in this manner range from those who pursue it purely as an
art form to those who apply their skills to religious institutions, Bonuses Based on Woodworker Skill Level
such as carving divine statues. Skill
Bonus
Level
5 +1 to Woodworking checks
10 Axe weapons deal +1 damage to Plant monsters
Critical Threshold -1 (minimum 8) when attacking
15
①Appraise check (limited to woodworking products) Plant monsters with an Axe weapon
[Intelligence]

Color Man skill (Dyer)


"Color Man skill (Dyer)" is a work skill that refers to the Paint-making is the first skill that is drilled into apprentices
technique of creating paint by mixing pigments with oil, resin, when they enter an Artist's workshop, and in large workshops,
glue, etc., or extracting dyes. Those who specialize in this it's typically the job of apprentices. Therefore, Artists
technique are called "Dyers". generally possess the Color Man skills. However, those who
Pigments refer to powders made from soil or minerals or didn't succeed as Artists eventually began to specialize in
powdered colorants extracted from plants, animal excrement, paint-making as a means of livelihood. While professional
insects, mollusks, and other soft-bodied creatures. Dyers mix painters often still insist on making their own paints, it has
pigments with binders (such as oil, resin, glue, or egg yolk) to become common for hobbyist painters to use ready-made
make paint. If the colorant is water-soluble, they mix it with paints.
water to create dyes for coloring fabrics and other materials. On the other hand, the technique of creating dyes for
dyeing is mostly managed by state-run guilds. This is because

71
the extraction and dyeing of certain "noble" colors (such as ③Insight check (coloring agents) [Intelligence]
purple) are difficult and, in some cases, considered state Time Required: Instant
secrets. These workshops employ an apprenticeship system, Description: This is treated the same as an Insight check (see
but becoming an apprentice may require a certain social CR I, p. 106), but only for coloring agents and their raw
status. materials.
Outside urban areas, the Color Man skill is used in plant
dyeing practiced in rural villages and communities. ④Dyeing check [Intelligence]
Time Required: 6 hours
Description: This is a check for dyeing fabric or thread with
dye. Depending on the dyeing method, patterns can also be
①Herbology check [Intelligence] (see CR I, p. 108) created. The Success Value determines how vibrant the color
②Paint-making check [Dexterity] turns out.
③Insight check (limited to coloring agents) [Intelligence]
Bonuses Based on Color Man Skill Level
④Dyeing check [Intelligence]
Skill
Bonus
②Paint-making check [Dexterity] Level
5 +1 to Paint-making or Dyeing checks
Time Required: 1 hour - 6 hours
Add +1 to the check of the one Dyer did not select at
Description: This is a check for mixing pigments and binders 10
the 5th level.
to make paint. Depending on the materials, various colors and When checking the selected check at the 5th level,
types of paint can be made. The check is performed when the 15
Dyer can roll twice and choose the result they want.
work process is completed to determine the quality of the
result.

The "Locksmith skill" is a work skill for creating various locks, and, if requested, undertake the task of unlocking locks
locks and their corresponding keys. Those who have for which keys have been lost.
mastered this skill and made it their profession are mainly
Prevalence of Locks and Keys
called Locksmiths.
Because locks and keys are expensive, their installation for
In the world of Raxia, there are various types of locks and
security purposes is primarily prevalent in urban areas with
keys, and Locksmiths have knowledge about many of them.
high security awareness. Even in urban areas, the poor rarely
Most locks and keys are made of metal. In addition to making
have locks and keys in their homes, and the same is true for
keys and locks, Locksmiths also create duplicate keys, repair

72
Part 2 Expansion of Work Skills

rural and mountainous areas with low population density. In When attempting to create a mechanical device, the
houses without locks and keys, when at home, gates or barrier higher the Locksmith tries to set the Target Number for the
poles are installed on doors facing the outside to block the Disable Device check (see CR I, p. 102), the higher the Target
entrance. Number for the Device Crafting check becomes. Similarly, if
Merchants who handle money and the middle class and a Locksmith tries to make locks, keys, or other mechanical
above who have assets prepare locks and keys not only for devices more durable and resistant to destruction, the Target
doors but also for sturdy wooden boxes and iron safes. Number for the Device Crafting check also increases (both
Due to these circumstances, Locksmiths primarily determined by GM's discretion).
conduct their business in urban areas. As locks and keys are Since locks, keys, and mechanical devices are primarily
security devices, it's not uncommon for Locksmiths to also made of metals like iron, the Device Crafting check requires
undertake the production and installation of gate tools such as an anvil, hammer, and tongs and facilities like a
components. furnace that can maintain high temperatures.
To complete a Device Crafting check, a period of several
days to 1 month is typically required. The more complex
(higher Target Number for Disable Device check), larger, and
①Disable Device check [Dexterity] (see CR I, p. 102) more durable the item is, the more Time Required increases
②Device Crafting check [Dexterity] (determined by GM's discretion).
②Device Crafting check [Dexterity] Bonuses Based on Locksmith Skill Level
Time Required: Several days to 1 month Skill
Bonus
Description: This is a skill check for creating intricate Level
mechanisms, including locks and keys. The mechanical 5 Device Crafting check Time Required is halved
devices that can be created with a Device Crafting check, other 10 +1 to Disable Device checks for unlocking
Locks created with this skill cannot be unlocked
than locks and keys, include spring-operated toys and simple 15
unless the Disable Device check is successful twice.
music boxes. However, it cannot handle complex, multi-
component items like clocks or Magitech (GM's discretion).

The "Cobbler skill (Shoemaker)" is a work skill for ②Shoe Crafting check [Dexterity]
producing footwear that envelops the feet. Those who have Time Required: 1 day - 1 week
mastered this skill and made it their profession are primarily Description: This is a skill check for crafting a pair of shoes.
called Shoemakers. The Target Number for the Shoe Crafting check
Most Humanoids have the habit of wearing shoes. Many increases, and the Time Required extends (as determined by
shoes are made of leather, with thick leather or woven tree the GM) if there's an increase in the amount of materials like
bark used for the soles. Most ordinary citizens only need to leather used, if there's a variety of materials to handle, or if it's
protect the soles of their feet, so they use shoes that go up to a custom-made item.
the ankle or sandals that focus on protecting the soles. The Shoe Crafting check can also be used for shoe
Wooden clogs are also in circulation. repairs, in which case the Time Required is reduced to about
Boots that cover up to the calf or knee also exist, but they one-fifth to one-half (as determined by the GM).
are expensive. Adventurers often wear boots to protect their
legs as they operate in harsh environments such as wastelands. ③Appraise check (limited to "Accessory: Feet") [Intelligence]
In cold regions, even ordinary citizens frequently use boots. Time Required: 10 minutes (60 rounds)
Description: This is a check to examine an "Accessory: Feet"
Shoe Size Adjustment and Custom-Made Shoes item and learn about its usage and effects. If a Shoemaker
In the world of Raxia, Shoemakers produce easily obtains a Success Value equal to or higher than the Target
adjustable shoes for a wide variety of races. Number set for each item, they can learn all the data about
Shoes that are easy to adjust in size and inexpensive are that "Accessory: Feet" item.
those with holes punched in soft leather edges, which can be This check can also be performed as an "Instant" action by
adjusted by tightening with shoelaces. Laced sandals and taking a -4 penalty to the Success Value.
wooden clogs secured to the feet with laces are also widely
used due to their low cost. Bonuses Based on Cobbler Skill Level
In contrast, shoes and boots made with hard leather must Skill
Bonus
be fitted to the wearer's size, so they are usually custom-made Level
and expensive. 5 +1 to Shoe Crafting checks
10 +1 to Track and Hide checks (see CR I, p. 104)
When making Shoe Crafting checks, a Shoemaker
15 can make the roll twice and choose the result they
want.
①Track check [Intelligence] (see CR I, p. 106)
②Shoe Crafting check [Dexterity]
③Appraise check (limited to "accessory: feet") [Intelligence]

73
The "Whitesmith skill (Jeweler)" is a work skill for creating
intricate pieces using precious metals and gems. A craftsman
who sets up a workshop and creates jewelry is called a Jeweler. ①Appraise check [Intelligence] (see CR I, p. 108)
Due to the characteristics of the metals they work with, ②Jewelry Crafting check [Dexterity]
unlike blacksmiths, Jewelers primarily use casting (pouring ③Mineral Knowledge check [Intelligence]
molten metal into molds) rather than forging (hammering
heated metal). Of course, that's not all; they employ a wide ②Jewelry crafting check [Dexterity]
range of techniques, including filing, soldering, sawing, Time Required: 1 day - 1 month
forging, and polishing, to create highly detailed and beautifully Description: This is a check for crafting items using precious
decorative items. metals and gems. In addition to jewelry, Jeweler can also
While they are generally known for creating accessories create gold and silver tableware, cups, and more. When using
for personal adornment, in reality, they also make items for this check to create existing metal items that are not magical
everyday use by the upper classes, such as gold and silver and belong to the "Era: Current" category, they need to
tableware and inlaid cups, as well as items used in temple consume gamels equal to 70% of the item's price as material
rituals and even small gold or silver statues. cost. A Jeweler doesn't need to consume this again when
Among Jewelers, those who specialize in working with reattempting.
gold are called goldsmiths, while those who specialize in silver
are called silversmiths. However, regardless of the materials ③ Mineral Knowledge check [Intelligence]
they work with, all Jewelers possess the skills to set gems and Time Required: Instant
create inlays. Description: This is a check to determine if a Jeweler has
Jewelers, even if employed by nobility or royalty, must, in knowledge about minerals. If successful, they will understand
principle, be members of a guild. This is because their the properties, processing methods, and prices of minerals.
clientele is primarily from the upper echelons of society, and Bonuses Based on Whitesmith Skill Level
their products are often high-end, necessitating control over Skill
pricing, rarity, and brand value. In many cases, each workshop Bonus
Level
has its own distinctive style, and because of the strong 5 +1 to Jewelry Crafting checks
emphasis on "creating beautiful things," Jewelers tend to have 10 +1 to Appraise checks
a more artistic sensibility compared to other craftsmen. The amount a Jeweler earns from the income check
15
These skills are passed down to future generations will be 100 times higher.
through an apprenticeship system.

The "Distiller skill (Distiller)" is a work skill for distilling cases where temples take the lead in handling everything from
fermented alcohol and producing spirits with higher alcohol spirit production to sales.
content. These individuals who create stronger alcoholic
Dwarven Fire Spirit
beverages compared to brewing are called Distillers.
Among the many races, it would not be an exaggeration to
The alcohol content of fermented beverages is limited to
say that no race has mastered distilled alcohol as much as the
about 20%, and to create stronger alcohol, it is necessary to
Dwarves. Their spirit, made by distilling grain alcohol to its
perform "distillation" by collecting and concentrating
limit, boasts an alcohol content of 96% and is said to make
evaporated alcohol. The history of distilled alcohol is ancient,
your entire body feel as if it's on fire just from a single taste.
with records of its existence dating back at least to the Magic
Civilization Period. However, the distilled alcohol culture
truly flourished during the Magitech Civilization Period when
the magical distillation apparatus was invented. While very ①Herbology check [Intelligence] (see CR I, p. 108)
few magical distillation apparatuses remain today, the spirits ②Brewing check (distillation only) [Intelligence]
developed at that time continue to be produced with modern
technology (although perhaps with inferior purity). ②Brewing check (distillation only) [Intelligence]
Since distilled alcohol changes its flavor through storage,
Time Required: 1 month - 1 year
it is not consumed immediately (in fact, the aroma is often
Description: This is a check for distilling various fermented
unsuitable for drinking right after distillation) and is aged in
beverages to create strong alcohol. To perform this check, a
barrels or jars. During this time, aging in wooden barrels to
distiller is required, and time must be allowed for aging. The
impart flavors and colors derived from the wood was also
higher the Success Value, the more delicious distilled alcohol
widely practiced. Additionally, distillers create their unique
can be produced.
spirits using various techniques, such as deliberately retaining
impurities from the original ingredients by limiting the Bonuses Based on Distiller Skill Level
number of distillations or repeatedly distilling to maximize Skill
Bonus
alcohol content. Level
5 +1 to Brewing checks (distillation only)
It is common for distillers to contract with merchant guilds 10 +1 to Fortitude against alcohol
to produce and distribute their products, but there are also When the Brewing checks (distillation only) are successful,
15
the Distiller can perfectly control the alcohol content.

74
Part 2 Expansion of Work Skills

"Blacksmith skill (Smith)" is a work skill for creating tools


and objects by heating, hammering, and shaping metal in a
forge. Those who specialize in this skill and make a living ① Blacksmithing check [Dexterity]
from it are called Smiths. Unlike the more specialized ② Mineral Knowledge check [Intelligence]
Weapon Craftsmen or Armor Craftsmen, Smiths make their
living by creating and repairing various items useful for daily ① Blacksmithing check [Dexterity]
life, from knives and axes to nails and horseshoes.
Time Required: 1 hour - 1 month
Smiths living in urban areas typically belong to blacksmith
Description: This is a check for forging or casting metals such
guilds, set up workshops, and follow the general pattern of
as iron and bronze to create or repair items. This check
craftsmen who employ an apprenticeship system. However,
cannot be used for precious metals. Additionally, when using
unlike craftsmen who make weapons and armor, the
this check to create existing non-magical metal items from the
existence of the Smiths is rooted in people's daily lives. As a
"Era: Current" category, Smith needs to consume a gamel of
result, many settlements have "village smiths." They must be
the 70% price as material cost. They don't need to consume
generalists rather than specialists because they have to make
this again for reattempts.
and repair the tools needed by the villagers.
While some belong to city guilds, many Smiths who set up
workshops in small settlements like villages have been part of ② Mineral Knowledge check [Intelligence]
those communities for generations, taking apprentices from Time Required: Instant
within the settlement and passing on their skills. These "village Description: This is a check to determine if Smith has
smiths " tend to produce simple and sturdy items with a focus knowledge about minerals. If successful, they will understand
on practicality, but this doesn't mean their skills are inferior to the properties, processing methods, and prices of minerals.
those of Smiths affiliated with city guilds. In fact, in terms of
durability and longevity, their products may sometimes be Bonuses Based on Blacksmith Skill Level
superior. Skill
Bonus
Level
5 +1 to Blacksmithing checks
The Word "Blacksmith" +1 damage dealt when attacking magitech, metal golems, or
10
The "black" in Blacksmith refers to black iron. As the metal structures with Mace weapons
name suggests, the Blacksmith skill mainly deals with The minimum Time Required for a Blacksmithing check is
15
now 10 minutes.
ironwork. However, this doesn't mean they can't handle steel,
bronze, or brass. Nevertheless, precious metals like gold and
silver are the domain of Jewelers and cannot be handled by
blacksmiths.

"Brewer skill" is a work skill primarily used to create Additionally, some Brewers use fermentation and aging
alcohol by fermenting grains or fruits using yeast. Among processes to produce not only alcohol but also vinegar and
alcohol producers, those who specifically use Brewer skill to seasonings.
make fermented beverages are called Brewers.
On the Alframe continent, the two giants of fermented
beverages are wine and beer. Both have records of being
consumed since the Divine Civilization Period, making them ①Herbology check [Intelligence] (see CR I, p. 108)
beverages with a long history. ②Brewing check (brewing only) [Intelligence]
Beer is made from barley, and during the middle of the ③Fermentation check [Intelligence]
Magitech Civilization Period, hops began to be added for
their antiseptic properties. In the later period, bottom-
②Brewing check (brewing only) [Intelligence]
fermented lagers were also produced, but due to the loss of
stable manufacturing techniques during the Diabolic Time Required: 3 days - 1 month
Triumph, top-fermented ales are now more common. Description: This is a check for making alcohol by fermenting
Wine is made by preserving grape juice in barrels or vats and aging grains, fruits, or honey using yeast and water. The
and fermenting it with yeast. To extract juice from large higher the Success Value, the more delicious the alcohol
quantities of grapes, the sight of many people treading grapes becomes.
in large vats has become a seasonal tradition during harvest
time. ③Fermentation check [Intelligence]
Other common fermented beverages include cider and Time Required: 1 month to 1 year
mead. Description: This is a check for making vinegar or seasoning
The Brewers who make these alcoholic beverages are using the fermentation and aging process. It can also be used
often also farmers who cultivate the raw materials. It's not to make fermented foods such as cheese and yogurt. The
uncommon for their farms to be operated with support from higher the Success Value, the more delicious the product
the state or temples. becomes.

75
Bonuses Based on Brewer Skill Level Ability to create within a week a bottled alcohol (thrown
Skill weapon: range 1 (10m)) that deals "Power 20: Critical
Bonus 15
Level Threshold 8" damage against Undead monsters (Brewing
5 +1 to Brewing checks (brewing only) check/Target Number 20: Material cost 1,000 gamels)
10 +1 to Fortitude towards alcohol

"Bone Carver skill (Bone Craftsman)" is a work skill that


represents the technique of creating items using bones, horns,
and teeth from Animals and Mythical Beasts. Those who have ① Bone Crafting check [Dexterity]
mastered this skill and regularly create bone crafts are called ② Appraise check (limited to bone crafting) [Intelligence]
Bone Craftsmen. ③ Bone Knowledge check [Intelligence]
Bone Craftsmen are rare in urban areas and tend to be
more popular among those living in more primitive societies ① Bone Crafting check [Dexterity]
or closer to nature. Bone crafting often carries magical Time Required: 6 hours - 1 month
connotations in these societies and is used for charms and Description: This is a check for crafting accessories and
amulets. Additionally, bone crafts are used as artisanal goods artworks by processing bones, fangs, and horns.
in trade with distant regions.
Bone Craftsmen living in urban areas are mostly artists, ② Appraise check (limited to bone crafting) [Intelligence]
and there are no specific guilds for them. They mainly Time Required: Instant
produce sculptures and scrimshaw, which are bone crafts with Description: Limited to bone crafting but treated the same as
engraved patterns or pictures, for wealthy noble and merchant an Appraise check (see CR I, p. 108).
patrons. ③ Bone Knowledge check [Intelligence]
Barbarous and Bone Crafting Time Required: Instant
Bone crafts as accessories are more common among Description: This is a check to determine if Bone Craftsman
Barbarous rather than Humanoids. While Lower Barbarous has knowledge about bones. If successful, they understand the
often simply make necklaces by drilling holes in fangs and characteristics and value of bones. Furthermore, they can
threading them, some Upper Barbarous wear very intricate attempt a Monster Knowledge check (bone-specific monsters)
bone crafts. As a result, owning a skilled Bone Craftsman as a (see CR I, p. 108) against Undead and Constructs that include
slave can become a status symbol among Upper Barbarous. "Bone" or "Skeleton" in their names. Bone Craftsman can also
perform a check as a "bone-specific version" of the Herbology
check (see CR I, p. 108).

76
Part 2 Expansion of Work Skills

Bonuses Based on Bone Carver Skill Level


Skill
Bonus
Level
5 +1 to Bone Crafting checks
+2 to Monster Knowledge checks against Undead and
10 Constructs that include "Bone" or "Skeleton" in their
names or those with the unique skill [Bone Body]
15 Can ignore monster's unique skill [Bone Body]

The "Mason skill (Stonemason)" refers to the collective ① Stonecutting check [Dexterity]
techniques of quarrying and processing stone. There are three Time Required: 10 minutes (60 rounds)
main tasks that can be performed in the Mason skill: first, Description: This check is for cutting and processing stone
identifying, extracting, and transporting suitable stones from materials. It also includes tasks such as engraving letters or
quarries; second, processing the stone for use as a building decorations on stone. The time required may be longer
material and sometimes decorating it; and finally, using the depending on the size of the stone material.
processed stone to construct buildings. Those who make a
living by performing these tasks are collectively called ② Construction check (stone materials only) [Dexterity]
Stonemasons. Time Required: 1 week - 1 year
While stone is more difficult to work with compared to Description: This check is for constructing buildings, bridges,
wood, it is durable and long-lasting. As a result, it has etc., using stone materials. Drafting is required to perform this
traditionally been used for important structures and check. Cooperation among multiple people can shorten the
infrastructure such as castle walls, fortresses, bridges, and Time Required.
waterways. Additionally, since the creation of monuments and
③ Mineral Knowledge check [Intelligence]
gravestones is also part of a Stonemason's work, it is not
uncommon for Stonemason guilds to strongly influence city Time Required: Instant
politics. Description: This is a check to determine if Stonemason has
The quarrying, processing, and construction of stone are knowledge about minerals. If successful, they will understand
typically completely separated as distinct businesses under the the properties, processing methods, and prices of minerals.
Stonemason guild, each employing an apprenticeship system.
④ Drafting check [Intelligence]
Stonemason Guilds as Secret Societies Time Required: 1 hour - 1 year
As mentioned above, Stonemason guilds, having been Description: This is a check for drawing blueprints of
deeply rooted in cities since ancient times and serving structures. If successful, Stonemason can create structurally
powerful individuals and religious figures as clients, often sound blueprints. It can also be used as a building-specific
wield significant influence in city and state politics. In some version of the Cartography check (see CR I, p. 107) and
cases, they even secretly control the operations of city-states. Engineering check (see CR I, p. 108).
Several known cases exist where the upper echelons of
such Stonemason guilds have become inclined towards Bonuses Based on Mason Skill Level
secrecy and mysticism, evolving into secret societies. Skill
Bonus
However, in many instances, these are merely conspiracy Level
5 +1 to Stonecutting checks
theories born out of jealousy from other guilds.
When attacking stone monsters (such as some golems)
10 or stone structures with Warhammer weapons,
damage dealt is increased by +1.
15 Can ignore monster's unique skill [Stone Body]
① Stonecutting check [Dexterity]
② Construction check (stone materials only) [Dexterity]
③ Mineral Knowledge check [Intelligence]
④ Drafting check [Intelligence]

77
"Leatherworker skill (Leather Craftsman)" is a work skill
that represents the technique of tanning animal hides into
leather, decorating the leather, and processing it into various ① Leather Crafting check [Dexterity]
items. Those who tan hides or process tanned leather are ② Tanning check [Dexterity]
collectively called Leather Craftsmen. ③ Leather Knowledge check [Intelligence]
In urban areas, workshops for tanning hides and
④ Appraise check (leather-specific) [Intelligence]
workshops for processing tanned leather exist separately,
although they are generally part of the same leather guild.
① Leather Crafting check [Dexterity]
However, due to the difference in workshop locations and the
tendency for tanning workshops to be looked down upon, Time Required: 6 hours - 1 month
friction can sometimes occur. Description: This is a skill check for processing leather and
On the other hand, in small settlements such as villages creating items. It includes techniques for decorating leather
and mountainous areas, hide tanning and processing are with carving or embossing. The required Success Value is
techniques rooted in daily life, typically carried out by the determined by the complexity and decorative nature of the
entire community. item being made.

Tanning Workshop ② Tanning check [Dexterity]


Animal hides will rot or harden if left unattended. Time Required: 1 week - 1 year
Therefore, since ancient times, various "tanning" techniques Description: This is a skill check for performing "tanning" to
have been developed to transform hides into materials that turn animal hides into leather. Typical tanning methods like
resist decay and maintain softness—leather. vegetable tanning take a considerable amount of time, and
On the Alframe continent, "vegetable tanning"—especially even alum tanning requires a fair amount of time.
using tree bark pieces and leaves—is common. The trees used
vary by region, and each workshop keeps its methods as ③ Leather Knowledge check [Intelligence]
closely guarded secrets. Time Required: Instant
However, the tanning process often uses materials that Description: This is a check to determine if Leather
emit foul odors in addition to tree bark pieces, and combined Craftsman has knowledge about animal hides and processed
with the smell of animals, a constant terrible stench emanates leather. If successful, they will understand the type of animal
from the workshops. As a result, tanning workshops are it came from, the leather processing method, condition, and
located on the outskirts of cities, and working there has gained price.
a reputation for being smelly and tough work.
④ Appraise check (leather-specific) [Intelligence]
Time Required: Instant
Description: This is treated the same as an Appraise check
(see CR I, p. 108) but limited to leather products.

Bonuses Based on Leatherworker Skill Level


Skill
Bonus
Level
5 +1 to Leather Crafting checks
10 +1 to Tanning checks
During a Leather Crafting check, Leather Craftsman
15
can roll twice and choose the result they want.

78
Part 2 Expansion of Work Skills

The "Inventor skill (Tinkerer)" is the skill of those who try ②Herbology check [Intelligence] (see CR I, p. 108)
to create new tools using various materials. Most of these are ③Tinkering check [Dexterity]
eccentric and strange machines, and many who are obsessed ④Inspiration check [Intelligence]
with this skill are considered oddballs, often called eccentrics
or weirdos. ③Tinkering check [Dexterity]
The things Tinkerers create range from small, convenient Time Required: 10 minutes (60 rounds)
tools to large-scale facilities and institutions. Most of their Description: This is a check for creating new tools by
inventions are either useless failures or irrational objects that combining or modifying existing tools or mechanisms. While
don't justify their cost. However, some create tools that it's primarily a check for creating new inventions, it can also
become indispensable to daily life or achieve groundbreaking be applied to making improvised tools from available
inventions that overturn existing concepts, so they can't be materials during an adventure (e.g., making lockpicks or
entirely dismissed. fishhooks from wire).
Nevertheless, coming up with ideas is challenging, and More elaborate inventions may take several days to
realizing them is even more difficult. Creating inventions months, and the difficulty increases (determined by the GM).
requires funding and facilities, and without influential If the check fails, all materials used are wasted.
investors, patrons, or abundant assets, it would be impossible
to secure these resources. ④Inspiration check [Intelligence]
Due to these circumstances, even for those who have
mastered the Inventor skill at a high level, whether they can Time Required: 1 minute (6 rounds)
complete a new invention or not depends on luck. Description: This is a check to come up with new ideas. If
successful, Tinkerer may find a solution, devise a design
Tool Tinkerer method, or come up with a recipe. If it fails, they don't think
Tool Tinkerers have created everything from small items of anything.
like multi-purpose knives to small pumps that efficiently If they're seeking inspiration without any specific source
transfer liquids between containers and large machines using or idea in mind, Tinkerer receives a -4 penalty to the check.
pulleys and gears. They are thought to have greatly
contributed to the development of the Magitech Civilization. Bonuses Based on Inventor Skill Level
Skill
Bonus
Level
Chemical Tinkerer 5 +1 to Inspiration checks
Chemical Tinkerers have attempted to create new When obtaining loot, items named "Magitech
medicinal effects and properties by mixing existing chemicals. Components" can be modified into "bullets" (any type)
They sometimes refine specific remedies effective against 10
with a "base price" equal to or lower than their selling
particular diseases or curses. price (no check required, Time Required: 10 minutes)
The time required for the Tinkering check can be
15
reduced to one-tenth.

①Insight check [Intelligence] (see CR I, p. 106)

"Engineer skill (Engineer)" is a work skill that represents To become an Engineer, it is generally necessary to
the techniques for operating and maintaining the magical acquire the skills at the training school of the Railroad Guild
engines, which are the power source of magical trains, as well in the Kingslay Republic of Iron and Steel in the Dorden
as piloting the magical trains themselves. Both the motor region. After graduating from the training school, it is
mechanic and the magical train driver are called Engineers. common to join the Railroad Guild, but there are also a
The reason why both drivers and mechanics are called certain number of people who become Engineers for private
Engineers is derived from the fact that in the earliest magical railroad trains or freelance trains not affiliated with the guild.
trains, operating the motor meant piloting. In modern trains, Nevertheless, some interaction with the guild is essential
these roles have long been separated, but the term still (unless operating trains illegally).
remains.
Basically, the person who drives is called an "Engineer",
while the person in charge of the motor is called an "Assistant
Engineer", but in principle, both have learned each other's ① Driving check (limited to magic-powered trains)
skills and can switch roles at any time. [Dexterity]
② Maintenance check [Dexterity]

79
③ Magitech Knowledge check [Intelligence] the check is made with [Intelligence]. A minimum set of items
is required to perform repairs.
① Driving check (limited to magic-powered trains)
[Dexterity] ③ Magitech Knowledge check [Intelligence]
Time Required: 1 minute (6 rounds) Time Required: Instant
Description: This is a check for driving a magic-powered train. Description: This is a check to determine if the Engineer has
It's not necessary if the Engineer is simply running the train, knowledge about magitech or the Magitech Civilization
but a check is required when performing operations that the Period. If successful, it's also possible to identify malfunctions
GM judges to be uncertain of success, such as making an in magitech or motors.
emergency stop or running at high speed without derailing. Translator’s Note: Since this check is not a “Monster
One successful check allows for safe operation for 1 minute Knowledge (limited to magitech),” it cannot be made to
(6 rounds). recognize magitech monsters, and it is for magitech devices,
It's possible to substitute this check with a Riding check ruins, and such.
(see CR III, p. 85), but you'll receive a -2 penalty.
Bonuses Based on Engineer Skill Level
② Maintenance check [Dexterity] Skill
Bonus
Time Required: 10 minutes (60 rounds) Level
5 Can read magitech
Description: This is a check for maintaining and repairing
10 +1 to Driving and Maintenance checks
machines and vehicles such as motors, magitech, trains, and Engineer can run at high speeds while keeping the
carriages. In case of drivetrain or other malfunctions, it's 15
vibration of the magical train almost at zero.
possible to locate the faulty area with this check, in which case

As the name suggests, the "Enchanter skill" is a work skill Enchanters with a Magician Background
that represents the technique of enhancing items with magical Many Magician's Guilds have departments that research
power. Craftsmen who use this technique to create Magic methods to enhance items with unprecedented magic power,
Weapons and tools, as well as sorcerers who research new creating new magic swords and magical items. In such guilds,
magical items, are called Enchanters. it is common to have lectures on Enhancing techniques given
When the general public hears "Enchanter," they might by researchers (or their assistants) to train the next generation.
immediately think of a blacksmith forging magical swords.
However, in reality, the technique spans a wide range of
applications. Even magical items that can be created with
modern technology—such as implements and rings that boost ①Appraise check [Intelligence] (see CR I, p. 108)
ability scores—are also made by Enchanters. ②Magic Imbuing check [Intelligence]
There are two paths to becoming an Enchanter: craftsmen
learning to manipulate magic power or magicians learning ②Magic Imbuing check [Intelligence]
craftsmanship. In either case, it is something that those who
Time Required: 1 day - 1 month
have already mastered a certain level of skill pursue to reach
Description: This is a check for enhancing weapons, armor,
greater heights, and there are no specialized workshops or
and items with magical power. It allows for the creation of
apprenticeship systems specifically for Enchanters.
weapon enhancements such as "Magic Weapon +1", "Fairy
Weapon", "Magic Armor +1", and "Abyss Enhancement", as
Enchanters with Craftsman Background
well as magical items from the "Current" era. When
Among craftsmen who create items, such as Weapon
performing this check, the Enchanter must pay 70% of the
Craftsmen, Armor Craftsmen, Blacksmiths, and Jewelers,
enhancement cost in the gamel as a material fee. Enchanter
there are those who aim to be able to create "magical items."
doesn't need to spend this again for retry attempts.
This may be due to pure pursuit of mastery or because they
believe it will be commercially advantageous. Generally,
Bonuses Based on Enchanter Skill Level
Weapon Craftsmen tend to be the former, while Jewelers
Skill
tend to be the latter. Bonus
Level
In any case, to be allowed to learn the Enhancing 5 +1 to Magic Imbuing checks
technique from a guild, one must be at least a craftsman. Can enchant Magic Weapon/Armor +1 in one
Those chosen will go to the Magician's Guild to learn the 10
week
Enhancing technique there or learn from guild members who 15 Can enchant Magic Weapon/Armor +1 in one day
can already use the Enhancing technique. However, since the
Enhancing technique requires magical talent, learning it
doesn't necessarily mean one will be able to use it.
For this reason, craftsmen who have mastered the
Enhancing technique are regarded as elite, and there are even
guilds where it is a prerequisite for attaining high positions.

80
Part 2 Expansion of Work Skills

The "Author skill (Writer)" refers to those who create, ③Writing check [Intelligence]
write, and leave behind stories. While many focus on poetry, Time Required: 1 week - 1 year
there are also those who write novels and tales using prose. Description: This is a skill for conceiving and writing a story
Those who create stories through such writing are called on paper or parchment. The time required for writing varies
"Writers". depending on the content (GM's discretion). The higher the
As mentioned before, poetry is commonly seen and often Success Value, the better the content. If there are legends or
performed by Bards who sing stories. During the Magitech heroic deeds that serve as the basis for ideas, GM may add a
Civilization Period, novels and other books existed, so stories bonus to the Success Value.
were also written in imitation of these forms. However, as
printing technology has been lost or declined, mass ④Creation check [Intelligence]
production and widespread distribution of books is not very Time Required: 10 seconds (1 round)
realistic. Nevertheless, in cities where printing facilities from Description: This is a check for coming up with something
the Magitech Civilization Period have survived, works by that doesn't exist in reality on the spur of the moment. It is
Writers can be enjoyed in the form of books and newspapers. used when depicting fictional characters or stories that don't
Moreover, Writers are often avid readers themselves. actually exist. The Target Number is on the high side
They may be well-versed in past stories and legends and may (minimum of 12); if the Writer fails, they can't think of
also possess information about other Writers. anything. The higher the Success Value, the more original or
Among Writers, some make a living by becoming convincing the creation becomes.
employed by nobles or influential adventurers, turning
ancestral legends into poetry or stories, or composing epics Bonuses Based on Author Skill Level
about the exploits of adventurers. Skill
Bonus
Level
5 +1 to Detect checks (see CR I, p. 111)
10 +1 to Notice checks (see CR I, p. 106)
①Insight check [Intelligence] (see CR I, p. 106) When making a Writing check, a Writer can roll
15
twice and choose the result they want.
②Literature check [Intelligence] (see CR I, p. 107)
③Writing check [Intelligence]
④Creation check [Intelligence]

81
The "Cartographer skill" is a work skill for creating more About the Cartography check
accurate maps or drawing beautifully decorated maps. It With this check, a Cartographer can understand the
allows for the creation of maps using various techniques as terrain, estimate travel distances, and predict the required
needed, and those who make a living from this work are called time.
Cartographers.
Due to the impact of the "Diabolic Triumph" that ②Map Drawing check [Dexterity]
occurred about 300 years ago, the terrain has changed Time Required: 1 hour - 1 month
significantly, and many old maps have been forced to undergo Description: This is a check for drawing maps more
revisions. Therefore, new and accurate maps created by beautifully or clearly. It is used when adding decorations,
Cartographers are highly valuable. They are especially prized creating three-dimensional representations, or including
by explorers, adventurers, and navigators, for whom it can be illustrations.
a matter of life and death. In particular, beautiful maps can have value as works of
To accurately know the terrain, Cartographers themselves art and may be traded at high prices among nobles and the
often need to visit the actual location, making it a profession wealthy.
where they frequently travel outside of town when not engaged
in mapmaking. ③Distance Measurement check [Intelligence]
While surveying items are sometimes used, methods such Time Required: 10 minutes (60 rounds)
as counting steps to measure distances are also employed. Description: This is a check for measuring distances using
They mainly create maps of outdoor areas, but for large-scale specialized tools (costing around 1,000 to 5,000 gamel),
ruins, Cartographers may accompany adventurers to map out counting Cartographer's own steps, or relying on experience-
the structure. based intuition. If the current location and the target are
The created maps may be copied and sold. The rarer or visible, it becomes a check with a relatively easy Target
more dangerous the location, the higher the price of the map. Number. However, the difficulty increases if there are many
obstacles or poor visibility due to bad weather conditions.
Consider that with the aid of tools, a Cartographer can achieve
a higher Success Value (such as telescopes, related magic, or
①Cartography check [Intelligence] (see CR I, p. 107) specialized tools).
②Map Drawing check [Dexterity]
③Distance Measurement check [Intelligence] Bonuses Based on Cartographer Skill Level
Skill Level Bonus
5 +1 to Cartography checks
10 +1 to Distance Measurement checks
15 +4 to Cartography checks (total +5)

The "Composer skill" is a work skill possessed by people Musical Notation Format
who create musical pieces, write them down as sheet music, In the world of Raxia, the format of musical notation is
and accumulate knowledge about various types of music from somewhat standardized. By looking at the sheet music,
different regions. Those who have mastered this skill and Composers and performers can understand the musical scale,
made it their profession are mainly called Composers. tempo, and dynamics.
Composers are also equipped with the ability to play some This musical notation format is almost entirely inherited
musical instruments, but it is rare for them to earn income from the format established during the Magitech Civilization
from playing instruments themselves. Composers make a Period and is written using distinctive symbols different from
living by writing down their own compositions and traditional language. Therefore, Composers and performers should be
music as sheet music and selling these scores to those with the able to interpret both magitech and modern sheet music.
Bard class (see CR II, p. 100) or Singer skill (see p. 84).
Composers may also provide performance guidance to
musicians, and these lessons serve as another source of
income. They might also become conductors, giving ① Performance Knowledge check [Intelligence]
instructions to multiple performers. ② Insight check (limited to Magitech Civilization)
Many Composers have connections with the upper class. [Intelligence]
The upper class, in order to become trendsetters and topic ③ Composition check [Intelligence]
starters themselves, commissioned new pieces from
Composers and have them performed by exclusive musicians
① Performance Knowledge check [Intelligence]
and vocalists at parties and tea gatherings.
In any case, most Composers primarily operate in urban Time Required: Instant or 10 minutes (60 rounds) or 1 hour
areas where people gather, and music is played on a daily Description: This is a skill check to recall knowledge about
basis. past musical pieces (Time Required: Instant).

82
Part 2 Expansion of Work Skills

Additionally, the Performance Knowledge check can be The Target Number increases, and the Time Required
used when teaching others how to handle instruments or extends (GM's discretion) if there's an increase in the types of
perform, as well as when conducting multiple performers or instruments used or the number of performers, if the piece
vocalists (Time Required: 10 minutes (60 rounds)). becomes longer, or if the composition begins without a clear
This Performance Knowledge check is also used when theme or image for the piece. This Time Required includes
listening to and memorizing someone else's performance or the time needed to write down the new composition as sheet
song by ear and then accurately recording it as sheet music music.
(Time Required: 1 hour). For improvised pieces, use the Performance Knowledge
check instead of this check.
②Insight check (limited to Magitech Civilization)
[Intelligence] Bonuses Based on Composer Skill Level
Time Required: Instant Skill
Bonus
Description: This is a check used to determine whether one Level
possesses general knowledge of the Magitech Civilization 5 +1 to Performance Knowledge checks
For each successful Performance Knowledge check for
Period. If failed, it means either the character doesn't have the 10 teaching or conducting others, receive a reward of
knowledge or can't recall it immediately. Success Value x 10 gamels from the customer.
If the Composition check is an automatic success, the
③Composition check [Intelligence] 15 song will go down in history as a masterpiece and will
Time Required: 1 week - 1 year never be forgotten.
Description: This is a skill check for creating a new musical
piece.

"Surgeon skill" is a work skill used to treat a patient's a "Target Number: 25", the patient's HP recovers by "Power
condition by suturing wounds, splinting fractures, or excising 30 + Surgeon skill level + Dexterity modifier". If it fails, the
affected areas using blades. Those who have mastered this patient's HP does not recover; instead, they take 1d points of
skill and made it their profession are mainly called Surgeons. fixed damage.
In the world of Raxia, where healing magic exists, When using the Surgery check to "remove the patient's
Surgeons who perform operations that may pose a risk to lesion", Surgeon must first identify the patient's lesion with a
patients are extremely rare. While Surgeons empirically Pathology check. If the prior Pathology check was not
possess knowledge of so-called "modern medicine", they are performed or failed, this Surgery check receives a -4 penalty.
generally considered heretics, and thus very few people The Target Number and Time Required for "removing the
pursue this as a specialized profession. patient's lesion" vary depending on the location of the affected
area (the Target Number is lower for areas like the skin and
higher for the head, chest, and abdomen. GM's discretion).
When performing this check, the patient's current HP is
①First Aid check [Dexterity] (see CR I, p. 102) halved. If this check succeeds, the patient's lesion is removed,
②Pathology check [Intelligence] (see CR I, p. 107) and the progression of the condition stops, but the patient's
③Literature check [Intelligence] (see CR I, p. 107) current HP will not naturally recover for 2d days. If this check
fails, the patient's condition progresses, the patient takes 1d
④Herbology check [Intelligence] (see CR I, p. 108)
points of fixed damage, and the patient's current HP will not
⑤Surgery check [Dexterity]
naturally recover for 3d days.
⑤Surgery check [Dexterity] Bonuses Based on Surgeon Skill Level
Time Required: 1 hour - 12 hours Skill
Description: This is a skill check for performing surgery on a Bonus
Level
single patient's affected area. 5 +1 to Pathology checks
The purpose of this check is either "to treat the patient's When using potions to recover HP on yourself or
10
injury and recover HP" or "to remove the patient's lesion". others, the amount recovered is increased by 1
When using the Surgery check to "treat the patient's injury When a Surgeon is about to fail a Surgery check, roll
and recover HP", perform the Surgery check with either 1d. If the result is between 4 and 6, they receive a +4
"Target Number: 15/Time Required: 1 hour" or "Target 15 bonus to their Success Value. However, a Surgeon
cannot use this effect again for 10 days after the check.
Number: 25/Time Required: 3 hours". If successful with a This effect doesn’t affect automatic failures.
"Target Number of 15", the patient's HP recovers by "Power 0
+ Surgeon skill level + Dexterity modifier". If successful with

83
The "Singer skill (Vocalist)" is a work skill for showcasing different application, this could also be used to remember
one's singing voice. Those who have mastered this skill and conversations of others.
make a living from it are primarily called "Vocalists". Time Required refers to the length of the song or
Vocalists primarily showcase their singing at festivals and conversation heard at once. The longer the Time Required,
events held in temples and settlements. There are also those the higher the Target Number becomes. For songs or
who work in groups, assuming choral performances. Many conversations in languages the Vocalist hasn't mastered, the
Vocalists who primarily perform at such festivals and events Target Number is increased by +4.
belong to traveling entertainer troupes, continuing their
③Singing check [Spirit]
nomadic journey in accordance with seasonal events in
various locations. Time Required: 1 minute (6 rounds) - 10 minutes (60 rounds)
Among Vocalists, there are those who operate under the Description: This is a skill check for correctly singing a song
patronage of the upper classes. Vocalists in such positions are from memory.
invited to parties and tea gatherings, where they are expected This check also allows Vocalist to read sheet music
to showcase their vocal talents. created by a Composer (see p. 82) who has acquired the
Composer skill.
When performing a group chorus, the Success Value is
treated as the average (rounded up) of the "lowest Success
①Listen check [Intelligence] (see CR I, p. 106) Value" and the "highest Success Value". Furthermore, when
②Aural Memory check [Intelligence] performing a group chorus, the range of the singing voice
③Singing check [Spirit] expands, making it easier to reach a larger audience and more
likely to receive tips (determined by the GM).
②Aural Memory check [Intelligence] The Target Number and Time Required are determined
Time Required: 10 seconds (1 round) - 10 minutes (60 by the length of the song. The longer the song, the higher the
rounds) Target Number.
Description: This is a skill check for accurately memorizing When performing a song in a language not mastered by
the pronunciation, pitch, and rhythm of songs or words heard the Vocalist, the Success Value is reduced by -4.
and then reproducing them.
Fundamentally, it's a technique for learning songs. If the Bonuses Based on Singer Skill Level
Skill
check is successful, a Vocalist can remember the songs or Level
Bonus
words they’ve heard for the next 24 hours. Typically, when 5 +1 to Singing checks
learning a song, they’ll need to repeatedly memorize the song For each successful Singing check, a Vocalist will receive
they’ve learned. 10 Success Value x 10 gamel as an additional reward or tip from
the customer.
Even for languages the Vocalist hasn't mastered, they can A Vocalist can always reroll the Aural Memory and Singing
memorize without understanding the meaning. With a 15
checks once.

The "Scholar skill (Student/Scholar)" is a work skill obtain high positions in guilds, research institutions, or
acquired by those devoted to studying. Among those who universities, and may even secure roles involved in matters of
have mastered this skill, we call "students" those who attend national importance.
school or seek teachings from a master, and "scholars" those
who immerse themselves in research at universities, research
institutes, and the like.
In the current world of Raxia, where public safety is still ①Insight check [Intelligence] (see CR I, p. 106)
unstable, and life continues in closed fortress cities, only ②Literature check [Intelligence] (see CR I, p. 107)
nobles, the wealthy, or those fortunate enough to encounter ③Natural History check [Intelligence]
affordable or free education from classrooms or teachers can ④Specialized Field check [Intelligence]
dedicate themselves to studying in peace. Therefore, those
③Natural History check [Intelligence]
who can study and acquire this skill are limited to the
economically affluent or the lucky ones. Time Required: 10 minutes (60 rounds)
It is difficult to earn money with this skill, and it is often Description: This is a check to determine if a Student/Scholar
acquired by the wealthy as a hobby, with income usually has deep knowledge across a wide range of fields. They can
obtained from other professions. perform checks on knowledge in any field, regardless of
Those who acquire this skill typically study a wide range specialization. However, the Target Number is 2-4 higher
of fields in their youth and eventually progress toward than checks performed by specialists (at GM's discretion).
specialized research. As a guideline, consider those at level 5 ④Specialized Field check [Intelligence]
or below as "students" and those at level 6 or above as Time Required: 10 minutes (60 rounds)
"scholars". Description: This is a check to utilize deep knowledge in a
More accomplished scholars may be well-versed in specialized field. Those who have acquired this skill must
multiple fields. At level 10, it becomes possible to call oneself choose one specialized field. Student/Scholar may select a
a "Professor". Those who have reached this level may also

84
Part 2 Expansion of Work Skills

check from the "Knowledge check package" (see CR I, p. 115), Bonuses Based on Scholar Skill Level
such as Pathology check (see CR I, p. 107) or Herbology Skill Level Bonus
check (see CR I, p. 108), or they may create your own (e.g., +1 Specialized Field
5
Mineralogy check, History check, etc.). or +2 to one Specialized Field checks
However, even if they choose the Monster Knowledge +1 Specialized Field
10
check (see CR I, p. 108), a Student/Scholar cannot identify or +2 to one Specialized Field checks (cumulative)
+1 Specialized Field
the Weak Points of monsters. 15
or +2 to one Specialized Field checks (cumulative)
※Example: A Scholar who has reached level 10 and becomes a Professor
may choose to specialize in one of two fields and have a +2 bonus to one
check.

"Sculptor skill (Sculptor)" is a work skill for creating stone As the work becomes larger, the design becomes more
statues and wood carvings. Those who have mastered this skill complex or delicate, the Target Number for the Sculpture
and make it their livelihood are primarily called Sculptors. Creation check increases, and the Time Required also
Sculptors are both craftsmen and artists and are allowed extends (determined by GM judgment). Time Required
to create sculptures as works of art that reflect their own includes design considerations and other related tasks.
sensibilities while interpreting the orders from clients.
Stone statues are mostly installed as decorations in ④Appraise check (value limited) [Intelligence]
temples, high-end buildings, and gardens. As stone statues can Time Required: 10 minutes (60 rounds)
be installed in large-scale facilities, it's not uncommon for Description: This is a check to examine items or tools and
Sculptors to be involved in the work from the design stage of determine their value. If a Sculptor rolls a Success Value
facilities and buildings. equal to or higher than the Target Number set for each item,
Since creating a Sculptor's work takes a long time, they can learn that item's value (base price).
Sculptors often have patrons. Sculptors without patrons might Please note that with the Sculptor skill, a Sculptor can only
take on more commissions for small stone statues or wood learn the value (base price) of treasures and cannot learn
carving decorations for furniture and houses. about their usage or effects.
This check can also be performed as an "Instant" action by
taking a -4 penalty to the Success Value.

①Climb check [Agility] (CR I, p. 104) Bonuses Based on Sculptor Skill Level
②Notice check [Intelligence] (CR I, p. 106) Skill
Bonus
③Sculpture Creation check [Dexterity] Level
5 +1 to Sculpture Creation checks
④Appraise check (value limited) [Intelligence]
10 +1 to any loot checks you or your allies make
When making a Sculpture Creation check, a Sculptor
③Sculpture Creation check [Dexterity] 15
can roll twice and choose the result they want.
Time Required: 1 day - 1 year
Description: This is a skill check for creating stone statues or
wood carvings.

"Scribe skill (Scrivener)" is a work skill for copying books, Scriveners are also well-versed in aristocratic roundabout
writing letters, or drafting documents on behalf of others. expressions and metaphors, so they may be relied upon when
Those who have mastered this skill and make a living from it common citizens need to send letters or documents to the
are primarily called Scriveners. upper class. Writing love letters between people of different
In the world of Raxia, document reproduction technology social standings is one such example.
is not well-developed, so copying documents and books is a
daily task for Scriveners. Due to the daily wage for Scriveners Translation and Creation of Illicit Documents
and the not-inexpensive costs of paper and ink, Scriveners who are proficient in multiple languages can
commissioning a Scrivener for copying is a considerable easily expand their work opportunities through translation
expense for the average citizen. jobs, significantly increasing their remuneration. As a result,
many Scriveners are multilingual, often having Sage class.
Scrivener's Clientele Furthermore, as Scriveners are not infrequently asked to
As the general populace in the world of Raxia has a high create fraudulent documents without their knowledge, many
literacy rate and many can create documents themselves, of them also acquire the Official skill (see p. 94) as a
Scriveners often find themselves serving the nobility and complementary ability.
upper classes for ghostwriting. In such cases, the Scrivener's
job is to record the content conveyed orally by the client in
beautiful handwriting and well-structured prose.

85
As the amount of text to be transcribed increases, the
Target Number becomes higher, and the Time Required
①Literature check [Intelligence] (see CR I, p. 107) becomes longer (determined by the GM's judgment).
②Ghostwriting check [Intelligence] The Scrivener can also mimic the handwriting style of the
③Transcription check [Intelligence] original document, but in this case, the Target Number is
increased by +4, and the Time Required is tripled. To detect
②Ghostwriting check [Intelligence] whether the Scrivener is mimicking the handwriting, a Success
Time Required: 6 hours - 1 week Value comparison must be conducted, with the Scrivener's
Description: This is a skill check for compiling organized Transcription check as the passive side and the Detect check
documents from words heard by ear or from brief summary (see CR I, p. 111) of the reader as the active side.
notes. The Scrivener can also translate while transcribing from
If specialized terminology or knowledge is required for the the original document to a different document. However, in
compiled document, the Target Number may increase, or a this case, the Scrivener must have acquired reading
separate successful Insight check (see CR I, p. 106) may be proficiency in both languages. Additionally, the Target
necessary (determined by GM's discretion). Number is increased by +4, and the Time Required is tripled.
Time Required is determined by the volume of content to
be compiled into the document (decided by GM's discretion). Bonuses Based on Scribe Skill Level
The document that can be created with a Ghostwriting check Skill
Bonus
Level
is limited to a text volume that can be read aloud within 10
5 +1 to Ghostwriting checks
minutes at most. Choose any language from the list of languages (see
10
CR I, p. 75) and learn how to read it.
③ Transcription check [Intelligence] Scrivener can always reroll the Ghostwriting or
15
Time Required: 6 hours - 6 months Transcription checks once.
Description: This is a skill check for correctly transcribing a
document in front of Scrivener onto another paper.

Storyteller skill (Storyteller)


The "Storyteller skill" is a work skill that represents Although often thought of as mere entertainers for the
proficiency in various stories and the art of narrating them. masses, their influence is not small. Particularly skilled
Those who use this skill to earn money and make a living are Storytellers can incite the people to overthrow nations or
called "storytellers." provoke conflicts between countries. With their narrative
After the fall of the Magitech Civilization due to the skills, they can even elevate unknown adventurers to the status
Diabolic Triumph, entertainment for the masses drastically of heroes.
decreased, forcing people to focus on day-to-day survival. In
this context, the stories told by Storytellers have become one
of the few forms of entertainment for people. The content
varies widely, ranging from tales of the age of mythology to ①Insight check [Intelligence] (see CR I, p. 106)
heroic sagas surrounding the Diabolic Triumph and stories of ②Literature check [Intelligence] (see CR I, p. 107)
dream-like countries filled with the splendor of the lost ③Storytelling check [Intelligence]
Magitech Civilization Period.
④Story Creation check [Intelligence]
Skilled Storytellers memorize a wide variety of stories and
can skillfully adapt them according to their target audience.
③Storytelling check [Intelligence]
They also possess unique techniques in their narrative art,
being able to use multiple voices to portray different Time Required: 10 minutes (60 rounds)
characters. Description: This is a check for narrating myths, legends, and
Storytellers sometimes double as Bards, narrating stories stories. The higher the Success Value, the more fluently and
from other countries, recent events, or the outcomes of clearly you can convey the story to many people. Depending
dangerous adventures they've actually experienced, all set to on the content, Storyteller can move listeners emotionally,
music. turn gloomy moods into smiles, or transform sadness into
Exceptional Storytellers may be invited to royal courts or anger. Storyteller can also change their voice to portray
wealthy households to showcase their narrative skills. multiple characters.
Conversely, they might also be commissioned to tell stories
glorifying the achievements of royal families or those in power ④Story Creation check [Intelligence]
to the public. Time Required: 1 day - 6 months
Description: This is a check for independently creating
Storyteller: The Source of Information various stories, such as myths, heroic legends, actual events,
In an era where information is hard to come by, people or Storyteller’s own original creations. The higher the Success
often believe the stories and tales of other lands that Value, the more powerfully the story can evoke emotions in
Storytellers convey as truth. Some in power take advantage of those who read or hear it.
this, while others crack down to prevent the spread of
unnecessary information.

86
Part 2 Expansion of Work Skills

When narrating a story created by this check, the Bonuses Based on Storyteller Skill Level
Storyteller receives a bonus/penalty of "Story Creation check’s Skill
Bonus
Success Value/6 (rounded down) - 2". Level
5 +1 to Storytelling checks
10 +1 to Story Creation checks
If the Story Creation checks is an automatic success,
15 the story will become a historical masterpiece and will
never be forgotten.

"Dancer skill (Dancer)" is a work skill for performing When dancing in a group, the Success Value is treated as
dances. Those who have mastered this skill and make a living the average (rounded up) of "the lowest Success Value" and
from it are primarily called Dancers. "the highest Success Value". Furthermore, when dancing in a
Dancers are called upon to liven up soirées, banquets, and group, attracting an audience and receiving tips becomes
festivals, where they showcase their skills. They are often easier (as determined by the GM). However, when dancing in
requested to perform group dances, and it's common to see a group without musical accompaniment from Bards (see CR
those who have formed groups from the start. II, p. 100) or Singers (see p. 84), it becomes difficult to
Dancers frequently form traveling troupes of Entertainers maintain rhythm, resulting in a -4 penalty to the dance check.
with those who can play instruments, such as Bards (see CR The duration of the dance determines the Target Number
II, p. 100), or those who can sing, like Singers (see p. 84). and Time Required. The longer the dance, the higher the
These troupes tour various locations, typically using the Target Number becomes.
festival season as a guide.
Bonuses Based on Dance Skill Level
Skill
Bonus
Level
5 +1 to Dance checks
①Tumble check [Agility] (see CR I, p. 104)
For each successful Dance check, Dancer receives an
②Acrobatics check [Agility] (see CR I, p. 104) 10 additional reward or tip from the customer equal to
③Dance check [Agility] Success Value x 10 gamels.
When a Dance check is about to result in an automatic
③Dance check [Agility] failure, Dancer can change it to automatic success
Time Required: 10 seconds (1 round) - 10 minutes (60 15
(double 6s) at their discretion. However, they cannot
rounds) use this effect for 30 days after the check.
Description: This is a skill check for performing a dance
correctly and gracefully.

"Doctor skill (Doctor)" is a work skill for acquiring A Doctor performs a Prescription check when using one
academic medical knowledge. Those who have mastered this herb or one potion on a character.
skill and made it their profession are mainly called Doctors. If the Prescription check is successful when using herbs,
Since a Doctor's knowledge is primarily limited to the Doctor's "Doctor skill level + Dexterity modifier" value is
treatment with pharmaceuticals, the general public often added to the HP or MP recovery value of those herbs.
considers treatment at temples to be more effective and If the Prescription check is successful when using potions
reliable than that provided by Doctors. or medicines, the Doctor's "Doctor skill level + Intelligence
Doctors mainly treat patients through diagnosis and modifier" value is added to the HP or MP recovery value of
prescription, so skilled Doctors possess a wide variety of those potions.
herbs, potions, and medicinal products in large quantities. However, if the Doctor has a Ranger class level, the
increase in recovery amount due to the Ranger class and the
increase in recovery amount due to the Prescription check do
not stack. Which effect takes priority is decided at the
①First Aid check [Dexterity] (see CR I, p. 102) Doctor's character's discretion before performing the
②Pathology check [Intelligence] (see CR I, p. 107) prescription check.
③Literature check [Intelligence] (see CR I, p. 107) The Target Number for the Prescription check is
④Herbology check [Intelligence] (see CR I, p. 108) determined by the price of herbs, potions, or medicines, as
⑤Prescription check [Intelligence] shown in the following table.
⑤Prescription check [Intelligence] Prices of herbs, potions, and Prescription check Target
Time Required: 10 minutes (60 rounds) medicines Number
Description: This is a check to properly assess the usage of 100 or less 12
101 – 500 14
herbs, potions, and medicines and to enhance their 501 – 2,500 16
effectiveness. 2,501 – 10,000 18
10,001 or more 20

87
Bonuses Based on Doctor Skill Level When a Prescription check is about to result in an automatic
Skill 15 failure, it will not result in an automatic failure, and the success
Bonus value will be instead "Standard Value + 2".
Level
5 +1 to Herbology checks
10 +1 to Fortitude and Willpower against poison type effects

"Apothecary skill (Pharmacist)" is a work skill for To perform this skill check, a Pharmacist need materials
preparing various drugs and medicinal compounds. Those worth half the purchase price of the prepared medicine they
who have mastered this skill and made it their profession are wish to create.
mainly called Pharmacists. If they have the materials, a Pharmacist can perform a
As a legitimate occupation, Pharmacists produce herbal Preparing Medicine check for prepared medicines that meet
remedies and potions, which they supply to apothecaries, the "required skill level" conditions listed in the table below.
adventurers' guilds, and doctors. The Target Number and Time Required for the
However, since Pharmacists technically have the ability to Preparing Medicine check are as shown in the table below,
compound drugs and addictive narcotics, it's not uncommon based on the price of the prepared medicine.
for them to be approached by the underworld. If the Preparing Medicine check is successful, a
Because a Pharmacist's knowledge often involves matters Pharmacist can create one prepared medicine. If it fails, not
of life and death in various ways, it is kept secret. only will the prepared medicine not be created, but all
materials will be lost.
Required Skill Price of Prepared Target Time
Level Medicine Number Required
① Literature check [Intelligence] (see CR I, p. 107) 1 100 or less 12 6 hours
② Herbology check [Intelligence] (see CR I, p. 107) 3 101 – 500 14 1 day
③ Preparing Medicine check [Intelligence] 5 501 – 2,500 16 3 days
7 2,501 – 10,000 18 1 week
③ Preparing Medicine check [Intelligence] 9 10,001 or more 20 1 month
Time Required: 6 hours to 1 month Bonuses Based on Apothecary Skill Level
Description: This is a skill check for creating one of the Skill Level Bonus
following: herbs, potions, pharmaceuticals, or poisons 5 +1 to Herbology checks
(hereinafter referred to as "prepared medicines"). 10 +2 to Fortitude against poison type effects
15 Time Required for Preparing Medicine checks is halved

88
Part 2 Expansion of Work Skills

"Perfumer skill" is a work skill for creating and matching (quality) of the fragrance, with more expensive items having a
perfumes and fragrances. Those who have mastered this skill higher Target Number and longer Time Required.
and made it their profession are mainly called Perfumers. If Perfumer succeeds in the Fragrance Creation check,
The Perfumer is a work skill that primarily serves the they can create one fragrance item. If they fail, not only will
upper class, such as the wealthy, and they typically make their they not create the item, but all materials will be lost.
living in urban areas. Perfumers can create Magic Herbs (see CR I, p. 293 or
The products that Perfumers deal in are perfumes, ET, p. 116) and Magic Seaweed (see ET, p. 116) through
incense, scent sachets, scented gloves, and the like, all of fragrance creation. The material costs, Target Number, and
which have the upper class who care about their appearance Time Required for creation are as follows in the table below.
as the main consumer base. There are also quite a few nobles
who collect fragrances and aromatic woods as a hobby. Medicinal herbs that Ingredients Target Time
Regarding incense, it is widely used in temple rituals, can be crafted cost Number Required
Magic Herb 50 16 6 hours
soirées, feasts and festivals, and ceremonial occasions, making Magic Seaweed 125 18 1 day
it familiar even to the general public.
The fragrances handled by Perfumers are either made
③Social Check [Intelligence]
using expensive aromatic woods or, if not, are produced using
secret recipes, making them all luxury items. Time Required: 1 minute (6 rounds)
Description: This is a check for conversing smoothly with
intellectuals, powerful figures, and other members of the
upper class. While not reaching the expert level, Perfumer
can continue any conversation without letting it die out. The
① Herbology check [Intelligence] (see CR I, p. 107) higher the Success Value, the more their conversation partner
② Fragrance Creation check [Dexterity] will enjoy the interaction.
③ Social check [Intelligence]
Bonuses Based on Perfumer Skill Level
② Fragrance Creation check [Dexterity] Skill
Bonus
Time Required: 1 hour - 1 month Level
Description: This is a skill check for creating perfumes, 5 +1 to Social checks
incense, scent sachets, scented gloves, etc. By consuming 5 Magic Herbs or Magic Seaweeds at the
same time and changing the usage time to 1 hour,
A Perfumer needs materials worth half the purchase price
10 Perfumer can change it to "Target: up to 10 characters".
of the fragrance they want to create to perform this skill check. However, during this time, Hide checks will
If they have the materials, they can make a Fragrance Creation automatically fail.
check. If a Perfumer fails the Fragrance Creation check, they
The Target Number and Time Required for the 15
can reroll once.
Fragrance Creation check vary depending on the price

The "Prestidigitator skill (Magician)" is a work skill that different from the magic they use, figuring out the tricks and
involves performing magic tricks and arts through sleight of mechanisms behind it is not easy. As a result, it's possible for
hand rather than actual magic. It is a form of entertainment them to mistake it for magic from other systems (or unknown
produced through excellent dexterity and meticulous training, magic).
and those who can earn money with this skill are called
"Magicians".
The main focus is on sleight of hand using cards, balls,
and coins, while large-scale performances using big boxes or ①Conceal check [Dexterity] (see CR I, p. 102)
stage equipment are rarely seen. At most, people might see ②Pickpocket check [Dexterity] (see CR I, p. 103)
tricks like releasing doves from a hat, turning a cane into a ③Notice check [Intelligence] (see CR I, p. 106)
bouquet of flowers, or quick-change Pickpocket acts within a
④Sleight of Hand check [Dexterity]
cloak. However, skilled Magicians can create more
⑤Prestidigitation check [Dexterity]
spectacular shows using multiple assistants, and with enough
experience, they can even manage stage shows.
For the people of Raxia, who lead daily lives with few ④Sleight of Hand check [Dexterity]
entertainments, magic shows are considered one of the finest Time Required: Instant
forms of entertainment. Moreover, when combined with Description: This is a check for manipulating cards, dice,
other forms of entertainment, such as storytelling, it can coins, etc., with quick finger, hand, or arm movements.
further enhance the excitement. At a simple level, Magician can perform impressive card
To the common people, a masterful magic performance shuffles or coin tosses.
is indistinguishable from real magic. While those with
Wizard-Type Classes don't need to check to realize it's

89
More difficult tasks include cheating actions during a The more elaborate and difficult the trick, the higher the
game, such as swapping cards or tiles or manipulating dice Target Number becomes. If someone tries to see through the
rolls right in front of their opponent. trick, it becomes a contest of Success Values against a Notice
When cheating, it's basically a comparison of Success check (see CR I, p. 106).
Values against the opponent's Notice check (see CR I, p. 111).
Bonuses Based on Prestidigitator Skill Level
If the check succeeds, the cheating goes undetected.
Skill
Bonus
⑤Prestidigitation check [Dexterity] Level
Time Required: 10 seconds (1 round) Able to perform magic tricks involving multiple
5
people
Description: This is a check to successfully perform sleight of 10 Able to perform magic tricks on stage
hand magic tricks, such as producing cards, balls, or coins out 15 +4 to Prestidigitation checks
of nowhere, making doves fly out of a hat, or transforming a
cane into a bouquet of flowers.

"Painter skill (Artist)" is a work skill for creating paintings. ③ Cartography check [Intelligence] (see CR I, p. 107)
Those who have mastered this skill and make a living from it ④ Painting check [Spirit]
are mainly called Artists.
Artists set up workshops, prepare their own pigments and ④ Painting check [Spirit]
canvases, and make a living by painting commissioned works Time Required: 1 day - 6 months
for clients. Description: This is a skill check for creating colored
Colored paintings are unique works of art and luxury paintings as commercial products.
items, so Artists' clientele is primarily composed of the If there are specific models or reference materials
wealthy and upper classes. Books that extensively use colored available, the Target Number decreases. The fewer references
paintings are limited to sacred texts found in large temples, available, the higher the Target Number becomes. The Time
and such books are extremely expensive. Required is shorter for smaller paintings and longer for larger
In the current world of Raxia, printing technology is not ones.
very advanced, so the colored paintings that ordinary citizens Bonuses Based on Painter Skill Level
can see are limited to things like temple murals. Only skilled Skill
Artists or a select few Artists with exceptional talent are Bonus
Level
entrusted with the creation of such murals. 5 +1 to Detect checks (see CR I, p. 111)
When making a Painting check, a Painter can roll
10
twice and choose the result they want.
The value of Painter’s paintings will increase by 10
15
① Notice check [Intelligence] (see CR I, p. 106) times.
② Search check [Intelligence] (see CR I, p. 108)

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Part 2 Expansion of Work Skills

The "Heraldist skill (Heraldic Scholar)" is a work skill used ③Genealogy Knowledge check [Intelligence]
to memorize and understand the coats of arms of royal Time Required: 10 seconds (1 round)
families, nobles, and powerful clans. As it is taboo for different Description: This is a check to determine what kind of lineage
families to have overlapping coats of arms, this skill is also a person has based on their name, appearance, family, and
relied upon when creating new heraldry. Those who make social connections. The more famous the person is, such as
this their profession are called Heraldic Scholars. nobles, great figures, or those in power, the lower the Target
The origins of Heraldic Scholars are said to date back to Number becomes. It becomes more difficult if the person is
the Ancient Magic Civilization era, which is believed to have hiding their status or is a hidden child of nobility. For ordinary
perished 3,000 years ago, during the time when powerful commoners, this check is almost meaningless.
wizard-kings held sway. It is thought to have begun with the
identification of coats of arms representing the connections ④Heraldry check [Intelligence]
between wizard-kings and their subordinates and has since Time Required: 10 seconds (1 round) - 1 hour
been passed down through the ages as a field of study Description: This is a check to identify the family name and
compiling knowledge about nations and bloodlines. origin by looking at the design of a coat of arms. The more
Following the Diabolic Triumph, these bloodlines either famous the coat of arms, the lower the Target Number
died out or became scattered, so they are no longer as highly becomes. This check is also performed when designing a new
valued. Nevertheless, there is still a certain demand for it, such coat of arms. The higher the Success Value, the better the
as investigating the origins of coats of arms discovered in ruins design.
or verifying the claims of those who profess to be legitimate
royalty. Bonuses Based on Painter Skill Level
Skill
Bonus
Level
5 +1 to Heraldry checks
①Insight check [Intelligence] (see CR I, p. 106) 10
New coats of arms are commissioned for the
②Literature check [Intelligence] (see CR I, p. 107) nobility.
15 New coats of arms are commissioned for the king.
③Genealogy Knowledge check [Intelligence]
④Heraldry check [Intelligence]

The "Musician skill (Musician)" is a work skill for playing be used to read sheet music created by the Composer skill
instruments and performing known musical pieces. Those (see p. 82).
who have acquired this skill and make a living from it are This check can also be performed by the Bard class.
mainly called Musicians. Basically, it's a technique for learning music played by
Musicians showcase their melodies using instruments others or shown in sheet music. If a Musician succeeds in the
when livening up festivals and events held in temples and check, they can remember that piece of music for the next
settlements, enhancing the atmosphere of upper-class parties day. Normally, when memorizing a piece of music, they'll
and tea gatherings, or when called upon to attract customers need to repeat and memorize the learned piece afterward.
to shops. The Time Required is equal to the length of the musical
Musicians who primarily perform at festivals and events piece, but for excessively long pieces, divide the check into
may also belong to a traveling Entertainer troupe. It's not multiple parts. The longer the Time Required, the higher the
uncommon for nobles and others to employ their own Target Number becomes.
exclusive Musicians.
③ Instrument Performance Check [Spirit]
The Bard class (see CR II, p. 100) can also perform the
"Melody Comprehension check (described later)" and Time Required: 1 minute (6 rounds) - 10 minutes (60 rounds)
"Instrument Performance check (described later)" that are Description: This is a skill check to correctly perform a
possible with the Musician skill. memorized musical piece. This check can be substituted by a
"Performance Check" (see CR II, p. 100) using the Bard class
as the Standard Value.
When performing with multiple people, the Success
Value is treated as the average (rounded up) of the "lowest
①Listen check [Intelligence] (see CR I, p. 106) Success Value" and the "highest Success Value". Additionally,
②Melody Comprehension check [Intelligence] when performing with multiple people, the range of the
③Instrument Performance check [Spirit] music's reach expands, making it easier to deliver the piece to
a larger audience and receive tips (determined by the GM's
②Melody Comprehension check [Intelligence] judgment).
Time Required: 1 minute (6 rounds) - 10 minutes (60 rounds) The Target Number and Time Required are determined
Description: This is a skill check to accurately grasp and by the length of the musical piece. The longer the piece, the
memorize the scales and rhythms of a melody heard and to higher the Target Number becomes.
be able to play it on a Musician’s own instrument. It can also

91
Bonuses Based on Musician Skill Level For each successful Instrument Performance check,
Skill 10 Musician receives Success Value x 10 gamels from the
Bonus customer as additional rewards or tips.
Level
Specify one instrument and add +2 to the Instrument When making an Instrument Performance check,
5 15
Performance check for that instrument. Musician can roll twice and choose the result they want.

Librarian skill (Librarian)


"Librarian skill (Librarian)" is a work skill for managing
archives that contain numerous books. Those who have
acquired this skill and made it their profession are mainly ①Insight check [Intelligence] (see CR I, p. 106)
called Librarians. ②Literature check [Intelligence] (see CR I, p. 107)
Librarians are employed in large archives, whether private ③Engineering check [Intelligence] (see CR I, p. 108)
or public. The work of a Librarian is diverse, starting with
④Library Management check [Intelligence]
organizing the archive, creating catalogs of the collection,
identifying candidates for new book purchases, managing
④Library Management check [Intelligence]
book loans and deposits, sending reminders to those who
haven't returned books, and making claims for compensation. Time Required: 1 hour - 1 day
Description: This is a skill check for operating a library.
Large Archives and Expensive Books As the number of books in the collection increases or the
In the current world of Raxia, printing and bookbinding ratio of loanable books rises, the Target Number becomes
technologies are not very advanced, so books are expensive higher. If the number of Librarians increases, the Target
items. In large archives, the proportion of handwritten, one- Number decreases as roles can be divided.
of-a-kind books is likely to be high. Librarians can manage books even if they cannot fully
For these unique and expensive books, they may even be understand them, but their ability as Librarians improves as
chained to the shelves. the number of languages they can read increases. Characters
Due to these circumstances, many books are not available performing a Library Management check receive a +1 bonus
for loan, and even for those that can be borrowed, a deposit for each language they can read beyond the first two.
must be paid. Access to archives is often limited to the owners The Time Required extends as the library's collection
and related parties, and even in archives open to the general grows, the volume of loan management increases, or the
public, most require registration with a fee after signing in. number of users rises.
Because books are expensive and difficult to take out,
archives typically provide desks for copying. The rental of Bonuses Based on Librarian Skill Level
these desks is often charged as well, leading to a general Skill
Bonus
Level
perception among ordinary citizens that archives are "places
5 +1 to Insight checks
that cost money no matter what". Choose any language from the list of languages (see CR
10
I, p. 75) and learn how to read it.
If a Librarian has worked at a library for more than a
15 month, they can memorize the titles, author names,
and summaries of all the books in the library.

"Restorer skill (Restorer)" is a work skill primarily used for


repairing and restoring artifacts from the Magitech Civilization
Period. Those who make a living from this work are called ①Appraise check [Intelligence] (Magitech Civilization only)
Restorers. (see CR I, p. 108)
Artifacts from the Magitech Civilization Period (such as ②Magitech Repair check [Dexterity]
Magitech) excavated from ruins are quite durable, and many
can still be used if repaired even today. This skill involves ①Appraise check [Intelligence] (Magitech Civilization only)
repairing such items and restoring them to their original
Time Required: 10 minutes (60 rounds)
usable state. Magitech restoration is carried out by the
Description: Except for the fact that it can only appraise items
Institute Of Magitechnology, and in cities with many Magitech
from the Magitech Civilization Period, it is the same as the
Civilization ruins and numerous adventurers, there are also
Appraise check (see CR I, p. 108).
individuals who set up shops to repair Magitech.
Note that everything that can be done with the Restorer
skill can be substituted by the Artificer class. ②Magitech Repair check [Dexterity]
Time Required: 1 hour
Description: This is a check to repair relics from the Magitech
Civilization Period or Broken Magitech Components and
restore them to a usable state.

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Part 2 Expansion of Work Skills

The simpler the structure of the object, the lower the Magitech Components Pricing Target Number
Target Number required for repair, while more intricate or 100 gamels 12
large-scale objects have higher Target Numbers. 300 gamels 15
Using loot that has in its name "Magitech Components" as 900 gamels 18
materials (multiple can be combined), Restorer can create 2,400 gamels 21
7,600 gamels 24
one item with "Era: Magitech Civilization" that is worth less 25,000 gamels 27
than or equal to the price of the components. The Target
Number is based on the value of the Magitech Components
Bonuses Based on Restorer Skill Level
(varies depending on the price). If the check fails, the
Skill Level Bonus
materials are lost.
5 +1 to Magitech Repair checks
10 +1 to Magitech Repair checks (total +2)
15 +2 to Magitech Repair checks (total +4)

"Linguist skill (Interpreter)" is a work skill that represents


the ability to handle multiple languages and mediate between
people who cannot communicate with each other. Language ①Insight check [Intelligence] (see CR I, p. 106)
professionals who bridge linguistic gaps in important settings ②Literature check [Intelligence] (see CR I, p. 107)
are called Interpreters. ③Engineering check [Intelligence] (see CR I, p. 108)
Many Humanoids can converse (or read and write) in
④Linguistics check [Intelligence]
trade common, regional dialect, or race language. However,
communication often fails due to location differences, vast
④Linguistics Check [Intelligence]
cultural gaps even when speaking the same language, or
nuances in regional dialects or race languages that cannot be Time Required: Instant
fully expressed in trade common. The role of an Interpreter Description: This is a check to determine whether a
is to fully convey these nuances and support smooth Interpreter has knowledge of known languages and to analyze
discussions. Therefore, Interpreters are required to be and understand patterns of an unknown language. If
proficient not only in multiple languages but also in successful, they will be able to grasp the general nuance of an
knowledge of different cultures. unfamiliar language to some extent.

Bonuses Based on Linguist Skill Level


Skill
Bonus
Level
Learn one additional talk or reading of the language
5
of an Interpreter choosing
Learn one additional talk or reading of the language
10
of an Interpreter choosing
When taking the Linguistics check, an Interpreter can
15
roll twice and choose the result they want.

93
"Official skill" is a work skill for understanding and processing that requires significant costs, the Target Number
navigating organizational rules and norms, particularly within increases.
national and local government administrations. This skill As the Target Number for the Clerical Processing check
involves bridging procedures and contracts between the increases, the Time Required tends to increase. For example,
public or external parties and the organization, conducting creating a single document following a standard format might
negotiations, and maintaining administrative functions. take about 1 hour, while drafting an organization's budget
Professionals who have mastered this skill are typically known might require about 1 month. However, if there are multiple
as "Government Officials." individuals with the Official skill, the Time Required can
Government Officials' work encompasses managing often be reduced (GM's discretion).
incoming documents, ensuring the accuracy of organizational
rules and norms, and overseeing accounting and budget ③ Local Knowledge check [Intelligence]
management within their institution. Time Required: Instant - 10 minutes (60 rounds)
Their duties may also include interpreting instructions Description: A Regional Knowledge Check is a check used to
from superiors or external clients, translating these directives recall events from an area where an official has worked using
into practical measures, and developing detailed regulations. Administrative checks. A Local Knowledge Check can only
At its core, the role of Government Officials revolves be used for knowledge that could be obtained in the vicinity
around implementing, representing, mediating, or of a settlement (GM's discretion) where the official has stayed
maintaining instructions from others. As such, they do not for at least 1 month (30 days) and has performed work using
typically initiate new plans or establish regulations Administrative checks.
independently. With a Local Knowledge Check, Government Official can
gain general knowledge about the surrounding area, similar to
an Insight Check (see CR I, p. 106), (Time Required: Instant).
Similarly, for structures and objects existing in the vicinity,
①Literature check [Intelligence] (see CR I, p. 107) like an Engineering Check (see CR I, p. 108), Government
②Administrative check [Intelligence] Official can discern from materials and structures which era
③Local Knowledge check [Intelligence] of civilization (Divine Civilization, Ancient Magic Civilization,
Magitech Civilization, Present) they were created in (Time
②Administrative check [Intelligence] Required: 10 minutes (60 rounds)). With a high Success
Time Required: 1 hour - 1 month Value, it's also possible to distinguish more specific time
Description: This is a skill check for accurately carrying out periods within the same civilization.
procedures to maintain an organization (including national Note that if an official has not succeeded in an
and municipal administrations), such as contracts, Administrative check in that area for 6 months (180 days) or
negotiations, customer service, document verification, more, the duration of stay in that settlement will be reset to
accounting and budget processing, creating reports and other count from "0 days".
documents, managing the progress and history of various
procedures, managing necessary personnel and goods, Bonuses Based on Librarian Skill Level
detecting deficiencies in documents, etc. Skill
Bonus
Level
The Clerical Processing check is a skill check often used 5 +1 to Local Knowledge checks
for "clerical processing" where officials accurately complete When a Government Official or their allies make a
documents to be stored by the organization. 10 Monster Knowledge check in an area that allows Local
The Target Number is determined by the quantity, effort, Knowledge checks, they get +1
and complexity of the clerical processing to be performed. Up to five different Administrative checks can be
For simple contract or application form checks that follow 15 completed in one check, and the Time Required is
clear rules, the Target Number is low, while for city budget 1/10th of the normal time.

The "Orator skill" is a work skill for delivering eloquent profession. Even in nations without these systems, there are
speeches. It excels at speaking in front of people, persuading, numerous situations where it can be valuable, such as
inspiring, and guiding them. It is called "Orator" because it is conveying royal decrees to the public, inspiring soldiers
useful for persuading large crowds, such as in election before battle, or calming people's panic during sudden
speeches or court defenses. attacks.
In the current world of Raxia, the existence of electoral Many nobles, military officers, and high-ranking officials
and judicial systems varies by nation. In countries where such are Orators, using their skills to proclaim their legitimacy and
systems are established, this skill would be highly useful as a justice and to guide people.

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Part 2 Expansion of Work Skills

Description: This is a check for engaging in a debate with


someone, arguing, and asserting the validity of Orator’s
① Speech check [Intelligence] opinion. Whether the content is correct or not does not affect
② Debate check [Intelligence] the result of this check (though blatant lies or forced
arguments may incur penalties). An Orator compares Success
① Speech check [Intelligence] Values from the Debate check to get the point across.
Time Required: 1 minute (6 rounds) This check can also be performed by the Sage class.
Description: This is a check for expressing opinions in front
of people with a resonant voice. The higher the Success Bonuses Based on Orator Skill Level
Value, the louder and clearer the Orator’s voice will be, Skill
Bonus
allowing them to persuade a large number of people. Level
5 +1 to Speech checks
Whether the content of the speech is correct or not does not
10 +1 to Debate checks
affect this check. If the GM wishes, they may give a bonus if When making checks with this skill, an Orator can roll
effective keywords are included. 15
the check twice and choose the result they want.

② Debate check [Intelligence]


Time Required: 1 minute (6 rounds)

"Cleric skill (Cleric)" is a work skill for worshipping divine ④Mythological Knowledge check [Intelligence]
entities such as gods and fulfilling daily duties in temples and Time Required: Instant
the like. Those who acquire this skill and regularly work in Description: This check determines how well-versed Cleric is
temples are called Clerics. in various myths and legends related to gods. If the knowledge
Many of those who have heard the voice of a god and pertains to a deity they worship, they can gain a +4 bonus.
acquired the Priest class become Clerics and serve in temples.
Conversely, being a Cleric does not necessarily mean one has ⑤Religious Knowledge check [Intelligence]
acquired the Priest class. Time Required: 10 seconds (1 round)
Cleric skill is useful for smoothly executing sacred rituals, Description: This check determines how much Cleric knows
festivals, etiquette, and daily tasks in temples. They are well- about the preparation and procedures of ceremonies
versed in scriptures, myths, legends, and narratives and excel conducted in temples, as well as manners and taboos in
at presenting these to the public. Listening to the confessions temples and faith.
and concerns of believers is also part of their job, and they are It can also reveal information about positions within the
skilled in the art of conversation that alleviates spiritual temple, how to attain them, qualifications and rules for
suffering. advancing in rank, and the politics involved.
Through political maneuvering within the temple, those
with low (or no) Priest class may sometimes advance due to
⑥Storytelling check [Intelligence]
their proficiency in Cleric skill. While this can be necessary
for the organization in some cases, it can also lead to Time Required: 10 minutes (60 rounds)
corruption within the organization if the position is abused. Description: This is a check for narrating myths, legends, and
stories. The higher the Success Value, the more fluently and
Daily Life of a Cleric clearly you can convey the story to many people. Depending
Most people who make their living as Clerics reside within on the content, Cleric can move listeners emotionally, turn
temples or similar facilities or in lodgings around them. Their gloomy moods into smiles, or transform sadness into anger.
lives are integrated with the temple, and they dedicate most of Cleric can also change their voice to portray multiple
their time to faith in and service to their deity. characters.
Of course, preaching to believers and hearing confessions
are also part of this service. They also engage in charitable Bonuses Based on Cleric Skill Level
Skill
activities such as providing meals for the poor and are Bonus
Level
generally known as allies of the weak. For these reasons, they 5 +1 to Investigation checks (see CR II, p. 40)
are socially trusted and corrupt, and malicious Clerics are 10 +1 to Storytelling checks
rarely seen (though it cannot be said they don't exist at all). A successful Storytelling check grants the Cleric’s
audience +2 Fortitude and Willpower (+4 for believers)
15
for 1 day, but a Cleric cannot use this effect again for
30 days.
①Insight check [Intelligence] (see CR I, p. 106)
②Detect check [Intelligence] (see CR I, p. 111)
③Literature check [Intelligence] (see CR I, p. 107)
④Mythological Knowledge check [Intelligence]
⑤Religious Knowledge check [Intelligence]
⑥Storytelling check [Intelligence]

95
"Courtesan skill (Escort)" is a work skill that involves Description: This is a check to give sexual satisfaction to the
becoming a companion, akin to a mistress, for the upper class, target. The higher the Success Value, the higher the level of
nobility, or wealthy individuals in special positions. This skill satisfaction.
is used to please the partner, act as a confidant, and sometimes
even create and recite poetry or stories. Those who utilize this ⑥Social check [Intelligence]
skill to spend time as a companion to such high-status Time Required: 1 minute (6 rounds)
individuals are called "Escorts." Description: This is a check for conversing smoothly with
Escorts are clearly different from common intellectuals, powerful figures, and other members of the
Harlots/Gigolos. In most cases, they form long-term upper class. While not reaching the expert level, Escort can
relationships rather than one-night stands. Their continue any conversation without letting it die out. The
compensation is also substantial, often being provided with higher the Success Value, the more their conversation partner
special residences or personal rooms in their employer's will enjoy the interaction.
mansion or villa.
Escorts are naturally physically attractive, skilled in ⑦Etiquette check [Intelligence]
conversation, and adept at captivating their partners. Time Required: Instant
Moreover, beyond physical relationships, they possess the Description: This is a check to see if Escort can follow the
education to converse with upper-class individuals, are well- appropriate etiquette for the situation. It is also used to check
versed in makeup and fashion, and are trained in etiquette. whether they know (and can practice) the correct behavior
They are not merely outlets for sexual gratification but rather and taboos.
unofficial lovers to their employers, advisors, and sometimes
even living beautiful accessories. In some cases, they are
⑧Seduction check [Spirit]
acknowledged by the partner and may even accompany their
employer to prominent places such as banquets or theaters. Time Required: 10 minutes (60 rounds)
Depending on the circumstances, having an excellent Description: This is a check to attract the target to Escort
Escort can be seen as a status symbol for the upper class, and through conversation, gestures, and sexual appeal. It's
some Escorts can manipulate those in power with their beauty basically a comparison of Success Values against the target's
and intelligence. Willpower (see CR I, p. 110). The higher the Success Value,
However, their origins are often of common or lower the more attractive Escort appears to the target and the more
birth, so standing out too much can be dangerous. Skilled captivated they become. It's also possible to perform a quick
Escorts are adept at striking this balance, generally behaving seduction, in which case the Time Required becomes 10
in a way that doesn't draw negative attention. seconds (1 round), but Escort receives a -4 penalty to their
Success Value.
The GM may apply bonuses or penalties based on the
target's preferences, considering gender, age, status, or
appearance.
①Disguise check [Dexterity] (see CR I, p. 103)
②Insight check [Intelligence] (see CR I, p. 106) Bonuses Based on Courtesan Skill Level
③Literature check [Intelligence] (see CR I, p. 107) Skill
Bonus
④Appraise check [Intelligence] (see CR I, p. 108) Level
⑤Sexual Technique check [Dexterity] 5 +1 to Social checks
⑥Social check [Intelligence] 10 +1 to Seduction checks
If an Escort succeeds at a Seduction check, the other
⑦Etiquette check [Intelligence]
person will try to grant them one of the Escort’s wishes.
⑧Seduction check [Spirit] 15
However, Escort cannot use this effect again for 10 days
after the attempt.
⑤Sexual Technique check [Dexterity]
Time Required: 10 minutes (60 rounds)

"Soldier skill" is a work skill that represents the various As the level increases, it becomes possible to command
abilities required of a Soldier belonging to the military. It more subordinates, and at level 10, one can call themselves a
mainly represents proficiency in discipline as a soldier, group "General" (whether this is backed by actual experience is
actions and marches, and military common sense, while another matter).
combat prowess itself is measured by Warrior-Type Classes.
Those who possess this skill and belong to combat groups About the current international scale of the world of Raxia
such as the military are called Soldiers. In many regions of Raxia that are just beginning to recover
Soldier skill is learned to efficiently operate combat from the chaos following the Diabolic Triumph, nations still
groups, and many (or all) city guards, sentries, and knight remain small in scale. Their populations range from a few
orders have also acquired it. thousand to, at most, tens of thousands. The number of
Soldiers constituting the military rarely exceeds 5% of the total

96
Part 2 Expansion of Work Skills

population, so the total number of Soldiers in a single country ⑦Long-distance Movement check [Vitality]
is only a few dozen to a few hundred (only exceptionally large Time Required: 1 hour
countries have thousands of Soldiers). Description: This check is for continuing to walk long
Of course, during wartime, reserve troops and conscripts distances at a steady pace (about 4 km/h) while in heavy gear.
other than those regularly maintained are mobilized, The higher the Success Value, the further a Soldier can move.
temporarily increasing the scale. However, such temporary If there are challenging terrains (such as mountains or forests)
troops are either low in training or mere amateurs in numbers along the way, they will receive penalties (at GM's discretion).
and are poor as a fighting force. Those who fail the check fall behind from the unit. To
Trained Soldiers can organize a motley crew and lead avoid having stragglers, the marching speed must be reduced
them to act in an organized manner. It is an important role of to match the person with the lowest Success Value.
Soldiers not only to fight themselves but also to lead groups.
⑧Leadership check [Spirit]
Time Required: 10 seconds (1 round)
Description: This is a check for giving subordinates
①First Aid check [Dexterity] (see CR I, p. 102) instructions or orders and executing them quickly. While
②Jump check [Agility] (see CR I, p. 112) there's no need for a check when giving general instructions
③Climb check [Agility] [Strength] (see CR I, p. 104) to trained subordinates, an appropriate Success Value
④Strength check [Strength] (see CR I, p. 113) becomes necessary in sudden situations, complex
⑤Death Check [Vitality] (see CR I, p. 110) circumstances, or especially in scenarios where there's a
⑥Military Knowledge check [Intelligence] potential risk to life.
⑦Long-distance Movement check [Vitality] As the number of people being led increases, the required
⑧Leadership check [Spirit] Success Value also becomes higher.

⑥Military Knowledge check [Intelligence] Bonuses Based on Soldier Skill Level


Skill
Time Required: 10 seconds (1 round) Level
Bonus
Description: This check is used to utilize all areas of A Soldier may be entrusted with managing fewer than
knowledge required as a Soldier, such as discipline and 5
10 subordinates.
military-related knowledge. Soldier (General) may be entrusted with managing a
10
group of 100-1,000 people.
Sometimes, a Soldier (General) is entrusted with the
15
national military corps

"Nurse skill (Nurse)" is a work skill for nursing injured or If the Nurse themselves or another person (such as a
sick people. Those who have acquired this skill and made it Doctor) succeeds in a Pathology check, the Nursing check
their profession are mainly called Nurses. receives a bonus of +1 to +4.
In most cases, the main duties of a Nurse include assisting The Time Required varies depending on the patient's
priests and doctors in temples or infirmaries, attending to condition, but for a Nurse to continue nursing without
patients according to treatment instructions, and maintaining mistakes, it's ideal to have a day of rest every few days and be
a clean environment for patients. able to switch with another Nurse (determined by the GM).
If the Nursing check is successful, symptoms that improve
over time will recover at twice the speed during the Time
Required, and symptoms that worsen over time will either not
①First Aid check [Dexterity] (see CR I, p. 102) worsen at all, or their progression will be reduced by about
②Pathology check [Intelligence] (see CR I, p. 107) half during the Time Required (determined by the GM). If
③Nursing check [Vitality] the Nursing check fails, the patient's symptoms during the
Time Required will be about the same as if no nursing had
been performed at all.
③Nursing check [Vitality]
Time Required: 1 hour - 1 week Bonuses Based on Nurse Skill Level
Description: This is a skill check for properly nursing patients Skill
suffering from injuries or diseases, ensuring that symptoms do Bonus
Level
not worsen and improve as much as possible. 5 +1 to Nursing checks
The Target Number for the Nursing check varies When a Nursing check is successful, the target's HP
10
depending on the severity of the patient's symptoms and MP are restored by the Nurse skill level.
(determined by the GM). Additionally, the Target Number When a Nursing check is about to result in an
for the Nursing check increases by +1 to +2 for each additional automatic failure, it will not result in an automatic
15
patient that needs nursing. failure, and instead, the success value will be “Standard
Value + 2”.

97
"Noble skill" is a work skill for maintaining the dignity of nobles, great figures, or those in power, the lower the Target
royalty and nobility and for behaving in a noble manner. Even Number becomes. It becomes more difficult if the person is
if not born into nobility, those who become part of the upper hiding their status or is a hidden child of nobility. For ordinary
class, people in power, or wealthy individuals can acquire commoners, this check is almost meaningless.
noble skills. The typical practitioners of this skill are called
Aristocrats. Those who do not hold noble titles are referred ③Social check [Intelligence]
to as celebrities. Time Required: 1 minute (6 rounds)
After the fall of the Magitech Civilization, many nations Description: This is a check for conversing smoothly with
established monarchies, and within them exists a Noble skill. intellectuals, powerful figures, and other members of the
These people are required to have dignified behavior and upper class. While not reaching the expert level, an Aristocrat
elegant manners to demonstrate that they are different from can continue any conversation without letting it die out. The
the common people. Those who have mastered this skill at a higher the Success Value, the more their conversation partner
high level will possess an undeniable aura and make a strong will enjoy the interaction.
impression on those who see them.
Of course, the required etiquette and attitudes differ ④Etiquette check [Intelligence]
depending on the country and region. Skilled practitioners of Time Required: Instant
the Noble skill can learn about such etiquette and manners of Description: This is a check to see if Aristocrat can follow the
the places they visit in advance or quickly discern them on- appropriate etiquette for the situation. It is also used to check
site, avoiding rudeness and impropriety. Conversely, whether they know (and can practice) the correct behavior
Aristocrats from remote areas or the countryside may have and taboos.
this skill remain at a low level without development.
Even in republican nations, some people in power and
⑤Dignity check [Spirit]
certain wealthy individuals may acquire this skill. For those
who stand above others, maintaining noble behavior is always Time Required: Instant
important and contributes to the persuasiveness of their Description: This is a check to establish psychological
statements. superiority by revealing one's distinguished lineage or social
status, thereby asserting one's dignity. Commoners will cower
and prostrate themselves, while fellow Aristocrats or upper-
class individuals will show respect or deference.
It is possible to adopt a dignified attitude without revealing
①Insight check [Intelligence] (see CR I, p. 106) one's status, but in that case, a -4 penalty is applied to the
②Genealogy Knowledge check [Intelligence] Success Value.
③Social check [Intelligence]
④Etiquette check [Intelligence] Bonuses Based on Noble Skill Level
⑤Dignity check [Spirit] Skill
Bonus
Level
②Genealogy Knowledge check [Intelligence] 5 +1 to Social checks
10 +1 to Dignity checks
Time Required: 10 seconds (1 round)
An Aristocrat can also make a Dignity check against
Description: This is a check to determine what kind of lineage 15 monsters to gain a mental advantage. They compare
a person has based on their name, appearance, family, and Success Value against the monster’s Willpower.
social connections. The more famous the person is, such as

"Butler skill (Steward)" is a work skill required to manage


household staff such as maids and servants in noble or upper-
class households, ensuring that everything runs smoothly for ①Insight check [Intelligence] (see CR I, p. 106)
the master. Those who make this their profession are called ②Literature check [Intelligence] (see CR I, p. 107)
Stewards. ③Cleaning and Organizing check [Dexterity]
A Steward plays a crucial role in supporting the master,
④Genealogy Knowledge check [Intelligence]
with daily duties including understanding the schedule and
⑤Social check [Intelligence]
making necessary preparations. It is also the Steward's
responsibility to oversee the reception and guidance of guests. ⑥Etiquette check [Intelligence]
If one becomes the Head Steward, they are also tasked with ⑦Leadership check [Spirit]
accurately announcing the names of visiting dignitaries to the
master. ③Cleaning and Organizing check [Dexterity]
They may live in the master's residence, sharing meals and Time Required: 1 hour
lodging. It is a position akin to that of a secretary, playing a Description: This is a check for cleaning and organizing a
vital role as the master's right hand. room. The higher the Success Value, the more beautiful the
result. In noble or upper-class households where discipline

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Part 2 Expansion of Work Skills

and beauty are required, the necessary Target Number ⑥Etiquette check [Intelligence]
becomes higher. Time Required: Instant
The number of checks (Time Required) increases Description: This is a check to see if a Steward can follow the
depending on the area to be cleaned and the initial level of appropriate etiquette for the situation. It is also used to check
dirtiness (messiness). whether they know (and can practice) the correct behavior
and taboos.
④Genealogy Knowledge check [Intelligence]
Time Required: 10 seconds (1 round) ⑦Leadership check [Spirit]
Description: This is a check to determine what kind of lineage Time Required: 10 seconds (1 round)
a person has based on their name, appearance, family, and Description: This is a check for giving subordinates
social connections. The more famous the person is, such as instructions or orders and executing them quickly. While
nobles, great figures, or those in power, the lower the Target there's no need for a check when giving general instructions
Number becomes. It becomes more difficult if the person is to trained subordinates, an appropriate Success Value
hiding their status or is a hidden child of nobility. For ordinary becomes necessary in sudden situations, complex
commoners, this check is almost meaningless. circumstances, or especially in scenarios where there's a
potential risk to life.
⑤Social check [Intelligence] As the number of people being led increases, the required
Time Required: 1 minute (6 rounds) Success Value also becomes higher.
Description: This is a check for conversing smoothly with
intellectuals, powerful figures, and other members of the Bonuses Based on Butler Skill Level
upper class. While not reaching the expert level, Steward can Skill
Bonus
continue any conversation without letting it die out. The Level
higher the Success Value, the more their conversation partner 5 +1 to Etiquette checks
will enjoy the interaction. 10 +1 to Genealogy Knowledge checks
A Steward can roll twice when making checks with
15
Butler skill and choose the result they want.

99
The "Explorer skill" is a skill possessed by those who
actively traverse unknown places. The main difference from
adventurers is that it assumes exploration activities do not ①Conceal check [Dexterity] (see CR I, p. 102)
involve combat. Those who acquire this skill and regularly go ②Tumble check [Agility] (see CR I, p. 104)
on explorations are called Explorers. ③Hide check [Agility] (see CR I, p. 104)
Explorers aim to leave town and venture into the
④Acrobatics check [Agility] (see CR I, p. 104)
wilderness, with the primary goal of discovering new paths and
⑤Jump check [Agility] (see CR I, p. 112)
routes to traverse it. Some may even search for ruins of past
civilizations known only in records. Explorers also enjoy ⑥Climb check [Agility] [Strength] (see CR I, p. 104)
climbing mountains that no one has summited before or ⑦Track check [Intelligence] (see CR I, p. 106)
visiting uninhabited islands. ⑧Search check [Intelligence] * (see CR I, p. 108)
Among Explorers, some make a living as "finders" who ⑨Cartography check [Intelligence]* (see CR I, p. 107)
discover unexplored ruins. It's not uncommon for them to ⑩Swim check [Agility] (see CR II, p. 74)
also work as adventurers. If combat with monsters is not a ⑪Monster Detection check [Intelligence]
consideration, skilled Explorers can become even more adept *Can only be performed in natural environments
at outdoor activities than adventurers.
⑪Monster Detection check [Intelligence]
Explorers as Finders Time Required: 10 minutes (60 rounds)
For adventurers, finders who can inform them about Description: This is a check used to determine whether
unexplored ruins or generally unknown routes are familiar monsters are inhabiting the surrounding area based on traces
figures. Many of these roles are filled by Explorers, who such as footprints, droppings, fallen hair, and feathers. It is
explore the areas around inhabited zones, discover such used to avoid carelessly entering the territory of fierce Animals
places, and provide information to adventurers. or Mythical Beasts or to confirm whether monsters have taken
Most of those who make a living as finders are individuals up residence in ruins. To know what kind of monsters are
who didn't choose the path of an adventurer, either because present, Explorer needs to succeed in a "Monster Knowledge
they lack fighting abilities or have personalities unsuited for check (see CR I, p. 108)".
life-and-death situations. Exceptional finders possess a unique
intuition, like a sixth sense, allowing them to discover new Bonuses Based on Explorer Skill Level
routes or unexplored ruins, sometimes amassing great wealth Skill
Bonus
in the process. There are also Explorers who contract with Level
specific Adventurers Guild Branches or individual If Explorer succeeds on a Monster Detection check,
5
adventurers, venturing out on explorations day and night. they gain +1 to that Monster Knowledge check.
Death Checks (see CR I, p. 110) may be attempted
10 with a Standard Value of "Explorer skill level + Vitality
modifier".
When making a Death Check, a roll of 10 or higher is
15
an automatic success.

"Signalman skill" is a work skill that involves using flags flag signal system capable of complex communication, almost
held in both hands to communicate with someone at a comparable to a language, was developed based on the simple
distance. Those who graduate from the training school of the flag signals used on trading ships.
Kingslay Republic of Iron and Steel, join the Railroad Guild, Therefore, to become a signalman, one must undergo
and support the smooth operation of railways by several years of vocational training at the Railroad Guild's
communicating via flag signals on magic-powered trains, at training school in Kingslay. While scholarship programs exist,
stations, and at switching points are called "signalmen" or "flag it's generally difficult without time and financial flexibility.
signalmen". Particularly skilled individuals can also learn combat
During the late Magitech Civilization Period, which was techniques and become "senior signalmen," who are deployed
the golden age of magic-powered trains, signalmen had to frontier switching points, routes passing through areas
become obsolete due to the existence of magitech, which infested with Barbarous, and the forefront of new route
allowed free communication over long distances. However, development. The minimum requirement for a senior
after the "Diabolic Triumph" during the reconstruction signalman is Signalman level 10, in addition to Artificer and
period, these means of communication could no longer be Marksman skills at level 7 or higher.
reproduced. Yet, long-distance communication was still Besides the Railroad Guild, signalmen are also employed
necessary for the smooth operation of railways. As a result, a by sea-going vessels and flying magic ships for communication

100
Part 2 Expansion of Work Skills

with ports. Many of these signalmen are seconded from the ③Flag Signals check [Dexterity] [Intelligence]
Railroad Guild, but there are also those who have quit, Time Required: Instant
dropped out of training school, or learned on the job. Description: This is a check for transmitting and receiving
messages over long distances using signal flags. The sender
Language: Flag Signals (Talk) makes a Dexterity check, while the receiver makes an
Kingslay's flag signals have a complexity comparable to a Intelligence check. If both succeed, a simple message
full-fledged language. Through subtle differences in flag exchange is possible. If Signalman has acquired the
angles and waving patterns, those who have mastered the skill "Language: Flag Signals (Talk)" skill, no check is required for
can freely converse over long distances as far as they can be receiving, and more complex content can be exchanged.
visually recognized.
Bonuses Based on Explorer Skill Level
Skill
Bonus
Level
5 Acquire the language "Flag Signals (Talk)."
①Acrobatics check [Agility] (see CR I, p. 104) 10 +1 to Flag Signals checks
②Insight check [Intelligence] (see CR I, p. 106) When sending a message using a Flag Signals check, it is
③Flag Signals check [Dexterity] [Intelligence] 15
assumed that the receiving character has mastered the language
Flag Signals (Talk), and a Signalman can send complex
messages.

The "Tour Guide skill (Tour Guide)" is a work skill for For each level acquired in the Tour Guide skill, the Tour
leading and guiding travelers. Those who have acquired this Guide can choose one "city or settlement" and gain knowledge
skill and made it their profession are mainly called "Tour of the area within a one-day walking distance from that city,
Guides". treating it as "acquired guiding knowledge".
Tour Guides can guide travelers, including peddlers and The Tour Guide check can be used to determine if a Tour
pilgrims, using their knowledge of geography, history, Guide knows general information about places where they
influential people, and shops in the areas they have previously have acquired guiding knowledge.
studied. Additionally, the Tour Guide check can be used to check
Tour guides have various knowledge about the areas they if they have knowledge about monsters encountered in places
have researched and prepared for, and they also have some where a Tour Guide has acquired guiding knowledge (for
knowledge of the monsters that may be encountered in those details, refer to Monster Knowledge check in CR I, p. 382).
areas to keep travelers away from danger. However, the Tour Guide check cannot reveal a monster's
It is said that experienced tour guides with knowledge of "weak point". Even with an automatic success or any high
various regions can also accompany clients on inter-city travel Success Value, it only allows PCs to reference the monster's
and be responsible for guiding them to each destination along data.
the way. For a character who has acquired both the Sage class and
Tour Guide skill and whose Tour Guide skill level is higher,
checks are basically made using the Tour Guide skill.
However, if applying the roll to a Sage class check would result
① Notice check [Intelligence] (see CR I, p. 106) in a Success Value equal to or higher than the monster's
② Cartography check [Intelligence] (see CR I, p. 107) weakness, they can discern the monster's weak point and
③ Engineering check [Intelligence] (see CR I, p. 108) apply its effect. This also applies to automatic successes.
④ Tour Guide check [Intelligence]
Bonuses Based on Tour Guide Skill Level
④ Tour Guide check [Intelligence] Skill
Bonus
Level
Time Required: Instant Choose any language from the list of languages (see CR I, p.
Description: A Tour Guide has general knowledge about 5
75) and learn how to speak it.
specific regions and information about monsters in those 10
Choose any language from the list of languages (see CR I, p.
areas. In places where the Tour Guide has acquired guiding 75) and learn how to speak it.
If there is danger in the area a Tour Guide has guided, they can
knowledge, they can use the Tour Guide check similarly to an make a Danger Sense check (see CR I, p. 106) with the Tour
Insight check (see CR I, p. 106) or Monster Knowledge check 15
Guide skill. They can also find monster weaknesses with the
(see CR I, p. 108). Tour Guide check.

The "Tamer skill (Animal Trainer)" allows one to tame Livestock Training
livestock and wild animals, making livestock follow detailed Many Animal Trainers use the Tamer skill to train
commands and wild animals obey simple orders to some livestock for riding and pulling carts, as well as to assist in
extent. Those who possess this skill and make a living from it hunting and guarding.
are called "Animal Trainers".

101
Common livestock used for riding and pulling carts The Time Required for a Training check is approximately
include cattle, horses, and camels. Dogs are typically used as "monster level squared + 2 days" (determined by GM
livestock for hunting and guarding assistance. decision).
Once tamed by an Animal Trainer, livestock can If the Training check is successful, the taming of the
understand and execute simple instructions or commands Animal is complete. When an Animal Trainer leads multiple
even without the trainer present. These trained animals will trained Animals at once, the limit for livestock is "Tamer skill
likely work devotedly for jockeys or owners who treat them level + 1" heads, and for wild Animals, it's "Tamer skill level ÷
kindly and affectionately, even if they are not Animal Trainers 2 (rounded up)" heads.
themselves (subject to GM's discretion). Tamed livestock will obey Humanoid commands
obediently even without the Animal Trainer present, as long
Wild Animal Training as it's not during combat. Tamed wild Animals won't attack
Some Animal Trainers use the Tamer skill to train wild other creatures without permission if the Animal Trainer is
animals for performances in shows or street acts. within 30m, and during non-combat situations, they will follow
In the context of the Tamer skill, wild animals refer to the Animal Trainer's commands for about 6 rounds if given
monsters in the "Animal" category, excluding livestock. food (worth about 1 gamel).
Wild animals trained by an Animal Trainer can suppress In combat, tamed livestock will try to flee, while wild
violent behavior and act docile when the trainer is nearby. If Animals will either run away or attack someone other than the
given treats as rewards, they will likely follow very simple Animal Trainer (roll 1d: 1-3 they try to flee, 4-5 they attack
instructions or commands. enemies, 6 they attack the Animal Trainer's allies). Once
combat begins, the Animal Trainer cannot control how wild
Animals behave (GM decides).
In other words, unlike the Rider class (see CR III, p. 84),
① Notice check [Intelligence] (see CR I, p. 106) when handling Mounts, the Tamer skill cannot freely and
② Training check [Intelligence] completely control animals to follow orders. Even outside of
③ Monster Knowledge check (limited to Animals) combat, it would be difficult for the Animal Trainers to
[Intelligence] control tamed Animals in emergency situations like fires or
natural disasters.
② Training check [Intelligence]
③ Monster Knowledge check (limited to Animals)
Time Required: 1 week - 6 months
[Intelligence]
Description: This is a skill check for training livestock or
monsters classified as "Animals". Time Required: Instant
Animals that an Animal Trainer can train are limited to Description: This is a check to determine if an Animal
those with a "monster level equal to or less than the Animal Trainer has knowledge about a monster when the
Trainer's Tamer skill level". encountered monster falls under the "Category: Animal"
An Animal Trainer can train and handle up to "Tamer classification. Except for the limitation on valid monster
skill level ÷ 5 (rounded up)" Animals at once. classifications, it is handled like a normal Monster Knowledge
The Target Number required for training is the "monster check (see CR I, p. 108).
level + 10" of the Animal being trained. The following
modifiers are applied to this: Bonuses Based on Tamer Skill Level
Skill
Bonus
Level
Modifications to the Target Number of the Training check Tamer skill can make a Track check (see CR I, p. 106)
Condition Modification 5 against Animals. They also get a +2 Success Value
Livestock (not monster) ±0 when doing so.
Wild animal (monster) with current HP less than Allows Animal Trainer to perform Taming checks on
+4 10
half of its maximum HP Mythical Beasts.
Wild Animal (monster) with a current HP of 15 +4 to Training checks
+8
more than half of its maximum HP
Intellect: none +2
Intellect: Animal ±0
Intellect: Low +2
Intellect: Average +4
Intellect: High +6

"Shepherd skill (Shepherd)" is a work skill for livestock Common Livestock


farming in pastures. Those who possess this skill and make it In the world of Raxia, common livestock used in animal
their livelihood are called "Shepherds". husbandry are primarily docile, herbivorous animals.
Shepherds are closely involved in all aspects of livestock's Specifically, these include cattle, sheep, goats, pigs, pheasants,
lives from birth to death, including managing grazing, feeding ducks, horses, and camels. It's also common for Shepherds to
and cleaning in barns, collecting and storing fodder, assisting keep dogs to assist them, as well as cats and weasels to protect
with livestock births, milking, shearing, and harvesting eggs. barns and feed stores from rodents.

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Part 2 Expansion of Work Skills

When the purpose of animal husbandry includes milk several months, but if only assisting with birth management, it
and egg production, managing livestock births also becomes can be completed in a few days (determined by GM judgment
an important job for Shepherds. for each animal husbandry task performed).
④Monster Knowledge check (limited to Animal)
[Intelligence]
Time Required: Instant
①Track check [Intelligence] (see CR I, p. 106) Description: This is a check to determine if the Animal
②Notice check [Intelligence] (see CR I, p. 106) Trainer has knowledge about a monster when the
③Animal Husbandry check [Intelligence] encountered monster falls under the "Category: Animal"
④Monster Knowledge check (limited to Animals) classification. Except for the limitation on valid monster
[Intelligence] classifications, it is handled in the same way as a normal
③Animal Husbandry check [Intelligence] Monster Knowledge check (see CR I, p. 108).
Time Required: 1 day - 6 months Bonuses Based on Shepherd Skill Level
Description: This is a skill check for managing various aspects Skill
Bonus
of livestock. Level
5 +1 to Danger Sense checks
As the number of livestock increases or the grazing area Animal Husbandry checks will increase the value of livestock
expands, the Target Number for the Animal Husbandry 10
raised over a month by 1.5 times
check increases. If multiple Shepherds are managed, the Shepherds can give commands to their herd of controlled
Target Number for the Animal Husbandry check decreases. animals and move them around freely (no check required).
15
They can also do the same with uncontrolled animals if they
The Time Required varies depending on the time pass an Animal Husbandry check.
involved in animal husbandry. Repeating daily tasks may take

"Hunter skill" is a work skill for roaming the wilderness to When processing in a short time, the Target Number
hunt prey that serves as materials for food and clothing. Those becomes higher. Also, if a higher Success Value is obtained,
who make a living by selling such prey are called Hunters. it may be possible to sell at a price higher than the market
Hunters are among the few people, aside from value (as there are market prices, the GM determines the final
adventurers, who base their activities outside of town. Hunters price).
leave town in search of prey, sometimes wandering the
wilderness for days. They primarily rely on trapping, but they ⑨Hunting Ground Knowledge check [Intelligence]
also acquire the Marksman class and use bows or sometimes Time Required: 10 seconds (1 round)
guns to take down their prey. Description: This is a check to determine how familiar
They possess detailed knowledge about their hunting Hunter is with the area they use as their hunting ground, such
grounds and are well-versed in the animals and plants that as mountains, forests, or plains. It is used to determine
become their prey. whether they accurately know and can reach places where the
game is plentiful depending on the season and weather, the
distribution of plants, shortcuts and safe locations, and places
where clean water can be secured.
①Conceal check [Dexterity] (see CR I, p. 102) The higher the Target Number, the more rugged or
②Disable Device check [Dexterity] (see CR I, p. 102) extensive the area is.
③Set Trap check [Dexterity] (see CR I, p. 103) When moving to a new land, Hunter can perform this
④Hide check [Agility] (see CR I, p. 104) check after spending several days to several weeks exploring
⑤Track check [Intelligence] (see CR I, p. 106) the area. If their time in the area has been short or the
explored area is limited, penalties may be applied (at GM's
⑥Search check * [Intelligence] (see CR I, p. 108)
discretion).
⑦Spot Trap check * [Intelligence] (see CR I, p. 109)
⑧Material Processing check [Dexterity] ⑩Monster Knowledge check (limited to Animals and Plants)
⑨Hunting Ground Knowledge check [Intelligence] [Intelligence]
⑩Monster Knowledge check (limited to Animals and Plants) Time Required: Instant
[Intelligence] Description: This is the same as the Monster Knowledge
*Can only be performed in natural environments Check (see CR I, p. 108), except that the target is limited to
Animals and Plants.
⑧Material Processing check [Dexterity] Bonuses Based on Hunter Skill Level
Time Required: 10 minutes (60 rounds) Skill
Bonus
Description: This is a check to obtain materials from acquired Level
prey and process them into a sellable condition. The Time 5 +1 to Hunting Ground Knowledge checks
Mythical Beasts are also a target for Monster Knowledge
Required increases depending on the size and type of the 10
checks (limited to Animals and Plants).
prey. When making a Hunter skill check, Hunter can roll twice and
15
choose the result they want.

103
"Farmer skill" is a work skill for managing crop production. Description: This is a skill check to determine whether a
Those who possess this skill and make it their livelihood are Farmhand can properly produce crops, from preparing the
called Farmhands. farmland and sowing seeds to harvesting.
In the world of Raxia, more than half of the Humanoid The Target Number for the Farming Check increases as
general population is born in agricultural areas and engaged the farmland expands or as they increase the variety of crops
in farming. Therefore, the Farmer's skill can be said to be the grown simultaneously. Even for the same farmland or crop
most popular work skill among the general population. types, if multiple Farmhands manage them, the Target
Number for the Farming Check decreases.
Producing Various Crops The Time Required varies depending on the crop being
Farmhands produce various crops throughout the year. grown (determined by GM judgment for each crop).
There are hardly any Farmhands who continue to grow the
same crop throughout the year. ② Monster Knowledge check (limited to Plants)
There are two main reasons why Farmhands grow [Intelligence]
multiple types of crops. Time Required: Instant
The first reason is the existence of seasonal changes. Description: This check determines whether Farmhand has
Depending on the region, most farmlands are affected by knowledge about an encountered Plant monster. It is treated
seasons and the types and range of crops that can be grown the same as a regular Monster Knowledge Check (see CR I,
change throughout the year, making it impossible to continue p. 108), except that the effective monster classification is
growing the same crop. limited.
The second reason is to avoid a decrease in production
due to continuous cropping damage (continuing to grow the ③Herbology check (limited to Plants) [Intelligence]
same crop depletes the soil). Therefore, crop rotation is Time Required: 1 minute (6 rounds)
practiced where different crops are grown on the same land Description: Identify the effects of medicinal herbs and plants
in the following year, or fallow is implemented where grain (including mushrooms). Alternatively, determine whether
fields are rested from winter to spring and flowers that food or drink contains plant-based poisons or herbs. If this
become fertilizer are planted. check succeeds and a plant-based poison is discovered,
Farmhands also learns how to neutralize it.

Bonuses Based on Farmer Skill Level


① Farming check [Intelligence] Skill
Bonus
② Monster Knowledge check (limited to Plants) Level
5 +1 to Farming checks
[Intelligence] When doing a Farming check, Farmhand can roll twice and
③ Herbology check (limited to Plants) [Intelligence] 10
choose the result they want.
As a result of the Farming check, the value or quantity of
15
① Farming check [Intelligence] crops harvested is doubled.

Time Required: 1 month - 1 year

"Miner skill" is a work skill for drilling and extracting fact, Dwarves tend to have an affinity for metals and precious
mineral resources. Those engaged in this hard labor are called stones, and many work as Miners.
Miners. In the world of Raxia, female Miners are not
uncommon, and they are treated equally in many workplaces.
Mountains with mineral veins are often under state
control, with mining guilds established to manage the ① Mining check [Dexterity]
mountains and their excavation. Mining guilds are responsible ② Excavation check [Strength]
for excavation planning and hiring Miners, and Miners can ③ Mineral Knowledge check [Intelligence]
work in the mines by registering with the guild.
On the other hand, prospectors who discover mineral
① Mining check [Dexterity]
veins in the mountains without mining guilds and aim for a
quick fortune also (unsurprisingly) acquire Miner skills. Time Required: 6 hours - 1 week
Additionally, there are individuals, organizations, and local Description: This is a skill check for extracting minerals from
governments that own hidden mines outside of state control, veins. If successful, a Miner can extract them without
and cases where they hire Miners with checkered pasts or damaging them.
force abducted individuals into labor.
② Excavation check [Strength]
Dwarf Miners Time Required: 1 day
Dwarves, being short in stature, able to see in the dark, Description: This is a check for digging and reinforcing
sturdy, and strong, are considered natural-born Miners. In tunnels. A Miner can dig and reinforce 1m per day. By
cooperating with multiple people, they can extend the

104
Part 2 Expansion of Work Skills

excavation distance (+1m per person, with a general Bonuses Based on Miner Skill Level
maximum of 5m). The Target Number becomes higher Skill
Bonus
depending on the geology. Level
5 +1 to Excavation checks
③ Mineral Knowledge check [Intelligence] 10 +2 damage to structures with Warhammer weapons
15 Double Excavation checks digging distance
Time Required: Instant
Description: This is a check to determine if Miner has
knowledge about minerals. If successful, they will understand
the properties, processing methods, and prices of minerals.

The "Lumberjack skill (Logger)" is a work skill for felling ③ Plant Knowledge check [Intelligence]
trees with axes and saws and processing timber. Those who
live near forests and make their living from forestry are ① Logging check [Strength]
generally called Loggers. Time Required: 10 minutes (60 rounds) - 6 hours
When felling, a Logger first determines the safe direction Description: This is a check for felling trees. The time
for the tree to fall, then makes a horizontal cut on the opposite required varies depending on the size and thickness of the
side, followed by an angled cut about 30 degrees from the tree.
horizontal plane. This is called the undercut, which controls
the direction and speed of the tree's fall. ② Wood Processing check [Dexterity]
It's rare for Loggers to work alone; they usually operate in
Time Required: 6 hours - 1 week
groups. Many live on the outskirts of towns or villages, near
Description: This is a check for processing felled trees into
forests, making a living by felling trees and processing timber.
usable lumber. Cooperating with multiple people can lower
These Logger groups often consist of no more than a dozen
the required Success Value.
or so people; in some cases, there's a division between those
who work at sawmills and those who do the felling.
③ Plant Knowledge check [Intelligence]
Lumberjack Camps Time Required: Instant
Logger groups of several hundred people also move Description: This is a check to determine if a Logger knows
through forests seasonally, engaging in large-scale forestry about plant types and vegetation. It can also be used as a
operations. These groups are known for building large camps "limited to Plants version" of the Monster Knowledge check
on the forest edge during the logging season (from late winter (see CR I, p. 108) and a "limited to Plants version" of the
to early summer). These mobile camps, called Lumberjack Herbology check (see CR I, p. 108).
camps, also house the Loggers' families, taking on the
appearance of small settlements. Bonuses Based on Lumberjack Skill Level
Skill
Bonus
Level
5 +1 to Logging checks
When Plant monsters or wooden structures with Axe
10
① Logging check [Strength] weapons, +1 damage is inflicted.
② Wood Processing check [Dexterity] 15 Time Required for Logging checks is halved

105
Weatherman skill (Meteorologist)
The "Weatherman skill (Meteorologist)" is a skill for changes or weather up to 1 hour ahead is relatively easy
predicting weather based on various signs. While long-term (Target Number around 10), but for each additional hour,
forecasts are difficult, it's possible to achieve a certain degree there's a -1 penalty. The Target Number is a guideline; the
of accuracy for predictions up to about half a day in advance. GM may adjust it if they deem weather prediction more
Weather is an important factor for fishermen and farmers, difficult.
making those with this skill highly valued. Weather Predicting the next day's weather requires talent and
information is also crucial for nations and armies, and skilled experience. Medium to long-term forecasts are only possible
Meteorologists are often employed by governments. for highly skilled individuals.
Meteorologists predict weather by observing all kinds of
signs and information, including cloud conditions, humidity, ② Notice check (weather-specific) [Intelligence]
and the state of plants and animals, as well as their own Time Required: Instant
experience and intuition. Skilled Meteorologists can Description: This check is for noticing imminent weather
accurately forecast short-term weather and, in some cases, changes. It can also detect abnormal environments caused by
even predict large-scale weather changes (such as typhoons, magic, illusions, or monsters' unique skills (such as fog or
prolonged rain, or tornadoes) in the medium to long term rain).
(from a few days to about a week). Bonuses Based on Weatherman Skill Level
Skill
Bonus
Level
No penalty for Meteorology checks for the next 24
① Meteorology check [Intelligence] (see CR I, p. 107) 5
hours forecasts
② Notice check (weather-specific) [Intelligence] (see CR I, p. 10
No penalty for Meteorology checks for the next 72
106) hours (approximately 3 days) forecasts
No penalty for Meteorology checks for up to one week
① Meteorology check [Intelligence] 15
ahead and -1 for each additional day ahead
Time Required: 1 minute (6 rounds)
Description: Predict the weather based on cloud movements,
wind patterns, and moisture felt on the skin. Predicting severe

Sailor skill (Sailor)


"Sailor skill" is a skill necessary for operating a ship. It harder to untie, tie larger objects, or handle larger ropes.
mainly refers to those engaged in water/maritime Many types of knots are sturdy and easy to untie, and if a
transportation as boatmen or sailors, and such individuals are Sailor tied it themselves, they can untie it without needing a
called Sailors. check.
The capabilities of Sailor skill are extensive. Those with It's also possible to tie (or bind) knots that are sturdy and
low skill levels become general crew members, while those complex to prevent them from coming undone. In such cases,
who excel become captains. This skill covers everything from it becomes a contest between Ropework checks or between a
small boats that can be operated by individuals to large sailing Ropework check and a Strength check (see CR I, p. 113),
ships operated by many crew members and even flying magic comparing Success Values.
ships. As the level increases, one can specialize, making it
possible to become an even more proficient sailor by focusing ④Ship Steering check (small vessels) [Dexterity]
on specific areas. Time Required: Instant
Description: This is a check to maneuver small boats (up to
the size of a small yacht) that can be operated by an individual
using tools like poles or oars. If a Sailor is simply moving
①Swim check [Agility] (see CR II, p. 74) across calm waters, a check is not necessary. However, in
②Climb check [Agility] [Strength] (see CR I, p. 104) situations like "avoiding contact with other boats" or "navigating
③Ropework check [Dexterity] through rapids," a check is required. Failure may result in boat
④Ship Steering check (small vessels) [Dexterity] damage or capsizing, causing a Sailor to be thrown overboard.
⑤Ship Steering check (large vessels) [Intelligence] ⑤Ship Steering check (large vessels) [Intelligence]
⑥Ship Steering check (flying magic ships) [Intelligence] Time Required: 10 seconds (1 round)
③Ropework check [Dexterity] Description: As a fundamental premise, operating a large ship
Time Required: 1 minute (6 rounds) alone is impossible. Therefore, this check is for issuing
Description: This check involves knowing and implementing instructions to other crew members and accurately
the appropriate way to tie (or bind) or untie ropes for the maneuvering the ship.
situation. The difficulty increases as a Sailor makes knots

106
Part 2 Expansion of Work Skills

This check is primarily performed by the captain and is Bonuses Based on Sailor Skill Level
used in situations such as "avoiding/weathering a storm," Skill
Bonus
"navigating through treacherous reefs," "ramming/boarding an Level
enemy ship," or "outmaneuvering an enemy vessel." Decide on any Ship Steering check and add +2 to that
5
check.
⑥Ship Steering check (flying magic ships) [Intelligence] Decide on any Ship Steering check and add +2 to that
10
Time Required: 10 seconds (1 round) check (cumulative).
Description: This check is almost identical to the Ship Decide on any Ship Steering check and add +4 to that
15
Steering check (large vessels), with the difference being that check (cumulative).
it's used for operating flying magic ships.

"Navigator skill (Navigator)" is a work skill for safely About the Cartography check
guiding large ships or flying magic ships to their destination by With this check, Navigator can read sea charts and
referencing sea charts, maps, ocean currents, clouds, stars, estimate travel distances and required time.
and land areas. Those who use this skill to work on ships are
called Navigators. ②Navigation check [Intelligence]
When traveling across vast seas or skies, losing one's Time Required: 10 seconds (1 round)
current position can be fatal. Therefore, Navigators plan Description: This is a check to determine direction by
voyages and flights, constantly verify their current position, observing stars in the night sea, or to identify dangerous waters
and guide the ship. Even without being on a ship, this skill is where reefs might exist. It can also be used to determine
beneficial for long-distance travel on foot or by carriage, as it Navigator’s current position in rough seas, recognize the
allows one to read maps and determine their current location position and altitude of a flying magic ship in cloud seas, or
by referencing terrain and stars. read ocean currents and wind patterns.

Bonuses Based on Navigator Skill Level


Skill
Bonus
①Cartography check [Intelligence] (see CR I, p. 107) Level
②Navigation check [Intelligence] 5 +1 to Cartography checks
10 +1 to Navigation checks
If a Navigator can see the terrain and sky (stars and
15 sun), they can always determine their current position
on the map.

107
"Fisherman skill" is a work skill related to techniques and ④Fishing check [Dexterity] [Intelligence]
knowledge for acquiring fish and other marine products. Time Required: 10 minutes (60 rounds)
Those who make a living by directly selling marine products Description: This is a check for fishing using tools such as
or wholesaling them to markets are called Fishermen. fishing rods and hooks. This check is also used to determine
They are skilled in the knowledge of prey and fishing where fish, the potential catch, are located. In this case, the
grounds in rivers and seas, handling small boats, and going out Standard Value is [Intelligence].
fishing daily as long as the weather is not bad. If you become The Target Number increases when throwing the gear
an experienced fisherman, you can also venture out to more (fishing hook) further or depending on the environment,
distant seas. situation, and type of prey being targeted. If the check is
successful, a Fisherman can catch a fish.
They may apply bonuses to the Success Value by using
bait or superior fishing equipment (special fishing rods or
①Swim check [Agility] (see CR II, p. 74) lures) (GM's discretion).
②Net Setting check [Dexterity]
③Ship Steering check (small vessels) [Dexterity] ⑤Aquatic Product Knowledge check [Intelligence]
④Fishing check [Dexterity] [Intelligence] Time Required: 10 seconds (1 round)
⑤Aquatic Product Knowledge check [Intelligence] Description: This is a check to determine how knowledgeable
A Fisherman is about aquatic prey such as shellfish, fish, and
②Net Setting check [Dexterity] seaweed that can be obtained from underwater. This check
Time Required: 10 minutes (60 rounds) can also reveal information about their habitats and
Description: This is a check for setting up nets in rivers or seas appropriate bait. Additionally, it's useful for knowing market
to fish. prices when selling these items.
For larger nets, the Time Required becomes longer. The Furthermore, a Fisherman can perform a check similar to
higher the Success Value, the more abundant the catch. the Monster Knowledge check (see CR I, p. 108) for
Please also refer to the Set Trap check (see CR I, p. 103). underwater monsters. However, they cannot discern their
③Ship Steering check (small vessels) [Dexterity] weak points.
Time Required: Instant Bonuses Based on Fisherman Skill Level
Description: This is a check to maneuver small boats (up to Skill
Bonus
the size of a small yacht) that can be operated by an individual Level
using tools like poles or oars. If a Fisherman is simply moving 5 +1 to Fishing checks
across calm waters, a check is not necessary. However, in 10 +1 to Fishing checks (total +2)
When Fisherman does a Fishing check, they can roll
situations like "avoiding contact with other boats" or "navigating 15
twice and choose the result they want.
through rapids," a check is required. Failure may result in boat
damage or capsizing, causing a Fisherman to be thrown
overboard.

Examples of Time and Target Numbers for Equipment Creation


Equipment Production Periods
Target Number
Target
Here are examples of production periods and Target Numbers Price Production Period Rank
Number
when creating equipment using Armorer or Weaponsmith skills. 50 or less 1 day B Rank 10
The higher the rank, the higher the Target Number, and the 51-100 3 days A Rank 15
longer the production period for more expensive items (as the 101-500 1 week S Rank 20
process is more complex). 501-1,000 2 weeks SS Rank 25
These are examples, and the GM should make the final 1,001-2,000 1 month
decision. They can also be used as a reference when creating 2,001-5,000 3 months
5,001-10,000 6 months
accessories with skills like Whitesmith skill. Note that processing and 10,001 1 year
enhancement periods are determined regardless of price.
Shortening the Production Period Equipment Enhancement Periods
When concentrating on making a single product, the production Enhancement Name Enhancement Period
period is shortened by one level. Custom-Forged (see CR II, p. 241) 1 week
Also, for every 4 points above the Target Number, the Fairy Weapon (see CR II, p. 243) 1 month
production period is shortened by one level (minimum 1 day). The Magic Weapon/Armor +1
1 month
shortening of the production period also applies to processing and (see CR II, p. 242, 243)
enhancement. Bulletproof Armor (see CR II, p. 244) 1 week
Abyss Enhancement (see CR II, p. 245) 1 day
Example: When crafting a Great Sword (Rank B / 1,020 gamel /
Ignidite/manatite processing
Production period: 1 month), the Target Number is 10. If the (see CR III, p. 245, 246)
1 week
Success Value is 14, the production period is shortened to 2 weeks.
If the Success Value is 18, it can be completed in 1 week.

108
Part 3 Generic NPC Collection

Part 3 Generic NPC Collection

109
As a general rule, for NPCs without any mention of
adventurer classes, assume they have not acquired them.
The generic NPCs introduced here are not residents of Regarding matters related to the NPC's position or profession,
any specific town. Therefore, you can use them as inhabitants even if it seems easier to resolve using an adventurer class,
regardless of where your adventure is set. please try to resolve issues using their work skills as much as
They appear in scenarios to give advice to PCs or help possible since they have taken the effort to acquire them.
move the story forward. Sometimes, they may act as clients However, this does not completely prohibit the GM from
who lead the adventure or as escort targets accompanying the having NPCs acquire adventurer classes. You may have them
PCs. acquire any adventurer class if deemed necessary for scenario
The most straightforward way to use these generic NPCs progression or original character design.
is for the GM to place them as one of the characters when For data other than work skills (and adventurer classes, if
creating the scenario. mentioned), please have the GM determine these based on
The GM can guide PCs to the NPCs, enabling scenario requirements and other factors. In doing so, it's fine
cooperation or providing hints to progress the scenario. Also, to consult with players to modify or add to the NPC's
when PCs find themselves in a predicament they can't resolve background and change their work skills or adventurer classes
on their own, the GM may introduce an NPC to create an accordingly.
event that helps the PCs escape from the crisis. Alternatively, if needed, you may create entirely new
On the other hand, players can also utilize the connections NPCs using the introduced NPCs as a reference.
their PCs have acquired to suggest ways to smoothly progress
the scenario or overcome deadlocked situations to the GM. Relationships Between NPCs
The GM should consider the NPC's abilities and position to The relationships between individual NPCs have not been
determine whether the player's suggestion is effective (or established. The GM should set them up according to the
possible). scenario's needs. Alternatively, you can discuss and add them
However, this doesn't mean that NPCs will cooperate in consultation with the PCs.
unlimitedly. Moreover, relying on NPCs too frequently can When doing so, you might imagine their relationships
diminish tension and make the game less interesting. based on the NPCs' backgrounds. For example, "Bakery
Therefore, when PCs turn to NPCs for help, the GM should Proprietress Ruverika, and Niko, the Informant, might know
impose costs such as making them pay a reward or making each other through criminal organization connections," or
the same NPC unavailable for a while (for example, during "Eglantine, the Noble Widow, might be one of the women
the next session). making donations to Bron, the Corrupt Priest." Feel free to
That being said, it would be counterproductive if use the NPCs' established characteristics to envision their
connections acquired by spending Reputation become relationships with one another.
unusable. GMs should be careful not to make the costs too
heavy.
For methods of establishing personal connections with
specific NPCs (acquiring connections), please refer to "NPC
Connections" on page 125 of CR III.

About NPC Data


The generic NPCs introduced here have acquired work
skills appropriate to their position or profession. For
information on the proficiency level based on work skills and
their levels, as well as public perception, please refer to the
description starting on page 111.
Additionally, some NPCs should have or may reasonably
have acquired adventurer classes. For such individuals,
specific descriptions are provided in their individual entries.

110
Part 3 Generic NPC Collection

[1] Dark Dwarf Master Craftsman ▼Work Skills ▼Utilizing Connections


"The Black Bladesmith" Azahar • Armorer 12 level Given his long journey, it wouldn't be
(Dark Dwarf/Male/69 years old) • Weaponsmith 12 level surprising if Azahar possessed an adventurer
• Blacksmith 10 level class. In that case, Fighter, Scout, or Enhancer
▼Description classes would be appropriate. However, he would
Azahar is a grumpy Dwarf blacksmith who have only acquired the minimum necessary
settled in a hut on the outskirts of town a few years classes for travel, so the level would be no higher
ago. This hut, once used by a blacksmith, was old than 5 at most.
but had all the necessary equipment for smithing. To gain a connection with Azahar, PC must
Azahar restored these facilities and now ekes out first learn that he is a Dark Dwarf. The GM
a living by repairing broken farm tools and should narrate how the PC discovered his true
cooking utensils, as well as crafting everyday identity. This could even be used as a basis for a
metal items. scenario. Once the PC know Azahar's true
While Azahar's work as a blacksmith is identity and keep his secret, they will be
impeccable, he hardly socializes and lives recognized as an "Acquaintance".
secluded in his hut. As an "Acquaintance" of Azahar, PC can
In truth, he is a Dark Dwarf. His natural hair request the creation of Custom-Forged
and beard are silver, and his eyes are bright red. Weapons, Ignidite processing, and Manatite
Azahar dyes his hair and uses special medicine to processing at the normal price (all ET, p. 119).
change his eye color, disguising himself as an If PC becomes a "Friend" or higher, PC will
ordinary Dwarf. He avoids social interactions to be given a weapon or armor previously made by
hide his true identity. He believes his life is in Azahar as a "token of friendship". Choose one
danger. Born in an underground city of his kin, "non-magical weapon, metal armor, or shield of S
Azahar left to master the art of blacksmithing. rank or lower" to add to their equipment (PC may
Because of this, the Barbarous consider him a defer this choice until later if they prefer). PC
traitor. doesn't need to pay for this item, but if they sell
"...Well, alright, come in. What is it? You're
Although Azahar is stubborn, his character is the gifted weapon or armor, they will lose their
here to ask for repairs on that thing, aren't you?"
sincere. If you could gain his trust, you might connection with Azahar and won't be able to
▼ Reputation Required for Acquiring
forge a true friendship. regain it. Also, this weapon or armor bears
Connections Azahar's signature.
Acquaintance: 100 points/Friend: 400 points/ If PC becomes a "Confidant", he will perform
Confidant: 800 points custom orders, Ignidite processing, and Manatite
▼Appearance
processing for half the price (rounded up).
Azahar is a male Dwarf with vivid orange Additionally, if the PC wishes, he will guide them
eyes, long crimson hair, and a beard. Despite his to his hometown, the underground city of
small stature, he has a sturdy build and wears Barbarous.
foreign-style cloth garments rarely seen in this
area. He always seems to have a grumpy
expression on his face.

[2] Forest Guardian ▼Appearance ▼Utilizing Connections


"Forest's Foster Child" Izidoa Izidoa is a Spriggan forest guardian who Izidoa, a forest expert, will be of help when
(Spriggan/Male/121 years old) appears to be a Human boy of about 10 years old. the PC adventures in the forest. However, this is
His long gray hair is braided into countless only as long as they don't interfere with the ruins
strands, and he has mischievous gray eyes. He his clan is protecting.
always wears fur and carries a bow on his back. If Izidoa is an "Acquaintance", he will provide
▼Work Skills surface-level information about the forest and
• Hunter 12 level offer a "Forest Map (fake)". This map lacks details
• Brewer 7 level and even contains false information to protect the
▼Description ruins. Therefore, it's dangerous to rely solely on
Izidoa has been living alone in a cabin near this when venturing deep into the forest. Izidoa
the forest since before the town's elders were also warns when providing the map, "The depths
born. Since he has remained in the form of a 10- of the forest are not well understood, so don't set
year-old boy without growing or aging, those foot there."
unfamiliar with Spriggans mistake him for a If Izidoa is a "Friend" or higher, he will
Grassrunner. accompany the PC when they enter the forest,
Izidoa knows everything about the forest and guiding them to medicinal herb colonies and rare
lives by gathering medicinal herbs and hunting monster habitats. In this case, as he warns about
Animals. Occasionally, he comes to town to sell dangers in the forest, PC gains a +4 bonus to the
herbs, animal meat and hides. "Observation check package". Additionally, his
In fact, several ruins from the Magic advice provides a +2 bonus to the "Technique
Civilization Period are hidden in this forest, and check package" and "Movement check package".
Izidoa is a descendant of the Spriggans who used Izidoa does not participate in combat and is
to protect them. He continues this role even now, completely unaffected by damage or special
and there are still a few companions remaining in effects. For any other situations where Izidoa
the ruins. For this reason, he interferes with needs to perform a check or his actions need to
"The truth is, the forest has a heart. That's adventurers and ruin seekers who try to explore be processed, the GM should resolve it
why it retaliates against those who harm it the ruins secretly. appropriately.
thoughtlessly. You'd do well not to underestimate Additionally, he illegally brews mead in his If he's a "Confidant", he will provide a "Real
the forest." cabin, which he enjoys himself and serves to his Forest Map" that includes all the forest's secrets,
▼ Reputation Required for Acquiring companions who are still guarding the ruins. including the ruins his clan protects. Moreover, if
Connections the PC wishes, he will guide them to the ruins and
Acquaintance: 100 points/Friend: 400 points/ introduce them to his clan. By deepening
Confidant: 800 points friendships with them, PC might receive their
assistance or even obtain ancient items from the
ruins.

111
[3] Librarian ▼Work Skills ▼Utilizing Connections
"Library Ghost" Ulfa • Librarian 10 level Given that Ulfa has read numerous books, it
(Leprechaun/Female/26 years old) • Scholar 8 level wouldn't be strange for her to have mastered the
▼Description Sage class at around level 7. However, to extract
Ulfa is a Librarian working at the town accurate information from this shy individual, PC
library. needs to be at least at the "Friend" level of
Ulfa, who was a girl who spent her childhood connections. Furthermore, the GM may impose
holed up in her room reading books, became a penalties on Ulfa's "Knowledge check package" in
librarian because she wanted to encounter more consideration of situations that cause her stress.
books. However, having grown up barely leaving If PC is at least an "Acquaintance" with Ulfa,
the house and without a single friend, Ulfa they can enlist her help when searching for
became extremely shy. As she gets nervous and specific information from the vast collection in
unable to speak in front of people, she the library. She has an almost perfect grasp of the
increasingly avoids them, and at work, she's been library's contents, but due to her shyness, she
assigned tasks that don't require facing people, struggles to explain things well. As a result, the
such as organizing shelves and checking the book bonus for the PC's "Literature check" is only +1.
inventory. As a result, she has become a complete However, as the PC becomes closer, she'll get
bookworm. more comfortable with the PC, increasing the
Because of this, Ulfa has now memorized "Literature check" bonus to +2 for "Friends" and
the entire library catalog and has read most of it. +4 for "Confidants".
Additionally, born into a wealthy family, she If PC is at least a "Friend" with Ulfa, she'll tell
spends all her income on collecting books and them about the rare books she personally owns.
owns numerous rare and curious volumes. These rare books may contain information not
Among them are even "forbidden books" that available in the library's collection. However, she
could potentially be criminal to possess, but she won't tell them about forbidden books.
keeps this a secret from her family. Since she If PC become a "Confidant", she'll show
"...Eep? Oh, um... I'm sorry! (Disappears owns them purely as a hobby, she has no them her entire collection, including the
with [Unseen Artisan])" intention of showing them to anyone unless forbidden books. These forbidden books contain
▼ Reputation Required for Acquiring there's an extremely compelling reason. information of questionable veracity about topics
Connections such as the worship of evil gods and Daemons,
Acquaintance: 100 points/Friend: 200 points/ lost magic and spells, undiscovered ruins, and the
Confidant: 500 points sealed powers wielded by wizard-kings and
▼Appearance wicked heroes.
Ulfa is a petite Leprechaun woman with a Additionally, if PC is a "Friend", she might
quiet demeanor. Her gray hair is trimmed at ask them to acquire rare books, and if they're a
shoulder length, and she has large, pointy "Confidant", she might request help in obtaining
triangular ears. Behind her oversized round forbidden books.
glasses are melancholic, shaded purple eyes. She
always wears a librarian's uniform.

[4] The Noble Widow She has parts that look like long, voluminous her wealth is enormous, she has used her status
curly hair and usually wears modest dresses. and money to establish solid connections and a
"The Final Jewel" Eglantine
However, when attending social gatherings, she position in high society, ultimately gaining
(Fluorite/Female/174 years old)
adorns herself with glamorous dresses, numerous considerable behind-the-scenes influence.
jewels, and flowers. ▼Utilizing Connections
▼Work Skills Eglantine is a generous client for the PC and
• Noble 10 level a powerful backer.
• Nurse 8 level If PC is at least an "Acquaintance" with
▼Description Eglantine, she will share rumors circulating in
Eglantine is a noblewoman who built her high society. Also, if the PC becomes diseased,
fortune by approaching unmarried aristocrats she will allow them to recover at her mansion.
and wealthy old men, repeatedly marrying and If they are "Friends" or closer with Eglantine,
being widowed, and inheriting their estates. As a she will guide them to upper-class social events
result, her reputation in high society is not and introduce them to influential people.
favorable. Especially among the noblewomen, Moreover, if she has any requests, she will
she is known as a subject of constant negative prioritize the PC, and she may also mediate
gossip. requests from influential people. Her requests
She originally worked as a nurse in a often involve the upper class, such as protecting
poorhouse. Her nursing knowledge and skills important individuals, guarding mansions,
were acquired during that time. Her first husband searching for missing persons or lost items, and
was a merchant who made substantial donations collecting valuables.
to the poorhouse. He had lost his wife and had If PC is a "Confidant", she will reveal secrets
no children, so he married Eglantine simply and scandals of influential people. Occasionally,
because he wanted someone by his side. Since she will allow them to stay overnight at her
then, she has remarried and been widowed by mansion and treat them to her cooking.
several husbands. Among them, there was even a Additionally, if the PC is in dire need, she will
"I loved them, you see. They needed me husband who remarried her despite his family's lend money interest-free. When borrowing
from the very beginning." opposition, and after his death, Eglantine was money, make sure to discuss the repayment
▼ Reputation Required for Acquiring suspected of murdering him. However, she has method with the GM beforehand.
Connections never been charged with any crime. At the very
Acquaintance: 200 points/Friend: 400 points/ least, the husbands she has been widowed from
Confidant: 1,200 points have expressed gratitude for being able to spend
▼Appearance their final days happily, thanks to her. This is
Eglantine is a Fluorite lady enveloped in a because she always devotedly cared for her
gentle and compassionate aura. Formed from a elderly husbands.
pale, greenish transparent mineral, she appears as Because her previous husband was a
a beautiful Human woman around 20 years old. nobleman, she now holds his title. Moreover, as

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Part 3 Generic NPC Collection

[5] Innkeeper entire chin and jaw are pure white, while his eyes this, even the Adventurers' Guild holds Orton in
are golden as if they've captured moonlight. He high regard.
"Iron Fist Doting Father" Orton
has a stern appearance with scars on his cheeks At Orton's inn, besides lodging, guests can
Miller and forehead that could make a child cry, yet he also use the tavern and dining hall on the first
(Lykant (Bear)/Male/52 years old) always wraps his sturdy, muscular frame in an floor. Adventurers gather here every night, so by
apron. buying them drinks, one can gather information
▼Work Skills about adventure tips, monsters, ruins, people to
• Cook 9 level watch out for, and rare magical items.
• Housekeeper 7 level ▼Utilizing Connections
▼Description Orton likely has around level 10 in the
Orton is the innkeeper of a lodging house Grappler class, and it wouldn't be surprising if he
frequented by many adventurers. Despite his has also mastered the Scout and Enhancer
intimidating appearance, he is caring, kind- classes.
hearted, and skilled at cooking. If PC is at least an "Acquaintance" with
Orton was once an adventurer himself, but Orton, they can stay at his inn (at regular rates).
he retired about 15 years ago when he married Also, if they ask Orton for advice on adventures
the innkeeper's daughter. Since then, he has or jobs, he can provide information on "expected
inherited the inn from his father-in-law and is difficulties and how to deal with them (for
now blessed with a son and a daughter. However, example, 'There might be monsters with poison,
recently, his eldest daughter has been influenced so it's better to prepare anti-poison measures')"
by the heroic tales she's heard from the and "items that might be necessary". If PC needs
adventurer guests and has started saying she assistance from NPCs, he can introduce
"wants to become an adventurer," which worries adventurers with appropriate classes. These
Orton, who doesn't want his beloved daughter to adventurers will accompany PCs as Fellows (see
take on such a dangerous profession. CR I, p. 193), but of course, PC must pay
Orton is adept at judging the character of appropriate compensation (the reward is split
guests staying at the inn and will drive away any among all PCs and NPCs). The GM should
"Hey, you. You're not filling my daughter's potentially problematic ones. As a result, there create the Fellow data.
head with any unnecessary ideas, are you?" are sometimes disputes between Orton and If PC is a "Friend" or closer with Orton, he
▼ Reputation Required for Acquiring guests, but in such cases, the adventurers using can shelter escort targets or civilians caught up in
Connections the inn act as bouncers to deal with these trouble, and in emergencies, he can provide
Acquaintance: 50 points/Friend: 100 points/ situations, preventing them from escalating into necessary items with payment deferred.
Confidant: 500 points serious matters. If PC has become a "Confidant", he can put
▼Appearance On the other hand, as an experienced in a good word for them with the adventurers'
Orton is a bear Lykant, a middle-aged man adventurer, Orton often advises other guild. Also, if necessary, he can introduce them
boasting an imposing physique and a broad face. adventurers. Thanks to his guidance, some have to high-ranking adventurers.
His closely cropped hair and beard covering his narrowly escaped death, while others have
successfully completed major quests. Because of

[6] Junk Shop very unhealthy, with sunken cheeks and coral- ▼Utilizing Connections
colored eyes hidden beneath unkempt, It wouldn't be surprising if Climaco has
"Master of the Junk Mountain
overgrown white hair. The skinny body is mastered the Artificer class or Sage class.
Manor" Climaco Deci Mortelsero wrapped in a grimy white coat with boots on the PC can ask Climaco to create original
(Newman/Male/22 years old) feet. Magitech or repair magical devices. The original
▼Work Skills Magitech he creates usually has quite beneficial
• Inventor 11 level effects but always has some kind of flaw (in most
• Restorer 8 level cases, these pulsating machines become unusable
▼Description after one use). The GM should determine "what
Climaco is a self-proclaimed "Tinkerer" who kind of capabilities and flaws does this pulsating
lives in a dilapidated mansion on the outskirts of machine have?" and "how much development
town, repairing broken Magitech and combining cost and time does it take to create?"
them to create a bizarre new Magitech. His If PC is at least an "Acquaintance" with
mansion is piled high with Magitech, which he Climaco, he will lend them newly developed
has hoarded, earning it the nickname "Master of Magitech for free and ask them to conduct
the Junk Mountain Manor" from the surrounding practical experiments.
residents. If PC is a "Friend" or closer to Climaco, he
In truth, Climaco has inherited memories will share useful information from his past life
from many past lives. According to these memories with them. This includes information
memories, he has been trying to develop about ruins and items from the Magic Civilization
"Magitech that can return to the past" for many Period and Magitech Civilization Period, events
generations. His goal is to complete this and people from those eras, cities, and countries
Magitech, return to the Magic Civilization Period, that once existed, as well as special monsters. He
and correct a mistake he made when living in that will also develop Magitech with the capabilities
era. However, he can't remember what that the PC desires. However, this requires
mistake was. Therefore, he believes he also needs development costs and takes a considerable
to develop Magitech to fully recover his amount of time.
"Oh, sorry. Did you say something?.. Ah, my memories. If PC is a "Confidant", Climaco will reveal his
apologies. I was focused on developing Magitech. Busy with the development of these own objectives and ask for the PC's assistance.
What was it again?" Magitech, Climaco works day and night, Also, when requesting the development of the
▼ Reputation Required for Acquiring disassembling and assembling Magitech. As a original Magitech, the development costs will be
Connections result, he is thin and appears very unhealthy. reduced, and the development period will be
Acquaintance: 100 points/Friend: 200 points/ However, when asked, he sometimes repairs shortened (both by about half). Moreover, out of
Confidant: 500 points tools for the town's residents and is thought of as consideration for a dear friend, the flaws might be
▼Appearance "eccentric but a good person" by those around less severe (though they won't disappear entirely).
Climaco is a self-proclaimed "Tinkerer" him.
Newman with snow-white hair and skin. Looking

113
[7] Antique Dealer tucked into a turban wrapped around his head. ▼Utilizing Connections
He usually wears loose, plain white clothing. It would not be unusual for Sadaka to have
"Treasure Collector" Sadaka
▼Work Skills mastered the Sage class or Scout class.
(Alv/Male/62 years old)
• Merchant 10 level Sadaka, who wants to obtain treasures, might
• Cartographer 6 level ask PC to search for them if they have reached an
▼Description appropriate strength (level).
Sadaka is a merchant who deals in various If PC is at least an "Acquaintance" with
antiques and artifacts, collecting rare treasures. Sadaka, they will appraise items they’ve brought
He also handles valuables that adventurers bring back from ruins or dungeons. Also, if the PC
back from ruins and is well-informed about ruins, wishes, Sadaka will buy them at a fair price.
labyrinths, and the ancient items left behind in If PC is a "Friend" or above with Sadaka, he
them. will prioritize selling PC valuable items when they
Always smiling and friendly, he publicly come in stock. He might also share information
claims that his motto is "buy high, sell low," and about ruins, artifacts, or treasures.
indeed, his shop is filled with bargain-priced If PC is a "Confidant," he will sell them rare,
goods. However, these items are often of low prized items. Among these items might be
quality, defective, or, in the worst cases, complete artifacts or advanced magitech items. He might
fakes. He secretly mocks and despises the fools even be hiding something as a Ritual Implement.
who eagerly buy these items without Also, in emergencies, he might sell PC items on
understanding their value, lack the ability to credit (if PC buys on credit, make sure to pay
discern quality, and have no sense of caution. He later).
also sometimes buys items from sellers at very
low prices.
On the other hand, he can spot cautious
individuals at a glance, respects those with an eye
for truth and the ability to correctly judge the
"There are still many undiscovered treasures value of items, and may even sell some of his
in the world. Come on, adventurers, go out and prized possessions to those he becomes close
find them. I'll pay you handsomely for what you with. However, no matter how close they
bring back." become, he never offers discounts or free items.
▼ Reputation Required for Acquiring His business principles and friendships are
Connections separate matters.
Acquaintance: 50 points/Friend: 200 points/ In truth, Sadaka harbors frustration about
Confidant: 800 points the fact that most Alves have to live in hiding and
▼Appearance dreams of building a paradise for the Alves. He
Sadaka is an Alv merchant who always wears collects treasures in order to gain the power
a friendly smile. Golden glands peek out from necessary to achieve this goal.
within his black eyes, and his pale pink hair is

[8] Gambler ▼Work Skills increase by the end of the session. If PC wants to
• Gambler 8 level deposit money with Jean, please get permission
"Jackpot" Jean
• Performer 7 level from the GM and decide on the amount.
(Human/Male/27 years old) The amount PC can deposit is up to 10,000
▼Description
Most of the time, Jean can be found at the gamels for an "Acquaintance", up to 50,000
casino, indulging in card games and roulette. He gamels for a "Friend", and up to 100,000 gamels
usually loses, but occasionally he wins big. In such for a "Confidant".
cases, he spends lavishly without hesitation, Then, when the session ends, roll 2d and
generously treating those around him. At these refer to "Jean's Refund Table" to determine the
times, his boyish smile has a captivating charm refund amount (there may be cases where the
that draws many people to him. Among these are deposited money decreases or disappears).
influential figures and power brokers who Jean's Refund Table
secretly frequent casinos and bars, so his social 2d Action
network is extensive, and he often has 2 0G (All deposited money is lost!)
3-6 Half of the deposited money (rounded up)
unexpected acquaintances. By utilizing these
7 The same amount as deposited
connections, he can gain access to secret 1.2 times the deposited amount (rounded
gambling dens and VIP rooms reserved for high- 8-9
up)
rollers. 1.5 times the deposited amount (rounded
When not at the casino, Jean is either 10-11
up)
drinking with regulars and glamorous women at 12 2 times the deposited amount
bars or sleeping in the rooms of women he's met Also, if PC is "Friend" or more with Jean, he
at such places. His handsome appearance and can provide them with information about less
friendly personality charm these women and secretive gambling dens and their associates
awaken their protective instincts. They take care (bookmakers, staff, regular customers, etc.).
of Jean's appearance, look after his daily meals, If PC becomes a "Confidant," he can guide
and even provide him with gambling funds. Jean them to illegal gambling dens or exclusive
"Why don't you try entrusting your money to also cherishes these women. If they ever find gambling establishments that serve as social
me? You might become filthy rich by tomorrow." themselves in trouble, he would actively try to venues for the upper class. Even in these
▼ Reputation Required for Acquiring help them. Moreover, he has developed dangerous and highly secretive gambling dens,
Connections conversational skills and talents to entertain PC can gain entry if you're with Jean.
Acquaintance: 50 points/Friend: 100 points/ them. Jean has no home or regular lodging. He Jean's network extends to women who
Confidant: 400 points moves from one acquainted woman's room to provide rooms, regular customers of gambling
▼Appearance another, and sometimes, he even asks casino staff dens and bars, those who run these
Jean is a young man with beautiful, exotic to let him sleep in their break rooms. establishments, and the influential figures behind
features. He has long, unruly black hair and blue ▼Utilizing Connections them. He is also privy to the scandals and secrets
eyes. He always dresses stylishly and appears to If PC is at least an "Acquaintance" with Jean, of these people. If PC become close to him, he
take great care of his appearance. they can deposit money at the start of the session might share these secrets with them as well.
(before embarking on an adventure), and it may

114
Part 3 Generic NPC Collection

[9] Ruin Hunter reminiscent of a feline, is wrapped in light leather ▼Utilizing Connections
armor. If the PC wants to buy information about
"Ruin Guide" Sua
▼Work Skills ruins, the minimum fee is 100 gamels. However,
(Shadow/Female/30 years old)
• Explorer 8 level the cheaper the information fee, the lower the
• Cartographer 7 level possibility of treasures remaining. On the other
▼Description hand, if the PC pays around 500-1,000 gamels,
Sua was born into a family that has been in they can buy information about ruins with a
the ruin-hunting business for generations. She is higher possibility of treasures remaining, but the
one of the most trusted ruin hunters in the city. dangers such as monsters and traps also increase.
Not only does she sell maps with the locations of Information about ruins with fees exceeding
ruins, but for an additional fee, she also guides 1,000 gamels is quite rare. Such ruins may
people to the vicinity of ruins and labyrinths. contain treasures of special significance.
With a big-sister personality and a knack for If the PC pays an additional amount roughly
taking care of juniors, she is beloved by many equal to the information fee, Sua will tell them
adventurers and colleagues in the same about the legends associated with the ruins and
profession. On the other hand, because her the dangers such as monsters they're likely to
parents were betrayed and killed by someone encounter. Also, for 250 gamels per day, she will
they sold ruin information to, she has become guide the PC to the vicinity of the ruins.
cautious and always carries poison with If the PC is at least an "Acquaintance" with
hallucinogenic effects to protect herself. Sua, she will approach them to ask if they want to
In the hidden basement of Sua's house, there buy information about ruins, and she will sell
are maps recording the locations of ruins (which them information about ruins that are most
may sometimes be abandoned buildings, suitable for them.
labyrinths, or caves) that her clan has discovered If the PC is "Friends" or above with Sua, she
over the years, as well as notes containing will provide information about legends associated
information about the legends associated with with the ruins and the dangers they're likely to
"With your skills, challenging these ruins is these ruins and the potential dangers such as encounter for about half the price. Moreover, as
impossible. I won't sugarcoat it, so stick to these monsters that may be encountered nearby. Sua has extensive knowledge about ruins, if the
ruins over here." Among these materials, there are some that the PC asks questions, she will also provide
▼ Reputation Required for Acquiring discoverers have earmarked as "highly likely to information about ruins that they haven't bought
Connections contain powerful secret treasures or vast riches," from her.
Acquaintance: 50 points/Friend: 300 points/ and have kept secret with the hope that "someday, If the PC is a "Confidant," there's a possibility
Confidant: 1,200 points someone in the clan will explore them." that she will share information about special ruins
▼Appearance In most cases, Sua can be found at the that she has been keeping secret. Or, she might
Sua is a Shadow ruin hunter with long, dull adventurers' guild or in taverns where ask to accompany the PC on the exploration of
silver hair tied up in an evening hairstyle and adventurers gather. such ruins to fulfill her family's long-cherished
sharp, amber-colored eyes. Her lithe body, wish.

[10] Magic Sword Maker Though his build is surprisingly sturdy, his ▼Utilizing Connections
sunken cheeks give him a somewhat deathly It would be good to introduce Senvar, whose
"Abyssal Smith" Senvar Card
appearance. This is due to being born with the goal is to forge the "most evil magic sword," as a
(Abyssborn/Male/31 years old)
Abyss Curse of “Near Death”. client who requests the search and collection of
▼Work Skills special materials or the test-cutting of newly
• Weaponsmith 11 level created magical swords. His behavior is eccentric,
• Enchanter 10 level and while he has a somewhat mad side that will
• Armorer 8 level use any means to achieve his goals, he is loyal to
• Whitesmith 8 level a fault to those he takes a liking to.
▼Description Senvar has mastered the excellent "Abyss
Senvar is an Abyssborn, born from a mother Enhancement" (see CR II, p. 245) technique.
who was pregnant while trapped in the "Shallow Therefore, if PC pays him 1.5 times the normal
Abyss". Moreover, he is also an albino, making enhancement cost and have him apply "Abyss
her an extremely rare. Due to her unique Enhancement," they can swap the left and right
appearance, Senvar has been exposed to various digits of the 2d6 roll that determines the "Abyss
forms of prejudice and discrimination, both big Curse." For example, if the result of 2d6 is "1-3:
and small, since childhood. Of Kindness," it can be changed to "3-1:
To escape persecution, Senvar became Stuttering."
consumed by the idea that he was "different from If PC is at least "Acquainted" with Senvar, he
other ordinary people," and to express this, he will prioritize giving them requests for evaluating
immersed himself in sword-making, a skill he the performance of new creations or gathering
learned from his blacksmith father. Eventually, materials.
these ideas converged, and with the goal of If PC is "friends" or closer with Senvar, he
"forging the swords of calamity," he also acquired might offer them conveniences or discounts
skills as an Enchanter, soon becoming known as when applying magical enhancements to
the foremost expert in Abyss Enhancement. equipment. He may also act as an intermediary
"You think I look prosperous? Hahaha! You At the same time, he is also known for his with the blacksmith guild.
southerners just don't understand this beauty." troublesome habit of altering the appearance of If PC is a "Confidant," Senvar will prioritize
▼ Reputation Required for Acquiring weapons and armor entrusted to him for them over all other customers and perform
Connections enhancement, transforming them with his unique Magic Weapon/Armor enhancements in one
Acquaintance: 100 points/Friend: 200 points/ personal sense into ominous, cursed-looking week. He will also deem them worthy of
Confidant: 500 points weapons." entrusting his masterpieces to.
▼Appearance
Senvar is an albino Abyssborn with white
hair and pale skin. His right eye's iris is red, while
his left eye, usually covered by an eyepatch, has a
dark purple sclera and a pale lavender iris.

115
[11] Guild Staff and behind her thick glasses, expressionless pale misjudge distances with people. Additionally, her
purple eyes can be seen. She always wears the family runs a farm, and when stress builds up, she
"Perfect Receptionist" Chelsea
Adventurers' Guild staff uniform. returns home to do fieldwork.
Sorrow ▼Work Skills ▼Utilizing Connections
(Human/Female/24 years old) • Official 8 level As a staff member of the Adventurers' Guild,
• Manager 7 level Chelsea, who has access to various information
• Tour Guide 6 level about monsters and ancient artifacts, could
▼Description reasonably have acquired the Sage class at around
Chelsea is a female staff member responsible level 7.
for the reception at the Adventurers' Guild. If the PC becomes close with Chelsea, she
Among the reception staff, who experience will be particularly helpful in receiving support
frequent turnover, she is considered one of the from the Adventurers' Guild.
veteran old-timers. She has a strong personality If the PC is at least an "Acquaintance" with
and can brush off unreasonable demands from Chelsea, she will actively provide the PC with
some overbearing adventurers without changing information that adventurers should know, such
her expression, making her relied upon not only as the strength of monsters, the appearance of the
by newcomers but also by other staff members. Shallow Abysses and its Threat Level, anticipated
Moreover, she is well-versed in geography dangers in quests, and items that might be
and knowledgeable about the cultures and necessary.
specialties of various regions. As a result, she is If the PC is "Friends" or closer with Chelsea,
often consulted by adventurers who frequently the PC will receive priority when having items
operate outside the city and sometimes travel to appraised or ancient documents decoded at the
remote areas. The Adventurers' Guild sees her as Adventurers' Guild. Additionally, she will share
a future executive candidate and has encouraged information from the guild's non-classified
her to take on more responsible positions, but records that might be useful to the PC's character.
she has firmly declined. If the PC becomes her "Confidant," she may
In reality, Chelsea has an introverted share classified information from the
"Welcome to the Adventurers' Guild. I'm personality and struggles with social interactions. Adventurers' Guild if she deems it necessary. She
Chelsea Sorrow, in charge of reception. How However, when she was a newcomer, a senior might also reveal her true personality and invite
may I assist you today?" receptionist advised her that wearing glasses the PC to do farm work on holidays (which could
▼ Reputation Required for Acquiring would make her stronger, so she started wearing potentially lead to new adventures).
Connections them to maintain a confident persona. Because
Acquaintance: 50 points/Friend: 200 points/ of this, when she takes off her glasses, she reverts
Confidant: 800 points to her timid personality. When she returns to her
▼Appearance original personality, she appears like a completely
Chelsea is a plain-looking receptionist at the different person, leading those around her to
Adventurers' Guild who wears glasses. Her believe she has a younger sister. She is severely
bluish-black hair is trimmed at shoulder length, nearsighted and can hardly see anything without
her glasses, which sometimes causes her to

[12] Detective always drooping, but they perk up straight only even if asked for an explanation, he can't be
when his mind is actively working. He always bothered to answer. As a result, it sometimes
"Shut-in Detective" Tio Pitas
keeps himself well-groomed, maintaining a neat leads to an absurd situation where the clients or
(Tabbit/Male/10 years old)
and tidy appearance. those involved in the case need to unravel Tio's
▼Work Skills deductions themselves.
• Detective 10 level ▼Utilizing Connections
• Noble 6 level Tio plays the role of providing hints to move
▼Description the scenario forward when the PCs are stuck.
Tio is the heir to the Pitas family, a renowned However, as Tio's reasoning is "lacking in
household in the city. While squandering the vast explanation," please avoid giving overly clear or
fortune built by his ancestors, he indulges in his direct hints.
hobby of meddling in various cases as a self- Additionally, Tio may sometimes become
proclaimed "Great Detective." In fact, he has the client. PCs might be asked to conduct
solved several cases and gained considerable interviews or investigate crime scenes for cases
fame. he's interested in, and occasionally even to
He has a sweet tooth and spends most of his protect related parties or apprehend culprits.
time eating, which has resulted in him becoming If PC is at least an "Acquaintance" with Tio,
quite rotund. they can receive advice (hints) about cases or
He always sits in a rocking chair, but due to problems the PC is facing. If they visit Tio's
his excessive weight, he cannot stand up on his mansion, PC will be served sweets, so eat them
own. Because of this, about ten servants, led by while describing the case in an interesting way to
the head Steward Massims (Lildraken/Male/78 capture his attention.
years old), are always at his side to take care of his If PC is "Friends" or above, he'll explain his
needs. When Tio needs to move, several strong advice a bit more clearly. He might grumble
servants carry him, rocking chair and all. about it, though (if the GM is unsure about how
Tio has his servants gather information from to balance the clarity of advice, it's good to
"What's this? You don't even understand around the city, and when there's an interesting provide two types of hints).
that? Perhaps you're lacking in sweets?" case, he has them persuade the involved parties If PC is a "Confidant," they can borrow Tio's
▼ Reputation Required for Acquiring to request his help in solving it. He then servants for free. Tio's mansion is staffed with
Connections summons the clients and those involved in the experts in various fields, and they will accompany
Acquaintance: 100 points/Friend: 200 points/ case to his mansion to hear their stories, and once the PC as Fellows (see CR I, p. 193). The GM
Confidant: 400 points he reveals his deductions, he becomes satisfied should create the Fellow data for the servants. In
▼Appearance and loses interest. Tio's deductions are often this case, the servants' class level should be about
Tio is a massive Tabbit with jet-black fur, incomplete and difficult to understand, as he the same as the PC's. However, if the GM thinks
plump and rotund. His eyes are a bright brown, omits what he considers "obvious" or "self- it's necessary to solve the scenario, they may
sometimes appearing golden depending on the evident." However, once he's satisfied with introduce Fellows with higher class levels.
light. His ears are slightly short, with the left one revealing his deductions, he loses interest, and

116
Part 3 Generic NPC Collection

[13] Railway Escort Manager ▼Appearance ▼Utilizing Connections


"Split-second" Donovan D. Dawn Donovan is a middle-aged man impeccably As the highest-ranking official of a single
(Human/Male/48 years old) dressed in a Railroad Guild uniform, with his cap railway station, Donovan despises troubles that
pulled low over his eyes. He is neatly trimmed, disrupt the train schedule more than anything
and his salt-and-pepper hair is cut short. He else. It's not uncommon for him to issue requests
always has a pocket watch in hand, which he to adventurers to resolve such problems.
checks regularly. If PC is at least "Acquaintance" with
▼Work Skills Donovan, he'll start prioritizing their requests and
• Official 12 level provide simple favors at the station he manages,
• Signalman 9 level such as arranging tickets or allowing them to view
• Engineer 8 level escort records.
▼Description If PC is "Friends" or above with Donovan,
Donovan had been captivated by railways he'll gladly write them a letter of introduction that
since childhood. Naturally, the magical trains will grant them favors throughout the Railroad
mesmerized him, but what truly fascinated him Guild, such as arranging special trains or
was how they smoothly arrived, connected, and accessing passengers' personal information.
departed according to the operating schedule— If PC is Donovan's "Precious Friend," he'll go
the timetable. As he grew older, it was only as far as disrupting his beloved schedule to
natural for him to join the Railroad Guild of accommodate the PCs.
Dorden and seek entry into training schools for ▼XX Operations Manager
signalmen and engineers. By replacing some of Donovan's work skills,
However, his true talent lay in schedule such as Engineer and Signalman, it is possible to
management and administrative work. use him as an operations manager for different
Maintaining his love for railways and dedication modes of transportation. In such cases, please
to timetables, he continued to work diligently. As adjust the attire and settings as appropriate to
a result, he rose through the ranks to become the match the new role.
"(Click) Hmm. Today's schedule is running highest-ranking official of a station. Even as he Example 1: Port Operations Manager
smoothly without a hitch. Excellent, excellent." enters his early old age, his boundless energy and • Official 12 level
▼ Reputation Required for Acquiring passion for railways show no signs of waning, and • Weatherman 9 level
Connections he continues to carry out his duties with • Sailor 8 level
Acquaintance: 100 points/Friend: 200 points/ enthusiasm to this day. Example 2: Stagecoach Operations Manager
Confidant: 500 points • Official 12 level
• Tour Guide 9 level
• Carriage Driver 8 level

[14] Dancer ▼Work Skills ▼Utilizing Connections


"Healing Dancing Princess" • Dancer 8 level Even if the PC becomes close with Dornecia,
▼Description at the level of an "Acquaintance," the PC will only
Dornecia be recognized as one of her regular customers. If
Dornecia is a woman as innocent and
(Elf/Female/84 years old) the PC goes to the bar, she might smile at them
carefree as a young girl. She always dances on the
stage of the tavern, but her dancing skills are not from the stage, but it won't have any further effect
high. However, she has a mysterious charm that (there's no impact on gameplay).
attracts those who watch her. If the PC becomes "Friends" with Dornecia,
She believes in people's pure goodwill and they'll be contacted by a mysterious group that
doesn't know how to doubt. Because of this, she claims to have been "watching over Dornecia
has sometimes been taken advantage of, but she's from the shadows." The PC will have to choose
such a good-natured person that she worries, whether to join this unofficial group or not.
"There must have been unavoidable There's no disadvantage if they don't join, but if
circumstances. Surely, that person must be they do join, they'll automatically gain the title of
having a harder time." "Dornecia Unofficial Group Member" and
There are many regular customers who seek receive support from influential people who also
healing from Dornecia, and among them are not belong to this group. The PC may also be asked
a few influential people such as merchants and to investigate those who get close to Dornecia,
dignitaries. Also, there are many who have been and to eliminate those deemed "vermin to be
helped by her kindness. These people have removed." In any case, the existence of this group
formed an unofficial organization (a so-called fan is a secret from Dornecia.
club) to protect her, and they purge or keep away If the PC becomes a "Confidant" of
those who approach Dornecia with ulterior Dornecia, they will also become a protection
motives. Therefore, it would be quite difficult to target for the group. The group will lend its power
become intimate with her, or even to get close to to protect the PC's interests, position, and life.
her. However, if it involves crime or wrongdoing,
Incidentally, Dornecia is unaware of this there's a possibility that the group will judge it as
"Aww, you came to see me? Thanks for organization and thinks she has no power at all. "unworthy of Dornecia" and bury PC in darkness.
watching my little dance! My heart's going all However, if she were to wish for something from
doki-doki now. I'm so happy!" the bottom of her heart, the members would
▼ Reputation Required for Acquiring likely do their utmost to make it happen, so in
Connections reality, her influence is immeasurable.
Acquaintance: 50 points/Friend: 200 points/
Confidant: 800 points
▼Appearance
Dornecia is a beautiful, fair-skinned woman
with long, golden hair. Her slightly downturned
eyes sparkle with azure pupils that seem to
express innocence. She wears revealing stage
attire and is adorned with various pieces of
jewelry gifted by her regular patrons.

117
[15] The Carriage Maker's Eldest determined amber-colored eyes like yellow prepare the harnesses and ensure the horses'
topaz. On her forehead, there is a gem that looks condition, rentals are only available from the
Daughter
like jade. With a slender, well-proportioned following day onwards.
"The Racing Girl" Nadia Chaillé body, she wears a riding outfit with a leather vest The basic rental fee is 250 gamels per horse,
(Tiens/Female/17 years old) and long boots. and 500 gamels for a carriage (6-seater, including
▼Work Skills horses) without a coachman. If PCs pay this fee
• Carriage Driver 6 level in advance, they can keep the rental for the
• Tamer 7 level duration of one session. When PCs return to
▼Description town and end the session, it will be automatically
Nadia is a young woman born as the eldest returned. If PCs cannot return to town by the end
daughter into a family that has been in the of the session, it won't be returned, but in that
carriage business for generations. She has two case, they must pay an additional "number of
older brothers. sessions kept x basic fee" gamels upon return.
Having grown up with horses since she was If PCs rent a carriage (6-seater, including
little, she loves them dearly. Due to her constant horses) with a coachman, they must pay a fee of
horseback riding and physical training, she has a 500 gamels per day. PCs need to pay in advance
slender and well-proportioned figure. Being not for the number of days they plan to rent (planned
unattractive, she receives no small amount of days x 500 gamels), and if they exceed this period,
male attention. Usually, these suitors are chased they must pay an additional "number of days
away by her family (especially her father and exceeded x 600" gamels after returning to town.
brothers), but Nadia herself doesn't seem to mind Conversely, if PCs return earlier than planned,
as she has absolutely no interest in romance. the excess amount paid will not be refunded.
The Chaillé family runs a stagecoach service When PCs rent horses or carriages, they
that circulates around town. They also provide should bear the upkeep costs, including feed,
carriages for nearby towns and villages. While her meals, and accommodation, including those for
father and two brothers serve as coachmen, the coachman.
Nadia is in charge of training and caring for the If PC is at least an "Acquaintance" with
"I can tell good people from bad people. horses. However, when they need to send out a Nadia, she will inform them about the schedules
That's why there's no mistake in those who horses carriage to other towns or villages upon request, of shared carriages or carriages heading to other
take a liking to." her father and brothers take on the role of towns or villages.
▼ Reputation Required for Acquiring coachmen, so Nadia sometimes drives the If PC is "Friends" or closer with Nadia, she
Connections stagecoach herself. Normally, Nadia can be will arrange horses or carriages for them
Acquaintance: 50 points/Friend: 100 points/ found at the carriage shop's reception or training immediately, even for urgent requests. In the case
Confidant: 500 points horses in the backyard stable. However, of carriages, her father or one of her brothers will
▼Appearance occasionally, under the pretext of horse training, serve as the coachman.
Nadia is a girl of healthy beauty with tanned she can be seen galloping around town. If PC is a "Confidant," she will arrange a
skin. Her verdigris-colored hair is cut short like a ▼Utilizing Connections carriage for free immediately, and Nadia herself
boy's for ease of movement, and she has PCs can rent horses or carriages from the will serve as the coachman.
Chaillé family. However, due to the need to

[16] Informant unkempt beard, and he always hunches his back of confidentiality," "magnitude of potential
with a frivolous smile on his face. benefits," and "danger level of involved
"Sleeping Poison Dragon" Niko
▼Work Skills individuals or organizations."
(Human/Male/42 years old)
• Gangster 10 level The fee for information ranges from
▼Description approximately 100 to 5,000 gamels. This amount
Niko is an informant who makes his den in increases as the importance of the information
the dimly lit back alleys. He was once a guard but rises, and in some cases, it may exceed 5,000
resigned to avenge his wife and children, who gamels. When the PC asks Niko to gather
were brutally murdered by a certain criminal information, he will report back with results the
organization, becoming a dog of another crime next day. However, if the PC needs the
syndicate. Then, 5 years ago, the organization information urgently, they can pay an additional
Niko relied on annihilated the criminal group fee to reduce the time. The additional fee is
that killed his family, and he achieved his determined by a multiplier of the original
revenge. information fee: 3 times for 3 hours, 2 times for
Having accomplished his goal, Niko now 8 hours, and 1.5 times for 12 hours. If he already
lives like an empty shell. He's washed his hands knows the information, he will tell the PC
of the organization but still maintains his immediately without any additional charge.
connections in the underworld, with a lot of If the PC is an "Acquaintance" with Niko, he
information flowing to him. He's been invited by will gather information of relatively low
several groups to "join as an executive," but he importance (information fee of 1,000 gamels or
turns down all offers, resigning himself to a stray less). The PC can only request one information
dog-like existence in the back alleys as if it's his gathering task at a time.
penance for not being able to save his wife and If the PC is "Friends" with Niko, he will
children. gather information of high importance
▼Utilizing Connections (information fee of 5,000 gamels or less). The PC
It's not surprising that Niko, a former guard, can request up to two information gathering tasks
"Don't get the wrong idea. I'm a sewer rat. might have acquired the Fighter class. Moreover, simultaneously. He will also introduce the PC to
Crawling around people's feet suits me just fine." having survived numerous dangerous situations his contacts in the underworld.
▼ Reputation Required for Acquiring as a criminal organization's underling, he may If the PC is a "Confidant " with Nico, he will
Connections have also mastered the Scout class. gather information of extremely high importance
Acquaintance: 50 points/Friend: 200 points/ If the PC pays Niko for information, he will (information fee exceeding 5,000 gamels). The
Confidant: 1,200 points gather the intel that the PC needs. However, if the PC can request up to three information gathering
▼Appearance importance of the information is high and the tasks simultaneously. In some cases, the PC
Niko is a worn-out middle-aged man wearing PC's relationship with Niko is weak, he might might become as important to Nico as his wife
a shabby shirt and pants. His burnt umber hair is refuse to provide it. and children. In such a situation, Nico would be
cut short, and his listless black eyes are only half- The GM should determine the importance willing to make any sacrifice to help the PC.
open. His sunken cheeks are covered with an of the information based on factors such as "level

118
Part 3 Generic NPC Collection

[17] Lawyer powerfully trained physique, she gives an the poor and vulnerable people who have been
intimidating impression to those who face her. helped by her.
"Violent Lawyer" Hanwi
Usually, she prefers to wear eccentric Hanwi, still a fledgling lawyer, often falls
(Soleil/Female/19 years old)
clothing, but she knows when to dress formally victim to villains' schemes and spends her days
according to time and place. Although not a reflecting on her lack of experience and effort.
priest, she wears a holy symbol of the sun god due ▼Utilizing Connections
to her strong faith. It wouldn't be surprising if Hanwi, who had
▼Work Skills been on a journey to punish villains with her
• Orator 6 level physical strength, had acquired the Fighter class
• Official 6 level or Grappler class. The GM can freely set her
▼Description level, but if there's no particular reason, it's best
Hanwi was a devout believer in the sun god, to make it about the same as the PCs.
and she traveled with the aspiration of helping the It would be good to introduce Hanwi as a
weak and realizing a fair and just world in companion who punishes villains alongside the
accordance with its teachings. PCs. As a devotee of the sun god and an ally of
With her straightforward nature, Hanwi the weak, she becomes an absolutely trustworthy
would try to resolve situations using brute force partner as long as the PCs don't go against the
whenever she encountered villains oppressing the teachings of the sun god.
weak, but this backfired and she was arrested for If the PC’s relationship with Hanwi is
violent behavior. It was then that she first realized "Acquaintance" or higher, she will offer legal
that physical strength alone could not fulfill the advice. Since she's not fixated on money, she will
sun god's teachings. A lawyer, who later became actively cooperate even for a negligible amount of
her mentor, bailed out the dejected Hanwi from payment if it's to help the weak and punish
prison. He taught her about the law and how to villains.
use it to help the weak. Thus, Hanwi learned a If a "Friend" or higher PC’s relationship has
way to realize the sun god's teachings without been established with Hanwi, she will bring
"Ah, sorry. I just felt like punching. Don't resorting to physical force. requests to the PCs to help the weak and punish
mind it. Oh? What was your argument again?" Currently, Hanwi has inherited her retired villains. However, she can hardly promise any
▼ Reputation Required for Acquiring mentor's law firm and works as a novice lawyer. reward. The GM should consider ways to extort
Connections She uses the law to realize the fair and just world money from the villains.
Acquaintance: 50 points/Friend: 100 points/ taught by the sun god. However, many of her If she becomes a PC’s "Confidant," Hanwi
Confidant: 400 points litigation opponents feel as if they are being will never overlook the PC's predicament. If she
▼Appearance intimidated when faced with her tall and learns of the PC's crisis, she will rush to help
Hanwi is a female Soleil aspiring lawyer with muscular physique, leading to a bad reputation as without regard for her own safety. The GM may
an overwhelming muscular beauty. She wears her a "violent lawyer," especially among the upper introduce Hanwi as a helper when the PC is in an
fiery, unruly red hair in a braid, and has eyes as class. On the other hand, she is popular among impossible situation, creating a scene where they
clear as the blue sky. Tall and boasting a escape the crisis.

[18] Guard on martial prowess. He is always armed with ▼Utilizing Connections


standard-issue leather armor and a spear. Firacus has acquired at least a Fighter class
"Protector of the City" Firacus
▼Work Skills capable of fighting as a combat mage.
(Lildraken/Male/56 years old)
• Soldier 8 level If the PC is at least an "Acquaintance" with
▼Description Firacus, he will approach the PC during his patrol
Firacus is a platoon leader of the engineering and warn them about current incidents in the city,
corps, leading young guards. He is devoted to his dangerous places, and suspicious individuals.
duties and has a strong sense of responsibility as Also, if he is investigating a case, he might request
a platoon leader. He is also willing to throw the PC's cooperation. Conversely, if the PC is
himself into danger to protect the residents, and facing problems, Firacus might offer assistance as
has the flexibility to prioritize human compassion long as it doesn't interfere with his duties.
and situational needs over laws and regulations. If the PC is "Friends" or closer with Firacus,
Usually, he patrols the streets with his he will share information about the city, its
subordinates. inhabitants, and matters he has learned through
Firacus has been a guard for over 30 years. his duties. Additionally, if the PC asks for help,
Now, many residents have experienced being he will actively cooperate within the bounds of
helped by him, and he has become one of the the law.
most relied-upon guards in the town. If the PC is a "Confidant", Firacus will help
However, recently Firacus has been the PC even if it means going against the law,
wondering if he should retire from being a guard guarding regulations, or orders from superiors.
soon. The hot-blooded young guards are always He will proactively come to the PC's aid, even
eager for quick results and constantly complain without being asked, if he senses they are in
about his solid training methods and unit trouble. The GM may introduce Firacus to help
operation policies, which are backed by his the PC escape from an impossible crisis if they
extensive experience. When Firacus tries to share see fit.
his experiences, they treat it as the start of another
"I am the guardian of this city. My duty is to tiresome old war story. Furthermore, due to his
protect this city and its inhabitants. That's all long service record and several achievements, his
there is to it." superiors find him difficult to handle. Firacus is
▼ Reputation Required for Acquiring aware of these feelings towards him and feels
Connections uncomfortable.
Acquaintance: 50 points/Friend: 200 points/ Firacus knows the town inside out and is
Confidant: 800 points acquainted with most of the residents. He is also
▼Appearance familiar with the underground sewers and has
Firacus is a sturdy Lildraken guard with black connections with the outcasts living in the sewers
scales. While his scales bear numerous scars, his and slums.
gray-blue eyes have an intelligent gleam,
indicating he's not just a brute who prides himself

119
[19] Corrupt Priest ▼Work Skills ▼Utilizing Connections
"Absolution Agent" Bron Pure • Cleric 8 level Bron is a Cleric without the Priest class.
(Meria Short-lived (White Rose)/Male/5 years • Orator 7 level Bron helps when PCs find themselves in
old) • Merchant 6 level disadvantageous situations after conflicting with
▼Description influential figures, or when they need to resort to
Bron is a high-ranking priest of the money illegal means (or barely legal methods) to break
god Gamel. Due to his good looks, he is out of a deadlock. He also sometimes becomes a
extremely popular among women, and since he client for cases involving orphans or socially
became a priest, the number of female followers vulnerable people.
visiting Gamel's temple has increased If PC is at least an "Acquaintance" with Bron,
dramatically. Using the donations collected from they can pay him to cover up illegal activities. The
these female followers as bribes, Bron has built amount required depends on the severity of the
connections with influential people. He then acts illegal act, and naturally, the more serious the
as an intermediary between these influential crime, the higher the cost (about 5,000 gamels for
people and merchants, collecting bribes from the minor offenses, 10,000 gamels or more for more
merchants who profit from these connections. serious crimes). When Bron covers things up, PC
However, Bron is not acquiring such large will usually be released the next day even if they
sums of money merely to satisfy his personal were imprisoned.
desires. If PC is "Friends" or closer to Bron, they can
The temple operates almshouses for the pay him to introduce them to influential people.
poor, socially vulnerable, and elderly who can no Also, the cost of covering up illegal activities
longer work, as well as orphanages for children might be slightly cheaper.
who have lost their parents. These institutions If PC is a "Confidant", he might hide them in
require more money than can be covered by places like poorhouses during emergencies or
regular donations alone. For this reason, Bron cover up illegal activities without charging them.
has resorted to obtaining money by any means
necessary. There should have been more
"Now, show me your heart. Depending on legitimate methods available, but perhaps Bron,
that, your sins may be forgiven." knowing his own short lifespan, chose these
▼ Reputation Required for Acquiring means out of a sense of urgency.
Connections
Acquaintance: 100 points/Friend: 400 points/
Confidant: 800 points
▼Appearance
Bron is a handsome young priest with a
deceptive atmosphere. He has gentle, bright
green eyes, and his hair, reminiscent of sunlight,
is adorned with pure white roses in full bloom.
He constantly exudes a sweet fragrance around
him. He usually wears clean priestly attire,
predominantly white.

[20] Storyteller ▼Appearance information related to the world's secrets, she


Liira is a thin, hunched old woman with a considers it beyond the comprehension of
"Millennium Storyteller" Liira Lai
snake-like birthmark covering the right half of her mortals and doesn't easily share it. On the other
(Nightmare/Female/Over 200 years old)
face, and a twisted horn growing only on the right hand, she sees it as her mission to protect and
side of her forehead. Her long, unkempt silver pass on this knowledge, and believes that she
hair grows wild and untamed. Her eyes are ruby- must eventually pass it on to someone.
red but lifeless, like those of a dead fish. She Liira has been in this town for at least 200
wears loose, dirty rags. years, but no one knows anything about her from
▼Work Skills before that time.
• Cleric 8 level ▼Utilizing Connections
• Storyteller 11 level It wouldn't be surprising if Liira has mastered
• Beggar 8 level the Sage class. The GM should consider
▼Description introducing Liira as a supporting character when
Liira is an old woman who wanders aimlessly PCs fail a necessary "Knowledge check package"
around the town, earning money by telling stories to advance the scenario, or when they need to
about divine activities and legends on the streets. understand a language they haven't learned.
As such, she calls herself a "Storyteller," but If a PC is at least an "Acquaintance" with
people see her as a "Tramp." The townspeople Liira, they can pay about a few dozen gamel to
don't persecute her, but they certainly don't view learn about myths, legends, and history.
her favorably. However, some scholars, If a PC is "Friends" or closer with Liira, she
hobbyists, and children gather to listen to her will provide detailed information about ancient
stories. artifacts and treasures. If the PC has these items,
Despite the Nightmare, Liira appears to be she can appraise them for a few hundred gamel.
around 80 years old. According to popular If a PC becomes a "Confidant," Liira might
rumors, she has been alive since the Divine accompany them on adventures upon request.
Civilization Period, participated in the great war Furthermore, she may reveal the locations of
"Knowledge is the light that dispels darkness. of the gods and received a curse from an evil unknown ruins or labyrinths, or impart
However, in too bright a light, people can't see deity, or was instantly aged after learning the knowledge about the world's secrets to the PC.
anything." hidden secrets of the world. However, since she
▼ Reputation Required for Acquiring doesn't speak about it, the truth remains
Connections unknown.
Acquaintance: 100 points/Friend: 400 points/ In any case, she possesses vast knowledge
Confidant: 800 points about divine activities, legends, and history. It's
not particularly difficult to extract this knowledge
from her. However, when it comes to important

120
Part 3 Generic NPC Collection

[21] Bakery Proprietress appearance is that of a spirited Human girl Thus, the organization was dissolved, but its
around 13 years old with deep green eyes, her former members still adore her, and many of
"Downtown Mom" Ruverika
behavior is completely that of a "mom". Her them frequent the bakery as regular customers.
(Dwarf/Female/47 years old)
orange hair, not very long, is tied in a ponytail, Now working in various professions such as
and when she's in the shop, she wears a clean guards, inspectors, merchants, craftsmen, and
white triangular headscarf. servants of influential people, they bring Ruverika
▼Work Skills all sorts of information. This includes details
• Gangster 5 level about incidents happening in the town, and when
• Merchant 6 level she finds particularly egregious villains, she uses
• Manager 9 level the power of her former organization to punish
▼Description them. At such times, she gives instructions by
Ruverika is the proprietress of a bakery hiding messages inside the bread. Now, rumors
famous for its cheap and delicious bread. Her of a mysterious organization that punishes
husband, who bakes the bread, is a taciturn and evildoers have spread throughout the
simple craftsman who rarely shows his face in the underworld, instilling fear in criminals.
shop, always baking in the back. In contrast, ▼Utilizing Connections
Ruverika is always at the front of the store, Ruverika always sets aside bread for her
engaging in loud small talk with regular customers regular customers. If a PC is at least an
who visit the shop. "Acquaintance" with her, she'll set aside bread for
She is talkative, cheerful, and laughs often. them in the same way. Also, if PCs talk to regular
Her mere presence fills the place with a bright customers at her shop, they can elicit interesting
and enjoyable atmosphere, making her very stories, so if they succeed in an Investigation
popular. Some regular customers come not only check here, they can obtain information that
from the neighborhood but also from slightly serves as a starting point for investigation.
distant places just to see her. If PCs are "Friends" or closer with Ruverika,
In fact, Ruverika was born into a family she will actively warn them about incidents
"Oh, got something troubling you? For now, leading a criminal organization and was raised to happening around town and dangerous places or
have some bread. Eat the bread my husband become its future boss. However, feeling guilty people. This might include matters related to
baked, and your worries will just fly away!" about living a wealthy life due to wrongdoing, she cases or requests that the PCs are investigating.
▼ Reputation Required for Acquiring declared at her successor ceremony that she If a PC is a "Confidant", she will inform them
Connections would marry a novice baker, her childhood about villains and criminal organizations in town.
Acquaintance: 50 points/Friend: 200 points/ friend, and dissolve the organization. She Also, if the need arises, she might reveal her
Confidant: 1,000 points expected opposition, of course, but her family background and potentially help them by using
▼Appearance and those around her had somewhat sensed her her network (former members) from her
Ruverika is a plump Dwarf woman who feelings and, thinking it was about time to end previous organization.
always speaks cheerfully and loudly. While her their criminal business, accepted her declaration.

[22] Ghostwriter component resembling an earpiece attached only ▼Utilizing Connections


to her right ear. She always wears a primarily Rosemary assists PCs and their clients when
"Masterless Beauty" Rosemary
white dress and carries a bag containing her trade they need to create official documents.
(Runefolk/ Female/Appears mid-teens, Active
tools, such as calligraphy implements. Additionally, she can detect forged documents,
for 12 years)
▼Work Skills which may help in uncovering fraud or
• Official 8 level conspiracies involving official papers.
• Scribe 7 level Alternatively, PCs might be asked to provide
▼Description protection for her or investigate those who
Rosemary is a scribe who doesn't have a threaten her.
shop, but visits clients' homes upon request. She If PC is at least an "Acquaintance" with
is a Runefolk but has no specific master and Rosemary, they can request her to create official
works independently. documents or seek advice on matters related to
Her main job is to create official documents official papers. However, there is a fee, typically
on behalf of her clients. As such, she is well- ranging from 100 to 500 gamels per procedure.
versed in what kinds of documents are needed in For more confidential requests, such as drafting a
various situations and receives consultations from will, it may cost up to 1,000 gamels.
people who want to start a business, leave a will, If PC is "Friends" or closer with Rosemary,
or create agreement documents for disputes. She she can introduce them to her acquaintances,
also sometimes writes letters on behalf of those including government officials, guild staff (from
with terrible handwriting or those who are commerce, craftsmen, adventurers, and other
bedridden. guilds), as well as influential figures and wealthy
Rosemary is lacking in emotional expression merchants among her clients. However, as this
and deals with everyone in a businesslike affects her reputation, she won't make
manner, but this increases her trustworthiness, introductions easily. The GM should set
and she has many clients among notables and conditions for such introductions, such as paying
wealthy merchants. Among these clients, there a substantial fee or completing a challenging
are not a few who are mesmerized by her beauty request.
"Thank you for your invitation. I am and try to get close to her. If PCs become a "Confidant," Rosemary will
Rosemary, the ghostwriter. What kind of request Due to the nature of her work, Rosemary start to consider them as candidates to become
do you have for me today?" knows many people's secrets, so she has been her master. If accepted as her master, she might
▼ Reputation Required for Acquiring threatened and nearly kidnapped before, but she share some of the secrets she knows.
Connections has never revealed a client's secret. However, this
Acquaintance: 50 points/Friend: 200 points/ is because she believes that people's trust is the
Confidant: 800 points most important thing for making money. As long
▼Appearance as this belief doesn't change, she will remain
Rosemary is a female Runefolk with such reliable and continue to keep the secrets she
striking beauty that everyone can't help but turn knows.
to look. She has long, silk-like pale purple hair
and deep blue-green eyes, with a machine-like

121
Reputation Required for Acquiring
Number Overview Name Connections
Acquaintance Friend Confidant
Personal Data
Page
Race Gender Age Work Skills
Dark Dwarf Master
1
Craftsman ⬜ "The Black Bladesmith" Azahar ⬜ 100 ⬜ 400 ⬜ 800
Dark Dwarf Male 69 Armorer, Weaponsmith, Blacksmith 111
2 Forest Guardian ⬜ "Forest's Foster Child" Izidoa ⬜ 100 ⬜ 400 ⬜ 800
Spriggan Male 121 Hunter, Brewer 111
3 Librarian ⬜ "Library Ghost" Ulfa ⬜ 100 ⬜ 200 ⬜ 500
Leprechaun Female 26 Librarian, Scholar 112
4 The Noble Widow ⬜ "The Final Jewel" Eglantine ⬜ 200 ⬜ 400 ⬜ 1,200
Fluorite Female 174 Noble, Nurse 112
⬜ "Iron Fist Doting Father" Orton
5 Innkeeper ⬜ 50 ⬜ 100 ⬜ 500
Miller
Lykant
Male 52 Cook, Housekeeper 113
(Bear)
⬜ "Master of the Junk Mountain
6 Junk Shop ⬜ 100 ⬜ 200 ⬜ 500
Manor" Climaco Deci Mortelsero
Newman Male 22 Inventor, Restorer 113
7 Antique Dealer ⬜ "Treasure Collector" Sadaka ⬜ 50 ⬜ 200 ⬜ 800
Alv Male 62 Merchant, Cartographer 114
8 Gambler ⬜ "Jackpot" Jean ⬜ 50 ⬜ 100 ⬜ 400
Human Male 27 Gambler, Performer 114
9 Ruin Hunter ⬜ "Ruin Guide" Sua ⬜ 50 ⬜ 300 ⬜ 1,200
Shadow Female 30 Explorer, Cartographer 115
10 Magic Sword Maker ⬜ "Abyssal Smith" Senvar Card ⬜ 100 ⬜ 200 ⬜ 500
Abyssborn Male 31 Weaponsmith, Enchanter, Armorer 8, Whitesmith 115
⬜ "Perfect Receptionist" Chelsea
11 Guild Staff ⬜ 50 ⬜ 200 ⬜ 800
Sorrow
Human Female 24 Official, Manager, Tour Guide 116
12 Detective ⬜ "Shut-in Detective" Tio Pitas ⬜ 100 ⬜ 200 ⬜ 400
Tabbit Male 10 Detective, Noble 116
13 Railway Escort Manager ⬜ "Split-second" Donovan D. Dawn ⬜ 100 ⬜ 200 ⬜ 500
Human Male 48 Official, Signalman, Engineer 117
⬜ "Healing Dancing Princess"
14 Dancer ⬜ 50 ⬜ 200 ⬜ 800
Dornecia
Elf Female 84 Dancer 117
The Carriage Maker's Eldest
15
Daughter ⬜ "The Racing Girl" Nadia Chaillé ⬜ 50 ⬜ 100 ⬜ 500
Tiens Female 17 Carriage Driver, Tamer 118
16 Informant ⬜ "Sleeping Poison Dragon" Niko ⬜ 50 ⬜ 200 ⬜ 1,200
Human Male 42 Gangster 118
17 Lawyer ⬜ "Violent Lawyer" Hanwi ⬜ 50 ⬜ 100 ⬜ 400
Soleil Female 19 Orator, Official 119
18 Guard "Protector of the City" Firacus ⬜ 50 ⬜ 200 ⬜ 800
Lildraken Male 56 Soldier 119
19 Corrupt Priest "Absolution Agent" Bron Pure ⬜ 100 ⬜ 400 ⬜ 800
Meria Short-
lived (White Male 5 Cleric, Orator, Merchant 120
Rose)
20 Storyteller "Millennium Storyteller" Liira Lai ⬜ 100 ⬜ 400 ⬜ 800
Nightmare Female 200+ Cleric, Storyteller, Beggar 120
21 Bakery Proprietress "Downtown Mom" Ruverika ⬜ 50 ⬜ 200 ⬜ 1,000
Dwarf Female 47 Gangster, Merchant, Manager 121
22 Ghostwriter "Masterless Beauty" Rosemary ⬜ 50 ⬜ 200 ⬜ 800
Runefolk Female 12 Official, Scribe 121

122
Part 4 Simple Scenarios

Part 4 Simple Scenarios

123
"Simple Scenario" is an optional rule for playing SW2.5 If there's a fraction, round up (For example: in the case of
scenarios in a simplified manner (sometimes in about 30 3 people with adventurer levels 3, 3, 4, the AL is rounded up
minutes). to "4").
When playing with this rule, you can play without a GM For instance, if in a party of 4, the PCs' adventurer levels
(solo play is also possible). are 3, 3, 3, and 4, the party average would be 3.25, but
However, having a GM will make the game progress more rounding up makes it "AL=4".
smoothly, and role-playing NPCs will be richer and more Choose a request based on this. Note that AL is frequently
flavorful. Feel free to decide whether to play with or without referenced in various events within the simple scenario.
a GM based on your playing environment.
As adventurers, players accept and resolve requests in the Requests are composed of the following elements:
following flow. This constitutes one scenario:
①Request Name: The name of the request. It has no
particular significance in the game.
②Reward: The amount of reward per person obtained upon
completing the request. It is paid for each PC. Additional
rewards may occur during the adventure, or conversely, the
amount may be reduced.
③Request Content: A summary of the request.
④Client: The person who brought in this request. If they
appear in the NPC list, a lead is indicated in the form of "(see
p. XX)". Please use this as a reference when imagining the
NPC. The text that follows is a more detailed description of
the request.
⑤Scenario Progression: The specific development of the
scenario. Game processing is carried out in the order written
here. Details of each process will be explained later.
The above is just a basic structure, and depending on the
difficulty and feel of the scenario, some events may be omitted ⑥Climax: The unique developments that occur in the latter
or occur multiple times (specific details are described for each part of the scenario are described here. Until the "Scenario
request). Progression" is processed and the "Climax" is reached, players
must not look at the details of this item! Even in solo play,
Basic Rules for Playing Simple Scenarios please try to avoid reading it as much as possible.
Play Loosely Therefore, request samples are presented in a special
The scenario descriptions are intentionally vague. layout. Everything up to the climax of all request samples is
Depending on the content, there may be contradictions compiled as the "front" on pages 126 to 127, and from the
between events or unnatural occurrences. climax onwards is compiled as the "back" on pages 128 to 129.
However, instead of worrying about the details, it's more
enjoyable to play by expanding your imagination and ② Journey Events
wondering, "How did that happen?" Now process the "Journey Events" (pages 130-141).
These events represent happenings that occur during the
Fun Takes Priority Over Strict Rules adventure, ranging from minor incidents to major problems.
TTRPGs are games for enjoying stories, not for There are 36 events prepared, so please roll a d66 and
competing to win or lose. Prioritize having fun over strictly determine the event randomly based on the result (11-66).
applying rules. While rules should be followed, if you make a Also, one representative player should check and read aloud
mistake, just move on with the mindset of "I'll be more careful the event text.
next time." However, be careful not to create unfairness In most cases, 2-3 choices will be presented in the text,
between players. and the players will discuss and select one choice as a whole
party (there are rare events where this is not the case).
① Accept the Request After selecting a choice, read the subsequent text aloud
Choose a request (scenario) suitable for the PCs' levels (conversely, until the choice is processed, the player reading
from the "Request Samples" (pages 126 to 127). should not read the following text. If you happen to see it,
"AL" appears in the simple scenario and represents the please make an effort not to reflect your own opinion when
average level of the party's adventurer. choosing an option).
For this reason, the journey events are presented in a
How to determine AL special layout, similar to the request samples. The "up to the
Add up all the adventurer levels and divide by the number choices" for every 12 journey events is compiled as the "front"
of members. within a two-page spread, and the "after the choice results" is
compiled as the "back" on the next two-page spread.

124
Part 4 Simple Scenarios

Depending on the content of the event, PCs may need to Typically, a "boss" appears, and you'll have to fight it. The
perform skill checks. In this case, the text to refer to "after the boss is enhanced by a number of Sword Shards (see CR I, p.
check results" may be written on the next two-page spread. 384) equal to its monster level. If there are fewer PCs, reduce
this number by minus 1 for 3 PCs, minus 2 for 2 PCs, minus
③ Intermediate Battles 3 for 1 PC. If you just want to have some fun, you probably
This represents battles with monsters encountered don't need to add Sword Shards.
randomly during the adventure. Once you defeat all the monsters that appear, including
Use the "Intermediate Battle" table (see p. 142). There are the boss, read the "If Victorious" section, and the scenario
four types of tables: "Barbarous," "Urban," "Natural ends.
Environment," and "Ruins." Which one to use is specified in
the "Request Sample," so roll 1d while referring to the Playing Simple Scenarios Consecutively
indicated table to randomly determine the appearing When playing simple scenarios consecutively, it would be
monsters. natural for the PCs to get some rest in between. Specifically,
Refer to the "AL" in the table. Once all monsters are you can process the following:
defeated, the intermediate battle is over. Perform a loot check
and proceed to the next event. • Remove any special negative effects received during the
If, unfortunately, all your companions are defeated, it scenario (except death)
results in a total party kill, and you lose. • Get sleep and fully recover HP and MP (you may pay some
lodging fees)
Resting During the Adventure • PC growth (see CR I, p. 188)
You may freely recover HP and MP using items or magic • Buying and selling items
between events (such as between road events and • If necessary, resurrect the dead (by paying money) (see CR
intermediate battles or between intermediate battles and pre- I, p. 185)
boss events).
However, this cannot be done during event processing (for Creating Your Own Simple Scenario
example, before reading out a road event and choosing Once you're familiar with the process, it can be fun to try
options). Also, sleeping is not allowed during the simple creating your own scenarios.
scenario unless there are special instructions. First, decide on the "request introduction," "reward
amount," and "climax," then determine how to structure the
Notes on Intermediate Combat events leading up to them.
• In case a monster appears that doesn't fit the situation: We If you include more "journey events" and eliminate
recommend enhancing the scene to make it enjoyable. For "intermediate encounters," you'll likely end up with a comical
example, if an [Underwater] monster appears while traveling and fast-paced scenario. Conversely, doing the opposite will
through a desert, you could imagine finding a magical oasis probably result in a harder and heavier scenario.
where the monster is able to operate on land due to the The "pre-boss event" tends to lead to more dramatic
magical effects. However, if it still feels too unnatural and developments (in simple terms, situations where the PCs
difficult to accept, you may reroll. become extremely advantaged or disadvantaged). It's not
• Golems: Treat all of them as not using "Enhancing Items". recommended to use multiple of these, but as you become
more experienced, you might consider experimenting with
④ Pre-boss Event them.
This event represents incidents that occur just before
encountering the boss who appears in the later "Climax". Right
before the Climax, roll 1d to determine the event that occurs.

1d Event Name
1 Surprise attack!
2 Enemy Ambush!
3 Grudge
4 It's a trap!
5 Sleepless night
6 Respect

These range from those that directly affect the climax to


those that showcase the bonds between characters. Options
may be presented. Refer to the "Pre-Boss Event" table (pages
144-145) and process it in the same way as the "Journey
Events".

⑤ Climax
The climax is the final scene of the scenario. Please read
aloud the text following the climax according to the "Request
Sample" that was processed at the beginning.

125
Request Sample (AL1-2)/Barbarous Extermination Request Sample (AL3-4) / Building Repair Front
Front Reward: 1,500 gamels per person
Reward: 500 gamels per person Request Details: Protect the building while defeating monsters.
Request Details: Eliminate the Barbarous appearing in the vicinity Client: Bron Pure (see p. 120)
Client: Chelsea Sorrow (see p. 116) "My dear children, a most sacred edifice on the outskirts of our
“Barbarous have taken up residence nearby and seem to be watching blessed town has fallen victim to the scourge of unholy beasts. These
us. No matter how many times we drive it away, they quickly vile creatures have desecrated this holy ground, twisting it to suit their
reappear from somewhere, causing us trouble. nefarious purposes. I implore you, in the name of all that is
We're anxious about when they might attack, so please find their righteous, to restore this hallowed place to its former glory. And
base and eliminate them.” should these accursed monsters dare to set foot upon consecrated
It appears to be a request from a guild staff member concerned soil once more, I beseech you to smite them with the full fury of
about the town's safety. divine retribution."

Scenario Progression Scenario Progression


→ Journey Event → Journey Event
→ Journey Event → Journey Event
→ Climax → Pre-boss Event
→ Climax

The climax is on page 128 The climax is on page 128

Request Sample (AL3-4)/Package Delivery Front Request Sample (AL5-6) / Investigation of a Cult
Reward: 1,000 gamels per person Front
Request Details: Deliver the package while defeating monsters Reward: 3,000 gamels per person
Client: Ruverika (see p. 121) Request Details: Stop the cult priest. Capture alive if possible.
"I'd like you to deliver this package to my friend. However, be Client: Bron Pure (see p. 120)
careful as there are violent beasts appearing along the way." "A cult leader misleads our citizens, sacrificing innocents for false
beliefs. Brave souls, find this individual and stop them. We hope for
Scenario Progression a peaceful resolution, but ultimate justice may be necessary.
→ Journey Event Capturing them alive will earn you a greater reward."
→ Intermediate Battle (natural environment) Scenario Progression
→ Journey Event → Journey Event
→ Climax → Journey Event
→ Pre-boss Event
→ Climax

The climax is on page 128 The climax is on page 128

126
Part 4 Simple Scenarios

Request Sample (AL5-6) / Escort of the Noble Request Sample (AL7-8) / Infiltrate the Black
Princess Front Guild! Front
Reward: 3,000 gamels per person Reward: 4,500 gamels per person
Request Details: Escort an important national figure to the Request Details: Infiltrate the Black Guild and take down the boss.
neighboring country. Client: Niko (see p. 118)
Client: Dornecia (see p. 117) "Recently, it seems an unauthorized guild (known as the Black
"Oh my goodness! I have this super exciting stage performance Guild) has been colluding with the city's powerful people. Find the
in the neighboring country, and I simply must attend! But... there's boss and arrest them."
this scary area on the way where some naughty magitech has gone all
topsy-turvy. Could you pretty please be my brave escort? Pretty Scenario Progression
please with sugar on top?" → Unique Event (see below)
Scenario Progression → Intermediate Battle (Urban)
→ Journey Event → Journey Event
→ Intermediate Battle (Barbarous) → Pre-boss Event
→ Journey Event → Climax
→ Journey Event
Unique Event
→ Climax At least one of you needs to disguise yourself as a villain. The
more people who can disguise themselves, the more advantageous
information you'll likely obtain.
Any PC (multiple allowed) can perform a "Disguise check (Scout
class level + Dexterity modifier)" with a "Target Number: AL+7".
For each successful PC, the party gains one "Foresight Chance"
as shared property. This chance can be used during this scenario
immediately after rolling a die and confirming the result. When
used, it allows you to reroll that die (even PCs who didn't succeed in
the Disguise check can use this chance). Each use consumes one
chance.

The climax is on page 129 The climax is on page 129

Request Sample (AL7-8) / Save Comrade! Front Request Sample (AL9+)/Lair of the Magical Beast
Reward: 4,500 gamels per person Front
Request Details: Confirm the safety of missing adventurers (bring Reward: 7,000 gamels per person
them back if alive). Request Details: Please exterminate the magical beast dwelling in the
Client: Izidoa (see p. 111) ruins.
"Adventurers who went to the ruins in the forest haven’t Client: Donovan D. Dawn (see p. 117)
returned. Please go check on their whereabouts, and if they're alive, "A magical beast has made its nest in the ruins along the trade
bring them back." route. It's a ferocious monster that attacks merchants one after
another. I need you to defeat it somehow."
Scenario Progression
→ Journey Event Scenario Progression
→ Unique Event (see below) → Journey Event
→ Pre-boss Event → Intermediate Battle (Ruins)
→ Climax → Journey Event
→ Pre-boss Event
Unique Event
As you proceed deeper into the ruins, you realize it's a derelict → Climax
structure completely overrun by vegetation. Simultaneously, you're
attacked by Lanternheads (see CR III, p. 364) equal to the number
of PCs. It seems the corpses of explorers who visited this place have
become vengeful spirits... Although these appear to be different from
the adventurers you were asked to check on, if you don't hurry, they
might end up in a similar state.

The climax is on page 129 The climax is on page 129

127
Request Sample (AL1-2) / Barbarous Request Sample (AL3-4) / Building Repair Back
Extermination Back
Climax
Climax (Natural Environment)
(Natural Environment) Just as the repairs were nearing completion, a monster appeared!
You've discovered the Goblin stronghold! They seem to be led You must protect the building!
by a large leader. They're in the middle of combat training. You can't
ignore this. Defeat them all! Battle
1 x (Boss) Dinos (see CR I, p. 413)
Battle
Number of PCs x Goblins (see CR I, p. 397) Formation
1 x (Boss) Bolg (see CR I, p. 401) Frontline: Boss
*When the number of PCs is 1-2, change the boss to a Goblin.
Special Rules
Formation When a PC takes damage, the applied damage to HP is capped
Frontline: Goblins at 8 points. Any damage exceeding 8 points accumulates to the
Rearguard: Boss "building" (For example, if a PC with Defense 3 takes 13 points of
damage, first subtract 3 points for Defense, leaving 10 points of
If Victorious applied damage. Of this, only 8 points are applied to HP, and the
You have successfully exterminated the Barbarous. Chelsea is remaining 2 points are applied to the building).
very grateful. Each person receives a reward of 500 gamel. When the accumulated damage to the building reaches 15 points
or more, the reward for this request becomes two-thirds (rounded
down) of the original amount (The building does not have HP and
cannot be healed. Repairs using Major Actions, etc., are at the GM's
discretion).

If Victorious
You've defeated the monster! You receive a reward from the
client.
Even if you couldn't fully protect the building, you'll still receive
1,000 gamel with gratitude: "You've defeated the monsters for us, so
we can take our time repairing it now."

Request Sample (AL3-4)/Package Delivery Back Request Sample (AL5-6) / Investigation of a Cult
Back
Climax
(Natural Environment) Climax
As you approached a deserted road, monsters suddenly jumped You’ve cornered the cult priest! However, they've hired
out! You must fend off anything that threatens the package. bodyguards. It seems they don't intend to be caught so easily.

Battle Battle
Number of PCs - 1 x Grey Lynx (see CR I, p. 412) Number of PCs - 1 x Skilled Mercenaries (see CR I, p. 431)
1 x (Boss) Sandworm (see CR I, p. 413) 1 x (Boss) Evil Priest (see CR II, p. 410)
*When the number of PCs is 1-2, change the boss to a Grey Lynx. *When the number of PCs is 1-2, change the boss to a Skald (see
CR II, p. 410)
Formation
Frontline: Grey Lynxes Formation
Rearguard: Boss Frontline Skilled Mercenaries
Rearguard: Boss
If Victorious
You successfully deliver the package. In addition to the reward, Special Rules
you will receive words of appreciation and Number of PCs x The battle ends in victory for the PC side when the boss's HP
"Ruverika’s Pie" at the destination. This item has the same effect as reaches 0-10.
Lifegrass.
If Victorious
You have successfully stopped the murderer from spreading the
evil cult! If you win without reducing the boss's HP below 0, the
reward will be increased by 1,000 gamel. Even if not, the client will
be grateful to you. Thanks to you, the people of the town can live
without fear day and night.

128
Part 4 Simple Scenarios

Request Sample (AL5-6) / Escort of the Noble Request Sample (AL7-8) / Infiltrate the Black
Princess Back Guild! Back

Climax Climax
(Natural environment) You’ve found the boss of the Black Guild! However, they're
Just as you reached the midpoint between the neighboring taking a tough stance. Looks like we'll need to teach them a lesson.
countries, monsters lunged at you! You must protect the VIP.
Battle
Battle Number of PCs x Alchemist Scholars (see CR III, p. 428)
Number of PCs - 1 x Gur Barba (see CR III, p. 385) 1 x (Boss) Heretic Priest (see CR III, p. 429)
1 x (Boss) Lang Kagner (see CR III, p. 386) *When the number of PCs is 1-2, change the boss to an Alchemist
*When the number of PCs is 1-2, change the boss to a Gur Barba Scholars

Formation Formation
Frontline Gur Barba Frontline Alchemist Scholars
Rearguard: Boss Rearguard: Boss

If Victorious If Victorious
"Thank you. That was very helpful," you are thanked by the You, who have rounded up the entire Black Guild, are honored
important person and receive a reward. This connection might prove by the city's representatives. For a while, there will be no more
useful in the future... perhaps? collusion. For a while...

Request Sample (AL7-8) / Save Comrade! Back Request Sample (AL9+)/Lair of the Magical Beast
Back
Climax
Deep in the ruins, in an overgrown area, the adventurers lie Climax
fallen. They're barely alive, but the Undead are about to drag them It seems the magical beast has chosen these ruins to rest. It
into the world of the dead. You must stop them! appears unwilling to leave. However, if it attacks passing Humanoids,
you have no choice but to fight.
Battle
Number of PCs - 2 x Entlets (see CR II, p. 366) Battle
1 x (Boss) Mummy (see CR II, p. 375) 1 x (Boss) Chimera (see CR II, p. 393)
*When the number of PCs is 1-2, change the boss to a Skeleton * When there are 2 PCs, the boss is injured and the "Goat Head,"
Guardian (see CR II, p. 372) "Dragon Head," and "Wings" have 0 HP (only the "Lion head" and
"Body" can move). When there is 1 PC, the "Body" also has 0 HP
Formation (only the "Lion Head" can move). In either case, loot checks can be
Frontline Entlets performed for all sections.
Rearguard: Boss
Formation
Special Rules Frontline Boss
There are 4 fallen adventurers (NPCs). From the following
round onwards, at the end of each round, one adventurer will If Victorious
succumb to exhaustion. The threat of the magical beasts has passed. You are thanked by
Number of PCs Round when the first adventurer succumbs the merchants and receive "discount tickets" equal to the number of
1–2 7 (All NPCs wiped out at the end of 10 rounds) PCs. This ticket is an item that can be used once when making a
3 6 (All NPCs wiped out at the end of 9 rounds)
purchase of 1000 gamels or more, reducing the price by half
4+ 5 (All NPCs wiped out at the end of 8 rounds)
(rounded up). Make good use of them to reach greater heights as
adventurers!
If Victorious
Whether any adventurers are alive or not, you brought back as
much as you could and reported to the Guild Branch Manager.
For each surviving NPC, you receive a reward of +1,000 gamels
from that adventurer.

129
Journey Event/11 Memorable Weapon Front Journey Event/14 Torrential Rain Front
A cherished weapon or piece of armor belonging to any one PC Thick, gloomy clouds gathered in the sky, and suddenly a
has malfunctioned (broke)! That PC must choose which weapon or torrential rain began to pour. The destination is still quite far away.
piece of armor has malfunctioned (broke).
Option A: Run
Option A: Try to repair it Option B: Take shelter and hope for clear weather
Option B: This adds character. Master using it as is Option C: Predict the weather and act accordingly

After choosing an option, go to page 132 After choosing an option, go to page 132

Journey Event/12 Difficult Client Front Journey Event/15 Difficult Literature Front
The current client (or someone very close to the client) is difficult To achieve the objective, it's necessary to pore over some
to please. If you don't manage to keep them in good spirits, it might difficult literature. Is there a PC who is accustomed to reading such
affect your reward. material...?
All PCs must perform a "Pleasing Check (Adventurer level + Any PC (multiple allowed) performs a "Literature check (Sage
Intelligence modifier)". If the total value of all PCs is equal to or class level + Intelligence modifier)" with a "Target Number: AL+8".
greater than "AL+8" x "number of PCs", they succeed. At this time, if At this time, if they possess any of the work skills "Official",
there is a PC in the party with the work skills "Waiter/Waitress", "Librarian", "Scholar", or "Author", they gain a bonus of +"skill level".
"Housekeeper", or "Steward", they gain a bonus to the Success Value
of +"skill level".

After making a check, go to page 132 After making a check, go to page 132

Journey Event/13 Look Over Here! Front Journey Event/16 Runaway Train Front
An important person is in danger! To divert attention, you must The driver of the train you're on has fallen into a deep sleep! If
attract the notice of those around you. However, the surroundings this continues, you'll collide with another train approaching on the
are too noisy! other track!

Option A: Shout loudly Option A: Try to wake up the driver somehow


Option B: Use flashy magic Option B: Take over driving yourself
Option C: Perform a spectacular trick Option C: Send a signal to the other train

After choosing an option, go to page 132 After choosing an option, go to page 132

130
Part 4 Simple Scenarios

Journey Event/21 A Key That Won't Open Front Journey Event/24 Escaped Livestock Front
You’ve lost the key to an important room! You need to get your Mischievous livestock have escaped! Someone stop them! Each
belongings right now, but... PC chooses one of the following options:

Option A: Break down the door Option A: Stop them by force


Option B: Attempt to pick the lock Option B: Use a technique to stop them

After choosing an option, go to page 133 After choosing an option, go to page 133

Journey Event/22 A Key That Won't Open Front Journey Event/25 Mourning Front
You had to infiltrate an avant-garde fashion show. It's a world far During the journey, you received news of the passing of someone
from that of adventurers! who had helped you.

Option A: Infiltrate by layering on excessive clothing Option A: Rush to attend the funeral immediately
Option B: Infiltrate by boldly exposing skin Option B: Pay respects here and continue with work

Any PC (minimum 1, multiple allowed) chooses one of the


above options and performs a "Fashion check (Adventurer level +
Intelligence modifier)" with a "Target Number: AL+9". If they possess
any of the work skills "Weaver", "Tailor", "Barber", or "Perfumer",
they gain a bonus to their Success Value equal to their +"skill level".

After making a check, go to page 133 After choosing an option, go to page 133

Journey Event/23 Love Song Comes Suddenly Journey Event/26 Love Song Comes Suddenly
Front Front
A powerful nobleman has requested, "I want to confess my love. A powerful nobleman has requested, "I want to confess my love.
With your wealth of experience, I'd like you to create a sophisticated With your wealth of experience, I'd like you to create a sophisticated
love song for me." The object of his affection is a sheltered young love song for me." The object of his affection is a sheltered young
lady, and he says he knows almost nothing about her tastes or lady, and he says he knows almost nothing about her tastes or
preferences. preferences.

Option A: Create a passionate song Option A: Create a passionate song


Option B: Create a melancholic song. Option B: Create a melancholic song.

After choosing an option, go to page 133 After choosing an option, go to page 133

131
Journey Event/11 Memorable Weapon Back Journey Event/14 Torrential Rain Back
Option A: The relevant PC performs an "Equipment Repair check Option A: Your body gets cold. Refer to "Failure" below.
(Adventurer level + Dexterity modifier)" with a "Target Number: Option B: Roll 1d. If the result is 4 or higher, it's a success. If you
AL+9". If they possess either of the work skills "Armorer" or have the work skill "Witch Doctor", add +2 to the roll. If successful,
"Weaponsmith", they gain a bonus of +"skill level" to the Success you avoid suffering any disadvantages. If failed, refer to "Failure"
Value when repairing that type of equipment. If successful, their below.
attachment to the equipment increases. If failed, refer to the "Failure" Option C: Perform a "Meteorology check" with "Target Number:
section below. AL+10" (Scout or Ranger class level + Intelligence modifier"). If you
Option B: The relevant PC performs a "Mastery check (Adventurer have the work skill "Meteorologist", gain a bonus of +"skill level".
level + Dexterity modifier)" with a "Target Number: AL+11". If Alternatively, perform a "Fate Prediction check" with "Target
successful, they gain 50 experience points from the valuable Number: AL+12" (adventurer level + Intelligence modifier). If you
experience. If failed, refer to the "Failure" section below. have the work skill "Fortune Teller", gain a bonus of +"skill level". If
successful, you avoid suffering any disadvantages. If failed, refer to
Failure: If the chosen equipment is a weapon, reduce the damage it "Failure" below.
generates by "-1" (not below 0). If it's armor, reduce the Defense by
"-1" (not below 0). In both cases, this lasts until the end of this Failure: All PCs suffer a -2 penalty to "Fortitude" until the next day.
scenario. After the scenario ends, you can pay 100 gamels to have a
craftsman repair it (this is optional).

Journey Event/12 Difficult Client Back Journey Event/15 Difficult Literature Back
Success: The reward for this request increases by 30% (rounded Successful PCs gain knowledge rapidly! During this scenario,
down). they receive a "+4" bonus to action checks corresponding to the
Failure: The reward for this request becomes 2/3 (rounded down). "Knowledge check package".
Failed PCs have tired eyes... During this scenario, they suffer a
-1 penalty to the Success Value of their Accuracy checks.

Journey Event/13 Look Over Here! Back Journey Event/16 Runaway Train Back
Option A: Roll 1d. If 5 or higher, refer to "Success" below. If 4 or Option A: You can only wake him up with Divine Magic [Sanity] if
lower, the voice is drowned out by the commotion; refer to "Failure" the check is not double 1s. Refer to the success below. Driver cannot
below. be woken up by any other means. They are heavily drunk and
Option B: Any PC (multiple allowed) simultaneously performs a unwilling! Refer to the failure below.
Spellcasting check. If other players deem the magic "flashy," the Option B: Any one PC performs a "Magical Train Operation check
casting PC transforms. If the roll is 4 or higher, refer to "Success" (Artificer or Rider class level + Dexterity modifier)" with a "Target
below. If the roll is 3 or lower, refer to "Failure" below. Number: AL+12". If they have the work skill "Engineer", they gain a
Option C: All PCs perform an "Entertainment check (Battle Dancer bonus to the Success Value of +"skill level". If the check succeeds,
class level + Dexterity modifier or Bard class level + Spirit modifier)" refer to the success below; if it fails, refer to the failure below.
with a "Target Number: AL+8". If they possess any of the work skills Option C: Any one PC performs a "Signal check (Artificer class level
"Dancer," "Musician," "Entertainer," or "Prestidigitator," they gain a + Dexterity modifier)" with a "Target Number: AL+12". If they have
bonus to their Success Value of +"skill level". If even one succeeds, the work skill "Signalman", they gain a bonus to the Success Value of
refer to "Success" below. If all fail, refer to "Failure" below. +"skill level". If the check succeeds, refer to the success below; if it
Success: The important person is protected! Gain additional reward fails, refer to the failure below.
of "ALx100" gamels.
Failure: The important person suffers harm from evil forces. Use Success: The train avoids an accident. Receive a reward of "ALx200"
magic or items to produce "ALx3" or more points of healing. If gamels.
unable to do so, the party's assets are reduced by "ALx300" gamels. Failure: All PCs take "(AL-1)d" physical damage.

132
Part 4 Simple Scenarios

Journey Event/21 A Key That Won't Open Back Journey Event/24 Escaped Livestock Back
Option A: Any one PC calculates damage. If they roll 5 to 10 Option A: Perform a "Strength check (Adventurer level + Strength
damage, it's a success, breaking the door just right. Pay "ALx150" modifier)" with a "Target Number: AL+10". If the check succeeds,
gamels for door repairs. If the damage is 4 or less, refer to "Failure" refer to "Success" below; if it fails, refer to "Failure" below.
below. If it's 11 or more, it's not a failure, but the door damage is Option B: Perform a "Taming check (Rider class level + Dexterity
severe, so the repair cost becomes "ALx200" gamels. modifier)" with a "Target Number: AL+8". If you possess any of the
Option B: Any one PC performs a "Lockpicking check (Scout class work skills "Carriage Driver", "Tamer", or "Shepherd", gain a bonus
level + Dexterity modifier)" with a "Target Number: AL+9". If they of +"skill level" to the Success Value. If the check succeeds, refer to
have the work skill "Locksmith", they get a bonus of +“skill level” to "Success" below; if it fails, refer to "Failure" below.
their Success Value, as it's a lock they've worked on. If successful,
they secure the luggage safely. If failed, refer to "Failure" below. Success: The livestock turns out to be high-quality edible livestock.
You receive "A5 Grade Special Sausage" x1 as a reward from the
Failure: Each PC chooses one "accessory (or consumable item if no livestock farmers (you may choose the type of meat from beef, pork,
accessory)" they are equipped with. That item cannot be used for the chicken, tiger, or any other that the PC prefers). This item is treated
remainder of this scenario. No effect for PCs without accessories or with almost the same effect as a Healing Potion, but the HP recovery
consumables. amount is "Power 50".
Failure: You are hit by the livestock's charge and take "1d+3+AL"
points of physical damage.

Journey Event/22 A Key That Won't Open Back Journey Event/25 Mourning Back
A successful PC brilliantly embodies style! Not only do they Option A: The completion of the request is delayed, allowing the
succeed in infiltration, but that PC also earns "ALx300" gamels as a enemy to prepare. The boss of this scenario will have their MP
modeling fee. Additionally, they form a favorable connection with maximum and current value increased by 20% (rounded down), and
NPC Dornecia (see p. 117). gain "Accuracy +1".
Failed PCs experience different effects based on their choices. Option B: Any one PC performs a "Funeral check (Sage or Priest
In option A, the clothing is too complex to remove easily. In the next class level + Spirit modifier)" with a "Target Number: AL+9". If they
battle, they receive "Defense +1" and a "-1" penalty to the Success have the work skills "Soldier" or "Gravekeeper", they gain a bonus to
Value of Evasion checks. In option B, they are interrogated by the the Success Value equal to their +"skill level". If the check succeeds,
knights' order as a suspected spy. Time is wasted, during which the they move forward with a strong heart. PC gains 50 experience
enemy boss grows stronger. The boss in this scenario gets +1 to points, and their MP maximum and current value are increased by
Accuracy check and a 30% increase (rounded down) to both 20% (rounded down), and they gain "Accuracy +1" for both scenarios.
maximum and current MP. This effect does not stack even if two or If the check fails, a slight pain remains in their heart. That PC takes
more PCs fail after choosing B. "1d+AL" points of magic damage (psychic type (weak) type).

Journey Event/23 Love Song Comes Suddenly Journey Event/26 Love Song Comes Suddenly
Back Back
Option A: It seems to be to the other person's liking. Perform a Option A: It seems like it's not to the other person's liking. Perform
"Composition check (Bard class level + Intelligence modifier)" with a a "Composition check (Bard class level + Intelligence modifier)" with
"Target Number: AL+6". If you have any of the work skills a "Target Number: AL+9". If you have any of the work skills
"Composer", "Author", "Singer", or "Storyteller", gain a bonus of +"skill "Composer", "Author", "Singer", or "Storyteller", you gain a bonus to
level" to the Success Value. If successful, refer to "Success" below. If the Success Value equal to your "skill level". If successful, refer to
failed, refer to "Failure" below. "Success" below. If failed, refer to "Failure" below.
Option B: It seems like it's not to the other person's liking. Perform Option B: It seems to be to the other person's liking. Perform a
a "Composition check (Bard class level + Intelligence modifier)" with "Composition check (Bard class level + Intelligence bonus)" with a
a "Target Number: AL+9". If you have any of the work skills "Target Number: AL+6". If you have any of the work skills
"Composer", "Author", "Singer", or "Storyteller", gain a bonus of +"skill "Composer", "Author", "Singer", or "Storyteller", you gain a bonus to
level" to the Success Value. If successful, refer to "Success" below. If the Success Value equal to your "skill level". If successful, refer to
failed, refer to "Failure" below. "Success" below. If failed, refer to "Failure" below.
Success: Thanks to your song, the confession was successful! As a Success: Thanks to your song, the confession was successful! As a
reward, you gain “ALx100” gamels, and all PCs gain 50 experience reward, you gain “ALx100” gamels, and all PCs gain 50 experience
points for this wonderful life experience. points for this wonderful life experience.
Failure: Your song didn't reach their heart! The client left angrily, but Failure: Your song didn't reach their heart! The client left angrily, but
all PCs gain 10 experience points for this educational life experience. all PCs gain 10 experience points for this educational life experience.

133
Journey Event/31 The Thief's Destination Front Journey Event/34 A Blast of a Potion! Front
It seems there's a thief who stole goods from a nearby store. A passing eccentric professor says, "Adventurer, would you like
Since we're here, let's catch them while we're at it. to try my potion? Hee-hee-hee!"
Apparently, it's supposed to have effects that are useful for
Option A: Track the footprints adventuring. It's suspicious, but refusing seems like it could be
Option B: Gather information troublesome too. What should we do?

Option A: Gladly drink it (any one PC)


Option B: Inspect what kind of potion it is (any PC, multiple
possible)
Option C: Politely decline

After choosing an option, go to page 136 After choosing an option, go to page 136

Journey Event/32 Heavy Load Transportation Journey Event/35 Aged Liquor Front
Front Any one PC says "I've got some delicious liquor" and brings out
On this journey, everyone needs to cooperate to carry heavy a bottle (small wooden barrel). An irresistible unique aroma wafts
luggage. All PCs must perform a "Strength check (Adventurer level + from the barrel, stirring up a desire to drink.
Strength modifier)" against a "Target Number: AL+10". If a PC has Everyone performs a Fortitude check with "Target Number:
the work skill "Teamster", they gain a bonus to their Success Value AL+9". At this time, if you have any of the work skills "Brewer",
equal to their +"skill level". "Noble", "Merchant", "Escort", or "Distiller", you gain a bonus to your
Success Value of +"skill level".

After making a check, go to page 136 After making a check, go to page 136

Journey Event/33 First Aid Front Journey Event/36 A Rare Accessory Front
A magitech accident has occurred, and a civilian with deep A fetus-shaped pendant was found on the body of a monster. Is
lacerations is unconscious! this... some kind of folk craft? It seems like it would take time to
Any number of PCs may participate in first aid. However, all appraise.
participating PCs must choose one of the following options (PCs
cannot be split between options A and B): Option A: Try wearing it for now (any one PC)
Option B: Try to appraise it (any PC, multiple possible)
Option A: Use magic or items that revive from unconsciousness
(such as Divine Magic [Awaken] or Awake Potion)
Option B: Perform a First Aid check

After choosing an option, go to page 136 After choosing an option, go to page 136

134
Part 4 Simple Scenarios

Journey Event/41 A Blast of a Potion! Front Journey Event/44 Cavernous Pit Front
A passing eccentric professor says, "Adventurer, would you like You are advancing through a cave filled with rock formations that
to try my potion? Hee-hee-hee!" seem ready to collapse at any moment.
Apparently, it's supposed to have effects that are useful for
adventuring. It's suspicious, but refusing seems like it could be Option A: Move quickly because it's dangerous
troublesome too. What should we do? Option B: Proceed cautiously because it's dangerous

Option A: Gladly drink it (any one PC)


Option B: Inspect what kind of potion it is (any PC, multiple
possible)
Option C: Politely decline

After choosing an option, go to page 137 After choosing an option, go to page 137

Journey Event/42 Tourist Information Front Journey Event/45 Artistic Camouflage Front
"Excuse me, but I wanna get to XX..." The trade common is Along the way, you proceeded through an artistic town. Here,
spoken with an accent, likely from someone who has come from the paved roads, building walls, and roofs are artistically colored,
another region asking for directions. From what you can hear, the appearing like an enigmatic camouflage. As a result, it's difficult to
destination seems quite far. find the target person or location.
All PCs must perform a "Search check (Scout class level +
Option A: Try to explain the directions somehow Intelligence modifier)" with a "Target Number: AL+8". At this time,
Option B: Offer to take them there if they possess either the "Color Man" or "Painter" work skill, they
gain a bonus of +"skill level" to their Success Value.

After choosing an option, go to page 137 After making a check, go to page 137

Journey Event/43 Defending the Shoreline Front Journey Event/46 High-rise Building Front
In this coastal area, aquatic monsters often invade human Choose one PC randomly. That PC's precious item (to be
settlements. Since this could be a useful route for your adventure, determined by the PC) is blown away by a sudden gust of wind and
you’d like to implement countermeasures if possible. gets caught at the top of a tall building!

Option A: Set traps to lure them in Option A: Give up and move on


Option B: Find their hideout and strike Option B: Climb up and retrieve it (any one PC)
Option C: Use "wind-type" magic to make it fall (any one PC)

After choosing an option, go to page 137 After choosing an option, go to page 137

135
Journey Event/31 The Thief's Destination Back Journey Event/34 A Blast of a Potion! Back
Option A: Everyone performs a "Track check (Scout or Ranger class Option A: Its highly effective! The affected PC receives a +2 bonus
+ Intelligence modifier)" with a "Target Number: AL+9". If there is a to "Fortitude", "Willpower", and "Accuracy check" until 6 AM the next
PC with one of the work skills "Detective", "Cobbler", morning. Furthermore, the doctor becomes pleased and gives you a
"Leatherworker", or "Woodworker", they recognize the shoes by reward of ALx300 gamels.
chance and gain a bonus of +“skill level” to their Success Value. If Option B: The PC performing the inspection makes a "Herbology
successful, refer to "Success" below; if failed, refer to "Failure" below. check (Sage or Ranger class level + Intelligence modifier)" with a
Option B: Roll 1d, and if the result is 4 or higher, you obtain useful "Target Number: AL+8". If they possess either the "Inventor" or
information and successfully capture the thief. If there is a PC in the "Apothecary" work skill, they gain a bonus to the Success Value equal
party with one of the work skills "Detective", "Beggar" or "Prostitute", to their +"skill level". If the check succeeds, it's revealed to be an
they can utilize their information network to add +2 to the 1d roll effective medicine. One PC of your choice receives a +2 bonus to
result. If successful, refer to "Success" below; if failed, refer to "Fortitude", "Willpower", and "Accuracy check" until 6 AM the next
"Failure" below. morning. If the check fails, the doctor becomes displeased at being
doubted and leaves.
Success: Receive a reward of "ALx100" gamels from the shop. Option C: You try to refuse politely without offending him, but the
Furthermore, if the Success Value is "Target Number +3 or higher", doctor becomes enraged! "My experiments are crucial for the future
you will be praised for the swift capture and receive 1 Skanda Boot. of humankind!" The doctor goes on a rampage using mysterious
Failure: Nothing happens. explosives, and you all get caught in the crossfire. Everyone rolls 1d.
PCs who roll 2 or lower take "1d+AL" points of fire magic damage.

Journey Event/32 Heavy Load Transportation Journey Event/35 Aged Liquor Back
Back A successful PC realizes that this alcohol has a dangerous
If more than half of the PCs succeed in the check, the cargo can poisonous nature. They barely manage to control themselves and
be safely transported. This was a good experience! Everyone rolls avoid drinking it. Those who have gained the willpower to overcome
1d, and PCs who rolled a 3 increase their strength score by "1". themself, earn 50 experience points.
If more than half of the PCs fail the check, the cargo gets A failed PC succumbs to the temptation of alcohol and drinks it
damaged! The party loses "ALx150 gamels" worth of party assets for (even if other PCs try to stop them). It turns out the alcohol had a
repairs (can be paid in gamel or by losing items. In case of items, use dangerous toxicity!
the "base price" as the price standard). Those PC receive a -1 modifier to "Fortitude" and "Willpower"
for the duration of this scenario.

Journey Event/33 First Aid Back Journey Event/36 A Rare Accessory Back
Option A: If at least one PC succeeds in revival, refer to "Success" below. Option A: It was a cursed item! Perform a "Willpower (Willpower)"
If all fail, refer to "Failure" below. check with a "Target Number: AL+10". If successful, the pendant shatters
Option B: All participating PCs make a "First Aid check (Ranger class into pieces. If failed, the PC wearing it understands the details of the
level + Dexterity modifier)" with a "Target Number: AL+12". If the PC pendant (described below) and is affected by its effects.
has the work skill "Surgeon", "Doctor", or "Nurse", they recognize it as Option B: Perform an "Appraise check (Sage or Scout or Alchemist class
their specialty trauma and gain a bonus to their Success Value equal to level + Intelligence modifier)" with a "Target Number: AL+8". If
their +"skill level". PCs who succeed on the check refer to "Success" successful, you learn that its base price is "ALx300" gamels. If successful
below, while those who fail refer to "Failure" below (each PC receives a with the Sage class, you also learn the details of the pendant (described
different result based on their check's success or failure). below). During this check, PCs with any of the work skills "Bone Carver",
Success: The experience of saving a life enhances your adventure. "Sculptor", "Whitesmith", "Blacksmith", or "Enchanter" gain a bonus of
During this scenario, when any PC (including yourself) makes a "Death +"skill level" to their Success Value, and upon successful check, they learn
Check", you can change that check to an "automatic success" (if changed, the details of the pendant (described below). If failed, nothing is known.
all other bonuses, penalties, and other effects related to that check “Twilight Weeper's Pendant”
become invalid). Reputation: (current AL)+8 Accessory: Neck
Failure: The first aid was inappropriate! Although the civilian somehow Appearance: A pendant in the shape reminiscent of a fetus
clings to life through sheer will to survive, your sense of powerlessness Effect: The character wearing it feels the urge to cry out loudly every day
(guilt, inferiority) lingers. During this scenario, you receive a "-1" penalty around sunset. They receive a "-4" penalty to Hide check Success Value
to the Success Value of the next "Willpower" check you make. and a "-2" penalty to Spellcasting check Success Value. This item breaks
immediately when affected by curse dispelling effects.

136
Part 4 Simple Scenarios

Journey Event/41 A Blast of a Potion! Back Journey Event/44 Cavernous Pit Back
Option A: It was a dangerous drug! The affected PC receives a -2 Option A: All PCs perform a "Cave Progression Check (Ranger or
penalty to Fortitude, Willpower, and Evasion checks until 6 AM the Scout class level + Agility modifier)" with a Target Number of AL+9.
next morning. However, the doctor is pleased and gives you a reward If they possess either the " Miner " or "Explorer" work skill, they gain
of "ALx300" gamels. a bonus to their Success Value equal to their "skill level". If successful,
Option B: The PC performing the inspection makes a "Herbology they can easily pass through the cave. If at least one PC succeeds the
check (Sage or Ranger class level + Intelligence modifier)" with a check, they can quickly advance to the enemy, and all PCs gain 50
"Target Number: AL+8". If they have either "Inventor" or experience points. If all PCs fail the check, they are hit by falling
"Apothecary" work skill, they gain a bonus of +skill level to the rocks and all PCs receive "1d+2+AL" points of physical damage.
Success Value. If the check succeeds, they see through the dangerous Option B: Proceed cautiously to avoid danger. All PCs roll 1d. PCs
drug, and the doctor sheepishly runs away. If the check fails, a with a result of 3 or lower are hit by falling rocks and receive
random PC is forced to drink the drug. They receive a -2 penalty to "1d+2+AL" points of physical damage. PCs with a result of 4 or higher
Fortitude, Willpower, and Evasion checks until 6 AM the next obtain 1 'Mako Stone' that can substitute for MP equal to "the same
morning. number as the dice roll". If they have the "Mason" skill, treat the dice
Option C: You try to refuse politely without offending him, but the roll as +2 (the result can exceed 6).
doctor becomes enraged! "My experiments are crucial for the future
of humankind!" The doctor goes on a rampage using mysterious
explosives, and you all get caught in the crossfire. Everyone rolls 1d.
PCs who roll 2 or lower take "1d+AL" points of fire magic damage.

Journey Event/42 Tourist Information Back Journey Event/45 Artistic Camouflage Back
Option A: Perform a "Navigation check (Sage or Ranger or Scout If even one person succeeds in the check, they successfully
class level + Intelligence modifier)" with a "Target Number: AL+9". distinguish the camouflage and proceed. All PCs gain 50 experience
If you have either the Tour Guide or Linguist work skills, you gain a points.
bonus of +"skill level" to the Success Value. If successful, you will be If everyone fails the check, they get lost and waste supplies. The
thanked and receive a "special product (selling price: ALx400 party's assets are reduced by "ALx100" gamels.
gamels)". This "special product" can be changed to any special
product from the "Natural History" series of supplements if the GM
wishes.
Option B: Successfully delivered! However, it took time, and during
that time, the enemy seems to have prepared. When fighting the boss
of this scenario, increase the boss's HP by +"ALx5" and Willpower
by "+1".

Journey Event/43 Defending the Shoreline Back Journey Event/46 High-rise Building Back
Perform the following check based on the chosen option. In Option A: Lose the important item.
either case, if you have any of the work skills "Sailor", "Navigator", or Option B: Any one PC performs a "Climb check (Adventurer level
"Fisherman", you gain a bonus to the Success Value equal to your + Strength modifier)" with a "Target Number: AL+9". If they have
"skill level". either the work skill "Woodworker" or "Towerman", they gain a
bonus of +"skill level" to the Success Value. If the check succeeds,
Option A: "Set Trap check (Scout or Ranger class level + Dexterity they recover the important item and also obtain a Thermal Mantle
modifier)" with a Target Number of AL+9 (see CR I, p. 307) that was caught at the top. If the check fails, they
Option B: "Search check (Scout or Ranger class level + Intelligence lose the important item.
bonus)" with a Target Number of AL+10 Option C: Any one PC performs a Spellcasting check. If the check
If successful, refer to "Success" below. If failed, refer to "Failure" succeeds (not double 1s), they recover the important item and also
below. obtain a Thermal Mantle that was caught at the top. If the check fails,
they lose the important item.
Success: You can defeat the monster with minimal effort. You gain
loot worth "ALx200" gamels.
Failure: Your adventure is hindered by the monster. PCs who are
usually in the frontline lose 20% of their maximum HP (rounded
down), while rearguard PCs lose 20% of their maximum MP
(rounded down).

137
Journey Event/51 The Food is Terrible! Front Journey Event/54 Magitech Breakdown! Front
During the journey, the meal prepared by the PC in charge of The magitech you've been using for transportation has started
cooking (volunteer or randomly selected if no one volunteers) turned smoking!
out to be incredibly unpalatable.
The remaining PCs will need to prepare a dish to cleanse their Option A: Move away immediately
palates. Each PC should choose one of the following options Option B: Attempt to repair it
(including the PC who failed at cooking, as a second attempt):

Option A: Impress with seasoning skills


Option B: Impress with the natural flavors of ingredients

After choosing an option, go to page 140 After choosing an option, go to page 140

Journey Event/52 The Mysterious Coat of Arms Journey Event/55 Beautifully Fragrant Tree Front
Front Along the way, you found a tree with beautiful blossoms. Its
During your adventure, as you delve into ruins, you and your fragrance was pleasant and captivating. After discussing as a group,
companions find a treasure sword engraved with an unusual coat of choose one of the following options:
arms.
All PCs must perform a "Sage class level + Intelligence modifier" Option A: Leave quickly without getting close
check against a "Target Number: AL+9". If you have the work skill Option B: Take a break under that tree
"Heraldist", you gain a bonus to your Success Value equal to your
"skill level".

After making a check, go to page 140 After choosing an option, go to page 140

Journey Event/53 Sudden Childbirth Front Journey Event/56 Beautifully Fragrant Tree Front
On the road, a pregnant woman goes into labor! There's no one Along the way, you found a tree with beautiful blossoms. Its
else to help but you! fragrance was pleasant and captivating. After discussing as a group,
All PCs must perform a "Sage class level + Dexterity modifier" choose one of the following options:
check against a Target Number of AL+10. If you have the "Midwife"
work skill, add your "skill level" as a bonus to the Success Value. Option A: Leave quickly without getting close
Option B: Take a break under that tree

After making a check, go to page 140 After choosing an option, go to page 140

138
Part 4 Simple Scenarios

Journey Event/61 Map Making Front Journey Event/64 Encountering Someone in


"While you're out adventuring, could you draw a map of that Trouble Front
area?" During the journey, you encounter an injured person. Roll 1d to
It was a request from a senior you're always indebted to. It's quite determine the person's characteristics, then choose from the options
difficult to refuse. Everyone performs a "Cartography check (Scout below.
or Ranger or Sage class level + Intelligence modifier)" with a "Target
Number: AL+8". At this time, PCs with the work skill "Cartographer" 1 Boy
gain a bonus to their Success Value equal to their "skill level". 2 Girl
3 Man
4 Woman
5 Old Man
6 Old Woman

Option A: Use magic or potions to restore 10 or more HP


Option B: Conserve healing methods for yourselves, limiting
recovery to less than 10 points (0 points is also acceptable)

After making a check, go to page 141 After choosing an option, go to page 141

Journey Event/62 Gambling Crisis! Front Journey Event/65 Surrounded Plains Front
One random PC (or a chosen one if available) has, willingly or You need to pass through a plain surrounded by forest.
unwillingly, engaged in gambling and is about to incur debt! However, the plain is completely visible from the forest, so it could
First, determine how much they've bet by rolling 1d and be dangerous if there are enemies...
consulting the table below. Note that if the PC has the work skill
"Gambler", add +2 to the die roll. Option A: Move forward while staying low and remaining vigilant
1 – 3 AL x 50 gamels Option B: Use 3rd level Truespeech Magic [Sense Enemy] to
4 – 5 AL x 100 gamels attempt to detect enemies.
6 AL x 500 gamels

Then, choose how to handle the debt from the following


options:

Option A: A loss is a loss. Pay up.


Option B: Everyone uses their persuasion skills to talk their way out
of it.
Option C: Everyone flees like a startled hare.

After choosing an option, go to page 141 After choosing an option, go to page 141

Journey Event/63 Senior's War Story Front Journey Event/66 Rat's Passage Front
A senior adventurer approaches you, commenting on your work. As you progress through the underground waterway, you
"Young folks these days have no guts. It was much tougher when I discover a small horizontal hole at your feet, just big enough for a rat
was young. When I infiltrated the ruins from the Magic Civilization to squeeze through. It seems like light is leaking from it.
Period..."
This guy goes on forever once he starts talking. What a bother. Option A: Poke around with a long stick. Decide on one PC to hold
the stick.
Option A: Listen attentively Option B: Everyone stays quiet and listens carefully.
Option B: Flatter him casually and let it go in one ear and out the Option C: Use both Spiritualism Magic 2 level [Command Doll] and
other 4 level [Doll Sight] to have a doll scout the area.
Option C: Use 1st level Divine Magic [Sanity]

After choosing an option, go to page 141 After choosing an option, go to page 141

139
Journey Event/51 The Food is Terrible! Back Journey Event/54 Magitech Breakdown! Back
Option A: Perform a "Cooking check (Aadventurer level + Dexterity Option A: Almost simultaneously as you move away, the machine
modifier)" with a Target Number of AL+9. If you have the work skill releases an abnormal electric shock! All PCs roll 1d. PCs who roll 3
"Cook", you gain a bonus of +skill level to the Success Value. or lower take "1d+AL" points of lightning magic damage.
Option B: Perform a "Cooking check (Adventurer level + Farmer or Option B: Any one PC performs a "Magitech repair check (Artificer
Butcher bonus)" with a Target Number of AL+8. If you have either class level + Dexterity modifier)" with a "Target Number: AL+8". At
the work skill "Farmer" or "Butcher", you gain a bonus of +skill level this time, PCs with the work skill "Restorer" may use their Restorer
to the Success Value. skill level instead of Artificer skill level. If successful, they notice that
an extra component has been mixed into the machine. After
For both Options A and B: If the majority of PCs succeed, fully obtaining "Magitech Components (300 gamels)", the journey
restore HP and MP. If half or fewer fail, reduce the current HP value continues without issue. If failed, the machine releases an abnormal
by "AL" (not below 0). Afterwards, deduct ALx50 gamels from the electric shock. The PC who was performing the repair takes "1d+AL"
party's assets for the consumed ingredients. points of lightning magic damage.

Journey Event/52 The Mysterious Coat of Arms Journey Event/55 Beautifully Fragrant Tree Back
Back Option A: "Why don't you smell me up close!" The tree was actually
Success: The coat of arms is identified as belonging to an ancient a monster. Enraged that you didn't approach, it attacks. All PCs roll
royal family. You return it to its rightful owner and receive a 1d. PCs who roll 3 or lower are struck by long wooden branches and
replacement item in exchange. Discuss within the party and acquire take 2d+AL points of physical damage.
one item of your choice with a "base price: AL x 3,000" gamels or Option B: The tree looks somewhat satisfied. Due to the rich
less. fragrance, all PCs increase their maximum and current HP and MP
Failure: The treasure sword can be sold in the market. You gain 600 by +6 for the duration of this scenario.
gamels.

Journey Event/53 Sudden Childbirth Back Journey Event/56 Beautifully Fragrant Tree Back
Success: The birth was successful! Exhilarated by experiencing this Option A: Soothed by the faint fragrance, proceed forward. Though
precious moment, all PCs can use an effect equivalent to [Sword's modest, all PCs recover 3 MP each.
Grace/Change Fate] once during this scenario (PCs with Human Option B: Perform an "Insight check (Sage class or Alchemist class
race can use it twice, including their original Change Fate). level + Intelligence modifier)" with a "Target Number: AL+8". At this
Failure: Although you couldn't complete the delivery, you time, if you have any of the work skills "Hunter", "Lumberjack", or
encouraged the mother until the midwife arrived. The child was also "Groundskeeper", you gain a bonus of +"skill level" to the Success
born safely. Reduce HP by "10% of the maximum value (rounded Value. If you succeed the check, you quickly realize that the wood's
down)" due to fatigue, and in return, recover MP by "10% of the scent is poisonous and can escape. If you fail, unable to resist the
maximum value (rounded down)" due to a sense of fulfillment. strong sleep effect, you fall into a deep slumber. During this time,
thieves appear from nowhere and steal your valuables. Reduce the
party's assets by "ALx200" gamels.

140
Part 4 Simple Scenarios

Journey Event/61 Map Making Back Journey Event/64 Encountering Someone in


If even one person succeeds, the map is beautifully Trouble Back
completed. The senior's adventure goes well, and all PCs Option A: The injured person is moved by your dedication and gives
receive one souvenir each. This is an item that can be used as you a token of gratitude, saying, "Please use this for your adventure."
either a Sunlight Charm or a Moonlight Charm (see CR I, p. Gain Number of PCs x Mako Stones (3 points each).
305) with a Success Value bonus of +2. If desired, it can also Option B: The injured person understands your situation and gives
be sold for 1500 gamels. you a small token, saying, "Don't worry about me, please continue on
your journey." Gain 1 x Mako Stone (3 points).
If everyone fails, the senior sets out on the adventure
without the map and never returns. Immediately process "25
Mourning" Journey Event.

Journey Event/62 Gambling Crisis! Back Journey Event/65 Surrounded Plains Back
Option A: Leave the scene quietly. For both options A and B: Determine the presence of enemies by
Option B: Everyone performs a "Persuasion check (Adventurer level rolling 1d.
+ Intelligence modifier)" with a "Target Number: AL+11". If you have
any of the work skills "Orator", "Gangster", or "Manager", you gain a Encounter an enemy! Conduct an "Intermediate Battle
bonus of +"skill level" to the Success Value. If at least one person (natural environment)". However, if [Sense Enemy] is
succeeds, refer to "Success" below. If everyone fails, refer to "Failure" successfully used (not an automatic failure), or if everyone
below. 1
performs a "Notice check (Scout or Ranger class level +
Option C: Everyone performs an "Escape check (Adventurer level + -
Intelligence modifier)" with a "Target Number: AL+9" and at
Agility modifier)" with a "Target Number: AL+11". If everyone 3
least one person succeeds, you can detect the enemy in
succeeds, refer to "Success" below. If even one person fails, refer to advance, resulting in a successful "surprise attack (see CR I,
"Failure" below. p. 144)" on the enemy.
Success: You've managed to escape trouble brilliantly! This 4
experience will serve you well in your adventures. Everyone gains 50 - There are no enemies, and you can pass through safely.
experience points. If you chose "Option C", it might be best to avoid 5
conspicuous actions for a while. Not only are there no enemies and you can pass through
Failure: You ended up having to pay... The other party is grinning, 6 safely, but you also find a treasure chest in the bushes. Gain
saying "Much obliged". Perhaps they've set something up? There's no "ALx200" gamels.
way to prove it now, though.

Journey Event/63 Senior's War Story Back Journey Event/66 Rat's Passage Back
Option A: Everyone, perform a "Willpower (Willpower)" check with Option A: You hit something hard. Then you hear an angry voice,
a "Target Number: AL+9". PCs who fail can't absorb anything due to and felt an impact on the staff! The PC holding the staff takes
all the boasting! They receive "1d" points of magic damage (this is "2d+AL" points of physical damage. Wondering what on earth that
psychic type (weak) effect). PCs who succeed hear surprisingly useful was... you leave the area.
stories and gain 50 experience points. Option B: A pleasant melody can be heard. Everyone, make a
Option B: "That was a great drinking party today!" The senior is in a Willpower check with a "Target Number: AL+11". If everyone fails,
good mood and treats you to dinner. You save money and gain all fall into a deep sleep and recover 3 HP and MP each. However,
"ALx50" gamels. time passes, and the boss prepares. Add +1 to Sword Shard for this
Option C: "I'm perfectly sane, how rude!" The other person is still scenario's boss (the maximum number of Sword Shards, including
the same. Your magic is resisted, you get scolded, and waste time. those already granted, is up to "monster's level +2").
Add +1 to the Sword Shards of this scenario's boss (the maximum Option C: It led to a secret room. A Grassrunner seems to be
number of Sword Shards, including those already enhanced, is up to enjoying playing an instrument. When they notice the doll, they look
"monster's level +2"). at it with interest, then smile and place an item in its hand. Gain
"ALx200" gamels.

141
After calculating the AL, roll 1d to determine the Core Rulebook (note that in the tables below, there is always
monsters party. For the positioning, if there is a GM, let the only 1 character in the rearguard).
GM decide. If there is no GM, use the following rule: "If there For monster guidelines, if there is no GM, please discuss
is 1 type of monster, all are in the frontline" and "If there are among the PCs and decide based on the monster's "intellect"
2 types of monsters, the first type is in the frontline, the second (e.g., if "intellect: low", both action type and target are random;
type is in the rearguard" (parties consisting of 3 or more types if "intellect: average", target the PC healer, etc.). As you may
of monsters do not exist). sometimes need to choose actions that are disadvantageous to
If the PC party has a large number of frontline members, the PCs, it's advisable to designate one person with final
it may be necessary to pull the rearguard monsters to the decision-making authority beforehand to avoid arguments. If
frontline in the Initial Placement (see CR I, p. 122). In that you absolutely cannot decide, it's fine to determine randomly.
case, please redeploy them to the frontline according to the

Barbarous
AL 1-2 3 4 5
1 Goblin (see CR I, p. 397) Bolg (see CR I, p. 401) Bolg Highlander (see CR I, p. 401) Arakcruder (see CR III, p. 330)
Number of PCs - 1 x Shield Hoodlings
Number of PCs x Goblins (see CR I, p. Number of PCs - 1 x Lizardmen (see CR II, p. Number of PCs x Arakcruders (see CR III, p.
2 397)
(see CR I, p. 400), Hugl Caster (see CR
334), Hugl Caster (see CR I, p. 400) 330)
I, p. 400)
Number of PCs x Hugls (see CR I, p. Number of PCs x Bolg (see CR I, p. Number of PCs - 1 x Hugl Casters (see CR I,
3 399) 401) p. 400), Lesser Ogre (see CR I, p. 402)
Androscorpion (see CR II, p. 335)
Number of PCs x Dagger Hoodling Number of PCs x Gremlins (see CR I, Number of PCs x Lizardmen (see CR II, p.
1d 4 Number of PCs x Shield Hoodlings (see CR I,
(see CR I, p. 396), Saber Hoodling (see p. 397), Shield Hoodling (see CR I, p. 334),
p. 400), Lesser Ogre (see CR I, p. 402)
CR I, p. 398) 400) Arakcruder (see CR III, p. 330)
Number of PCs - 1 x Saber Hoodling
Number of PCs x Centaurs (see CR II, Number of PCs - 1 x Lizardmen (see CR II, p. Number of PCs - 1 x Bolg Heavy Arm (see
5 (see CR I, p. 398), Bolg (see CR I, p.
p. 333) 334), Loreley (see CR II, p. 334) CR I, p. 403), Troll (see CR I, p. 407)
401)
Number of PCs - 1 x Shield Hoodlings
Number of PCs - 1 x Hugls (see CR I, Number of PCs - 1 x Lizardmen (see CR II, p. Number of PCs - 1 x Mermen (see CR II, p.
6 p. 399), Hugl Caster (see CR I, p. 400)
(see CR I, p. 400), Lesser Ogre (see CR
334), Loreley (see CR II, p. 334) 336), Merman Bishop (see CR II, p. 337)
I, p. 402)
AL 6 7 8 9+
1 Centaur Impaler (see CR II, p. 336) Ogre (see CR II, p. 337) Arakcruder Hunter (see CR III, p. 330) Grendel (see CR II, p. 344)
Number of PCs x Arakcruder Hunters (see
Number of PCs x Mermen (see CR II, Number of PCs x Quepalas (see CR I, Scissorscorpion (see CR II, p. 338), Quepala
2 p. 336), Tannoz (see CR II, p. 339) p. 406), Minotaur (see CR II, p. 339) Sage (see CR III, p. 331)
CR III, p. 330), Minotaur Caster (see CR II,
p. 345)
Number of PCs - 1 x Quepalas (see CR Number of PCs - 1 x Loud Bolg Commanders
Number of PCs - 1 x Tannoz (see CR Number of PCs - 1 x Hugl Motor (see CR II,
3 I, p. 406), Merman Bishop (see CR II,
II, p. 339), Ogre (see CR II, p. 337)
(see CR II, p. 340), Dark Troll (see CR II, p.
p. 345), Tannoz Cleric (see CR II, p. 344)
1d p. 337) 340)
Number of PCs x Centaur Impalers Number of PCs x Tannoz (see CR II, p. Number of PCs x Arakcruder Hunter (see CR Number of PCs x Hugl Motors (see CR II, p.
4 (see CR II, p. 336) 339) III, p. 330) 345)
5 Minotaur (see CR II, p. 339) Dark Troll (see CR II, p. 340) Grendel (see CR II, p. 344) Bolg Assassinator (see CR II, p. 349)
Number of PCs - 1 x Centaur Impalers Number of PCs - 1 x Quepala Sages (see CR
Number of PCs - 1 x Ogre (see CR II, Number of PCs - 1 x Tannoz Cleric (see CR
6 (see CR II, p. 336), Ogre (see CR II, p.
p. 337), Dark Troll (see CR II, p. 340)
III, p. 331), Minotaur Caster (see CR II, p.
II, p. 344), Hill Giant (see CR II, p. 349)
337) 345)

Urban
AL 1-2 3 4 5
1 Imp (see CR III, p. 411) Door Limiter (see CR I, p. 421) Bandit Leader (see CR III, p. 428) Deck Chest Trap (see CR III, p. 374)
Number of PCs - 1 x Ghasts (see CR I, Number of PCs - 1 x Bandit Troopers (see
Number of PCs - 1 x Zerlay (see CR I, p. Number of PCs - 2 x Burrdorn (see CR I, p.
2 p. 420), Bandit Trooper (see CR I, p. CR I, p. 431), Mounted Bandit (see CR III,
423), Ghast Knight (see CR I, p. 422) 424), Homunculus (see CR I, p. 422)
431) p. 427)
Number of PCs x Cheap Stones (see Number of PCs x Loam Puppets (see CR Number of PCs x Barba (see CR III, p. Number of PCs x Deg Kagner (see CR III, p.
3 CR I, p. 420) II, p. 420) 384) 385)
1d Number of PCs x Dorns (see CR I, p. Number of PCs - 2 x Mounted Bandits (see Number of PCs x Aetherbeasts (see CR I, Number of PCs x Stone Servant (see CR II, p.
4 423), Imp (see CR III, p. 411) CR III, p. 427), Kagner (see CR III, p. 384)
p. 429), Flabby Golem (see CR II, p. 422) 423), Skilled Mercenary (see CR I, p. 431)
Number of PCs - 1 x Cheap Stones (see Number of PCs - 2 x Abyss Minions (see Number of PCs - 1 x Deck Chest Trap (see
Number of PCs - 1 x Kagner (see CR III,
5 CR I, p. 420), Gargoyle (see CR I, p.
p. 384), Nuzumal (see CR III, p. 412)
CR III, p. 413), Aetherbeast (see CR I, p. CR III, p. 374), Plasma Sphere (see CR III, p.
421) 429) 375)
Number of PCs - 1 x Imps (see CR III, Number of PCs - 1 x Erbirea (see CR I, p. Number of PCs - 1 x Ghast Knight (see CR Number of PCs - 1 x Skilled Mercenaries (see
6 p. 411), Zerlay (see CR I, p. 423) 429), Bandit Leader (see CR III, p. 428) I, p. 422), Homunculus (see CR I, p. 422) CR I, p. 431), Skald (see CR II, p. 410)
AL 6 7 8 9+
1 SZerlay (see CR I, p. 425) Swordmaton (see CR II, p. 378) Alchemist Scholar (see CR III, p. 428) Dimateravia (see CR II, p. 387)
Number of PCs x Deg Kagners (see CR Number of PCs x Gur Barba (see CR III, Number of PCs - 2 x Maris Barba (see CR Number of PCs - 1 x Star Snipers (see CR II,
2 III, p. 385), Zalbard (see CR III, p. 415) p. 385), Lang Kagner (see CR III, p. 386) III, p. 387), Dark Bully (see CR II, p. 405) p. 386), Dimateravia (see CR II, p. 387)
Number of PCs - 2 x Brasswings (see Number of PCs - 2 x Rock Golems (see CR Number of PCs - 2 x Bronze Golems (see CR
Number of PCs - 1 x Argagis (see CR II, p.
3 CR II, p. 424), Doubleburg (see CR II,
405), Evil Priest (see CR II, p. 410)
II, p. 426), Alchemist Scholar (see CR III, III, p. 435), Fairy Swordsman Expert (see CR
p. 404) p. 428) II, p. 411)
1d Number of PCs x Gur Barba (see CR Number of PCs x Ghast Bishop (see CR Number of PCs x Maris Barba (see CR III, p.
4 III, p. 385) III, p. 375)
Fixed Zerlay (see CR II, p. 385)
387)
5 Terror Beast (see CR III, p. 417) Alchemist Scholar (see CR III, p. 428) Fixed Zerlay (see CR II, p. 385) Heretic Priest (see CR III, p. 429)
Number of PCs - 1 x Plasma Spheres Number of PCs - 1 x Scarlet Stamp (see CR Number of PCs - 1 x Fairy Swordsman Expert
Number of PCs - 1 x Star Sniper (see CR
6 (see CR III, p. 375), Evil Priest (see CR II, p. 379), Maris Barba (see CR III, p.
II, p. 386), Dimateravia (see CR II, p. 387)
(see CR II, p. 411), Heretic Priest (see CR III,
II, p. 410) 387) p. 429)

142
Part 4 Simple Scenarios

Natural Environment
AL 1-2 3 4 5
1 Giant Lizard (see CR I, p. 411) Anaconda (see CR III, p. 343) Poisonous Spillbug (see CR III, p. 344) Pegasus (see CR III, p. 392)
Number of PCs - 1 x Giant Gadflies (see Number of PCs - 1 x Lizard Flies (see CR
Number of PCs - 1 x Giant Lizards (see CR Number of PCs - 1 x Bolgs (see CR I, p.
2 CR I, p. 410), Purple Ant (see CR I, p.
I, p. 411), Grey Lynx (see CR I, p. 412) 401), Giant Crab (see CR II, p. 355)
III, p. 344), Emerald Raccoon (see CR III,
411) p. 392)
Number of PCs - 1 x Skilled Mercenaries
Number of PCs x Steam Pods (see CR I, Number of PCs x Dancing Thorns (see CR
3 p. 414) I, p. 414)
Dinos (see CR I, p. 413) (see CR I, p. 431), Bandit Leader (see CR
1d III, p. 428)
Number of PCs x Cheap Stones (see CR I, Number of PCs x Deela Harpies (see CR Number of PCs x Leather Fish (see CR II, Number of PCs x Sandworm (see CR I, p.
4 p. 420), Saber Hoodling (see CR I, p. 398) I, p. 426), Steam Pod (see CR I, p. 414) p. 421), Hellhound (see CR I, p. 426) 413), Crocodile (see CR II, p. 355)
Bloody Petal (see CR I, p. 415)
Number of PCs - 1 x Wolf (see CR I, p. Number of PCs - 1 x Ghasts (see CR I, p. Number of PCs - 1 x Dancing Thorns (see
5 410), Pack Leader (see CR I, p. 412) 420), Hellhound (see CR I, p. 426) CR I, p. 414), Tiger (see CR III, p. 345)
* Number of Flowers = Number of PCs
(can be 2 or less)
Number of PCs x Giant Lizards (see CR I, Number of PCs - 1 x Anacondas (see CR Number of PCs - 1 x Lizard Flies (see CR Number of PCs - 1 x Sandworms (see CR I,
6 p. 411), Grey Lynx (see CR I, p. 412) III, p. 343), Giant Crab (see CR II, p. 355) III, p. 344), Pegasus (see CR III, p. 392) p. 413), Grizzly Bear (see CR III, p. 345)
AL 6 7 8 9+
1 Meria Mistletoe (see CR II, p. 365) Sabertooth Tiger (see CR II, p. 357) Griffon (see CR I, p. 428) Giant Fluffball (see CR III, p. 356)
Number of PCs - 2 x Thunderbirds (see Number of PCs x Crimson Maggots (see
Number of PCs - 2 x Tilgris (see CR III, Number of PCs x Forest Kongs (see CR II,
2 CR I, p. 427), Petroviper (see CR II, p. CR III, p. 347), Emerald Raccoon (see CR
p. 394), Crash Bear (see CR II, p. 358) p. 357), Frost Panther (see CR II, p. 358)
356) III, p. 392)
Number of PCs - 1 x Ghast Bishop (see CR Number of PCs - 1 x Crash Bears (see CR
Number of PCs - 1 x Meria Mistletoes (see
3 CR II, p. 365), Unicorn (see CR II, p. 391)
III, p. 375), Scarlet Stamp (see CR II, p. II, p. 358), Ringing Rain Deer (see CR II, Giant Bohr (see CR III, p. 349)
1d 379) p. 392)
Plain Centipede (see CR II, p. 356)
4 Crimson Maggot (see CR III, p. 347)
*Number of Legs section = number of PCs
Entlet (see CR II, p. 366) Giant Fluffball (see CR III, p. 356)
5 Sabertooth Tiger (see CR II, p. 357) Alchemist Scholar (see CR III, p. 428) Banshee (see CR III, p. 366) Cockatrice (see CR II, p. 394)
Number of PCs - 1 x Petrovipers (see CR Number of PCs - 1 x Frost Panthers (see
Number of PCs - 1 x Forest Kongs (see CR
6 II, p. 356), Sabertooth Tiger (see CR II, p.
II, p. 357), Crash Bear (see CR II, p. 358)
CR II, p. 358), Ringing Rain Deer (see CR Tilgris (see CR III, p. 394)
357) II, p. 392)

Ruins
AL 1-2 3 4 5
1 Zombie (see CR I, p. 417) Skull Bird (see CR II, p. 369) Death Sword (see CR II, p. 370) Crocodile (see CR II, p. 355)
Number of PCs - 1 x Skeletons (see CR Number of PCs - 1 x Oak Hounds (see CR Number of PCs - 2 x Flying Hands (see CR
Number of PCs - 1 x Zombies (see CR I, p.
2 I, p. 416), Oak Golem (see CR II, p.
417), Gargoyle (see CR I, p. 421)
II, p. 419), Skeleton Archer (see CR II, p. III, p. 363), Skeleton Soldier (see CR II, p.
419) 369) 370)
Number of PCs x Revenants (see CR I, Number of PCs x Dry Corpses (see CR I, p. Number of PCs x Skeleton Soldier (see CR
3 p. 416 *2nd level) 418)
Flying Hands (see CR III, p. 363)
II, p. 370)
1d Number of PCs x Hugl Assaulter (see CR
Number of PCs x Goblins (see CR I, p. Number of PCs x Straw Birds (see CR II, p. Number of PCs x Bolg Highlander (see CR
4 397), Gremlin (see CR I, p. 397) 420), Dry Corpse (see CR I, p. 418) I, p. 401), Medusa (see CR II, p. 333)
I, p. 403), Bolg Heavy Arm (see CR I, p.
403)
Number of PCs - 1 x Zombies (see CR Number of PCs - 1 x Dry Corpses (see CR I, Number of PCs - 1 x Death Swords (see CR Number of PCs - 1 x Arakcruder (see CR
5 I, p. 417), Bloodling (see CR III, p. 362) p. 418), Lizardman (see CR II, p. 334) II, p. 370), Lizardman (see CR II, p. 334) III, p. 330), Quepala (see CR I, p. 406)
Number of PCs - 1 x Bone Animal (see CR
Number of PCs - 1 x Zombies (see CR Number of PCs - 1 x Bloodlings (see CR III, Number of PCs - 1 x Merman (see CR II,
6 I, p. 417), Anaconda (see CR III, p. 343) p. 362), Flying Hands (see CR III, p. 363)
II, p. 421), Skeleton Soldier (see CR II, p.
p. 336), Iceman (see CR II, p. 371)
370)
AL 6 7 8 9+
1 Blood Sucker (see CR II, p. 372) Scarlet Stamp (see CR II, p. 379) Dark Troll (see CR II, p. 340) Banshee (see CR III, p. 366)
Number of PCs x Zalbards (see CR III, Number of PCs x Loud Bolg Commander Number of PCs x Hugl Motor (see CR II,
Number of PCs x Skeleton Guardian (see
2 p. 415), Plasma Sphere (see CR III, p.
CR II, p. 372), Minotaur (see CR II, p. 339)
(see CR II, p. 340), Quepala Sage (see CR p. 345), Alert Gramophone (see CR II, p.
375) III, p. 331) 381)
Number of PCs - 2 x Barren Dorn (see Number of PCs - 1 x Ghast Bishops (see CR Number of PCs - 1 x Tannoz Cleric (see
Number of PCs - 1 x Tannoz (see CR II, p.
3 CR II, p. 384), Lanternhead (see CR III,
339), Ogre (see CR II, p. 337)
III, p. 375), Arakcruder Hunter (see CR III, CR II, p. 344), Phosphor Sphere (see CR
1d p. 364) p. 330) III, p. 377)
Number of PCs x Iceman (see CR II, p. Number of PCs x Ghast Bishops (see CR III, Number of PCs x High Revenant (see CR Number of PCs x Hugl Motor (see CR II,
4 371) p. 375) II, p. 373, *8th level) p. 345)
5 Scarlet Stamp (see CR II, p. 379) Loud Bolg Commander (see CR II, p. 340) Phosphor Sphere (see CR III, p. 377) Alchemy Tooth (see CR III, p. 378)
Number of PCs - 1 x Blood Sucker (see Number of PCs - 1 x Ghast Bishops (see CR Number of PCs - 1 x Arakcruder Hunters Number of PCs - 1 x Mummy (see CR II,
6 CR II, p. 372), Minotaur (see CR II, p. III, p. 375), Loud Bolg Commander (see CR (see CR III, p. 330), Minotaur Caster (see p. 375), Bolg Assassinator (see CR II, p.
339) II, p. 340) CR II, p. 345) 349)

143
Pre-Boss Event/1 Surprise Attack! Front Pre-Boss Event/4 It's a trap! Front
You are discussing how to attack the enemy efficiently. Everyone The enemy has set a nasty trap! Check the "intellect" of the boss
rolls 1d, and you look at the difference between the "highest roll" and in the current scenario.
the "lowest roll" (If there's only one PC, it's automatically treated as a
difference of 0). Option A: "High" or "Average"
Option B: Other than the above

After calculating the difference, go to page 145 After choosing an option, go to page 145

Pre-Boss Event/2 Enemy Ambush! Front Pre-Boss Event/5 Sleepless Night Front
It seems the enemy boss has been cunningly biding their time. A quiet night. One random PC (excluding Meria) recalls their
You are about to be ambushed! All PCs must perform a "Danger past and can't seem to fall asleep.
Sense check (Scout or Ranger class level + Intelligence modifier)" Option A: Try various methods. Herbs, music, hot milk, perhaps a
with a "Target Number: AL+11". sleep spell?
Option B: Stay up late. Another PC (volunteer, or random if none)
says, "Oh, by the way," and engages in a deep conversation together
*If there's only one PC, automatically choose Option A

After making a check, go to page 145 After choosing an option, go to page 145

Pre-Boss Event/3 Grudge Front Pre-Boss Event/6 Respect Front


There's a grudge with the boss we're about to fight... One PC with All PCs, let's talk about "the one thing the PC to your left excels
a grudge (volunteer, or random if no volunteers) will roll 1d to at that you can't match."
determine the nature of the grudge from the following table:
1 Cause of an old wound For solo play, roll on the table below, think of a person who fits
2 Once admired the category and reflect on them before the final battle.
3 Nemesis of a loved one 1 Relative
4 A friend who took a different path 2 Benefactor
5 Someone they once let go 3 Friend
6 Someone they once cared for 4 Colleague
The chosen PC should declare their determination for the final 5 Childhood friend
battle against their grudge-bound enemy. If they do so, all PCs gain 6 Worthy rival
a +4 bonus to the Success Value of their Monster Knowledge check Afterwards, your bonds deepen. As a shared party resource, you
against the boss. gain one use of the [Change Fate] right. When using this right, you
can flip both dice simultaneously for either a "skill check," "damage
calculation," or "loot determination" (e.g., 1-1 becomes 6-6). This
right is lost when the scenario ends.

(This event has no continuation) (This event has no continuation)

144
Part 4 Simple Scenarios

Pre-Boss Event/1 Surprise Attack! Back Pre-Boss Event/4 It's a trap! Back
Numerical difference of 2 or less Option A: This trap is cunning and devious! All PCs must make a
Your discussion is full of ideas and flows smoothly. During the "Spot Trap check (Scout or Ranger class level + Intelligence
boss battle in this scenario, you automatically succeed on "Surprise modifier)" against a "Target Number: AL+7". PCs who succeed can
Attack (see CR I, p. 144)". safely avoid the trap!
Numerical difference of 3-4 or less PCs who fail fall into the trap. They take "1d+AL" points of curse
The discussion was heated but couldn't be summarized well. magic damage.
However, you were able to understand each other. Option B: This trap is classic, but that's precisely why it is always
Numerical difference of 5 or more dangerous! All PCs must make a "Spot Trap check (Scout or Ranger
The discussion became confusing, and time passed in vain. class level + Intelligence modifier)" against a "Target Number: AL+5".
Increase the Sword Shards of this scenario's boss by +1 (The PCs who succeed can safely avoid the trap! PCs who fail fall into the
maximum number of Sword Shards, including those already trap. They take "1d+AL" points of physical damage.
enhanced, is up to the "monster's level").

Pre-Boss Event/2 Enemy Ambush! Back Pre-Boss Event/5 Sleepless Night Back
One or more successful: You noticed the surprise attack! There's Option A: You managed to sleep but feel mentally exhausted. The
nothing disadvantageous. Face the final phase with courage. target PC loses "AL" points of MP.
All failed: You were surprised (see CR I, p. 144) by the enemy! Option B: The two who stayed up late lost "AL" points for both HP
and MP. Normally, adventurers who lack sleep would have trouble
functioning, but right now, they feel somewhat uplifted by the rising
sun. The two PCs who stayed up late can each gain a +2 bonus to
their Success Value on a skill check once during this scenario (this
bonus can be applied after seeing the dice roll).

145
Designer's Notebook
Kei Kitazawa Bethe Yuli Kurosaki
This book was planned as a resource to help with I'm Bethe Yuli Kurosaki, and I was responsible for the
impromptu sessions and as a guide to understand the daily work skill descriptions and the background settings for several
lives of people living in the world of Raxia, allowing for more NPCs this time.
immersive roleplaying.
We've also prepared sample characters at multiple level When playing fantasy TTRPGs, we tend to view the world
ranges, allowing for immediate play in various scenarios. through the lens of "adventurers." However, in the towns and
Additionally, by utilizing generic NPCs and ready-to-use villages of fantasy adventure worlds, there are "ordinary
simple scenarios, GMs should find it easier to create their own people" who live, work, and make their living there. We often
scenarios. On top of that, we decided to delve deeper into overlook these people, seeing them merely as "quest givers" or
work skills... which turned out to be quite challenging. "shopkeepers." This book, "Raxia Life," is imbued with the
However, I believe this effort has resulted in rich, desire to help paint a richer world by shining a spotlight on
comprehensive content. Please use it to develop and add these people and their occupations.
depth to your characters. Of course, there are many more jobs (and work skills) in
For this edition, Tanaka Kouji is responsible for the the world of Raxia beyond those introduced here. If you want
characters in Part One, Kei Kitazawa, Bethe Yuli Kurosaki, your PC to acquire one, you can use the work skills in this
and Takeo Sugiura for the work skills in Part Two, Tadaaki book as a reference, including the bonuses, to create your
Kawahito for Part Three, and Jun Kawabata for Part Four. own. However, always make sure to get the GM's permission.
I'd also like to thank all the illustrators who have enriched Now, please enjoy your thrilling adventures in the more
the characters and work skills with their numerous detailed and richer world of Raxia!
illustrations. These will be a great help when actually playing
the game. Thank you very much. Additionally, I extend my
gratitude to everyone who contributed to the publication of
this book.
And finally, thank you to all our readers. We hope this
book will enrich your Raxia life.

Staff List Web Content


Writers:……..………………..….. Kei Kitazawa, Tanaka Kouji, Tadaaki
Kawahito, Jun Kawabata, Bethe Yuli Kurosaki, (Group SNE site)
Takeo Sugiura, Miyuki Kiyomatsu http://www.groupsne.co.jp/
Development: ………………… Group SNE You can find here errata, FAQ, and interviews.
Cover Illustration:……………. Konno Takashi
Table Illustration:…………….. Konno Takashi, Tai Nakajima, Usui Rina
(Fujimi Shobo official TRPG ONLINE Introduction page of
Text Illustrations:……………… akisa, Usui Rina, Kanino Nika, Kankuro, Seri
Suzuki, Tai Nakajima, Hayosena, Mikako “Sword World 2.5”)
Mikaki, Morechand, Renji https://fujimi-trpg-online.jp/game/sw25.html
Book Binding:…………………..Atsushi Sekoguchi (coil) This page contains information on downloads for various
Text Design:………………….....Takahiro Sato sheets and new releases.
Original Editing: ……………….Ryosuke Takeda, Keita Sadamatsu

Translation:…........................ Auquid
Translation Editing:……….…. Auquid
Original Release Date: 2023/10
Translation Release Date: 2024/09

This is a free, unofficial, fan-based translation.


Please support original creators by buying Sword
World books and supplements.

146
Part 4 Simple Scenarios

147

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